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Ducimus
06-23-10, 02:23 PM
Well gents, Sh5 done pissed me off!

Despite all logic and sanity, I've started a new mod, I'm not sure we could call it a supermod, it's certainly shaping up that way, but for now i prefer to think of it as an expansion on TMO. This mod will focus soley on the Type IXD2 that came with the Uboat Missions expansion for SH4. This will not be a full atlantic mod, although i may consider Operation drumbeat at some point in the future. So for now, realizing that all the "cool names" are taken up, and any use of the word "wolf" or "wolves" is entirely overused, allow me to introduce to you.......



http://www.ducimus.net/sh415/ubm/tmo9d2.jpg

Nine Delta Two


That'll be the theme anyway. :shifty: And let me emphasis this is a Work in progress. Considering this is a solo project thus far, (anyone want to help?) i'll be awhile before i have something to post in the way of a download.

Scope of project:
- Patrols in the south Atlantic / south Africa, Indian ocean
- Type IXD2 Uboat only

So here's the status report thus far:

* Beta release.
I will not be reivisting this mod for a few months. So i'm posting what I have rather then have it languish on my hard drive.

Some screenshots.


Reworked the crew so to be more appropriate for the tropics. Including.... Pith helmets!
http://www.ducimus.net/sh415/ubm/preview_02.jpg
I figured out how to get the watch crew, and ONLY the watch crew to wear pith helmets.


http://www.ducimus.net/sh415/ubm/preview_01.jpg
Notice how some of the deck gun crew's wearing something other then a pith helmet. :O:

Screenshot of the interior:
http://www.ducimus.net/sh415/ubm/preview_16.jpg
More interior screenshots here: (http://www.subsim.com/radioroom/showpost.php?p=1448920&postcount=121)


http://www.ducimus.net/sh415/ubm/snorkel_01.jpg
snorkel.

http://www.ducimus.net/sh415/ubm/preview_05.jpg
karamazovnew now included.

http://www.ducimus.net/sh415/ubm/preview_06.jpg
Thanks to Lurker, the full KM grid is now present.

Additional screenshots here: (http://www.subsim.com/radioroom/showpost.php?p=1449876&postcount=139)


Credits:


This mod adapts works from other large mods. The readme's of those mods have been included in the download and unaltered. The reason is, many modders contributed to those works as well. Modders below are the publishing author of cited works.



Flakmonkey - FM newInterior version 1.0

Lurker_Hib3 - Operation Monsun version 1.0

karamazovnew - Kriegsmarine Interface for UBM

Stormfly - some sound bytes used from Stormys DBSM collection SH5 v1.1

Othr - for orginal concept of conning tower emblems.

skwasjer - S3D

Ducimus - blah blah


Licenses & Permissions:


(1)Absolutely nothing found within this mod may be used for any commercial product of any size, shape or form.

(2)This mod is open source freeware, made by the subsim modding community openly and freely. All permissions of individual mods are subject to their author's permissions.

(3)You are free:
a.) to Share – to copy, distribute and transmit this work.
b.) to Remix – to adapt this work.

Under the following conditions:

a.) Credit List - You must mention who made the original work. (which is the supplying authors cited for specific parts in credit list herein)
b.) Attribution – You must attribute the work in the manner specified, but not in any way that suggests that I, or any mod author cited herein, endorse you, or your use of the work.
c.) Share Alike - If you alter, transform ,or build upon this work, either partially or in whole, you may distribute the resulting work only under the same or similar license to this one. Don’t wanna share? Then don’t use!



Installation:
You need a clean, unaltered install of SH4 Uboat Missions. Enable mod with JSGME

D/L For beta release:
http://www.filefront.com/17133625/BETA-Nine-Delta-Two.7z/

Royale-Adio
06-23-10, 02:37 PM
ALLRIGHT!!

Jan Kyster
06-23-10, 03:40 PM
IXD2! :rock:

May you quit modding many, many times to come! :rock:

Gorshkov
06-23-10, 04:05 PM
Great idea! :yeah:

Having even one German U-boot type tuned to be as realistic as possible along with realistic and fully functional German campaign on Pacific and Indian Ocean would be great improvement of SH4 and I think maybe a good modder community answer to sad UBI's SH5 story.

GWX4 has gone and stock SH5 is a ridiculous bunch of bugs so we have to think about some SH3+GWX3 replacement basing on SH4 engine...Sorry, but SH3 graphic engine is now too old, SH5 is quite a bit resources consuming game. Yet SH4 looks still good and has some potential.

McHibbins
06-23-10, 04:13 PM
Well Ducimus, shame above me that I´ve never tried TMO ´cause I´m pleased with RFB.

But I´ll definetly looking forward for this one. Keep up the good work :yeah:
It´s always good to have options, especially for Uboat Missions.

Sailor Steve
06-23-10, 05:51 PM
Love what I've seen so far! :rock:

A (very) small suggestion: It might be more convenient if you shorten the first part of the name to its initials, and since it's in English use the actual radio jargon... TMO: Niner Delta Two.

Or the German for fun... TMO: Neun Dora Zwei.

Sorry, couldn't help sticking my sorry nose in.

Royale-Adio
06-25-10, 03:59 PM
Sticky this thread!!!!

WarlordATF
06-28-10, 02:12 AM
Looks Really Interesting! I am more of a fleetboat man myself, but from what i know about TMO I'm sure Ducimus's work will be top notch.

I'll try it when its released and who knows, maybe i'll get some use out of the U-Boat portion of the game.

Any chance of modding Flakmonkeys SH3 type 7 interior to work with this?

Its pretty simular to the Type 9, but FMs version has many more rooms. I got it to work in SH4, but the lighting must be different because there are black boxes on the light bulbs.

Anyway, Looking Forward to this mod, Thanks Ducimus! :up:

Ducimus
06-28-10, 09:36 AM
>>Any chance of modding Flakmonkeys SH3 type 7 interior to work with this?


Maybe. I have thought about it, and i did ask his permission to use it, which he kindly gave. However, importing it to Sh4 will be quite the chore. For now, it's more time efficient to fix up the stock interior, and worry about importing FM's type7 interior at a later date when there isn't so many things to look at.

Hitman
06-28-10, 10:20 AM
So you quitted modding again, uh ?:har:

Looking forward to see what comes out of this, as always it is VERY promising :rock:

Don't forget KIUB interface and lurker's campaign layers for the Indian ocean. :up:

Hitman
06-28-10, 10:24 AM
Forgot to ask: Will it need TMO, or will be a standalone mod? (Prefereable for me :D)

AVGWarhawk
06-28-10, 02:21 PM
Forgot to ask: Will it need TMO, or will be a standalone mod? (Prefereable for me :D)


I see TMO in the JSGME on the first post.

Gorshkov
06-28-10, 02:36 PM
Would it be possible to introduce and fix several important things in your mod, Ducimus? I mean:

- snorkeling with working CO2 recirculation
- German speech-pack
- attacks on Allied shipping being within 20 km range from their harbors in the campaign mode
- more 1943-45 Electronic Warfare suites available for IXD2 - mostly RWRs (Samos, Naxos, Zypern, Borkum, Tunis) because all U-boat radars and sonars already are present in the game (GHG/KDB/Balkongerat, FuMO-29/30/61). In short better SH4's Electronic Warfare layer if it is possible.
- IXD2 submerging in about 50 seconds
- fixed German Indian Ocean campaign of course if you going to create such one at all
- more aggressive Allied escort
- karamazov's mod as an option

Having such realistic U-boat in SH4/UBM would be amazing because players would get for free more than They can found in the crappy stock SH5. :rotfl2:

Ducimus
06-28-10, 07:39 PM
I see TMO in the JSGME on the first post.

This may change. It may end up being stand alone. Infact, im leaning more on standalone the more i get into it.


- snorkeling with working CO2 recirculation

Snorkel, probable. Working CO2 recirculation. doubtful. Have read thats hardcoded issue.

- German speech-pack

I believe this already exists as it's own mod.

- attacks on Allied shipping being within 20 km range from their harbors in the campaign mode

Not sure what you mean here. I do intend to add harbor traffic as much as patience will allow.

- more 1943-45 Electronic Warfare suites available for IXD2

I probably will, though not historically correct for Uboats in the far east. Being so far from home, they did not have the latest and greatest equipment.


- IXD2 submerging in about 50 seconds

Already finished that.


- fixed German Indian Ocean campaign of course if you going to create such one at all

I intend to do Biscay bay, South atlantic and indian oceans.

- more aggressive Allied escort

Muahhhh. HAHAHAH HAHAHHAHAHAH!!!

- karamazov's mod as an option

Had planned to include it.

Gorshkov
06-29-10, 04:12 AM
What is so funny in more aggressive Allied escort? Lurker did it but you cannot?

sergei
06-29-10, 08:25 AM
What is so funny in more aggressive Allied escort? Lurker did it but you cannot?

I'm assuming you haven't had any experience of destroyer AI from TMO?
Oh boy, are you in for a shock :DL

Gorshkov
06-29-10, 08:32 AM
Oh, sergi-boy...firstly most probably TMO:NDT mod will be standalone, secondly I had Allied escort in mind. That is why I asked Ducimus about harder Allied escort in comparison with stock SH4 escort. :rotfl2:

sergei
06-29-10, 08:44 AM
:DL
I should imagine that Ducimus will make the Allied AI just as challenging as the AI in TMO.

I hope so anyway :up:

Ducimus
06-29-10, 11:00 AM
What is so funny in more aggressive Allied escort? Lurker did it but you cannot?

That was a laughter with evil intent (http://www.subsim.com/radioroom/showpost.php?p=1202436&postcount=9). :haha: Asking me for harder AI, isn't neccessarly a good idea!

Gorshkov
06-29-10, 03:24 PM
Sorry but I am not familiar with "your" escort. I did not play TMO so far except some testing.

Ducimus
06-29-10, 03:59 PM
Don't worry, ill do my best to get you killed. :O:

Diablo2
06-29-10, 04:03 PM
There in a class of their own thats for sure...

Bubblehead1980
06-29-10, 04:33 PM
haha TMO escorts are vicious SOB's, beatable for sure but definitely vicious. Duci, you have crossed over to the "dark side" u boats lol boo.kidding

Ducimus
06-29-10, 04:41 PM
No, I'm just bored and needed something new to tinker with.

etheberge
06-29-10, 09:55 PM
Your boredom is our gain :DL

And now for a shameless plug:

If you'd like to add German Map Labels to your mod I'd be more than happy to make any corrections or additions you might need for this project.

http://www.subsim.com/radioroom/showpost.php?p=1183316&postcount=1

kiwi_2005
06-30-10, 02:26 AM
Nine Delta Two :rock: Fantastic! :yeah:

JScones
06-30-10, 03:07 AM
Love what I've seen so far! :rock:

A (very) small suggestion: It might be more convenient if you shorten the first part of the name to its initials, and since it's in English use the actual radio jargon... TMO: Niner Delta Two.

Or the German for fun... TMO: Neun Dora Zwei.

Sorry, couldn't help sticking my sorry nose in.
Well, just be glad he didn't call it Tango Mike Oscar India X-ray Delta Two. That would be a mouthful.

IMHO "nine" is fine - that's how it's spelt, even if it is pronounced "niner".

@D: Looking interesting :up:. With SH5 a proverbial lead balloon, stuff like this may just sway me to the "dark side", otherwise known as SH4.:haha:

Reece
06-30-10, 05:41 AM
Gee Ducimus, I might have to re-install SH4 for the umpteenth time to give this a go!:yep:

KING111
06-30-10, 08:54 AM
great news:yeah:
And there was me thinking every one had forgotten
SH4 ATO MODS
i have tried SH5 but it is poo i have installed it took it off
and installed it again i don't know how many times
but now its off for good

Gorshkov
06-30-10, 10:24 AM
Now SH4 is the only way to go... :know:

Sailor Steve
06-30-10, 10:53 AM
IMHO "nine" is fine - that's how it's spelt, even if it is pronounced "niner".
Of course it is. I wasn't complaining, or even really suggesting. Just letting random thoughts run out on the keyboard. Had a heck of a time cleaning it up.

@D: Looking interesting :up:. With SH5 a proverbial lead balloon, stuff like this may just sway me to the "dark side", otherwise known as SH4.:haha:
Please don't say things like that. I had to clean it up again to get the drool off.

Then I had to lie down until my heart stopped pounding. :D

Ducimus
06-30-10, 11:50 AM
It's going to be stand alone . New title tenatively just "Nine Delta Two".

FIREWALL
06-30-10, 01:49 PM
Those pith helmets were the closer for me Duce. :DL Saw the pic on another thread and then saw your thread here.

Looking forward. I always enjoy your work and appreciate it. :salute:

Ducimus
06-30-10, 02:55 PM
Well, this is going to take a little while, but im working as fast as i can. The more i dig into it, the more im finding to fix.

As so far i've been focused entirely on the Uboat, the interior, the crew, and minor weapon tweaks.

I did get the snorkel in. Along with emblems, but like TMO, they'll remain an exterior option. Meaning, choose your emblem and load them up in JSGME. I'll try and get 9D2 emblems made up long with flotilla emblems.
http://www.ducimus.net/sh415/ubm/snorkel_01.jpg


I've spent a few hours now trying to get the bow splash in heavy seas working, but with no success. Which irritates me since i fixed it fairly easily for fleetboats. Reverse engineering my own work in TMO, and i still can't get it to work. *sigh*


Next im gonna work on crew graph files. These are the files that add speech to crew members. The watch officer was completely lacking one. Using the one for fleetboats as a placeholder, but i want to make a new clean file.

