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Hi chaps,
I thought I'd start this thread to post news and answer FAQs on my modding projects. It is easier for me to post to one thread.
Super Pens: (Current Version = v4) GWX3, WAC and LSH versions available.
There are now three (v4) versions of the mod for GWX, WAC and LSH III additonally there is a hotfix available for the WAC version of the mod.
To answer some questions.
The mod has always been designed to work with St.Nazaire. If you start from any other base with the mod enabled you will only get the pen interiors and no pen exterior models.
I have, this morning, been working on making the relevant changes to other base files so that the pens will be visible in these other bases.
The GWX version requires the following two mods be installed before the Super Pens Mod.
http://www.filefront.com/15615751/WAC4.1-SubPen_animated_18.02.2010.7z/
http://www.filefront.com/15819511/GWX-3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6.7z/
Super Turms: (current Version = v4) GWX3 and LSHIII versions available.
I am currently working on making v4 of this mod compatable with LSH and all is going well. After releasing this mod I shall turn my attentions to the next version (v5) in which I hope to add Privateer's MG-34s when they are available. again I'm hoping to produce GWX and LSH III versions of this mod.
Update: I have released the LSH version of this mod, please see this post for details: http://www.subsim.com/radioroom/showthread.php?t=174847
Multi-mod compatability Mod: (current Version = Release v1.3) for GWX3.
Currently this mod doesn't incorporate entries in the sh3.sdl file to support Tomson's sound pack. Likewise the only GUI supported is the Hitman GUI. I hope that I have the time in the future to add support for the OLC GUI and Thomson's sound pack.
The multimod mod contains the Super Turms content and thus there is no need to install Super Turms if you have installed the multimod mod.
Install order for required mods:
1. GWX_DFa-Flag&Pens_2010
2. FM30_UpDown_final
3. FM_NewInterior_V1.0
4. Conning Tower open Hatch TestFMfood
5. Depthcharge Shake v2.01
6. Urfischs_ModStrike_Beta1
7. Waterstream+Exhaust Combi V2.3 for GWX3
8. New Uboat Guns 1.2
9. Aces' Multimod compatability fix release v1.3 public beta
Install order of above mods plus Hitman's GUI and optional additional Type 7c2 and 7c4 Exterior Lightmaps :
1. GWX_DFa-Flag&Pens_2010
2. FM30_UpDown_final
3. FM_NewInterior_V1.0
4. Conning Tower open Hatch TestFMfood
5. Depthcharge Shake v2.01
6. Urfischs_ModStrike_Beta1
7. Waterstream+Exhaust Combi V2.3 for GWX3
8. New Uboat Guns 1.2
9. Hitman_Beta_GUI_GWX3_1.0
10. Aces' Multimod compatability fix release v1.3 public beta
11. Aces' Multimod compatability fix Hitman GUI add on
Additional optional Mods:
12. Ace's Multimod compatability fix FM's Turm 7c2 Lightmaps add on
OR
12. Ace's Multimod compatability fix FM's Turm 7c4 Lightmaps add on
(Note: activate one or the other, not both)
*********** Download links for the above mods *************
LifeBoats&Debris_v4 http://www.subsim.com/radioroom/downloads.php?do=file&id=628
GWX_DFa-Flag&Pens_2010 http://www.mediafire.com/file/vvyomkmmufi/GWX_DFa-Flag&Pens_2010.7z
FM30_UpDown_final http://www.mediafire.com/file/noononmimgn/FM30_UpDown_final.7z
FM_NewInterior_V1.0 http://www.filefront.com/15698297/FM_NewInterior_V1.0.7z/
Conning Tower open Hatch TestFMfood http://www.filefront.com/15715805/Conning%20Tower%20open%20Hatch%20TestFMfood.7z
Depthcharge Shake v2.01 ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/NVDRIFTER/
Urfischs_ModStrike_Beta1 ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/URFISH/
New Uboat Guns 1.2 ftp://maikhaas.dyndns.org/Volume_1/S...TESTPILOT1978/
Waterstream+Exhaust Combi V2.3 for GWX3 http://www.subsim.com/radioroom/downloads.php?do=file&id=1538
Hitman_Beta_GUI_GWX3_1.0 http://www.mediafire.com/?3mgh2nttdz0
----
General News:
All of these mods (especially the mod list for the multimod and the Super Pens Mod) are BIG and I reccommend using either the 3GB patch for XP or the 4GB patch for windows 7 etc.
For users of Windows XP please see this post http://www.subsim.com/radioroom/showpost.php?p=1288812&postcount=230 for details of and download link for Anvart's /3Gb batch file. Remember to backup you un-edited boot.ini and also your sh3.exe before you run the batch file.
Please bare with me I only have one pair of hands and there are only a certain number of hours in a day :) and this work takes a long while especially when testing and developing in campaigns and now across three Super Mod platforms.
----
Best Regards
Aces
Magic1111
09-01-10, 11:23 AM
Hello my Friend !
Very good Thread, thank you for that !!! :up::ping::up:
Best regards,
Magic:salute:
Excellent news matey! I'm looking forward for the Super Turms V5...:woot:
FIREWALL
09-01-10, 01:45 PM
First, Thx for the great mods.
Question : Why aren't the 3 & 4 GB patches in the SH3 SS Download section ?
Under the patch section. Would make life a little easier to find.
Hi chaps,
A little news:
I have completed Brest, Trondheim and Kiel sub pens and need to test these out before moving on to the remaining bases. Lorient will be a pig as there are 21 sub pens there, by far the biggest number in any port. As I've also had to make changes (additions) to the harbor_kit.dat as well as the indivdual files for each port eg. Kiel.dat, Brest.dat etc. this will be a new version when it is completed.
Best Regards
Aces
Magic1111
09-02-10, 11:55 AM
Hi Aces !
Please note PM from me to you !!!!!!!!!!!!
Best regards,
Magic:salute:
Magic1111
09-02-10, 02:36 PM
Hi Aces !
Off Topic for a Moment: I will send you a PM and then I become a system info, that you PM Inbox is full and you can´t become new PM !
Before you can become new PM, please delete many older PM´s !!!
Best regards,
Magic
Hi mate,
sorry about that, I didn't notice, I've deleted some messages.
Best Regards
Aces
Magic1111
09-03-10, 10:35 AM
Hi mate,
sorry about that, I didn't notice, I've deleted some messages.
Best Regards
Aces
Thank you mate, PM sent.....:03:
Best regards,
Magic:salute:
Fubar2Niner
09-04-10, 12:41 PM
@Aces
Great thread, thanks for keeping us all up to date mate :salute:
Best regards.
Fubar2Niner
Aces' Super Turms v4 LSH Version.
http://img576.imageshack.us/img576/3742/st4014.jpg
Hi chaps,
Here's the LSHIII version of my mod.
Download Link (MediaFire):
http://www.mediafire.com/?d1v45gca6yqow7d
Download Link (Filefront):
http://www.filefront.com/17286535/Aces'_Super_Turms_v4_LSH_Version.rar (http://www.filefront.com/17286535/Aces%27_Super_Turms_v4_LSH_Version.rar)
Readme:
Greetings,
This mod combines entries from three mods into one so that you can have Flakmonkey's Twisty Periscope, Privateer's Turm emblems Your Way and Anvart's Flag and Pennants and DF Antenna all at the same time as well as Tarjak's Historic Emblem Pack and a big bonus courtsey of Flakmonkey who has very kindly produced new Type 7c1 Exterior Lightmaps.
When enabled the Type 7b1, 7b2, 7c1 and 7c8 Turms (conning towers) will display the above. Please see the enclosed documentation for the Turm Emblems Your Way mod for more details of how to customise your own emblems.