Fun stuff. I hate working on graph files.. blech. But, once done, the extra speech can be freaking cool. In TMO i got the planesmen, and helmsman to properly repeat given orders. Turned out pretty cool.

Gorshkov
06-30-10, 03:12 PM
Snorkel is very good idea but CO2 issue ruins it somehow...

Jan Kyster
06-30-10, 04:28 PM
Snorkel is very good idea but CO2 issue ruins it somehow...Nah, knowing Ducis planes, none of us are going to use it anyway... unless he makes it like 300 meters long :stare:


...The more i dig into it, the more im finding to fix.Really? In a UbiSoft product?!? http://i189.photobucket.com/albums/z15/subject_rod/smilies/faint2.gif


Looking forward to this! :salute:

Ducimus
06-30-10, 04:48 PM
Nah, knowing Ducis planes, none of us are going to use it anyway... unless he makes it like 300 meters long :stare:
:

I suspect some folks who eventually try this mod, have no idea about those planes. I shall have colorful vindictive heaped upon my name as the shock factor will be too much to bear for some. :har:

To be fair, ill probably tone down the depth at which air drop depth charges detonate to offset the lack of extendable air search radar, and i'll probably limit underwater detection to multi engine planes and not any single seaters.

(I used historical depth numbers on air dropped DC's in TMO from jap interregation reports BTW)

Gorshkov
06-30-10, 05:24 PM
ASW plane has to detect submerged snorkeling U-boat. This is not as easy as detecting U-boat sailing surfaced because:

- aerial radar detection range is much shorter against snorkel

- visual detection range is also shorter

Thus snorkeling should improve U-boat stealthiness against Allied ASW aircrafts.


PS. It is always possible another modder downgrade Duci's uber-planes to the stock ones. ;)

Reece
06-30-10, 07:43 PM
PS. It is always possible another modder downgrade Duci's uber-planes to the stock ones. ;)Or Ducimus might have a few options to select from!:D

Ducimus
06-30-10, 08:45 PM
I learned awhile ago that it doesn't matter how i design a mod, i will never please everyone. That and no matter what i do, or what i include, or how much i include, people will overlay umpteen mods over the top of it anyway.

So the only thing i can do, is design the mod to what i think is best by my own judgment. Nobody may believe it, but i do actually think ahead, and think things out, considering all elements at play, before i make a design decision.

Reece
06-30-10, 10:12 PM
I learned awhile ago that it doesn't matter how i design a mod, i will never please everyone. That and no matter what i do, or what i include, or how much i include, people will overlay umpteen mods over the top of it anyway.

So the only thing i can do, is design the mod to what i think is best by my own judgment. Nobody may believe it, but i do actually think ahead, and think things out, considering all elements at play, before i make a design decision.
I know it will be very good, you put your heart into what you do,:up: but everyone's taste is different, therefore you can't please them all!:yep:

Gorshkov
07-01-10, 07:07 AM
Could you share with me stock SH4 English version files found in Data/UPCData and Data/UPCDataGE folders because my SH4 localization is somehow corrupted and I do not have descriptions of weapons and upgrades at all. :(

Reece
07-01-10, 08:12 AM
Here you go::yep: Link now deleted!
(http://www.filefront.com/16926529/UPCD.rar)

Gorshkov
07-01-10, 08:44 AM
Many thanks! I can reinstall SH4/UBM now. :up:

Besides I collected data about all Type IXD2 U-boats which actually operated from Penang as a part of "Monsun Gruppe". I counted only U-boats that successfully reached Japanese bases and were not sunk en-route. Here you are: U-178, U-181, U-196, U-859 (had snorkel since February 1944), U-861, U-862 (had snorkel since at least August 1944).

So there were only six such boats with two of them equipped with snorkel. I think this data may be useful for all "Monsun Campaign" creators.

Gorshkov
07-01-10, 10:58 AM
Does in the stock SH5 v. 1.5 lack possibility of upgrading sonars (WCA, JP, JT) on US subs? I can do that only on U-boats.

Ducimus
07-01-10, 11:18 AM
Does in the stock SH5 v. 1.5 lack possibility of upgrading sonars (WCA, JP, JT) on US subs? I can do that only on U-boats.


Yup. Thankfully now, you've got everything short of FM sonar.

Gorshkov
07-01-10, 11:39 AM
More precisely in stock SH5 v. 1.5 sonar slots exist only on Gato-class sub... :o

Ducimus
07-01-10, 05:44 PM
http://www.astoundinggraphics.com/images/products/coffee246011.gif

Just sayin'.

Thanks to lurker I've made some real progress. To use construction work as a metaphore....

- In the next day or two, i should have this "house" framed up completely.
- Will probably take me another week or two to hang the sheetrock.
- Will take anywhere between a few days to a week to mud, caulk and paint.

That ill be version 1.0

The hardwood baseboards, chair railing, wainscoating, and what not (IE Detail work) will come later.

So, im guestimating ill have a release in three weeks or so, if i don't fall down dead before then.

Gorshkov
07-01-10, 06:34 PM
Don't forget about German torpedoes tuning! :salute:

Reece
07-01-10, 07:45 PM
Don't forget about German torpedoes tuning! :salute:Make that 4 weeks then!:haha:

Ducimus
07-01-10, 08:15 PM
Make that 4 weeks then!:haha:

:hmmm: Well since you guys put it that way. Yeah Maybe 4 weeks... maybe longer. I don't plan on doing a whole lot of updates like i did TMO.. so maybe i'll post it.......

http://cache.kotaku.com/assets/resources/2008/04/duke_nukem_forever.jpg
When it's done.



Yeah i know... novel concept. :smug:

Reece
07-01-10, 08:58 PM
But "He'll be back!":yep:
http://ocricket.com/i-ll-be-back.jpg

sergei
07-02-10, 01:50 AM
Good stuff.
Looking forward to it.

Ducimus
07-02-10, 02:16 PM
Finished hashing out the flotilla arrangements this morning. Just have to test it now to make sure things are transferring right.

Here's how this will play out.

Career option 1: " Sea Trials"
Sea Trials.
StartTimeInterval=1942-03-10, 1942-03-15
- will be similar to the sea trials in TMO.
- You will be transferred to the 10th flotilla upon completion.

Career option 2: "Opening Moves"
10th flotilla
StartTimeInterval=1942-09-01, 1942-09-05
- 9D2's were in this flotilla breifly for one month before being transferred to the 12th.
- im thinking of using this flotilla as an opporunity to get a caribean patrol in.
- Your base will transfer to the 12th flotilla in one month.

Career option 3: " South Atlantic and Beyond"
12th flotilla
StartTimeInterval=1942-10-01, 1942-10-05
- get a few patrols into the south atlantic and around the cape of good hope, returning to france
- You will later be give a mission to travel to penang, IXD2's will be transferred to Monsun group 1. The premise here is to send you to the far east, and do this base change/flotilla transfer while your enroute, so you make the journey like the real boats did.
- You will eventually find yourself in Monsun group 1 (first wave of boats sent to the far east ) stationed of penang

Career Option 4: " Into the far east"
Monsun group 2 ( This is the second wave of monsun boats )
StartTimeInterval=1944-02-01, 1944-02-05
- Starts in france,
- Base change to Jakarta after one month


Career option 5: "The far east"
Monsun groups 1 and 2
StartTimeInterval=1944-03-01, 1944-03-01
- this exists purely as a way to start in either the first or second monsun group, bypassing the journey to get there. However, this career option starts in march 44, so you'll have missed quite a few years of the war.

Jan Kyster
07-02-10, 05:09 PM
Wow! I'm getting flashbacks here! :rock:

Sounds very playable and fun!


And Yes! A trip to Caribean waters is a must! :D Tanker Alley Raids!! :rock:

Ducimus
07-02-10, 09:33 PM
DB98 for teh win. :haha:

Ducimus
07-03-10, 11:50 AM
Updated first post with some screenshots. Probably won't be posting any more "carrots" for awhile. Sort of a waste of time when i could have been working and making progress instead.

KING111
07-03-10, 06:13 PM
its looking very good
looks like i will have 4 installs on SH4
so far i have
Silent hunter 4 TriggerMaru
Silent Hunter 4 Operation Monsun
Silent Hunter 4 We Dive it dawn
and hopefully one day
Silent Hunter 4 TMO: Nine Delta Two:yeah::yeah::yeah:

Reece
07-04-10, 09:04 PM
When you do release this Ducimus could you please give a list of recommended mods as well as essential mods please,:D since there are so many to otherwise go through.:doh:
Cheers.

TheBeast
07-05-10, 06:11 AM
In anticipation of this new MOD, I have removed the SH5 DVD from my NAS-DVD 6 disk changer and replaced it with SH4 Wolf's of the Pacific and SH4 U-Boat Mission prepairing for clean install.
Clean SH4 + SH4 UBM 1.5 install complete and ready to go.
Seriously, after playing (pre-order) SH5 I feel I have been raped. So many problems, so much potential that can not be accessed. Consitant CTD after prolonged run times (4+ hours). The "No Internet Connectiion: Game Play Access Denied" and the game action freeze Auto-Save feature that always happens when I approach a convoy or task force I never figured out how to disable.
I don't think I was totally ripped off but I do not think I should pay money for a product that IMO, barely meets Beta-Test criteria.

http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2444Looking forward to your new MOD.:Dhttp://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2445

http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2446Thanks!:salute:http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2452

Jan Kyster
07-05-10, 07:02 AM
Another SH5 cry-baby! :rotfl2:...and replaced it with SH4 Wolf's of the Pacific and SH4 U-Boat Mission prepairing for clean install.But don't leave it there!
The crappy DRM in SH4 doesn't even require you to leave the disc in drive! :nope:


Updated first post with some screenshots. Probably won't be posting any more "carrots" for awhile. Sort of a waste of time when i could have been working and making progress instead.Yeah! wth?! http://i189.photobucket.com/albums/z15/subject_rod/smilies/chair.gif

No seriously - just wanted to sign up for test duty, if you need one! :D

TheBeast
07-05-10, 07:32 AM
No seriously - just wanted to sign up for test duty, if you need one! :D

I am in line with Jan Kyster on this one. If you need any help, just say so and I am there to assist in any manner my feable skills will allow.:rock:

EgoApocalypse
07-05-10, 11:22 AM
Ducimus I wil be heading away for six months soon,
( :cry: Not that I wil be missed around here, But I wil miss here :cry: )
But I look forward to what I wil find when I get back,

Great Job,:salute:

TheBeast
07-05-10, 05:52 PM
@ Ducimus (http://www.subsim.com/radioroom/member.php?u=219224)

Will you be adding Sumarine Models like the Type-II, VII, VIIC etc. to this MOD?:06:

Reece
07-05-10, 07:57 PM
@ Ducimus (http://www.subsim.com/radioroom/member.php?u=219224)

Will you be adding Sumarine Models like the Type-II, VII, VIIC etc. to this MOD?:06:In the first post Ducimus quoted "This mod will focus soley on the Type IXD2 that came with the Uboat Missions expansion for SH4" so I doubt it!!:yep:

Ducimus
07-05-10, 08:23 PM
I thought the title was self explanitory myself. :O:


Nine Delta 2........9D2.................IXD2


The amount of work ive been putting into what i have so far is quite a bit. Every Uboat in the kresimarine and id be sitting here modding for the next freaking year. Totally not my goal.

Reece
07-05-10, 08:38 PM
I thought the title was self explanitory myself. :O:


Nine Delta 2........9D2.................IXD2You got me!!:yep: was so obvious too!!:dead:

TheBeast
07-05-10, 10:01 PM
I thought the title was self explanitory myself. :O:


Nine Delta 2........9D2.................IXD2


The amount of work ive been putting into what i have so far is quite a bit. Every Uboat in the kresimarine and id be sitting here modding for the next freaking year. Totally not my goal.

You know I even read that but after reinstalling SH4 and playing Opperation Monsun for a couple hours and seeing all the Sub types, the Nine Delta 2 just blew out the window.

TheBeast
07-06-10, 01:05 PM
I was wondering if you would like to include the following Type-IXD2 Modifications in your MOD.:06:
I made a MOD for Custom Tower Emblems, and HULL numbers on the Tower and Bow and adds Exhaust Smoke in the NSS_UBoat9d2.dat. The MOD allows the user to set any 3 digit hull number they happen to be assigned and you can apply and Tower Emblem you want to use simply by replacing texture images.
When the images are rendered, they are resized linear to 128 x128 but the actual images can be larger or smaller.
The Exhaust Smoke: Keldunk from RFB was the first example I saw using Exhaust Smoke, I did not cut and paste his work but credit for the Exhaust should go to him if you decide to use the MOD.
Sample images are included in the MOD and is available for download here at SubSim.com Type_IXD2_MODPAK_SH4v1.5 (http://www.subsim.com/radioroom/./downloads.php?do=file&id=1702)
http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2458

NOTE: The MODPAK also includes a script for creating the hull numbers. The filename is DO.BAT
The script must be executed in the Support folder so it can find the source images in the Support/Images folder. It will copy the images from the source folder to the data\textures\tnormal\tex for using the file names I specified in the materials of NSS_Uboat9d2.dat
USAGE:
i.e. DO.BAT NSS_Uboat9d2 8 7 4
Ensure the HULL numbers include spaces so they can be handled by the script correctly
P.S. Images are orientated correctly on both sides of the boat.