IMPORTANT: The mod should be enabled in JSGME after Anvart's Flag and Pennants and DF Antenna (LSH3-5_DFa-Flag&Penns_2010.7z) which is required for the mod to work correctly.
--------------------------
Version 4 changelog for type 7c1/7 turms:
Added and lightmapped new bridge objects: cigarette packets, binoculars, ammo crates, mg34 and helmets.
Added and lightmapped Testpilot's Lifebelt and coiled ropes on the deck.
Added and lightmapped Tommi's 20cm ammo container and flagpoles.
Added new up/down radio antenna controlled with the SHIFT+A/CTRL+A keys.
UZO model will now rotate to match your bearing in the "UZO" view.
All bridge objects and the UZO will dissapear underwater and the radio antenna will automatically retract on diving etc.
Added two otional folders (Aces' Super Turms v4 FM's Turm 7c2 Lightmaps add on) and (Ace's Super Turms v4 FM's Turm 7c4 Lightmaps add on), activate one or the other not both after the Super Turms mod. Also included are two additional optional folder for compatability with the LSH Simfeeling Dials mod and the LSH OLC GUI mod.
-------------------------------
Mod activation or using JSGME (after activating Living Silent Hunter III mod).
1. Anvart's LSH3-5_DFa-Flag&Penns_2010
2. Aces'_Super_Turms_v4_LSH_Version
plus optional mods:
3. Aces' Super Turms v4 LSH Version - FM's Turm 7c2 Lightmaps add on
OR
Aces' Super Turms v4 LSH Version - FM's Turm 7c4 Lightmaps add on
plus additonal optional mods:
4. _LSH3_V5_GUI_Six-Dials-Simfeeling
5. Aces' Super Turms v4 LSH - Simfeeeling Dials Fix
OR
4. _LSH3_V5_GUI_OLC
5. Aces' Super Turms v4 LSH - OLC GUI Fix
If you want to add the up/down radio antenna commands to your own command_zz.cfg file then please change/add these lines:
Change this entry to the one below:
[Cmd150]
Name=Maneuver_officer
Ctxt=1
Key0=0x41,Cs,"SHIFT+A"
GoBack=Helmsman_view
and add this entry:
[Cmd204]
Name=Maneuver_officer_end
Ctxt=1
Key0=0x41,Cc,"CTRL+A"
---------------
My thanks to all of the mod authors for their fantastic mods, encouragement and support.
Special Thanks to (Reads like a "who's who of top modding talent) :
Flakmonkey for his permission to incorporate his Twisty Periscope mod, for his excellent lightmap tutorial and for re-lightmapping the Turm 7c1.
Anvart for his permission to include parts of his Flags, Pennants and DF antenna mod.
Privateer for his permission to incorporate his Turm Emblems Your Way mods and for all his help.
Tarjak for his permission to incorporate his Historic Emblems Pack,
Luca for his assistance with the rotate UZO code.
Private Godfrey for permission to include his fantastic emblems.
Testpilot for his permission to include his UZO, lifebelt, ropes and DF antenna models and textures.
Tomi for his permission to include his flagpoles and ammo container models.
The author of the MBFL mod which saved me many hours in testing.
SKWas for his fantastic S3ditor program without which this mod wouldn't have been possible.
Last, and by no means least, my long suffering missus a "modding orphan" :)
--------------
Changelog from v1.0
Added Lightmaps to turm 7c DF Antenna, rod antenna and Twisty Periscopes.
Changelog from v2.0
Added Testpilot's DF Antenna and UZO models to Type 7c1. Added lightmaps for the above and also for the rod antenna.
Permissions
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.
Best Regards
Aces
-------
Best Regards
Aces
Hi chaps,
Sorry there's been no news lately as I've been suffering from a really vicious chest infections and I'm dosed up to the eyeballs on cough medicine, antibiotics and pain killers but hope to be feeling better soon.
Best Regards
Aces
Get well soon matey...:yep:
Echo that - get yerself better.
Magic1111
09-29-10, 12:23 PM
Hi chaps,
Sorry there's been no news lately as I've been suffering from a really vicious chest infections and I'm dosed up to the eyeballs on cough medicine, antibiotics and pain killers but hope to be feeling better soon.
Best Regards
Aces
Hi my Friend !
Best wishes for a fast recovery, Mate !!! :yep:
Best regards,
Magic:salute:
Sailor Steve
09-29-10, 01:17 PM
First, Thx for the great mods.
Question : Why aren't the 3 & 4 GB patches in the SH3 SS Download section ?
Under the patch section. Would make life a little easier to find.
As I understand it, before anything goes into Subsim Downloads permission must be granted from the person who holds the rights to the patch.
Fubar2Niner
09-29-10, 01:36 PM
Hi chaps,
Sorry there's been no news lately as I've been suffering from a really vicious chest infections and I'm dosed up to the eyeballs on cough medicine, antibiotics and pain killers but hope to be feeling better soon.
Best Regards
Aces
Don't apologise mate, just get yerself good and well :yep:
Best regards.
Fubar2Niner
sabretwo
10-03-10, 03:17 PM
Aces,
I've been gone for a while. Now back and getting caught up. Last I remember you were experimenting with sleeping figures for the FM interior. Did you have any luck getting them worked in properly?
Haihappen
03-02-11, 10:49 AM
Moin Aces,
I thought the best way of starting to post here was this: first of all to say "Dankeschoen" to you for this great stuff. This includes all the other guys in here, whether they'r named or not.
After a while of staring at SH5 with its up-to-date graphics but never fixed issues (the so-called "game launcher" is one of those) I decided not to leave my old beloved SH3, but to give the Grey Wolves a try. When I then stumbled upon Flakmonkey's New Interior and Luca's Open Hatch in Conning Tower, watching the decreasing numbers of posts in the SH5-forums after the expected release hype and noticing that the ongoing work with SH3 was still stable at a high level, the decision was clear.
And then. Discovering the pictures of your Super Turms and recognizing that there was a lot more (like animated pens, locks, lifeboats...) I never thought would be possible in SH3 due to its game engine limitations - it made me kinda seasick! And with the chance given by your multimods to break the old JSGME rule "win some, loose some" cuz of sims, inis, dats and cams overwriting each other I pimped my boat to the max, started a new carreer and got off to sea again.
Get me right - I was diving around since the early days of SH3 (WITH STARFORCE! Moohaha!) and the only time my screen saw pictures from a stock game was when I installed it and took my first lessons at the academy. Then one of the first "LSH" was already there and from that moment I knew: this is gonna be a looong journey. And it was. And is. And thx to people like you will be!
I never was a great self-modeler, okay I moved some screws here and there, merging some early skin mods or playing around with fatigue levels or wave heights, doing some "Das Boot" soundmodding or so. Nothing dangerous and nothing big, just to get in touch with the games thinking and behaviour. So by now I sometimes have a clou where to search the devil when some odd things accur.
But not by far all the time. So this is the (second, minor, insignificant...) reason for this post. Following my preferences and your recommendations I installed the following (and in the named order):
Privateer's 4Gb_Patch_for_SH3
GWX 3.0 Gold- GWX - 16 km Atmosphere
- GWX - Enhanced Damage Effects (EDE)
- GWX - Integrated Orders (IO)
- GWX - No Medals on Crew (NMC)Anvart's GWX Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010)
Anvart's FuMo30 (FM30_UpDown_final)
Flakmonkey's New Interior (FM_NewInterior_V1.0)
Luca's Open Hatch in Conning Tower (Conning Tower open Hatch093food, NOT "TestFMfood"!)
Nvdrifter's Depth Charge Shake (Longer_Repair_Times_2.04_ll)
- EDE - LRT 2.04 Full patchUrfisch´s final FX and GUI (Urfischs_ModStrike_Beta1)
- WITH \data\Interior\NSS_Uboat7 includedRubini's and Racerboy's Waterstream&Exhaust Combi V2.3 for GWX3 (Waterstr+Exhaust-CombiV2.3)
New Uboat Guns 1.2 (New_Uboat_Guns_1.2)
Rubini's Lifeboats and Debris v4 (LifeBoats&Debris_v4.7z)
- installed with the "increased draught"-optionBigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6)
- with Atlantic/US East coast only Add-onJimbunas Animated Sub Pens for GWX (Wac-Animated-Sub-Pens-interior-start-for-GWX)
Aces' Multimod compatability fix release v1.3 public betaBy now I'm travelling around with my VIIc1 in early '42 and everything works nice and smoothly. The diesels roar as they should, blowing nice little exhaust clouds in the air, the boat rattles and shakes when the depth charges rain down over me while my potatoes get ready for dinner. Okay, the FPS drop remarkably when I raise the pennants, but the new harbour scenery at St. Naz is too nice to reduce a single detail! So my world is sunny and God is a nice bearded old man...
But there are of course some minor issues. There's nothing what makes me Aaargh!! and also nothing what interrupts the gameplay or looks so ugly that it would force me to get off my boat. But nevertheless...
The first thing i did was to compare the single mods (without the GWX ones, cuz they are my basic installation to start from) to discover what they do one by one. Then I surfed up and down the forums. See, I'm a nice guy too... And finally i thought: Who's smarter than the average bear? Ask Aces! 'ear we go!
First thing: Looking around the CR the obs scope stands fast and true where it should. But when I SHIFT+O/CTRL+O to raise/lower the obs scope then it "falls down" to the floor, pointing from its foot in the planesmens direction and disappearing between their feet "through the hull". It moves, but not up/down but left/right and will never return to its correct upright position. The view THROUGH the scope is not affected, it stays correct! By saving the game and loading it again (even without leaving SH3 completely) the scope is in the right place again, until... Have you or has somebody else ever seen that behaviour? If so, please give me a hint.
Pressing NumPad "0" to return to the previous cam view or the latest station as described by Luke (Luca's Open Hatch in Conning Tower) gives no result. But that would be interesting, no? Especially when driving the boat from the attack scope, standing inside the CT it would be great to take a look through the scope, then "step back" from the lens ant turn towards the TDC or the map, maybe click the switches to open the tubes and return to the scope view. Nearly everything inside the CT is functional now (and I give a WOW! to this fact), but this is a bit useless if I have to return to the CR (or elsewhere) first and then climb up the stairs again using the freecam. I'm not a teen any longer... By the way: is there a chance to get a clickspot for entering the CT? Maybe this wish collides with the limited number of cameras, and the diesel compartment cam occupies the last free slot. Then one idea could be to move the diesel cam to the CT, using the given SHIFT+E- and click-on-the-floor-commands to move there instead to the diesel comp. If I want to get there, the only reason is to see Johann and his beloved engines and if he's got the nerve to stand his ground this time. Maybe I ask him: "Na, Johann? Alles gut geschmiert?" But that's it, it has nothing to do with the gameplay like the CT has. Get me right: I love those eye-candy things and I don't cry a single tear about all the fps swallowed by moving valves or steaming pots. They let me feel that this is MY BOAT and let me be extra careful when going to attack. So, if I can get an advice how to deal with cam positions and clickspots - you're welcome!
The fact that some of the clickable icons of GWX "Integrated Orders" will not work any longer is no problem, cuz there is always a keyboard shortcut or a clickspot to use instead. But the new, bigger, "merged" icons I got now (where did they come from?) are not my favourite flavour. Is there an easy way to get the old GWX ones back? In my opinion they're easier to understand.
Have you ever noticed that the volume handle at the hydrophone operators place is out of order? When I search for sound contacts by hand I can no longer increase or lower the volume of the sound contact by clicking at the black handle on the right of the handwheel. Is that intended, is it a (maybe known) issue or have I screwed up something by myself? (In this case: Entschuldigung, my fault, won't ask again...)
Along with Nvdrifter's "Depth Charge Shake included in Longer Repair Times" (aka "LRT") come the following sentences: "The crew efficiency bars will not show green on the U-boat repair screen. This is expected. The mod decreases crew efficiency in order to have longer repair times. Not a very nice way, but the only one." So this seems to be no graphical thing like putting in a new screen graphic without "slots" or "windows" where the green bars shine through but a config or sim or dat thing. Oooohhh...! I understood well that Drifter/ZMC did plenty of work to get this mod on track. But how do the compartments work without any efficiency (normally you hear a "not enough xxx at yyy" and then the rpm of your diesels drop or so)? So there MUST BE SOME efficiency on board, or the boat would not move! And IF there is some efficiency - why not show it "the old way" with green bars? Do you have an idea where or how the bars are calculated? Maybe there is a chance to increase or lower a simple calculating factor between "fatigue*efficiency*specialization = x*green bar" or so. Or IS this (contrary to ZMCs statement) a graphical trick? In that case: why can't I find any new screen graphics inside his mod?
With some hints from you or the crowd 'round here I maybe will start to merge the above named mods, cuz they seem to me like they will stay with me for a longer period and I therefore have to understand how they work. By winmerging or sh3diting some files it's well possible to get into that stuff. I only have to be aware that there is a little Leichtmatrose, delivered by stork-air-mail 5 months ago, yelling "Alaaarm" from time to time. If I don't my better half will depth-charge me...
Finally - if it didn't shine through in my brief sentences: You (all!) did a great work, and I appreciate it very much. It was the reason for me to stay onboard SH3, I enjoy it and hopefully will do so for a looong time to come!
And now: "Not so long ago..."
Gruesse!
Fubar2Niner
03-02-11, 02:07 PM
Moin Aces,
I thought the best way of starting to post here was this: first of all to say "Dankeschoen" to you for this great stuff. This includes all the other guys in here, whether they'r named or not.
After a while of staring at SH5 with its up-to-date graphics but never fixed issues (the so-called "game launcher" is one of those) I decided not to leave my old beloved SH3, but to give the Grey Wolves a try. When I then stumbled upon Flakmonkey's New Interior and Luca's Open Hatch in Conning Tower, watching the decreasing numbers of posts in the SH5-forums after the expected release hype and noticing that the ongoing work with SH3 was still stable at a high level, the decision was clear.
And then. Discovering the pictures of your Super Turms and recognizing that there was a lot more (like animated pens, locks, lifeboats...) I never thought would be possible in SH3 due to its game engine limitations - it made me kinda seasick! And with the chance given by your multimods to break the old JSGME rule "win some, loose some" cuz of sims, inis, dats and cams overwriting each other I pimped my boat to the max, started a new carreer and got off to sea again.
Get me right - I was diving around since the early days of SH3 (WITH STARFORCE! Moohaha!) and the only time my screen saw pictures from a stock game was when I installed it and took my first lessons at the academy. Then one of the first "LSH" was already there and from that moment I knew: this is gonna be a looong journey. And it was. And is. And thx to people like you will be!
I never was a great self-modeler, okay I moved some screws here and there, merging some early skin mods or playing around with fatigue levels or wave heights, doing some "Das Boot" soundmodding or so. Nothing dangerous and nothing big, just to get in touch with the games thinking and behaviour. So by now I sometimes have a clou where to search the devil when some odd things accur.
But not by far all the time. So this is the (second, minor, insignificant...) reason for this post. Following my preferences and your recommendations I installed the following (and in the named order):
Privateer's 4Gb_Patch_for_SH3
GWX 3.0 Gold
- GWX - 16 km Atmosphere
- GWX - Enhanced Damage Effects (EDE)
- GWX - Integrated Orders (IO)
- GWX - No Medals on Crew (NMC)
Anvart's GWX Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010)
Anvart's FuMo30 (FM30_UpDown_final)
Flakmonkey's New Interior (FM_NewInterior_V1.0)
Luca's Open Hatch in Conning Tower (Conning Tower open Hatch093food, NOT "TestFMfood"!)