Sailor Steve
07-06-10, 02:52 PM
INine Delta 2........9D2.................IXD2.
Ninety-two different boats.

Got it.

Nisgeis
07-06-10, 03:33 PM
Ninety-two different boats.

Got it.

Hmmm. IXD in Roman Numerals is 491... then you have the two on the end, so that's 4912. Or if the 2 should be a II as in IXDII then it's 493. Ah, but now I see that '9D2' phonetically is 'Nine-D(ty)-Two'. Clever.

Ducimus
07-06-10, 03:37 PM
RE Tower Emblems, and HULL numbers:

I won't do hull numbers in this mod. German uboats didn't place these on their hulls during war time. Im not sure about peace time, but i have NEVER seen a picture of a german controlled uboat with a hull number.

Tower and flotilla emblems are already possible to place. Though it is currently an external option. Meaning you have to replace the emblem.tga and flotilla.tga with one of your liking. I have an idea on making this an ingame selectable option. So you can swap emblems out when in port without exiting the game.

Currently on back burner though, because crew speech graph data files need more immediate attention. Ubi REALLY half assed these. Took me all morning to get the sonar man to give a verbal reply to orders without repeating them twice. Watch officer is next, and this will be even more "fun" since i'll be doing it from scratch. (it's totally missing)

Campaign wise, i think 80 to 90% of it is in and working. (thanks to Lurker). I still need to do harbor traffic for Atlantic and caribean, and the sea trails missions. I am seriously considering omitting these, it's alot of scripting work.

Sub wise, i made a good breakthrough. I fixed battery recharging times. Instead of it taking 15 to 20 hours to recharge a battery from 20% to 100%, it will now take about 6 or 7 hours. The best part is, i didn't change how the Uboat engines work, and make them work like the fleetboat engines where they're always on. (another way to circumvent this problem)

reaper7
07-06-10, 05:49 PM
Amazing stuff Dumicus. Look forward to trying it out. Loosing interest in SH5 myself fast. Once I'm finished my UI Mod I think I'll be heading to the SH4 and SH3 for a long stint.

Like the fact you have KiUB included, an excellent Interface and the one I based my own on. :yeah:

Ducimus
07-06-10, 09:35 PM
As an aside, since i'm not really sure if i explained it.

I am only focusing on the IXD2 because (and SH5 has a lot to do with this)

- The 3d model is superior to anything else that was historically used in SH4, and is almost as good as SH5. It's very close.

- I've always had an interest in WW2 long range attack boats. Type 7's never really did much for me, probably because my first love is fleetboats and type 9's are the closest to it. Ever hear of the "Type IX club"? I had a hand in that.

- I figure if people really wanted to play Type 7s, (type 2's don't even regester as a submarine to me) they'll install OM or play SH3/SH5.

- I figure by only focusing on one boat, ill be able to work out more details, then if i attempted all of them. Besides that, i don't have the energy for all of them. One boat done really well is all i'm good for at this point in time.

McHibbins
07-07-10, 02:36 AM
Yep Ducimus....let´s say the IXs are more....adventureous, sailing in caribian, african and even asiatic waters :up:

Jan Kyster
07-07-10, 05:47 AM
The IXD2 was my longest ongoing affair with any sub to date. Got the U-181 at "release day" and we went to almost every corner of the globe - must have played that career for most of a full RL year :hmmm:
Good times, great ship! Lost her to an innocent and harmless looking british Flower Class corvette http://i189.photobucket.com/albums/z15/subject_rod/smilies/rolleyes.gif on a clear and sunny day east of Melbourne - that was my last day with GWX and went on to SH4...


Only thing I've just realized that I'll sincerely miss from my USS Silversides is the radar! The brits do have some planes hanging around... :o

Will probably miss the "extra" tubes as well... :D

reaper7
07-07-10, 12:20 PM
- I figure by only focusing on one boat, ill be able to work out more details, then if i attempted all of them. Besides that, i don't have the energy for all of them. One boat done really well is all i'm good for at this point in time.

Agree, One boat done well is alot more playable that many boats done marginaly well. :up:
So where did the SH5 devs go wrong :haha:. All they got was the boat.

Ducimus
07-07-10, 12:37 PM
So where did the SH5 devs go wrong :haha:. All they got was the boat.

Things that are basic to a sim aren't working so well in SH5.

sergei
07-07-10, 12:45 PM
I think that's what he meant.

They remembered the 'One Boat' Bit.
But forgot the 'Done Well' bit. :DL

Gorshkov
07-07-10, 02:04 PM
And that is good in IXD2 U-boats you can operate them practically everywhere! :up:

Reece
07-07-10, 10:08 PM
And that is good in IXD2 U-boats you can operate them practically everywhere! :up:But they have very slow diving times and not practical at all for Convoys!:o Will have to be on our toes in situations like that!:yep: Not sure how the AI in SH4, or more so Nine Delta Two, compares to GWX3, could be very exciting finding out though!:03:

Ducimus
07-08-10, 12:45 AM
Not sure how the AI in SH4


Lets put it this way. In TMO, aircraft can detect shallow submerged submarines. One time, i had an aircraft detect me while conducting a submerged day light periscope attack.

Said plane then alerted the convoy escorts, who kept me pinned down for the next couple of hours while the convoy got away.


Now that said, i am unsure if im going to allow aircraft submerged detection or not in 9D2. At the most, maybe just multi engine bombers, but not single engined fighters.

Gorshkov
07-08-10, 06:19 AM
Anyway IXD2 subs fought during World War II achieving some success. Fourteen o them sunk 96 ships for a total of 522523 GRT in two years (1942-44). So they should be also capable to do that in NDT.


As for diving times Now I have found on U-boat Archive such data:

1. Type XB: Best diving time 37 seconds to 20 meters, average diving time to 20 meters 40 – 45 seconds

http://www.uboatarchive.net/U-234INT.htm

2. Type VIIC: Before platform I was widened and platform II added, i.e. prior to last patrol, U-664 dived to periscope depth, 13 m., in 18 seconds. After changing the superstructure the diving time was increased to 28 seconds.

http://www.uboatarchive.net/U-664INT.htm

3. Type IXC: Prisoners said that the best crash-diving time obtained during trials in the Baltic was 38 seconds to periscope depth.

http://www.uboatarchive.net/U-187INT.htm

4. Type IXC/40: At Hela U-841 crash dived in 35 seconds. On patrol she could not do better than 41 seconds due to increased resistance of larger gun platform and of splinter shield on quadruple gun mount.

http://www.uboatarchive.net/U-841INT.htm

5. Type IXD2: 38 seconds to periscope depth at flank speed.

http://www.uboatarchive.net/U-177INT.htm


So I cannot notice IXD2 had significantly longer crush-diving times than another Type IX variants and large Type XB mine-layers. It was most probably about 40 seconds on average. Apparently the rule of thumb is Type VII U-boats could dive two times faster than Type IX subs.

Reece
07-08-10, 09:09 AM
If I remember rightly that is one thing that annoyed me with OM! The dive times were unrealistically way too low, something like a minute and a half!:-?
@ Ducimus, from what I have read, and so far about 3 dozen U-boat books, the Atlantic was so murky that the boats were not visible below the surface, have never read any being attacked that way, only if the scope or snorkel was detected, not to say they weren't, just never read it.:hmmm:

Ducimus
07-08-10, 11:06 AM
Atantic isn't the main focus. What I may do is use that specific visual sensor, at a specific date when then the player is no longer in the atlantic, but the indian ocean and border areas of the pacific.

TheBeast
07-08-10, 12:06 PM
If I remember rightly that is one thing that annoyed me with OM! The dive times were unrealistically way too low, something like a minute and a half!:-?
@ Ducimus, from what I have read, and so far about 3 dozen U-boat books, the Atlantic was so murky that the boats were not visible below the surface, have never read any being attacked that way, only if the scope or snorkel was detected, not to say they weren't, just never read it.:hmmm:

I timed the 9D2 in OM a couple days ago.
Periscope Depth from surface to submerged is 4.2, almost 5 minute.
Crash Dive from surface to submerged is 3.2 minutes.

First time I tried to dive, I thought the game command was broken (is IMO). If radar detects inbound aircraft, it is already to late to dive.

I mentioned this to Luker and he said it was by design. That along with the constant aircraft attacks while surfaced and the aircraft attack range of opperation prompted me to remove OM.

reaper7
07-08-10, 01:24 PM
I think that's what he meant.

They remembered the 'One Boat' Bit.
But forgot the 'Done Well' bit. :DL
Yes, sorry thats what I meant.
SH5 just stripped everything out of the game and then put in a walkable interior that you cant interact with. Complete joke.

The more I try to mod it, the more I find removed and useless.
At least I got the stadimeter working in a round about way :haha:.
But Attack Map, KM Grids all gone :nope:.

Ducimus
07-08-10, 04:21 PM
I don't have it timed exactly, but right now i have the IXD2 crash diving while cruising on the surface at 10 kts, to reaching periscope depth, in about 45 to 60 seconds or so. It's somewhere in that range. I haven't fine tuned it yet.

Reece
07-08-10, 09:28 PM
I don't have it timed exactly, but right now i have the IXD2 crash diving while cruising on the surface at 10 kts, to reaching periscope depth, in about 45 to 60 seconds or so. It's somewhere in that range. I haven't fine tuned it yet.
Now that sounds close to realistic!:up:

Ducimus
07-09-10, 03:40 PM
I'm gonna whine a little bit.

S'cuse me while i bust out the violin.
http://www.noozhawk.com/images/uploads/Richard_Tognetti-540.jpg

I'm starting to wonder what possessed me to take on this project. I've been putting in 5 to 6 hours a day on this mod for the last 3 weeks. This is in addition to my daily commute, work, and home life. Somehow i've been managing to squeeze in sleep in that routine.

I can't keep this up. My options are:

a.) to scale back the project for the first release by omitting sea trials and the 10th flotilla and doing them later. ( This allows me to put off doing alot of axis harbor traffic and mission scripting. The focus on the first release then becomes entirely on the 12th flotilla patrols in south Atlantic, and monsun patrols in the indian ocean, which is mostly done. Thank you lurker! )

b.) Taking a break for a week or three. (trouble is i feel rushed, and i want to hammer this out while the iron is hot)

c.) Get help to complete items mentioned in option A.


Honestly i'm leaning on A. I'm feeling like i got way too ambitious for the first release. The whole scope of what i've been envisioning is way too much for one modder to handle in any reasonable length of time.

lurker_hlb3
07-09-10, 03:55 PM
I'm gonna whine a little bit.

S'cuse me while i bust out the violin.
http://www.noozhawk.com/images/uploads/Richard_Tognetti-540.jpg

I'm starting to wonder what possessed me to take on this project. I've been putting in 5 to 6 hours a day on this mod for the last 3 weeks. This is in addition to my daily commute, work, and home life. Somehow i've been managing to squeeze in sleep in that routine.

I can't keep this up. My options are:

a.) to scale back the project for the first release by omitting sea trials and the 10th flotilla and doing them later. ( This allows me to put off doing alot of axis harbor traffic and mission scripting. The focus on the first release then becomes entirely on the 12th flotilla patrols in south Atlantic, and monsun patrols in the indian ocean, which is mostly done. Thank you lurker! )

b.) Taking a break for a week or three. (trouble is i feel rushed, and i want to hammer this out while the iron is hot)

c.) Get help to complete items mentioned in option A.


Honestly i'm leaning on A. I'm feeling like i got way too ambitious for the first release. The whole scope of what i've been envisioning is way too much for one modder to handle in any reasonable length of time.

My recommendation is "take your time" and build your mod to "your" schedule and "not" to what others appear to be trying to "demand" you do. Remember your "NOT" these peoples "slave".

ivank
07-09-10, 03:59 PM
My recommendation is "take your time" and build your mod to "your" schedule and "not" to what others appear to be trying to "demand" you do. Remember your "NOT" these peoples "slave".

greatest advice ever

Nisgeis
07-09-10, 04:01 PM
Scale it back, staged releases and enjoy it. Don't burn out! That's no fun. Although I do understand the desire to release it in a certain state, it's better to release it in small incremental bites, than one big wadge of a mod.

Ducimus
07-09-10, 04:32 PM
My recommendation is "take your time" and build your mod to "your" schedule and "not" to what others appear to be trying to "demand" you do. Remember your "NOT" these peoples "slave".

Thanks lurker. You know, i lose site of why one mods. At first I mod because i enjoy it. Which later becomes, "because i said i would do it", later it becomes work..... and sometime after that my fangs come out. :haha:

Scale it back, staged releases and enjoy it. Don't burn out! That's no fun. Although I do understand the desire to release it in a certain state, it's better to release it in small incremental bites, than one big wadge of a mod.

Yeah i think i'm going to where the campaign is concerned. That stuff burns me out faster then a quick match fuse. The good thing is i planned ahead when i laid some stuff out, leaving things open ended for later.

On a side note, working on this mod, ive realized that i've learned a few things from working on TMO. In some respects this mod will be better then TMO when im done with it.