Nvdrifter's Depth Charge Shake (Longer_Repair_Times_2.04_ll)
- EDE - LRT 2.04 Full patch
Urfisch´s final FX and GUI (Urfischs_ModStrike_Beta1)
- WITH \data\Interior\NSS_Uboat7 included
Rubini's and Racerboy's Waterstream&Exhaust Combi V2.3 for GWX3 (Waterstr+Exhaust-CombiV2.3)
New Uboat Guns 1.2 (New_Uboat_Guns_1.2)
Rubini's Lifeboats and Debris v4 (LifeBoats&Debris_v4.7z)
- installed with the "increased draught"-option
BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6)
- with Atlantic/US East coast only Add-on
Jimbunas Animated Sub Pens for GWX (Wac-Animated-Sub-Pens-interior-start-for-GWX)
Aces' Multimod compatability fix release v1.3 public beta
By now I'm travelling around with my VIIc1 in early '42 and everything works nice and smoothly. The diesels roar as they should, blowing nice little exhaust clouds in the air, the boat rattles and shakes when the depth charges rain down over me while my potatoes get ready for dinner. Okay, the FPS drop remarkably when I raise the pennants, but the new harbour scenery at St. Naz is too nice to reduce a single detail! So my world is sunny and God is a nice bearded old man...
But there are of course some minor issues. There's nothing what makes me Aaargh!! and also nothing what interrupts the gameplay or looks so ugly that it would force me to get off my boat. But nevertheless...
The first thing i did was to compare the single mods (without the GWX ones, cuz they are my basic installation to start from) to discover what they do one by one. Then I surfed up and down the forums. See, I'm a nice guy too... And finally i thought: Who's smarter than the average bear? Ask Aces! 'ear we go!
First thing: Looking around the CR the obs scope stands fast and true where it should. But when I SHIFT+O/CTRL+O to raise/lower the obs scope then it "falls down" to the floor, pointing from its foot in the planesmens direction and disappearing between their feet "through the hull". It moves, but not up/down but left/right and will never return to its correct upright position. The view THROUGH the scope is not affected, it stays correct! By saving the game and loading it again (even without leaving SH3 completely) the scope is in the right place again, until... Have you or has somebody else ever seen that behaviour? If so, please give me a hint.
Pressing NumPad "0" to return to the previous cam view or the latest station as described by Luke (Luca's Open Hatch in Conning Tower) gives no result. But that would be interesting, no? Especially when driving the boat from the attack scope, standing inside the CT it would be great to take a look through the scope, then "step back" from the lens ant turn towards the TDC or the map, maybe click the switches to open the tubes and return to the scope view. Nearly everything inside the CT is functional now (and I give a WOW! to this fact), but this is a bit useless if I have to return to the CR (or elsewhere) first and then climb up the stairs again using the freecam. I'm not a teen any longer... By the way: is there a chance to get a clickspot for entering the CT? Maybe this wish collides with the limited number of cameras, and the diesel compartment cam occupies the last free slot. Then one idea could be to move the diesel cam to the CT, using the given SHIFT+E- and click-on-the-floor-commands to move there instead to the diesel comp. If I want to get there, the only reason is to see Johann and his beloved engines and if he's got the nerve to stand his ground this time. Maybe I ask him: "Na, Johann? Alles gut geschmiert?" But that's it, it has nothing to do with the gameplay like the CT has. Get me right: I love those eye-candy things and I don't cry a single tear about all the fps swallowed by moving valves or steaming pots. They let me feel that this is MY BOAT and let me be extra careful when going to attack. So, if I can get an advice how to deal with cam positions and clickspots - you're welcome!
The fact that some of the clickable icons of GWX "Integrated Orders" will not work any longer is no problem, cuz there is always a keyboard shortcut or a clickspot to use instead. But the new, bigger, "merged" icons I got now (where did they come from?) are not my favourite flavour. Is there an easy way to get the old GWX ones back? In my opinion they're easier to understand.
Have you ever noticed that the volume handle at the hydrophone operators place is out of order? When I search for sound contacts by hand I can no longer increase or lower the volume of the sound contact by clicking at the black handle on the right of the handwheel. Is that intended, is it a (maybe known) issue or have I screwed up something by myself? (In this case: Entschuldigung, my fault, won't ask again...)
Along with Nvdrifter's "Depth Charge Shake included in Longer Repair Times" (aka "LRT") come the following sentences: "The crew efficiency bars will not show green on the U-boat repair screen. This is expected. The mod decreases crew efficiency in order to have longer repair times. Not a very nice way, but the only one." So this seems to be no graphical thing like putting in a new screen graphic without "slots" or "windows" where the green bars shine through but a config or sim or dat thing. Oooohhh...! I understood well that Drifter/ZMC did plenty of work to get this mod on track. But how do the compartments work without any efficiency (normally you hear a "not enough xxx at yyy" and then the rpm of your diesels drop or so)? So there MUST BE SOME efficiency on board, or the boat would not move! And IF there is some efficiency - why not show it "the old way" with green bars? Do you have an idea where or how the bars are calculated? Maybe there is a chance to increase or lower a simple calculating factor between "fatigue*efficiency*specialization = x*green bar" or so. Or IS this (contrary to ZMCs statement) a graphical trick? In that case: why can't I find any new screen graphics inside his mod?
With some hints from you or the crowd 'round here I maybe will start to merge the above named mods, cuz they seem to me like they will stay with me for a longer period and I therefore have to understand how they work. By winmerging or sh3diting some files it's well possible to get into that stuff. I only have to be aware that there is a little Leichtmatrose, delivered by stork-air-mail 5 months ago, yelling "Alaaarm" from time to time. If I don't my better half will depth-charge me...
Finally - if it didn't shine through in my brief sentences: You (all!) did a great work, and I appreciate it very much. It was the reason for me to stay onboard SH3, I enjoy it and hopefully will do so for a looong time to come!
And now: "Not so long ago..."
Gruesse!
@Haihappen
First up Hi and welcome aboard shipmate. I'd like to congratulate you on an excellent first post. Unfortunately mate Aces hasn't been seen round these parts for quite some time. I've tried several PM's but have never had an answer. Perhaps his inbox is full, I don't know, I've even searched his old stomping grounds in the hope of catching him, alas no joy. I hope you succeed where I failed. Fair winds and calm seas mate.
Best regards.
Fubar2Niner
Feuer Frei!
03-03-11, 04:26 AM
I installed the following (and in the named order):
- GWX - Integrated Orders (IO)
Flakmonkey's New Interior (FM_NewInterior_V1.0)
Installing in that order i get a "commands_de, en and fr cfg file error with JSGME. :hmmm:
Haihappen
03-03-11, 10:04 AM
@ Fubar
Thanx a lot for the warm welcome. I was already sniffing 'round in the radioroom for quite some time (the more my old AOTD mates went SH5-crazy, but they get back to topic now too...), then decided to join the forum (delicious downloads!) and now, after some comparing and merging and swearing and despairing I thougt the time was come to let the subsimmers know what I think about "dit und dat".
Yea, I saw it in this post and others that Aces last Funkspruch was a couple of days ago. On the one hand I fear that he could have retired like ZMC did. On the other hand: don't we all owe him some time to rest and recreate after fixing whatever one can fix? Cracking nuts like these can be a bit of a rough ride for a lone wolf, I understood when I tried to start fixing things by myself. So - hopefully - he'll soon be back. As you can see: I prepared some homework for him...
@ Feuer Frei!