Reece
07-09-10, 08:15 PM
Sometimes it is better to mod "behind closed doors" that way there is no expectations and can work at your own pace/pleasure,:03: by all means don't rush, SH4 is not going anywhere. But really I don't see anyone pressuring you, most are just keenly interested and excited!:yep: Well we all know what happened when UBI rushed - SH5!!:damn:

Ducimus
07-09-10, 08:48 PM
Sometimes it is better to mod "behind closed doors" that way there is no expectations and can work at your own pace/pleasure,:03:
I never hide what i'm working on, but i probably shouldn't have made a thread just yet. :haha: My problem is when i get excited about something, i can't keep my yap shut.


by all means don't rush,

The only thing i'm really inclined to rush things on, is campaign scripting. I detest it. I find it a tedious, dull, and unrewarding chore. it's not that i don't know how to do it, it's simply that i don't like it. You know, doing the three sea trial missions in TMO took me a week to pound out correctly.

When i do anything though, i do something i did alot of in college. Code, compile debug. Over and over and over again. Or at least the modding equivlant of that. And i keep doing that until whatever im working on is resolved, and then i move on. Code, compile debug, code, compile, debug, ad nauseum. I only like to do something once. Not twice, so i try and get it right the first time.


SH4 is not going anywhere.
No, it's not. But i might! I'm trying to get this done while the interest is still there for the time being.

But really I don't see anyone pressuring you

Yes there is. Me! :arrgh!:

, most are just keenly interested and excited!:yep:

*shrug* cool i guess. Don't expect much of a readme though. Infact, i may not write one at all. I'm going through this stuff the files broken down in a modular fashion. I see something that bugs me, i fix it, and move on to whatever else is bugging me. You know, ever changelog i ever wrote for TMO, was written AFTER THE FACT. I went through the files saying, "hmm ok i did this, then that, then after that i did this,). I hate writing documentation about as much as i hate campaign scripting, and my changelogs in TMO reflect it, they're very terse. lol

Well we all know what happened when UBI rushed - SH5!!:damn:

Yeah, i know.

Ducimus
07-09-10, 09:19 PM
BTW, and this is just a general statement.

There really isn't any need to post links to uboat archieve or informing me of various details or personal perceptions. I know some folks are just trying to help but...... For one, i'm going to mod something based upon my own judgements and what * i * feel is correct.

For two, I've known about Uboat archieve for years, Ive read much on it. I am not the type who reads up on only one theater of submarine action. I am always looking for more information, but i like the obscure sources i haven't already seen. uboat.net, uboatchieve.net, uboatwaffe.org, uboataces, or hyperwar links.... been there, done that.... repeatidly.

It's links other then the obvious ones I'm always looking for. Off the beaten track info is what interests me. Such as:

http://monsun-uboats.spaces.live.com/
http://www.9teuflottille.de/site/lexikon/boote/Typ_IXd2_g.zip
http://community.webshots.com/user/firefox108

Sailor Steve
07-09-10, 10:34 PM
Well, I'll demand a couple of things.

1. DO NOT kill your enthusiasm again!

2. DO NOT burn yourself out again.

3. DO enjoy life.

Work on it when you feel like it. I've tried to tell IABL his Merchant Ships mod would have been better if he had released them one-at-a-time and took it in chunks. Some days I get the bug and research names for hours on end. Then one day I didn't do it, and the next thing I knew it was two weeks later and I hadn't touched it. These days I work for thirty minutes to an hour, and then do something else.

Relax. Take it easy.

Ducimus
07-12-10, 07:08 PM
My pace has slowed down, but the work continues. The only thing new to report is i have CT emblems working as a selectable ingame option. Much to my chagrin i spent 2 days reinventing a wheel someone else already invented.

I'll post an update when i have something more substantial to post, like say, maybe a D/L link. Until then, i'll be quiet about this project unless someone asks a specific question i can answer.

Reece
07-12-10, 09:22 PM
Good luck, hopefully it all goes smoothly!:yeah:

Ducimus
07-12-10, 09:33 PM
It will. It's just a matter of time and patience. I have a mental list of things i want to finish before i post anything. It's not a long list, it's just a matter of me bucking up and doing it.

WarlordATF
07-12-10, 11:22 PM
If your enjoying what your doing then do it, if not scrap it and find something you do enjoy. Lifes too short my friend. :DL

Jack Callahan
07-13-10, 03:46 PM
Ducimus,

As a avid user of TMO 1.9 and SHIII GWX Gold, I would like to say that I have been watching this TMO with interest. Considering I am currently deployed, I have no illusions that I'll be able to download this at it's release so I am willing to be patient until I can. Take your time my friend.. We all have plenty of sailing to do in TMO. Think I'll start another campaign with an S-boat...

Jack

Ducimus
07-13-10, 04:07 PM
Ducimus,

As a avid user of TMO 1.9 and SHIII GWX Gold, I would like to say that I have been watching this TMO with interest. Considering I am currently deployed, I have no illusions that I'll be able to download this at it's release so I am willing to be patient until I can. Take your time my friend.. We all have plenty of sailing to do in TMO. Think I'll start another campaign with an S-boat...

Jack

You guys have internet out there? My knowledge must be way behind the time. I was in about 12 years ago, and internet wasn't something you'd see unless it was at home station. Then again, 12 years ago the internet wasn't as big a thing as it is now. :haha:

As D/L's go, i'm guessing this will be in the neighborhood of 300MB's when 7 zipped. How long you there for roughly? I could always try and break it down into smaller more manageable chunks so you could grab it a little bit at a time whenever you have access. If someone had told me deployed personnel were using this stuff, id have made a better effort at making it easier to get.


Mod related:
German bases now look almost exactly like they did in SH3. Band, nurses, troops, guards walking around, etc, and no buildings clipping from view.

Sailor Steve
07-13-10, 06:51 PM
I was in about 12 years ago, and internet wasn't something you'd see unless it was at home station. Then again, 12 years ago the internet wasn't as big a thing as it is now. :haha:
Think how I feel. When I was in a computer was a refrigerator-sized thing with big spinning tapes in a window at the top, and to talk to it you had to use punch cards! Not that I had a clue back then what a computer even was, but...

Mod related:
German bases now look almost exactly like they did in SH3. Band, nurses, troops, guards walking around, etc, and no buildings clipping from view.
That's the best news I've heard in a long time! If you'd like I can try my hand at sticking ships in the harbors. No experience in that department, but I really want to see harbor traffic and I like learning new stuff. :rock:

Ducimus
07-13-10, 09:33 PM
If you'd like I can try my hand at sticking ships in the harbors. No experience in that department, but I really want to see harbor traffic and I like learning new stuff. :rock:

i'll have to send a buttload of files your way. Probably the whole mod to make sure were on the same page. I was going to do Bordeux in the next day or two, but right now im still putzing around with the 2nd support group. Their patrol pattern isn't to my satisfaction. So it will be a couple days. But i guess you could use Bordeux as an example and tackle Lorient, and Kiel if you want. If your serious about this, let me know and ill try and package stuff up when it's ready.

Reece
07-13-10, 09:34 PM
German bases now look almost exactly like they did in SH3. Band, nurses, troops, guards walking around, etc, and no buildings clipping from view.:o That's really great news!:yeah:

Sailor Steve
07-14-10, 12:48 AM
i'll have to send a buttload of files your way. Probably the whole mod to make sure were on the same page. I was going to do Bordeux in the next day or two, but right now im still putzing around with the 2nd support group. Their patrol pattern isn't to my satisfaction. So it will be a couple days. But i guess you could use Bordeux as an example and tackle Lorient, and Kiel if you want. If your serious about this, let me know and ill try and package stuff up when it's ready.
I'm pretty much a novice, but one of my complaints about SH4 is the lack of harbor traffic a la the SH3 supermods. I guess if I really want to see it I'd better start learning.

Gorshkov
07-14-10, 08:55 AM
Do you consider to introduce:

- more enemy ships with different sinking mechanics a la OM stuff?
- new recognition manual?
- German active sonar aka S-Gerat?

Ducimus
07-14-10, 04:31 PM
Not at this time.

I have a bigger fish in my frying pan.

WarlordATF
07-15-10, 02:15 AM
I was thinking about my last post, I did not mean that i hoped you would stop work, just that if its not enjoyable for you then i think most of us would understand if you did.

Personally, I'm looking forward to this mod and i know it will be awesome when you finish it. We have a great community here. If it gets to be too much, just ask and i'm sure others will help any way we can!

Ducimus
07-15-10, 11:45 AM
I was thinking about my last post, I did not mean that i hoped you would stop work,

I haven't stopped working. Was up to 3AM last night. *rolls eyes*

Gorshkov
07-15-10, 12:14 PM
Is it possible for you to add all Type IXD's interior to be fully walkable as it is in SH5?

WarlordATF
07-15-10, 06:32 PM
I haven't stopped working. Was up to 3AM last night. *rolls eyes*

I guess you decided to call it an early night huh? :har:

In either playing or modding this game its amazing how 15 mins can turn into 5 hours! Keep up the good work and Thank You! :salute:

cptroyce
07-15-10, 06:38 PM
Warlord - >> ..amazing how 15 mins can turn into 5 hours<<

You can say that again. Often, I'll pick up my campaign at around 11:00PM, when the family's asleep, and think, "Ok, I'll just run SH for 15-20 minutes and then shut it down....turn around look at the time..1:30AM..happens all the time :sunny:

Royce

Reece
07-15-10, 10:55 PM
Is it possible for you to add all Type IXD's interior to be fully walkable as it is in SH5?
I don't think he owns a magic wand?:hmmm:

Sailor Steve
07-16-10, 12:21 AM
Warlord - >> ..amazing how 15 mins can turn into 5 hours<<

You can say that again. Often, I'll pick up my campaign at around 11:00PM, when the family's asleep, and think, "Ok, I'll just run SH for 15-20 minutes and then shut it down....turn around look at the time..1:30AM..happens all the time :sunny:
And it happens outside the game as well. I came home from errands and thought "Oh, it's too late to start playing. I'll just pay a short visit to Subsim instead." Three hours later I still haven't gotten all the way through the forums. It's what I get for having to read everything.
:rotfl2:

Royale-Adio
07-16-10, 01:30 PM
Is it possible for you to add all Type IXD's interior to be fully walkable as it is in SH5?

I don't think so...

The closest think you can get is a free camera tweak.

But never say never! Maybe possible after all!

green_abobo
07-16-10, 08:32 PM
thanks.i will be sure to give this a go.

i love the hats by the way.

any patches for naked deck crew?

u-123 used to run around deck with no clothes on when they were feeling "frisky" in between combat, and getting jerked around by british intelligence agents.

(source-BBC's-"Battle of the Atlantic" part II)

edit= after further review,it was the u-110 that was captured,along with thier enigma machine and documents, the u-123 suffered as a result of the confiscated items,british intelligence HQ then directed convoys away from u-123 patrol in the Mediterranean, hence the reason they were so bored.

it would be hilarious if they had the only the hats on at the very least.

the only ships they saw at the time were american, and they had strict orders to not fire on them.


they did go on to have an illustrious run in operation drum beat, sinking a total of 19 ships off the coast of the eastern united states.

i didnt mean any disrespect to modders at all, i just thought it would be funny. i do appreciate the work you guys do, stock is almost not even worth playing IMO.

Ducimus
07-16-10, 08:57 PM
- Interiors. There will be more then stock, but it will not be fully walkable as in SH5. That's all im saying, because this is still a WIP and things might get dropped.

- crew. Unless the models mix match, it is possible to have shirtless crew. I have already thought of this, i just wasn't sure if i wanted to provide fuel for the village people and gay references that are sure to follow. :haha:


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

On a side note.....
Some people are lobbyists of wanted mod features. Passing ideas along is great, but not so great when someone jumps back and forth between two mod threads asking for the same thing, or if one mod gets some feature, and then one jumps into the other mod thread asking for that feature. In doing so, your pretty much saying, "so and so is doing this, can you do this too?".

It's as if that person is trying to get the modders to play , "keeping up with the jones's", which none of the modders involve really appreciate. Please don't do this. Sailor steve said it best in another thread:


Most modders start out as regular players who either see something they thing could be better or have an idea they would like to see implemented. They know nothing of how things work, but they go at it and they learn how to do the things they want done.

This means that they make the mods they want, not the ones we want. Some of them just like to mod, and do offer to try to do what people request, but the only criterion is their own desire to do something that appeals to them.



Thank you.

Ducimus
07-20-10, 03:54 AM
First off, i have to give props to Flakmonkey. Who gave me permission to use his interior from SH3. (http://www.subsim.com/radioroom/showthread.php?t=162631)


Secondly, remember when i said this?

Well gents, Sh5 done pissed me off!


What got me started on this kick was looking at FM interiors for SH3, and how well the 9D2's model was done in SH4. This was after playing SH5 for a little bit and being somewhat annoyed for various reasons.

It was then my thought that with a more robust 3d rendered interior, combined with a better exterior model, SH4 could be made to look just as good if not better then SH5.

Right now i have an entire watch section being rendered in 3d, after merging sections of Flak monkeys interior into the type 9 interior somewhat seamlessly. Plus extra battle station positions and damage control team. Now on that note, my point isn't to one up anyone, nor "compete" with lurker or anyone else. I'm only working on ONE boat, if you want the full Uboat game for SH4, use Operation Monsun. No, my intent was, for various reasons, to give SH5 the "one fingered salute" , and to show what SH4 is capable of. To that end, I think I've achieved that goal.


http://www.ducimus.net/sh415/ubm/preview_12.jpg
Radio room, looking forward.

http://www.ducimus.net/sh415/ubm/preview_13.jpg
Officers nook, accross the way is (im guessing) the 1WO bunk. To the right is the sonarman.



http://www.ducimus.net/sh415/ubm/preview_14.jpg
Forward, looking aft towards the control room hatch. Note that it is a hatch, and not open. I did this for two reasons. For one, by not making it open hatch, i believe it saves framerate and resources by not having one big open interior. And for two, it preserved the F9 hotkey to the radio room. In open hatch, the F9 Key didn't work.



http://www.ducimus.net/sh415/ubm/preview_15.jpg
I fixed it so that during battle stations, an officer is watching the sonar man. Presumably because in real life, i imagine an officer would be interested in what the sonar man would have to say, and to pass it along if neccessary.



http://www.ducimus.net/sh415/ubm/preview_16.jpg
Control room looking aft. You'll note the "xmas tree" in the back there. A line in U-571 stuck out to me.... "white for green". Anywho, the boat is submerged. The red and green lights to the left of it, there isn't anything *I* can do to those that would look good. So i left it alone.



http://www.ducimus.net/sh415/ubm/preview_17.jpg
Control room after calling battle stations.



http://www.ducimus.net/sh415/ubm/preview_18.jpg
Control room after calling battle stations, and damage control team. There's 3 of them being rendered in the control room, and one aft in the galley.



http://www.ducimus.net/sh415/ubm/preview_19.jpg
Control room looking forward. Same as above pic. Battle stations and damage control team active.



http://www.ducimus.net/sh415/ubm/preview_21.jpg
Aft quarters looking aft from the control room. I fixed it so that the crew birthing is part of the normal watch rotation, and is not an extra on the bottom of the crew management screen next to the damage control team. Ill post a picture of that later. (forgot to take it). The point here is, the crew will change appearance based on what watch is currently bunked there.



http://www.ducimus.net/sh415/ubm/preview_22.jpg
Crew birthing looking aft. The door you see shut is in the galley, but leads to the engine room.

I did NOT include the engine room for 3 reasons:
1.) I couldn't get the animation or sounds working correctly. I need help with that. With dead quiet and lifeless engine room, i figured it was better to not render it at all.
2.) The engine room was a major framerate killer.
3.) Engine room was incorrect for a type IXD2 which had 2 engines and 2 auxilaries. This one only had 2 engines. Minor detail, certainly one id normally overlook, but im using this as an excuse along with points 1 and 2.

I could easily add it back, but i have no intention to do so unless framerate can be improved.



http://www.ducimus.net/sh415/ubm/preview_23.jpg
In the galley looking forward. "Smutje" to the left.



http://www.ducimus.net/sh415/ubm/preview_24.jpg
Damage control team member wrenching on galley hatch.



http://www.ducimus.net/sh415/ubm/preview_25.jpg
Hmm what's this?



http://www.ducimus.net/sh415/ubm/preview_26.jpg
Sorry, i couldnt resist putting a crewman sitting on the toilet. While i haven't added it yet, i will at some point put some farting noises as an ambient audio at that location. :har:

Overall its turned out rather well. The biggest handicap is crew animation. Im reusing what animations i can, but they don't all mesh well, and there is some clipping issues. As is, it's passible, but it could be ALOT better. I imagine someone who knows animation could make this kind of thing VERY life like.

Sh4, imo has alot to offer. More then what most Uboat fans on subsim will give it credit for. No DRM required here, every bit of a sim, fully rendered interiors possible with the right modeling, with more crewman being rendered then Sh5 has. So yeah.... Sh5, in the words of Bart Simpson... " eat my shorts."

edit:
And no, i haven't noticed any framerate loss with all these crewman being rendered.

MoN
07-20-10, 06:33 AM
I´ll keep it brief:

Outstanding work.

Sailor Steve
07-20-10, 07:19 AM
DANG! Looks awesome! Since it's just the one boat, will it be possible to use it with Op Monsun? Or does it come with its own campaign? No matter, as it is quite easy to have multiple installs.

So, when is the Type II?
:rotfl2:

Sorry, couldn't resist.

lurker_hlb3
07-20-10, 08:01 AM
BZ
:up:

KING111
07-20-10, 08:47 AM
I think you have sunk SH5 for good
who needs it when we have awesome mods
like yours thanks for all you hard work:salute::salute::salute::salute:

karamazovnew
07-20-10, 11:25 AM
I think you have sunk SH5 for good
who needs it when we have awesome mods
like yours thanks for all you hard work:salute::salute::salute::salute:

I think Ducimus is just practicing for SH5 :haha:. Once he unleashes himself, he'll turn it into something like this:

http://billsmovieemporium.files.wordpress.com/2009/02/das-boot-splash2.jpg

Ducimus
07-20-10, 11:30 AM
Nah. More like practice for whenever Captain America and vickers finish with their interior work. I got the routine down now. I could pound it out in no time. I hope they have the energy to finish.

In the meantime, i'm giving my favorite uboat some loving. :yeah:
(I just hope i don't burn out in the meantime. :shifty: Going to take a break soon. I am wrapping up for version 1.0 of this mod. This mod kinda broke the bank on motivation for awhile.)

Gorshkov
07-20-10, 12:04 PM
I told you many times SH4 has a great potential! :rock:

Many features found exclusively in SH5 can be put into it with much better FPS rating. As I understand only forward torpedo tubes compartment and engine room are absent in Duci's IXD2 interior but they can be added at some point in the future. If interesting and enjoyable IXD2 campaign is created, we will get..."SH5 U-boat Expansion Pack 1942-45" for free. :rotfl2:

Jack Callahan
07-20-10, 02:36 PM
Ducimus,

That is looking absolutely B-E-A-Utiful! Thank you so much for bringing this little known piece of the Ubootwaffe to us. It's going to be awesome! :yeah:

Jack

Sailor Steve
07-20-10, 02:53 PM
Tell those guys to put their shirts on! It's embarrasing to have a bunch of Stallones and Schwartzeneggers running around the boat when I'm built more like Jack Black. :oops:

SgtPotato
07-20-10, 03:56 PM
Tell those guys to put their shirts on! It's embarrasing to have a bunch of Stallones and Schwartzeneggers running around the boat when I'm built more like Jack Black. :oops:

You will hear "In the navy" by the Village People. :rotfl2:
http://www.youtube.com/watch?v=InBXu-iY7cw

Ducimus
07-20-10, 04:31 PM
/facepalm

Can't say i didn't see *that* coming. :haha:

cptroyce
07-20-10, 06:04 PM
This mod looks to be awesome...thanks Ducimus!

Royce

JScones
07-21-10, 02:58 AM
Looks great...but should all the crew really look like Chippendales? I'm feeling quite inadequate at the moment, LOL.

U-boat Crew 1939:
http://www.travelsystem.ru/Czech/event/10_chippendales.jpg

Seriously though, I can see this mod swaying me to SH4...

Ducimus
07-21-10, 03:44 AM
- Interiors. There will be more then stock, but it will not be fully walkable as in SH5. That's all im saying, because this is still a WIP and things might get dropped.

- crew. Unless the models mix match, it is possible to have shirtless crew. I have already thought of this, i just wasn't sure if i wanted to provide fuel for the village people and gay references that are sure to follow. :haha:

.


Yeah, i freaking called it.

If it wasn't for this picture, i wouldn't have considered it.
http://www.ducimus.net/sh415/ubm/tmo9d2.jpg


Right now i'm burned out. I've shot my wad for the time being. I have a beta compressed and ready to go for people to gnaw on while i go on sabbatical for a month or three. Problem is filefront is having undergoing maintainence, so the upload will have to wait until the morning.

Gorshkov
07-21-10, 05:42 AM
I suppose you will be here to get feedback about 9d2 beta mod?

makman94
07-21-10, 09:49 AM
congratulations Ducimus ! :up:

Sailor Steve
07-21-10, 09:53 AM
Yeah, i freaking called it.
HEY! I brought it up first, and my comment was a reference to how muscular they all are. Not a real complaint, just an observation. I THINK YOU'RE OVERREACTING!

Waitaminute... :shifty:

I've shot my wad for the time being.
WHOA! Too much information! :oops:
:rotfl2:

It's looking great so far.

Ducimus
07-21-10, 12:40 PM
I suppose you will be here to get feedback about 9d2 beta mod?


I will be reading, and probably not responding that much. You know how in many other games,in MMO's in specific, how the developer says' they read many posts, but don't respond all that much if at all? I think that's true, because i do the exact same thing. Just because i haven't responded to it, doesn't mean i haven't read it. So please don't innundate my PM box with something i've probably already read in a thread.


Now aside from that, i need to give myself a break. I wrap up one supermod (TMO), and not even 2 or 3 weeks later i start this project, when i probably shouldn't have. I don't have the time and patience to be supporting another supermod. I am RELIEVED that the bulk of TMO is done. RELIEVED. I don't enjoy the thought of doing all that again, and I don't think i will. I'll give this project, one more effort or pass through, but it will be a 2 to 3 months from now.

That said, since filefront is down, here's some more screenshots.
http://www.ducimus.net/sh415/ubm/preview_27.jpg
I scaled back a bit and put off sea trials and the 10th flotilla. They flotilla's still exist, they just have no missions assigned to them. Another note: The carribean and atlantic does have traffic So pay it a visit if you like. A couple of the major ports have harbor traffic. The Atlantic traffic is shut down to conserve resources about 3 months after the 2nd monsun group leaves france.

http://www.ducimus.net/sh415/ubm/preview_28.jpg
Tower emblems. I used all the IXD2 emblems i could find. Original concept by Othr. I completely wasted my time in figuring out how to do this, when Othr already had. So, no credit to me for that one.

http://www.ducimus.net/sh415/ubm/preview_29.jpg
This should look familiar to many of you. Straight out of Sh3. Literally. Drag and drop, who would have thunk it. Nothing's ever that easy.

http://www.ducimus.net/sh415/ubm/preview_30.jpg
Also fixed clipping issue on the harbor models for the ports you leave out of.

http://www.ducimus.net/sh415/ubm/preview_31.jpg
Look ma! We can bottom the boat in SH4! Everything levitates in SH5. :O:

http://www.ducimus.net/sh415/ubm/preview_32.jpg
See this guy? DO NOT LOSE HIM. Your boats submerged endurance is going to suck balls if you do. Also moved the crew quarters up into the watch rotation since i had room in the UI.



Another item i want to mention,......

I am just one man, and to be honest, folks here are a demanding lot. My attention is all over the proverbial map, doing what i can, but in many places not to the depth that people (including myself) desire. So have no illusions, my work here is not a coming of a sub sim messiah of mods, nor the next great thing, or the (whatever) killer. Infact, I predict many will not be satisfied or happy. Here is will i pull out the "one man" card. Yes, I am trying to lowering your expectations. One man cannot meet them. A team can, but one man cannot. It's categorically impossible.

That said, *I* think the mod is enjoyable as is. It could use alot more polish, but i think it's enjoyable. I'll post the beta files to this thread, whenever filefront will let me.

Bubblehead1980
07-21-10, 12:51 PM
ducimus, you figured out how to get the boat to sit on the bottom without running up hull damage???

Ducimus
07-21-10, 01:31 PM
ducimus, you figured out how to get the boat to sit on the bottom without running up hull damage???

Just set a depth deeper then what the bottom is, and don't have any speed. Drift down. *shrug* always been that way.

BUKER
07-21-10, 01:33 PM
Hi Ducimus!
I admire your work!:rock::rock:

In Russia, waiting for a result!:):up:

Bubblehead1980
07-21-10, 01:40 PM
Just set a depth deeper then what the bottom is, and don't have any speed. Drift down. *shrug* always been that way.


nice

Ducimus
07-21-10, 01:51 PM
beta release.
http://www.filefront.com/17133625/BETA_Nine_Delta_Two.7z/

Side note:
Open torpedo tubes you want to fire, before going into salvo mode in the TDC.


There's a ton of changes. I wrote no changelog. No energy left. lol.

Gorshkov
07-21-10, 02:03 PM
Wonderful!

So final version will be released in two to three moths, Duci?

Ducimus
07-21-10, 02:19 PM
No..... I'm not touching it for another two to three months. I'm taking a break.

Gorshkov
07-21-10, 03:00 PM
OK so after reading feedback for 2-3 months you will try to fix reported bugs.

Game freezes during mission loading because it cannot find several flags needed by Recognition Manual. I had to alt-tab to press OK on this warnings and mission loaded successfully this way.

Type IXD2 U-boat performance in this mod:

- crash dive to periscope depth takes 45 seconds if I measured it correctly.
- submerged range at 4 kt speed is 56.3 Mi (battery discharged). U-boat.net data gives Type IXD2 sub a 57 Mi range at 4 kts so it is almost ideal!
- recharging batteries takes 64.8 Mi sailing surfaced at standard ahead speed of 7 kts which means recharging time equals 7 hours

PS. Is this mod compatible with TMO 2.0?

Jan Kyster
07-21-10, 03:23 PM
Excellent! :rock:

Listen! Where can I see your PayPal account?