Installing in that order i get a "commands_de, en and fr cfg file error with JSGME. :hmmm:
Japp! Flakmonkey's New Interior (NI) brings along a new commands_xx.cfg. That's
a) logical for the reason that some new key commands have to be introduced (or you could'nt open/close the hatches etc.) and it
b) does no harm to GWX IO if you use the modified version of the commands_xx.cfg as described in Flakmonkeys manual or if you modify that cfg by hand, following Flakmonkeys instructions. So that's no problem and NI does not cause the above named "merged icons" problem. Only want this one? NI "pure"? Good choice anyway, cuz this was the one that gave me that "anything goes in SH3, too"-feeling back I had lost for a while due to all the limitations in the game engine.
The error report by JSGME will appear regardless of what order ever you try to install two mods or fixes, containing files with the same name in the same place. This is what I called "win some - lose some". Down below I'm gonna say some things I already understood concerning the modding "business". Looking at your postcount I fear that I can't tell you something new. In that case: DON'T READ ANY FURTHER. Or correct me where I'm wrong. But if it's not - fine, then I possibly can give back something instead of sluuuurping all the time...
JSGME does not really COMPARE or UNDERSTAND the files it points out. It doesn't know what effects these files will cause in the game. It only tells you: I'm about to overwrite a file that already was overwritten some time ago by me, JSGME. Then you can decide what to do.
Possibly (hopefully!) you know something about that file. Then the decision is easy, cuz you know what the effect in the game will be. Example: the two files are identical except for one thing: the old file says "obs scope up/down is done by the keys INS/DEL", while the new file says "obs scope up/down is done by the keys SHIFT+O/CTRL+O". If you want this new behaviour, then say OK and the old file will be stored in a safe place (ready for a rollback of this - and only this - change) while the new one takes its place. And from now on you will do SHIFT+O instead of INS. Win some - lose some. No problem if you know what you win and you know what you possibly lose. Maybe you only win, cuz the new file does not take away a single command but introduces some new ones you never had before.
Now for the problematical part of the game. You JSGME-enable your first mod, and e.g. it gives you some new key commands. These commands are needed within the game when running with that specific mod, otherwise the whole mod becomes useless. Then you JSGME-enable the next mod, seeing the warning popping up and not knowing what is in that specific file JSGME tells you it's wondering about. But you want that second mod anyway and say: OK, overwrite. Now, three things can happen: If you're lucky, the file in question contains everything you already have and don't want to lose plus some new things you also intend to get. Such things happen, but believe one thing: they don't happen very often. If you're not so lucky, the file in question takes away some things you didn't require yet or you more or less can agree with to give away, but puts in the things you implicitly wanted. But if you're unlucky - and mostly that's the case - the questionable file takes away things you absolutely MUST HAVE (or you wouldn't have enabled the first mod) and gives you things you ALSO WANT TO HAVE. The files COLLIDE. So here we are! Wat nu?
This is where Aces playground is situated. His problem was my problem was your was our was the BIG problem. He wanted THIS, AND he wanted THAT. And THAT, and THAT, too. But JSGME has no solution for this wishing. If two files collide you can only get what's contained in the file you enable LAST, nothing else can be done by JSGME except that it makes the installation process easier and warns you if two files are (possibly) about to collide. That's it. And the probability of colliding files rises with every additional mod that you want to put in. Enabling the mods named above will result in a collision warning that makes you Phoooo!
But there is always hope. A hope named Aces e.g. He did all the footwork one has to do to get the result that's intended. He did what JSGME is not able to do (cuz it's not made for this purpose) - he really COMPARED the colliding files, finding out what every single one of them does. And that's not the only thing: if you take into account that most of the files are in fact criss-cross connected to each other (the cfg tells the sim what to do, but possibly the sim won't listen...) you can imagine the mess he got into! Once he knew about all those things he MERGED the files that formerly collided. And then tested, tested, tested them...
Now the sun is breaking through: If you only can agree with the choosing of mods Aces put onto his list, you're done! Ignore JSGME crying Wahwah about what you're installing, if only the installing order is the right one, then put Aces Superduperfix on top of it (JSGME: Wahwahwahwah! - ignore this for a last time), and then: Ahead full!
For the only reason that some very few things are not to my taste I started to merge and fix around, taking Aces list and starting from the top. Yet I didn't get THAT far...
Anyway!
Und immer daran denken:
Angriff! Ran! Versenken!
Gruesse!
Feuer Frei!
03-03-11, 10:17 AM
@ Feuer Frei!
Looking at your postcount I fear that I can't tell you something new. In that case: DON'T READ ANY FURTHER. Or correct me where I'm wrong. But if it's not - fine, then I possibly can give back
Anyway!
Und immer daran denken:
Angriff! Ran! Versenken!
Gruesse!
Prima! Danke Herr Kaleun Deine Antwort war perfekt!
Habe was gelernt.
Versenk Sie Alle!!
Haihappen
03-03-11, 12:35 PM
Prima! Danke Herr Kaleun Deine Antwort war perfekt!
Habe was gelernt.
Versenk Sie Alle!!
Schau an! Gern geschehen - you're welcome!
Yesterday I came over a big convoy, slipped in from in front and let three eels go.
"Fächerschuss auf den Dicken, die anderen Einzelschüsse!"
But heavens! The first, single eel should have made his way through the whole cavalcade to the far end of it - and hit the fat one under the bow! But the other two were already out and underway, while the whole bunch was running crazy. No chance finding a target!
"Die feinsten Aale, Stück für zwölftausend Mark..."
Luckyly I'm sailing with NI, so I could sit down a bit at the officers mess and calm down, then I went over to Johann and cried a little...
The fat one was a norwegian ore freighter and sank after a while slowly, slowly. Unnskyld? For hva?
See - things can happen to the best! But tonight I'll be over them again!
They won't gimme no mercy - so do I!
Dive deep, stay calm, hit hard!
Gruesse!
SquareSteelBar
03-03-11, 12:57 PM
... "...Stück für zwölftausend Mark..." ..."...Stück für fünfundzwanzigtausend Reichsmark." ;)
Haihappen
03-03-11, 01:13 PM
"...Stück für fünfundzwanzigtausend Reichsmark." ;)
Did HLW really say Reichsmark? Where's my DVD, where is it, gottverdammte Sauzucht...:oops:
SquareSteelBar
03-03-11, 01:33 PM
You're right - Der Alte said 'Mark' not 'Reichsmark'... :rock:
Haihappen
03-03-11, 02:42 PM
So we're both right - a bit!:D
Greetings from U-69 at his third Feindfahrt to U-73.
"Ham se dich schon wieder rausgejagt?!":salute:
(Now you got the chance for your 1000th (!) post. Respect, Steel!
SquareSteelBar
03-03-11, 04:44 PM
...Now you got the chance for your 1000th (!) post. Respect, Steel!Yep - to get rid of that ugly avatar... http://img163.imageshack.us/i/000gc.jpg/ http://img163.imageshack.us/i/000gc.jpg http://img163.imageshack.us/i/000gc.jpg/
Hi chaps, here you go :D,
Preview video here: http://www.youtube.com/watch?v=r5-FGsMxznQ
Not one but two new mods to download!:
http://img189.imageshack.us/img189/5264/superturms5release.jpg
Type 7c-1:
Radio antena Up/Down = SHIFT+A/CTRL+A
Crew on Deck Toggle = SHIFT+D/CTRL+D
Download Link Gamefront/Filefront: http://www.gamefront.com/files/20238623/Aces%27+Super+Turms+v5+GWX+Version.rar
Download Link Mediafire: http://www.mediafire.com/?8mhxaiifybau6mm
Readme:
Greetings,
Super Turms v5 activation notes:
If you are using a previous version of this mod eg. Super Turms v4 then please de-activate using JSGME and activate the new version.