If you don't have one, please make one!
- and I can't be the only one wanting to buy you a beer, man! :woot:


Looking forward to play with this thing! :rock:


http://www.ducimus.net/sh415/ubm/preview_30.jpg
Mercedes-Benz? http://i189.photobucket.com/albums/z15/subject_rod/smilies/dopey.gif

Ducimus
07-21-10, 03:24 PM
Game freezes during mission loading because it cannot find several flags needed by Recognition Manual. I had to alt-tab to press OK on this warnings and mission loaded successfully this way.



That shouldn't be happening. I ran into this earlier when incorporating OM ver 1.0. The files in specific were panama. I am sure i fixed this.

Make sure your install of SH4 is clean with no residual stuff from other mods. If other users report this, ill fix and repost the beta files.

Jan Kyster
07-21-10, 03:53 PM
Fresh, clean copy of SHIV, ran MultiSh4 for a SHX-folder, installed Nine-Delta-Two and it ran without a hitch!

Everything looks perfect! Beautiful work as always! :rock:


But I see I need a dazzle-skin... :hmmm: can't run U-181 without a dazzle-skin...
And the crew is ready for going south, I see! Perhaps I'll surprise them and make a raid to north of Iceland... :cool:


Thanks a lot, skipper! :salute:

KING111
07-21-10, 03:58 PM
thanks m8 downloading the mod now
here i go with another install of SH5:salute::salute::salute:

Ducimus
07-21-10, 04:16 PM
And the crew is ready for going south, I see! Perhaps I'll surprise them and make a raid to north of Iceland... :cool:
:

I did not add ATO harbor traffic except for a few, what i thought key, areas.

New york, Saint Helena, Freetown, Cape town, various ports in the gulf of mexico, tip of florida, curraco, and that major port in the northen part of south america who's names escape me atm. Their SE of curraco though. edit: Saint trinnidad?

EDIT:
PS. Is this mod compatible with TMO 2.0?

No.
but i have thought of taking the key elements of it and rolling it into TMO 2.0 at a later date.

Gorshkov
07-21-10, 04:34 PM
Flags of Bulgaria, Finland and Turkey (DDS files) are lacking. Yet I do not have clean SH4 installation...

Sailor Steve
07-21-10, 04:37 PM
http://www.ducimus.net/sh415/ubm/preview_29.jpg
This should look familiar to many of you. Straight out of Sh3. Literally. Drag and drop, who would have thunk it. Nothing's ever that easy.
:o

Not me! Had no clue. But now I know what I'm going to be doing the next few days/week/months (whatever it takes).

Ducimus
07-21-10, 04:49 PM
:o

But now I know what I'm going to be doing the next few days/week/months (whatever it takes).

If you mean harbor traffic. You'll find two modlets in the documentation directory handy. One of which, ship speed, you most certainly need.

FYI i found out that harbor patrols scripted in as a random group, moving from way point to way point does not seem to render in game. I think you have to script them like was done in SH3. And yet harbor ships, scripted as a random group DO show up. I know I have a couple tin cans showing up that are staionary but not docked. Should come roaring up once they realize your there. :haha:

Sailor Steve
07-21-10, 05:22 PM
If you mean harbor traffic. You'll find two modlets in the documentation directory handy. One of which, ship speed, you most certainly need.
Actually I was looking at the dockside people and thinking how much they add to the game. I have no idea how to "drag and drop" them, but I intend to find out.

Sailor Steve
07-21-10, 07:04 PM
Well, once again I find myself totally lost. SH3 has those simple .lnd, .rnd and .scr files and opening them with the Mission Editor lets you look add ships to the harbors quite easily. SH4 has dozens of different files and I don't even know which ones to look in.

I do love the interior with the animated crew. Awesome feel it gives.

Ducimus
07-21-10, 07:36 PM
Actually I was looking at the dockside people and thinking how much they add to the game. I have no idea how to "drag and drop" them, but I intend to find out.

The characters in port reside in a dat file. The harbor files make reference calls to the characters in said dat file. All ubi did, was delete these same dat files from SH4. Soo. POOF, no more characters in port. But copy these dat files from SH3, back to SH4 (IE drag and drop), POOF, they appear again.

Well, once again I find myself totally lost. SH3 has those simple .lnd, .rnd and .scr files and opening them with the Mission Editor lets you look add ships to the harbors quite easily. SH4 has dozens of different files and I don't even know which ones to look in.
.

The easiest way to explain it is to take apart a campaign_RND.mis file in SH3 and examine it's contents. What exactly is, in this file?

Single merchants.
Merchant Convoys,
Troop convoys.
Task forces
Hunter kill groups.

And you have all of those, for the entire war, All located in one file. Go back and look at one of those files in sh3. Kinda cluttered isn't it? Wouldn't it be nice to just look at what you wanted to work on? Maybe even by year or time period? This is exactly what SH4 does. It seperates all those random group types, into their own file.

But if everything is in its own file, how does it all come together into a single file being read like in SH3's campaign_RND.mis?

campaign.cfg

This cfg file is what tells the game, what MIS files to load, and when. Go back and look at how the stock files for the fleet boat campaign are named. If you were to combine ALL the files named

Jap_merchant
Jap_Convoys,
Jap_Troop_convoys.
Jap_TaskForce


into one file, you'd have a campaign_RND.mis from SH3.

Now the thing here is the game only loads the files as it needs them by date. If its Jan 1943, the game will only load the files for that year. It does not load all the traffic for the entire war at once. This is one reason why SH4 loads much quicker then SH3.

The beauty of this if you want to add jap subs, just write their own layer, and make the campaign.cfg entry. Bingo. done. game loads it in the years specified. quick and clean.

Reece
07-21-10, 08:54 PM
Hi Ducimus, this is great news, however I am having really bad dropouts over the last week, not getting much help from ISP etc, I will try and get my son to download it, the dropouts are minutes apart and can stay off for several minutes, needless to say I haven't been online much.:cry: Good luck and thanks for your hard work, the mod so far looks awesome.:yeah:

Sailor Steve
07-21-10, 09:53 PM
@ Ducimus: Thanks for the explanations. I've copied your post to Notepad so I can read it while I'm experimenting. I feel like a total idiot, but I'll get it, and then watch out! :smug:

Ducimus
07-22-10, 12:21 PM
updated first post with D/L link, credits, and the usual mumbo jumbo.

Madox58
07-22-10, 12:33 PM
Downloading now.
:up:

SH4 runs painfully slow for me but what the heck.
I can't run SH5 at all!
:haha:

WarlordATF
07-22-10, 01:45 PM
Great Job! I love how you did the interior, Nice to have all the extra space to move around in during those long patrols. I have only just started exploring this mod, but i can tell already that its going to be alot of fun! I still love my Fleetboat, but now i'm enjoying the game from another prospective.

Thanks! :salute:

Sailor Steve
07-22-10, 02:13 PM
Well, I'm learning something at least. Ducimus, I love what you've done with the boat, but I also love to play with the other boats, and the earlier periods. Soooo, I put your mod into JSGME, and I took it out again and pulled a couple of folders out of it, and a couple more, and put one back in, and so on and so forth. My biggest shock was when I got to the point where I could load up a Type II in 1939, but there was no crew!
:rotfl2:

Soooo, I fiddled some more, and you made my day! I didn't realize that when you fixed the band and the dockside cheerleaders, you meant you fixed them all with one fell swoop! I was thinking I would have to learn how to do it for all the other ports, but no, your knowledge and skill saved me some real work, I guess.

Here's Kiel, 1939.
http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH4Img2010-07-22_124001_578.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH4Img2010-07-22_124143_859.jpg



Oh, I do have one question: I looked at the Ge Harbor Traffic file, and it does seem to be pretty much identical to the SH3 SCR layer. One problem though - there are no docks! I see the ships Lurker placed, but I don't see how he did it without being able to see the docks as a reference point.

Maybe I should be asking him this. :88)

Gorshkov
07-22-10, 03:00 PM
Sailor Steve: Do above screen-shots come from OM with some Duci's files from 9d2 Beta mod?

PS. Today Filefront is down once again... :(

Jack Callahan
07-22-10, 05:06 PM
So I managed to download it! :yeah: My next question is: It there a way, if I already have OM (just not loaded right now) that German can be spoken? I'm also using SHIII for my Atlantic fix and I know that OM has the German in it.. Would there be a way to port that over? Thanks for the good work Ducimus!!

Jack

Gorshkov
07-22-10, 05:24 PM
I wonder how you managed to download it now because a whole day I could not downloading anything from Filefront. In any case, I think that Filefront will be back tomorrow.

As for the German language version, there is an independent mod with the German voices. Try to install it after 9d2 beta.

KING111
07-22-10, 06:37 PM
i just installed the mod using JSGME but i am not seeing any
of the new interiors
anyone know what i am doing wrong:damn:

Ducimus
07-22-10, 06:44 PM
directory path is probably off. There's a couple ways to extract a file, and how you do effects how the directory path ends up.

Extract the first directory in the 7zip file (IE, "Nine_delta_two_BETA") to the Sh4/MOD directory.

I'm not sure how other's do it, but I think the extraction ends up being one subdirectory too deep, so the mod isn't installed correctly.

KING111
07-22-10, 07:16 PM
Hi DUCIMUS great work

i think i understand what you mean the directory's are
SH4\mod\nine_delta_BETA\data
is that right i have 95% of it all working
its just the FM new interiors that don't want to work
i had the same problem when i tried the original ones for SH3 i could not get them working either ?

Sailor Steve
07-23-10, 12:13 AM
Sailor Steve: Do above screen-shots come from OM with some Duci's files from 9d2 Beta mod?
Yes, exactly.

So I managed to download it! :yeah: My next question is: It there a way, if I already have OM (just not loaded right now) that German can be spoken?
http://www.subsim.com/radioroom/downloads.php?do=file&id=1083
http://www.subsim.com/radioroom/downloads.php?do=file&id=1529

Gorshkov
07-23-10, 12:41 PM
Could you upload those files as standalone mod or pass them to Lurker?

BUKER
07-23-10, 01:30 PM
Hi Ducimus!
Sorry for the question is not the subject!
Perhaps aware that a mod?

http://img46.imageshack.us/img46/4707/neu21v.jpg
http://img38.imageshack.us/img38/7324/neu12p.jpg

Capt. Crane
07-23-10, 01:32 PM
Wonderful mod so far!

Fantastic little nuanced, ambient sounds within the boat. New groans, crew whispers, sounds of page(s) turning, pencils scribbling on logs! wow!

:yeah:

Ducimus
07-23-10, 02:56 PM
Downloading now.
:up:

SH4 runs painfully slow for me but what the heck.
I can't run SH5 at all!
:haha:

So how laggy was it? :O:

Madox58
07-23-10, 03:05 PM
I have to re-install SH4 but I have your files,
the wife is gone all weekend,
and I may just plug into the Big screen TV.
:yep:

But SH4 has always stuttered along at times on this system.
I'll get it loaded all up this weekend though.
:woot:

Ducimus
07-23-10, 06:37 PM
Hi Ducimus!
Sorry for the question is not the subject!
Perhaps aware that a mod?

http://img46.imageshack.us/img46/4707/neu21v.jpg
http://img38.imageshack.us/img38/7324/neu12p.jpg


Not sure what your asking. The screenshots you post are NOT my work.
The crew is not what i specified in the mod.
The sub looks like it came from SH3.
The texture of the sub looks like one of Fubar's textures. I never used one in SH4.
I do not remember creating that emblem for 9D2.

I think you have the wrong thread, or the wrong mod installed.

Royale-Adio
07-26-10, 02:25 AM
Does your mod includes any environmental mods, or is it compatible with any?

Reece
07-26-10, 08:22 AM
Does your mod includes any environmental mods, or is it compatible with any?
Yes I have had a pre-ordered version of SH4 and UBM but have never actually played a mission or campaign,:doh::oops: there are a lot of mods, so I also would like to know of any recommended mods that are compatible!:salute:
Thanks for any advise here.:yep:

Ducimus
07-26-10, 09:20 AM
Env mod is included. (you can' tell? )Same one I hashed together for TMO from bits of EE and RE, although i changed the water transparency and underwater fog to be less transparent and more foggy then what it is in TMO.

Sailor Steve
07-26-10, 11:34 AM
Could you upload those files as standalone mod or pass them to Lurker?
Are you referring to my DBSM sound files? They are standalone, and load with JSGME.

Gorshkov
07-26-10, 01:30 PM
How many torpedoes does Type IXD2 U-boat carry in your mod, Duci?

Ducimus
07-26-10, 01:57 PM
you know what? If people are too lazy to D/L and install a free mod that cost them 0 manhours to make, im too lazy to answer questions. Because If im getting questions like "Is there an env mod" and "how many torpedos", then clearly you haven't.

Gorshkov
07-26-10, 02:46 PM
You know what? I am not too lazy to download your mod. I had downloaded and installed it just after its release but I had to reinstall entire SH4 right after that due to occurrence of mod-soup mess (lack of flags in Recognition Manual if you remember). So I cannot remember your Type IXD2 torpedo load-out. Therefore don't judge other people's questions by thinking in such narrow way: "You are lazy".

However now I do not intend to reinstall your mod. I only wonder if you have already finished your four years long research activity in this area! :rotfl2:

Ducimus
07-26-10, 03:22 PM
I had downloaded and installed it just after release but I had to reinstall entire SH4 right after that due to occurrence of mod-soup mess. So I cannot remember your Type IXD2 torpedo load-out.

Then why are you asking me a basic question easily answered by hitting F7 and counting torpedos?