If you are using either the Type 7c-2 or 7-c4 lightmapped add ons as supplied in my previous versions then please first de-activate it and re-activate AFTER Super Turms v5.
If you are using my "Aces' Multimod compatability fix release v1.3 public beta" mod then please activate Super Turms v5 AFTER it using JSGME.
--
This mod combines entries from three mods into one so that you can have Flakmonkey's Twisty Periscope, Privateer's Turm emblems Your Way and Anvart's Flag and Pennants and DF Antenna all at the same time as well as Tarjak's Historic Emblem Pack and a big bonus curtsey of Flakmonkey who has very kindly produced new Type 7c1 Exterior Lightmaps.
When enabled the Type 7b1, 7b2, 7c1 and 7c8 Turms (conning towers) will display the above. Please see the enclosed documentation for the Turm Emblems Your Way mod for more details of how to customise your own emblems.
The mod should be enabled in JSGME after Anvart's Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010).
Note: This mod is also compatible with the Waterstream+Exhaust Combi V2.3 for GWX3 mod which should be installed first.
Version 4 changelog for type 7c1/7 turms:
Added and lightmapped new bridge objects: cigarette packets, binoculars, ammo crates, mg34 and helmets.
Added and lightmapped Testpilot's Lifebelt and coiled ropes on the deck.
Added and lightmapped Tommi's 20cm ammo container and flagpoles.
Added new up/down radio antenna controlled with the SHIFT+A/CTRL+A keys.
UZO model will now rotate to match your bearing in the "UZO" view.
All bridge objects and the UZO will dissapear underwater and the radio antenna will automatically retract on diving etc.
Added two otional folders (Aces' Super Turms v4 FM's Turm 7c2 Lightmaps add on) and (Ace's Super Turms v4 FM's Turm 7c4 Lightmaps add on), activate one or the other not both after the Super Turms mod.
If you want to add the up/down radio antenna commands manually to your own command_zz.cfg file then please change/add these lines:
Change this entry to the one below:
[Cmd150]
Name=Maneuver_officer
Ctxt=1
Key0=0x41,Cs,"SHIFT+A"
GoBack=Helmsman_view
and add this entry:
[Cmd204]
Name=Maneuver_officer_end
Ctxt=1
Key0=0x41,Cc,"CTRL+A"
---------------
Version 5 (this version) changelog:
For Type 7C-1 turm u-boats:
Added two of Privateer's MG-34 machine guns to the turm as well as two saddle ammo drums.
Added two of the above MG-34s (minus mount, sight and ammo drums fitted) and two seperate ammo drums to the inside of the conning tower.
The MG-34s, steel helmets and UZO (Testpilot's version) inside the conning tower are now removed when surfaced and re-appear after diving. Note: all of the above appear on the bridge when surfaced.
Added a pair of binoculars in the Command Room on the map table which dissapear when surfaced and re-appear when submerged.
Added a "crew on deck" feature visible when surfaced and when the Watch Officer is present on the bridge. To activate/deactivate use the SHIFT+D (crew on deck) and CTRL+D (crew below deck) keys. The uniforms textures for the crew on deck are also supplied in the textures folder so that you can modify these if you wish.
If you want to add the up/down crew on deck commands manually to your own command_zz.cfg file then please change/add these lines:
Change this entry to the one below:
[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Navigator_view
and add this entry:
[Cmd262]
Name=Navigation_officer_End
Ctxt=1
Key0=0x44,Cc,"CTRL+D"
-------------
My thanks to all of the mod authors for their fantastic mods, encouragement and support.
Special Thanks to (Reads like a "who's who of top modding talent) :
Flakmonkey for his permission to incorporate his Twisty Periscope mod, for his excellent lightmap tutorial and for re-lightmapping the Turm 7c1.
Anvart for his permission to include parts of his Flags, Pennants and DF antenna mod and for his StateMachine method.
Privateer for his permission to incorporate his Turm Emblems Your Way mods and his MG-34 mods and for all his help.
Diving Duck for his help with the "dials" method.
Tarjak for his permission to incorporate his Historic Emblems Pack,
Luca for his assistance with the rotate UZO code.
Private Godfrey for permission to include his fantastic emblems.
Testpilot for his permission to include his UZO, lifebelt, ropes and DF antenna models and textures.
Tomi for his permission to include his flagpoles and ammo container models.
Raptor for his excellent crew uniforms on which I have based several of my crew on deck uniforms.
The author of the MBFL mod which saved me many hours in testing.
ref for all his pioneering work with SH3.
SKWas for his fantastic S3ditor program without which this mod wouldn't have been possible.
Wreford-Brown for very kindly creating a special campaign file which vastly speeded up the testing of this mod.
Last, and by no means least, my long suffering missus a "modding orphan" with great patience :)
--------------
Changelog from v1.0
Added Lightmaps to turm 7c DF Antenna, rod antenna and Twisty Periscopes.
Changelog from v2.0
Added Testpilot's DF Antenna and UZO models to Type 7c1. Added lightmaps for the above and also for the rod antenna.
Permissions
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.
Best Regards
Aces
Conclussion:
The initial aim of the Super Turms project was an attempt to bring together some great mods which previously couldn't be enabled at the same time such as Anvart's flags, Pennants and DF antenna, Flakmonkey's twisty periscope and type 7c-1 external lightmaps and Privateer's Turm emblems your way mods. Since then the mod has grown to incorporate some stuff of my own including the rotating of the UZO 3d model to match your viewing direction, the appearance/dissapearance of objects like the helmets, MG-34s and UZO inside the conning tower when surfacing/submerging and the crew on deck feature and the raising/lowering of the radio antenna. I have also incorporated new mods such as Privateer's MG-34s as they have become available. I've also added several other new objects to the bridge when surfaced. Overall my favourite boat remains the type 7c-1 as it is fully externally lightmapped.PLUS......
http://img593.imageshack.us/img593/352/superpens5release.jpg
Download Link Gamefront/Filefront: http://www.gamefront.com/files/20238844/Aces%27+St.Nazaire+Super+Pens+v5+GWX+Version.rar
Download Link Mediafire: http://www.mediafire.com/?m549jdhfn6k6xq7
Readme:
Greetings,
Super Pens v5 activation notes:
If you are using a previous version of this mod then please de-activate it using JSGME and activate the new version in its place.
You will require HanSolo's Animated Sub Pen / WAC4.1 SubPen_animated_18.02.2010 and BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) and my mod should be enabled AFTER these two mods thus:
WAC4.1 SubPen_animated_18.02.2010
GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5
Aces' St. Nazaire Super Pens Pens v5
If you are using my Aces' Multimod compatability fix release v1.3 public beta mod then please activate Aces' St. Nazaire Super Pens v5 for GWX3 (this mod) AFTER it using JSGME and allow it to overwrite any files as required thus:
WAC4.1 SubPen_animated_18.02.2010
GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5
Aces' Multimod compatability fix release v1.3 public beta
Aces' St. Nazaire Super Pens Pens v5
--------
History of the mod:
This mod adds individual sub pen numbering and much more to the u-boat pens at St.Nazaire.
It includes an edited st_nazaire.dat file from BigBoyWooly's "Wilhelmshaven plus locks for GWX 3" mod (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) and a further edited harbor_kit.dat file from V-Mofications "Uber-Alles Harbor_Kit" mod which in turn combines entries form both the Wilhelmshaven plus locks for GWX 3 mod and HanSolo's "animated sub-pens" mod. With the following additions by me:
Changes to sub pen exterior/models.