However now I only wonder if you have already finished your four years long research activity in this area! :rotfl2:

Gee, how should I interpret this vague statement? Sounds alot like a subtle jab mixed with an implied "I'm smarter then you in this area". My response to that would be, that you don't need this mod, You need this:

http://s3d.skwas.com/
http://winmerge.org/
http://www.gimp.org/
http://eliteforce2.filefront.com/file/DDS_Converter;29412

Have fun! :yeah:

Nisgeis
07-26-10, 04:12 PM
I'm too lazy to even ask questions.

lurker_hlb3
07-26-10, 04:15 PM
I'm too lazy to even ask questions.

and some times I'm too lazy to answer them

Nisgeis
07-26-10, 04:22 PM
and some times I'm too lazy to answer them

The questions I didn't ask? Oh no! I'm too lazy to understand what you mean.

Ducimus
07-26-10, 04:39 PM
And im too lazy to care. :O:
http://www.youtube.com/watch?v=pIBbYLos9-c

WarlordATF
07-26-10, 05:21 PM
And I'm too lazy to care that you don't care, so does your mod include...






































J/K :har:

Gorshkov
07-26-10, 06:13 PM
Then why are you asking me a basic question easily answered by hitting F7 and counting torpedos?

Now impossible. Think why? :|\\


Gee, how should I interpret this vague statement? Sounds alot like a subtle jab mixed with an implied "I'm smarter then you in this area".

I have simply read this thread (http://174.123.69.202/~subsimc/radioroom/showthread.php?t=99586) and I'd just like to know what is your present stance. :rotfl2:

Sailor Steve
07-26-10, 07:23 PM
I have a serious question, and it's not that I'm too lazy, I'm just to stupid to figure it out for myself.

Where do I edit the starting position in the harbor for my u-boat? :88)

Ducimus
07-26-10, 07:44 PM
Where do I edit the starting position in the harbor for my u-boat? :88)

/data/UPCDataGE/UPCampaignData/Flotilla.upc

You'll note two sets of starting postion. In harbor and out of harbor.

How to get those coordinates?
1.) Create a new map. Don't save anything yet.

2.) Somewhere under "File", click on the "merge option". DO NOT mark as saveable. Merge the Harbor traffic layer. In this case i think it's HT_GE.mis or HT_axis.mis or something like that. This is so you can see where the harbor traffic is, so you don't accidently place the player on top of a merchant ship.

3.) Do the exact same thing, (mergeing WITHOUT checking Mark as saveable), with the campaign.LOC file. This is so you can see where the harbor models are, so you don't accidenty place the player on top of the pier or otherwise do something like this (http://www.subsim.com/radioroom/album.php?albumid=132&pictureid=822).

4.) Somewhere in the editor their should be an option to "show terrain data" or something like this to get the harbor models to display on the map.

5.) Place a GE naval base at the EXACT location you want the sub to appear at. Give it a way point, and by right clicking on the base, select "head to waypoint", to get the heading you want the sub to face. Name this base somethign easy, like "TEMP"

6.) Save the file on your desktop as a LND layer.

7.) Open the file in Notepad, and search for your "TEMP" base. It should be the only entry in the file.

8.) Take the EXACT, lat, long and heading for that base, and copy that into your flotilla.upc file.

9.) profit

Sailor Steve
07-26-10, 08:20 PM
Thank you. :sunny:

Reece
07-26-10, 08:56 PM
Env mod is included. (you can' tell? )Same one I hashed together for TMO from bits of EE and RE, although i changed the water transparency and underwater fog to be less transparent and more foggy then what it is in TMO.
I'm still having big problems with internet dropouts, my son is going to download it for me, I have installed it (SH4) ready and just checking around if there are any must have fixes/mods as well as your mod Ducimus, I didn't realize you included them! Thanks!:up:

Ducimus
07-26-10, 09:04 PM
I'm still having big problems with internet dropouts,

I forgot about that. My bad.


my son is going to download it for me, I have installed it ready and just checking around if there are any must have fixes/mods as well as your mod Ducimus, I didn't realize you included them! Thanks!:up:

To be fair, i didn't type up squat for documentation. Long story short, i took TMO 2.0, gutted it of all fleet boat modifcations, and built 9D2 on top of it. I try for the stand alone, all inclusive mod.

kiwi_2005
07-26-10, 09:40 PM
Thanks going to try this beta out, im late as usual actually forgot all about it.

Reece
08-02-10, 01:40 AM
Well I finally got the mod installed and in the main menu I have this:
http://i66.photobucket.com/albums/h244/Reecehk/SH4Menu.jpg
If I select this mod all it does is show the credits!:hmmm:

sergei
08-02-10, 03:30 AM
Try clicking on the option that says U-Boat Campaign :03:

Reece
08-02-10, 05:58 AM
OK!!:yep: But why have the other?:-? Can I get rid of it?:hmmm:
Edit: Now I know why I gave up with SH4!! I found I was going off course right from base, so I press the return to course button and the boat just goes in circles till it hits the dock and gets damaged, then it returns to course totally stuffed!!:damn: My first orders are to patrol Grid MZ/LA this can't be right, I wouldn't have enough fuel even if I called into port a few times! but what port, surely this is wrong!:-?

Nisgeis
08-02-10, 10:25 AM
OK!!:yep: But why have the other?:-? Can I get rid of it?:hmmm:

EDIT: If you mean the part that says 'NINE DELTA TWO BETA ver 1.0' then that's just a test replacement for what previously said 'credits', I'm sure you could edit it back if you did a search with a text editor to find that string. It's the same in TMO as well it says Trigger Maru Overhauled instead of credits.

Ducimus
08-02-10, 11:23 AM
OK!!:yep: But why have the other?:-? Can I get rid of it?:hmmm:

Nobody is forcing you to play fleet boats. If the mere sight of anything NOT uboat offends your sensiblities, Try to be a little bit more open minded.


Edit: Now I know why I gave up with SH4!! I found I was going off course right from base, so I press the return to course button and the boat just goes in circles till it hits the dock and gets damaged, then it returns to course totally stuffed!!:damn:


You can do that in SH3 if i remember right. It happends when your plotting waypoints that would have tighter turn radius then the turn radius of your boat. In those instances you'll have to do a little manually conning the boat out of harbor. Kinda like how a real captain would have. Total shocker i know.


My first orders are to patrol Grid MZ/LA this can't be right, I wouldn't have enough fuel even if I called into port a few times! but what port, surely this is wrong!:-?

Use Ahead standard. Not 2/3rds.

tater
08-02-10, 11:39 AM
Duc, I actually think he confused the readme with somehow enabling the mod in game, :haha:

Ducimus
08-02-10, 03:24 PM
EDIT: If you mean the part that says 'NINE DELTA TWO BETA ver 1.0' then that's just a test replacement for what previously said 'credits', I'm sure you could edit it back if you did a search with a text editor to find that string. It's the same in TMO as well it says Trigger Maru Overhauled instead of credits.

This is correct. I used a "cleaned up" version TMO 2.0 as a base for this mod. On some things, i did a one to one replacement, others i left in place because their was simply no need to change it. In the case of the credits menu option, I always found it a good place to annoate mod version since the rest of the menu selection is fairly self explanitory.

Reece
08-02-10, 07:35 PM
Nobody is forcing you to play fleet boats. If the mere sight of anything NOT uboat offends your sensiblities, Try to be a little bit more open minded.?? Sorry I don't see anything "fleet boats" here at all, I just assumed that this title in the main menu was to launch your mod, since it wasn't I wondered why it was there, no ill will intended!:oops: (I was having a bad hair day!)
You can do that in SH3 if i remember right. It happends when your plotting waypoints that would have tighter turn radius then the turn radius of your boat. In those instances you'll have to do a little manually conning the boat out of harbor. Kinda like how a real captain would have. Total shocker i know.Yes I know, the way point was a long way off! and the boat was actually moving sideways at times with no turning or forward movement, was very strange!:yep::hmmm:
Use Ahead standard. Not 2/3rds. Should I set the game settings for unlimited fuel or is there some port I can get fuel, please remember I have never played SH4 before and certainly in SH3 you couldn't do it! The map shows no Suez Canal, do I have to go via Cape of Good Hope?:hmmm:
As you will note I'm not off to a good start!:D

Ducimus
08-02-10, 09:13 PM
?? Sorry I don't see anything "fleet boats" here at all, I just assumed that this title in the main menu was to launch your mod, since it wasn't I wondered why it was there, no ill will intended

Well, the way i read your post, "OK!! But why have the other? Can I get rid of it?" it sounded more like, "why have the other career option?" I sat there for a minute, staring at my monitor, having a moment of disbelief. (http://www.youtube.com/watch?v=XZxzJGgox_E) So we had a miscommunication apparently. My bad, though it's an easy enough thing to happen on subsim :haha:


the boat was actually moving sideways at times with no turning or forward movement, was very strange!

I'd have to see that first hand, though when the game cant compensate for waypoints too close together, i suppose any crazyiness can happen.

Should I set the game settings for unlimited fuel or is there some port I can get fuel, please remember I have never played SH4 before and certainly in SH3 you couldn't do it! The map shows no Suez Canal, do I have to go via Cape of Good Hope?

Well i've been making the general assumption that everyone here generally knows at least the cliff notes version of the German monsun boat operations.

Suffice to say, unlimited fuel is for wussies. :arrgh!: The IXD2 is currently set at 23,700 NM @ 10 kts. 10 knots is (currently) your most economic cruising speed. That should come out to be "ahead standard" Acutally that will give you just under 10 knots in speed, but its close enough. When you get orders to go to Penang or any of the other ports near there, you leave from Bordoux, you head south, through the south atlantic, and around the cape of good hope. It should take you 20 to 30 days to reach madigascar. Somewhere at that time, a resupply tanker should become available to you. This tanker will not be initially visible when you first start your patrol. Travel to it, click the anchor icon that becomes visible to "rearm/refuel", and off you go again with a full load of fish and fuel.

Now remember, since i decreased the battery recharge times, you could possibly save a little fuel by operating submerged in some areas. Also after you resupply, you don't have to report to base right away. You could make a few diversionary excursions before reporting to your new base.

Reece
08-02-10, 09:21 PM
Thanks Ducimus, as I said I haven't actually played SH4 before, only the tutorials, good to know that the supply ships will appear!:yeah:
Will try again!:yep: Hope the crew know how to steer a U-boat this time!:haha:

Ducimus
08-02-10, 09:37 PM
Bordeux is actually an easy port to navigate. Lorient... now THAT's tricky.

>>as I said I haven't actually played SH4 before,

Well I am glad that your giving it a try. There are some things that are different, and some things that are the same. The campaign can be very different. I did not for instance, remove any Spy insertion or photo recon missions. Those will be entirely new to you if you get one. The SH3 style of "Go here and sit for 24 hours" is long gone with SH4. It's a little bit more varied. While not entirely historically correct for uboats, its possible to write patrol missions were you can rescue down pilots, drop off supplies, or insert commando's. This is in addition to the photo recon and spy insertion missions I already mentioned.

As an aside the keyboard commands for this mod are VERY similar to SH3's, and the T key is to raise the snorkel.

edit:
and " B " is to call battle stations. Not sure if i put that in the help menu or not.

MADLOU
08-04-10, 11:35 AM
I also get the error message when the mission is loading: File Not Found: data/menu/gui/Recmanual/CovFlagEgypt.dds

I can not get the mod to work even with alt-tab. I have a fresh sh4 install with no mod residue. Looks like an awsome mod and am very eager to get it workings! Thanks!

h.sie
08-04-10, 11:48 AM
Have the same error messages, but ALT-TAB helps out. Then, in the error message window, I click OK for about 25 times and then SH4 starts.

Ducimus
08-04-10, 01:27 PM
I also get the error message when the mission is loading: File Not Found: data/menu/gui/Recmanual/CovFlagEgypt.dds

I can not get the mod to work even with alt-tab. I have a fresh sh4 install with no mod residue. Looks like an awsome mod and am very eager to get it workings! Thanks!

Have the same error messages, but ALT-TAB helps out. Then, in the error message window, I click OK for about 25 times and then SH4 starts.



Gent's, i believe that your install is not a clean one, and you have things leftover from a previous mod installation. The reason is, Egypt does not exist in this mods roster, no units of any kind are being assigned to Egypt, so the game wouldn't have a reason to make a rec manual association with Egypt. Nor does Egypt exist in the stock game. So i think we have some mod soup action going on here.

h.sie
08-04-10, 01:29 PM
@Ducimus:

Yup! OM, RFB, TMO and 9D2.

But I deinstalled the other ones via JSGME before installing 9D2.
Maybe there remained some old files ...

Thanks anyway.

lurker_hlb3
08-04-10, 01:59 PM
Gent's, i believe that your install is not a clean one, and you have things leftover from a previous mod installation. The reason is, Egypt does not exist in this mods roster, no units of any kind are being assigned to Egypt, so the game wouldn't have a reason to make a rec manual association with Egypt. Nor does Egypt exist in the stock game. So i think we have some mod soup action going on here.

It appears that the directories that are added by the mods are not being correctly removed by JSGME. In the case of errors reported, there are empty directories in data/Roster. I have done a number of test with some different mods and see the same results.

Recommend that uses get a copy of Empty Folder Nuker, and run it on the data directory after a mod de-install to ensure a clean system.