I have redone the sub pen models again and, as well as the individual sub pen numbers on the front and inter-connecting pen numbering, I have added the following:
1. Each Pen has external numbering on the front eg. "B 12 A" on the front as did the St. Nazaire pens.
2. Each Pen has numbering above one of the doorways leading to the next pen.
3. The mod includes a new "center" pen model (pens 2-13) which enables each pen to be inter-connected.
4. New roof to try and replicate the "Fangrost" bomb-proof roof structure.
5. New pen ceiling texture.
6. New entrances to pens 1 and 14 with large armoured steel doors.
7. New railings on the top of the pens.
8. New animated flag and flagpole on top of the pens.
Additons to the pen interiors:
1. A railway line that runs the length of the pens complete with a locomotive and freight carriages etc.
2, Trucks, kubelwagons and a motorbike and a group of soldiers.
3. Added many signs such as "Rauchen vorbotten", "mitte turm" (middle of the conning tower marks for docking) etc. as well as adding several posters.
4. Edited the 3d model to increase the crew on deck and changed them to include officers and also re-done the uniform texture and changed the enlisted men to wear sidecaps and the officers wear caps.
5. Gangplanks added to docked u-boats as well as sub flags and flagpoles.
6. Edited the 3d model and changed the hat on the "Kaleun" figure to the white style.
7. Edited "Werner's" 3d model to include a leica camera and strap and added his kit bag.
8. Added various other objects such as oil drums, crates, oranges and bread crates on deck.
9. Reduced the number of working cranes and changed the timings and also added new loads for them.
10. Added MG emplacements to some pens.
*************************** Version 3 additions ********************************
Lot's of new stuff in the new version, crew on deck have 7th Flotilla cap badges, all type 7b turms have emblems of various type 7b 7th Flotilla boats, new objects such as cleats, bumpers and Testpilot's excellent new BMW motorcycle, new sounds: train, flag fluttering, BMW motorcycle, Opel Blitz truck engines and much much more. New Werner and Kaleun's faces and much more which I'll leave you to find for yourself :).I have tried to make each pen different so that no two pens are exactly the same.
Also included in the enclosed Textures folder are the textures for the crew caps, turm emblems and wimple pennants used so that you can edit these if you wish. Note the turm emblems and pennants textures are alpha-channel tga files.
Please enable the mod using JSGME.
*************************** Version 4 additions ********************************
Tommi's Type 7d u-boat and new pen crane animations in pen9. You can now edit the textures of the type 7b u-boats moored in the pens. Three Textures included in the Textures folder.
You will require HanSolo's Animated Sub Pen / WAC4.1 SubPen_animated_18.02.2010 and BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) and my mod should be enabled AFTER these two mods thus:
WAC4.1 SubPen_animated_18.02.2010
GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5
Aces' St. Nazaire Sub Pens v2 for Wilhelmshafen,St Naz. Schleuse and xtra ships v5
Download link for animated sub-pens :
http://www.filefront.com/15615751/WAC4.1-SubPen_animated_18.02.2010.7z/
Download link for GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5:
http://www.filefront.com/15819511/GWX-3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6.7z/
------
***************************
Version 5 (this version) additions and changes ********************************
Added Privateer's fantastic MG-34s to moored type 7b u-boats.
Changed the bipod MG-34s in the sandbagged emplacements to Privteer's model and texture..
Changed the flag texture to a slightly weathered type.
Changed the topedo models and textures to Hans Witteman's excent new ones.
Changed a few of the moored Type 7b u-boat skins to AnzacMic's beautiful weathered type.
Changed the separate type 7 turms to Yamato9's fantastic rusty, battle-damaged skin texture.
Added to sub pen 1 (by the sandbagged emplacement) a German Shepherd guard dog model (produced by Gold-Maori or Privateer?) and I produced a new texture for it.
Added to sub pen 2 a film cameraman and camera (produced by Maori?) and changed the 3d model of the camera to a wartime "Arriflex" type (as used by war correspondents) and I re-textured the camera and the cameraman. The camerman now has the face of Wolfgang Petersen, the director of "Das Boot" and sports and 1935 Olympics tie pin and "UFA" film company lapel badge.
Changed all crew on deck uniforms to four different uniforms, three of which are pretty closely based on excellent grey and black uniform textures by Rapt0r.
The uniforms worn by the crew members on the type7 and type 9 u-boats are differently arranged.
------
Also included in this mod is the following file - Sh3.sdl which combines the entries from the following seven mod's sh3.sdl files into one file.
Flakmonkey's New Interior (FM_NewInterior_V1.0)
Lifeboats and Debris V4 (LifeBoats&Debris_v4)
HanSolo's Animated Sub Pen (WAC4.1 SubPen_animated_18.02.2010) *
Kurtz's British Asdic Mk I Final (BritishAsdicMkIFinal)
Urfisch's ModStrike Beta1 (Urfischs_ModStrike_Beta1)
Nvdrifter's Depth Charge Shake included in Longer Repair Times v2.02 (LRT_v2.02_Final)
thfue58/Rowi58/bigboywooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) *
NB: Of special interest to my v5 sub pens mod are the two mods listed above suffixed with an asterisk.
------
Tested with the following mods (my most up to date JSGME-enabled mods list):
Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII_GWX\MODS]
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Aces' Radio Room Postcards
Rapt0r's Das Boot Skin
Sobers 3D waves
SOF_Scope
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
Subphones
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
NA
WAC4.1 16k Atmosphere
-63MBinSound
widescreen _GWX3.0
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Hitman_Beta_GUI_GWX3_1.0
Aces' Multimod compatability fix Hitman GUI add on
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
b25_Louder_Diesels_Louder
Aces' St.Nazaire Super Pens v5 GWX Version
Aces' Super Turms v5 GWX Version
------
Credits:
HanSolo's fantastic animated sub-pens mod.
Trainer1942's great St.Nazaire harbour mod and train models/textures.
V-Modifications' great Uber Alles Harbour Kit mod.
Torpedo models and textures by Hans Witteman.
Kaleun's cap texture by Venatore.
Werner's Kit bag model/texture by Diving duck.
Testpilot for his fantastic BMW motorcycle, UZO model, Lifebelt model, ropes model mine model, MG42 model (with added anti-aircraft sight by Aces) and Type 7b wires model and associated textures.
Privateer for his Type 7b "Turm Emblems Your Way" turm model, MG-34 model and textures.
B25 for his excellent weathered conning textures.
Tarjack and Pvt.Godfrey for their fantastic Turm Emblems.
Tommi's flagpole and flag (Wimpel) model and texture and superb Type 7d u-boat.
SquareSteelBar for his Type 7d skin textures.
Type 7b skin texture by Konrad Krumm.
Type 7b skin texture by Anzacmick.
Type 7b skin texture by Yamato9
Type 9b skin textures by Fubar.
The author of the dog and film cameraman/camera models.
Raptor for his excellent grey and black uniform textures.
aergistal for his help and inspiration with the ceiling texture.
ref for all his pioneering work with SH3.
Last, and by no means least skwas's fantastic S3ditor without which this mod wouldn't have been possible.
Wreford-Brown for very kindly creating a special campaign file which vastly speeded up the testing of this mod.
I hope I haven't missed anyone out, if so, please forgive me.
----
Permissions
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.
---
Best Regards
Aces
---------------------------------------
Hope you enjoy using the new mods.
Edit: Great idea Jeff, I've added ref to te credits, I can dare to reach this high because I'm standing on the shoulders of giants :). I have uploaded both files to Mediafire as well and added the download links.
NEW BEARDED CREW ON DECK ADD-ON for that returning home look :) :
http://img190.imageshack.us/img190/4189/beardedcrewondeck2.jpg
Download Link Gamefront: http://www.gamefront.com/files/20241205/Aces%27_Super_Turms_v5_GWX_Bearded_Crew_on_Deck_Ad d_On.rar
Download Link Mediafire: http://www.mediafire.com/?ol93kom25umr99p
README:
PLEASE NOTE: This is not a complete mod it requires my Aces' Super Pens v5 GWX Version mod above.