Jan Kyster
08-04-10, 02:24 PM
Seperate Installs + MultiSh4 = No Problems Ever! :smug:





- except when one gets bright ideas under influence... :nope:

Ducimus
08-04-10, 03:15 PM
It appears that the directories that are added by the mods are not being correctly removed by JSGME. In the case of errors reported, there are empty directories in data/Roster. I have done a number of test with some different mods and see the same results.

Recommend that uses get a copy of Empty Folder Nuker, and run it on the data directory after a mod de-install to ensure a clean system.

That would explain it. Thanks lurker! :salute:

MADLOU
08-04-10, 05:24 PM
I reinstalled sh4 again and reinstalled jscme. All works fine! You all were right! I had some sneaky mod soup brewin'! Great Mod!

One thing though... is the hatch leading to the sonar and radio room supposed to be open? It is closed in mine...just wondering..

Ducimus
08-04-10, 09:56 PM
is the hatch leading to the sonar and radio room supposed to be open?

No, it's not. While having it open would be visually cool, I opted not to for two reasons.

1.) Quick access to radar/sonar area via F9 key won't work correctly.

2.) I think having the interior split makes it so the game renders one area at a time. Saves on system resources, makes less lag.

Doesn't lag on my system, but i try to keep lower end compatiblity in mind.

MADLOU
08-04-10, 10:35 PM
Ok cool. I hope you get the guy in the bathroom. That would be a real gas (pun intended)! LOL!

JScones
08-05-10, 02:16 AM
It appears that the directories that are added by the mods are not being correctly removed by JSGME. In the case of errors reported, there are empty directories in data/Roster. I have done a number of test with some different mods and see the same results.

Recommend that uses get a copy of Empty Folder Nuker, and run it on the data directory after a mod de-install to ensure a clean system.
If you have the folder locked in Windows Explorer, or locked because you have files in the folder open, JSGME will not remove the folder...thus the big warning in the JSGME User Guide - "Make sure you close all mod and game files before enabling. Not doing so may result in integrity problems and possible game corruption as locked files are ignored by JSGME".

If the (mod added) folders are not locked, they will be removed. I have done oodles of testing on this and the only instances where folders are not removed are when they are locked, ie no different to when trying to delete files or folders in Windows Explorer.

If you have repeatable proof of it occurring, pls advise the specific circumstance so I can repeat the problem, otherwise, your claim is misleading.

EDIT: And don't forget, many players uninstall SH3/SH4 and reinstall it again and assume it to be a "clean install", but totally forget about the residual files and folders that the uninstaller left behind. These files and folders carry through to the new installation, and have nothing to do with JSGME (all bets are off with JSGME as soon as you stuff around with your core install, in any way).

lurker_hlb3
08-05-10, 11:36 AM
If you have repeatable proof of it occurring, pls advise the specific circumstance so I can repeat the problemAs I have no wish to hijack this thread, I will pm you later today with details of my test case at approximately 8AM your time.

Ducimus
08-09-10, 10:54 PM
Breaking news:

Apparently American's cannot do a sub sim with historical accuracy. In fact, it's been said we don't want historical accuracy. So i guess somebody other then an American better finish this mod.


That is all.

Reece
08-10-10, 12:05 AM
What!!:o Who ever said that Ducimus?:x:-?:stare: You're doing an excellent job, please don't let some idiot get to you, 99% of us know better and appreciate your hard work!!:yep:
Cheers.

sergei
08-10-10, 02:33 AM
What!!:o Who ever said that Ducimus?

Some Yahoo with an axe to grind over in the SH5 forum started shooting his mouth off.
http://www.subsim.com/radioroom/showthread.php?t=173338


You're doing an excellent job, please don't let some idiot get to you, 99% of us know better and appreciate your hard work!!:yep:
Cheers.

Seconded.

ivank
08-10-10, 09:30 AM
Seconded.

Thrided

Sailor Steve
08-10-10, 10:01 AM
Breaking news:

Apparently American's cannot do a sub sim with historical accuracy. In fact, it's been said we don't want historical accuracy. So i guess somebody other then an American better finish this mod.


That is all.
I completely agree. I think it should be the guy who said that in the first place. He must be better at it than you are. He's certainly a better game designer than SSI or Dynamix.

What, what? :shifty:

kurfürst
08-10-10, 11:55 AM
Well, I´m a bloody "Kraut", sitting in Germany, and enjoy playing SH IV with a very realistic Mod called "Operation Monsun" (created by an American, by the way). I received much help from another American who builded a very realistic "Schnelltauchback", and now I see another American doing that great "Nine Delta Two" Mod.
I can only say a big "Thanks" to these Americans;without your talented work this game would look a lot poorer. Good that the game has fallen into your hands.
Whoever says that you can´t build a realistic game should proof that he can do a lot better than you or shut up!

Kurfürst :salute:

Jan Kyster
08-11-10, 03:57 AM
Apparently American's cannot do a sub sim with historical accuracy...Yeah! Like Kapt. Lehmann and the GWX-gang, Lurker, OakGroove, Vickers, Webster, Reece and on and on and on...

We've all seen what they are able to to do... :nope:



But seriously, Ducimus. It's very unfair against us, your thousands of devoted users, to let one unknown man's stupid opinion take you down that road.

Sailor Steve
08-11-10, 08:09 AM
I can only say a big "Thanks" to these Americans;without your talented work this game would look a lot poorer. Good that the game has fallen into your hands.
Whoever says that you can´t build a realistic game should proof that he can do a lot better than you or shut up!

Kurfürst :salute:
Thank you. As an American I would like to add all the Brits, Aussies, Frenchmen, Finns, Danes, Norwegians, Russians and many others (including Germans of course) who have combined to make great games and great mods over the years. We are a multinational community and, as with engineering, music, movies, food and anything else in life talent knows no bounds. Not national, racial, sexual, age or any others. The only losers here are the ones who fail to see that.

Oh, I left out the Romanians who gave us these games in the first place.

modisch
08-11-10, 03:28 PM
Ducimus,

I've been a fan of your work since the early days of your "Flavored to Taste" mod... and remember the earlier days of picking SH4 apart trying to find and fix the countless problems the game shipped with.

So I just wanted to take a moment to say, thanks for all your work... and your countless quittings and returnings.


Also, if you're having trouble with names for your U-Boat mod... here are some suggestions...

Serious:
Fire All Tubes
Dönitz' Devils
Untersee Rudel (Undersea Group)
War Under the Waves

Goofy:
Set Dive Planes to Awesome!
Rig for Awesomeness
Unterseedachshundboot
Sink or be Sunk (SOBS)
Emergency Blow!


Of course, you don't have to use any of these... but I thought it might be fun to see what names folks could come up with. Especially without the use of "wolves".

Cheers,

-m

Ducimus
08-11-10, 04:02 PM
But seriously, Ducimus. It's very unfair against us, your thousands of devoted users, to let one unknown man's stupid opinion take you down that road.

And here i thought i was well known for my sarcasm and snide commentary. If i stop working on something, it will be because I burned out, nobody was interested in what i was working on, or don't have the time due things in RL.

Reece
08-11-10, 08:29 PM
Whew!:oops::woot:

Jan Kyster
08-12-10, 12:53 PM
And here i thought i was well known for my sarcasm and snide commentary...You're known for so many things http://i189.photobucket.com/albums/z15/subject_rod/smilies/biggrin3.gif

But even I, the most laid-back person north of the Alps, almost snapped by that stupid remark, sooo.... but glad you're a good sport! :up:


Happy Modding!

Munchausen
08-12-10, 03:14 PM
If i stop working on something, it will be because I burned out, nobody was interested in what i was working on, or don't have the time due things in RL.

:cool: Hopefully, this time it's because you're concentrating on the next fleet boat update.

Reece
08-12-10, 08:16 PM
:cool: Hopefully, this time it's because you're concentrating on the next fleet boat update.No! Nine Delta Two update!:O:

Ducimus
08-13-10, 02:58 PM
One thing at a time. :haha:

h.sie
08-14-10, 06:44 AM
please continue your good work.

kurfürst
08-16-10, 02:59 PM
Hi Ducimus,

just curious to know if there´s a chance to get a "Bachstelze" in your Nine Delta Two Mod? You know, these little "Hubschraubers" which had been towed behind the IX D2´s to spot enemy shipping far away?

Beste Grüße, Kurfürst :salute:

BUKER
08-16-10, 03:40 PM
Hi Ducimus,

just curious to know if there´s a chance to get a "Bachstelze" in your Nine Delta Two Mod? You know, these little "Hubschraubers" which had been towed behind the IX D2´s to spot enemy shipping far away?

Beste Grüße, Kurfürst :salute:


Not a bad idea!:up::up::wah::wah:

peabody
08-16-10, 08:24 PM
And here i thought i was well known for my sarcasm and snide commentary.

If it helps any, I think you are sarcastic and snide-ish......:O:

Peabody

Sailor Steve
08-16-10, 10:47 PM
If it helps any, I think you are sarcastic and snide-ish......:O:

Peabody
And here I thought he was snidetastic and arcade-ish... :D

Kremmen
08-20-10, 09:13 PM
Hey Duci,just stopping by to also say thank you for all your hard work,having a blast with it.Still coming to terms with the longer diving times.Compared to my more usual choice,the type VII,this thing dives like a cork :O:

Still the sun is shining,the waters are clear and the fishing is good.Happy days

cheers from flotilla 9d2-The Penang Tigers :salute:

MGR1
08-29-10, 01:13 PM
Been giving this a go over the past few days - I like it!:up:

I'd forgotten the pucker factor when going up against an Allied convoy. Guess I've been playing about in the Baltic and Pacific too long!

Mike.:D

joegrundman
09-03-10, 04:52 PM
I have a technical question.

Where did the torpedoes come from for the Monsun boats, after the ones they brought with them had been fired?

Kaleun
09-03-10, 04:57 PM
Answer re the torpedoes can be found here..

http://www.uboat.net/ops/monsun3.htm

to quote..

The size of Penang flotilla was limited to 5 U-boats due to the dockyard capacity. The Monsun boats were so short of torpedoes that U-532, U-188 and U-183 were ordered to embark strategic materials and come home via the patrol areas in the Indian Ocean.

Dignan
10-26-10, 01:20 PM
Just got SH4 Gold and want to give this mod a try. Started with Op Monsun but it was a bit overwhelming for just being introduced to the uboat.

Other than the changes to the Type IXD2 and the game changes listed by Ducimus on the first post (below), can I assume that everything else in the uboat missions runs like stock?

Quote:

(1)Absolutely nothing found within this mod may be used for any commercial product of any size, shape or form.

(2)This mod is open source freeware, made by the subsim modding community openly and freely. All permissions of individual mods are subject to their author's permissions.

(3)You are free:
a.) to Share – to copy, distribute and transmit this work.
b.) to Remix – to adapt this work.

Under the following conditions:

a.) Credit List - You must mention who made the original work. (which is the supplying authors cited for specific parts in credit list herein)
b.) Attribution – You must attribute the work in the manner specified, but not in any way that suggests that I, or any mod author cited herein, endorse you, or your use of the work.
c.) Share Alike - If you alter, transform ,or build upon this work, either partially or in whole, you may distribute the resulting work only under the same or similar license to this one. Don’t wanna share? Then don’t use!

Jan Kyster
10-26-10, 01:55 PM
Other than the changes to the Type IXD2 and the game changes listed by Ducimus on the first post (below), can I assume that everything else in the uboat missions runs like stock?What everything else?? :88)

If you have a look in the files in TMO: NDT, what areas does Ducimus not go into?


If you have the time, try run a campaign in stock and then a campaign with TMO: NDT enabled. Looking forward to your report!

Or perhaps I misread your post... has happened before... :D


Anyway, happy hunting! :salute:

Dignan
10-26-10, 02:03 PM
What everything else?? :88)

If you have a look in the files in TMO: NDT, what areas does Ducimus not go into?


If you have the time, try run a campaign in stock and then a campaign with TMO: NDT enabled. Looking forward to your report!

Or perhaps I misread your post... has happened before... :D


Anyway, happy hunting! :salute:

Ya, I probably could have worded my question better. I haven't dl'd the mod yet so I haven't looked in the files. So NDT is essentially TMO for uboats? I guess I was thrown off because he mentioned he was only focusing on the Type IXD2.

So there are many other tweaks to things like escort AI, sensor ranges, uboat capabilities/speed/max depth etc?

Dignan
10-28-10, 08:23 AM
If I want to play with the game changes and features found in NDT but want to play in the Atlantic, is it possibl to lay Op Monsun v400 campaign over the top of NDT or will that give me a CTD?

OM v400 – Operations in the North Atlantic

col_Kurtz
11-17-10, 05:29 PM
Hello...

I`d like to play Nine Delta2, but... I don`t know TMO. Could someone help me with this? I mean wich addons must have to play. I know JSGME played OMEGU already :)
Okay, I found TMO 2.0 and that`s all what I looking for? TMO2.0+IXd2?

Dignan
11-17-10, 05:51 PM
Hello...

I`d like to play Nine Delta2, but... I don`t know TMO. Could someone help me with this? I mean wich addons must have to play. I know JSGME played OMEGU already :)

Someone here will correct me if I'm wrong but choose TMO (Fleet Boats) or 9D2 (Uboats). Not both. It's one or the other. Each is standalone so you don't really need anything else but 9D2.