This add-on adds bearded faces to the crew on deck feature in my Aces' Super Pens v5 GWX Version mod and should be
enabled AFTER my Super Pens v5 mod using JSGME. The textured are also installed to your textures folder so that you can edit them if you wish.
Kind regards
Aces
Credits:
Beard texture adapted from Fubar's bearded faces mod.
-------------
Permissions
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.
Fubar2Niner
04-19-11, 09:58 AM
@Aces
Excellent stuff mate, another great mod from you. Really appreciate this one mate :salute:
My pleasure mate, you are most welcome.
Hope you are well.
Best
Leigh (Aces)
Fubar2Niner
04-19-11, 10:23 AM
My pleasure mate, you are most welcome.
Hope you are well.
Best
Leigh (Aces)
Hi Leigh
Never been better me ol' mate, thanks for asking. Great to see you back on top form :up: It sure was lonely here for a londoner while you was unwell :yep:
All the best mate.
Fish In The Water
04-19-11, 12:16 PM
Hi chaps, here you go :D,
Great job Aces...
Just wanted to say your work is really appreciated. Thanks for adding a wonderful new dimension to the game! :salute:
Thank you kindly chaps, much appreciated, creating modes for the folks on this forum is an absolute pleasure.
Kind regards
Leigh (Aces)
Hi folks,
I've been working on 5.1 versions of both Super Turms and Super Pens.
Here's my latest news.
Super Turms v5.1.
I've ammended the crew on deck textures in accordance with Urfisch's advise.
I've also decided to re-do the Pen Textures a little. All the pictures of the St.Nazaire pens that I've seen are pretty universal in colour, for example as shown here: http://www.ww1cemeteries.com/In%20memory/miscellaneous/st_nazaire_uboat.htm so I've redone them thus:
http://img14.imageshack.us/img14/4993/sh32011042017481900.jpg
Now For Super Turms v5.1 news.
I've redone the crew on deck textures for both the beardless and (supplied as an add-on) bearded textures. I will bundle the new bearded crew on deck add-on in with the v5.1 release. I'm also working on a 180 degree rotation option so that they can face either port or starboard as you wish.
In addition to the above I hope also to be able to include the crew on deck feature to other boats, namely the Type 7b and Type 9 boats in the new versions, I don't forsee any problems other than time in doing this.
More news as I have it.
BTW, I don't know if anyone's ever noticed but, apart from haviong different numbers on the front of every pen, they also have different weathering :).
Kind regards
Aces
Fish In The Water
04-21-11, 03:37 AM
In addition to the above I hope also to be able to include the crew on deck feature to other boats, namely the Type 7b and Type 9 boats in the new versions, I don't forsee any problems other than time in doing this.
The 7b would be awesome!! Kindly accept my gratitude in advance as well as best wishes for a successful completion! :yep:
Hans Witteman
04-21-11, 03:40 AM
Hi Aces,
Last summer i made low res crew for deck but looking a lot better than port people all with correct uniforms according to each boats and i was wandering how much FPS drop you have with all crew on deck in harbor?
Best regards Hans
Hi mate,
AFAIK no frame drop, I'll test this evening and let you know but I haven't noticed anty real frame drop.
Cheers
Aces
Hans Witteman
04-21-11, 04:07 AM
Hi mate,
AFAIK no frame drop, I'll test this evening and let you know but I haven't noticed anty real frame drop.
Cheers
Aces
Hi Aces,
Thank for replying and i will do some test with the crew i did to see how the FPS maintain because those crews i did have 4 time the amount of polygons that port people have but on the other side i can reduced the amount on deck and also when we hide them the game engine don't calculated them anymore.
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Salute-1.gif
Best regards Hans
Hi chaps,
Some news about Super Turms v5.1
I've more or less completed working on the Type 7b-1 and 7b-2 boats and they now feature all the same stuff as the Type 7-c1. They have all the same bridge objects, mg-34s, helmets, ammo drums, as well as twisty pericopes, turm emblems your way and compatability with Anvart's Flags/Pennants/DF Antenna mod etc. and the crew on deck and UZO model rotates to match bearing features. I had to slightly reposition two of the watch crew to accommodate the mg-34s and biscay cross antenna correctly. Also show the new Sub pen texture recoloutration which will be in Super Pens v5.1 as well as the revised c rew on deck textures which will be in both v5.1 mods.
Some Screenies:
http://img864.imageshack.us/img864/176/st511.jpg
http://img231.imageshack.us/img231/9400/st512.jpg
http://img98.imageshack.us/img98/3997/st513.jpg
http://img862.imageshack.us/img862/1111/st514.jpg
http://img807.imageshack.us/img807/414/st515.jpg
http://img860.imageshack.us/img860/9004/st516.jpg
http://img688.imageshack.us/img688/8759/st517.jpg
http://img155.imageshack.us/img155/6943/st518.jpg
http://img688.imageshack.us/img688/2811/st519.jpg
http://img857.imageshack.us/img857/5431/st5110.jpg
http://img571.imageshack.us/img571/6614/st5111.jpg
http://img192.imageshack.us/img192/1789/st5112.jpg
http://img828.imageshack.us/img828/5252/st5113.jpg
http://img560.imageshack.us/img560/7012/st5114.jpg
http://img823.imageshack.us/img823/6820/st5115.jpg
Kind regards
Aces
Fish In The Water
04-23-11, 02:13 PM
Some news about Super Turms v5.1
I've more or less completed working on the Type 7b-1 and 7b-2 boats and they now feature all the same stuff as the Type 7-c1.
Wonderful news...
Very happy to hear you're finishing up the 7's, and so soon at that! Once again many thanks in advance for your fine work! Greatly appreciated!! :salute:
http://img814.imageshack.us/img814/2695/type9crewondeck.jpg
http://img196.imageshack.us/img196/9569/type9crewondeck2.jpg
Hi folks,
Some of you might be interested to know that, in addition to the new stuff on the Type 7-b1 and 7-b2 boats, I've added the crew on deck facility to the Type 7c-41, Type 9b, c and d boats as well. I've also slightly increased the size of the Mannschaft on deck to represent the extra crew aboard the Type 9s and also crew on deck on the moored type 9s in Super Pens v5.1. :)
Regards
Aces
Fish In The Water
04-24-11, 03:08 PM
Really looking forward to the release! Thanks for the updates and especially for continuing to plug away!! :up:
Hi chaps some more Super Pens v5.1 info:
Crew on deck on all Type 2,7 and 9 boats, some examples:
http://img97.imageshack.us/img97/116/st51new1.jpg
http://img825.imageshack.us/img825/8057/st51new2.jpg
http://img20.imageshack.us/img20/9273/st51new3.jpg
http://img153.imageshack.us/img153/9311/st51new4.jpg
http://img707.imageshack.us/img707/79/st51new5.jpg
Best Regards
Aces
Hi chaps,
http://img849.imageshack.us/img849/4641/st51sp51release.jpg
First Super Turms v5.1:
Download link - Gamefront: http://www.gamefront.com/files/20263811/Aces%27+Super+Turms+v5.1+GWX+Version.rar
Download link - Mediafire: http://www.mediafire.com/?96f1b2fpabjkgg7
Readme additions:
Super Turms v5.1 activation notes:
If you are using a previous version of this mod eg. Super Turms v4 or v5 etc. then please de-activate using JSGME and activate the new version.
If you are using either the Type 7c-2 or 7-c4 lightmapped add ons as supplied in my previous versions then please first de-activate it and activate either Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add-on OR Aces' Super Turms 5.1 FM's Turm 7c4 Lightmaps add-on (optional mods supplied with Super Turms v5.1) AFTER Super Turms v5.1.
If you are using my "Aces' Multimod compatability fix release v1.3 public beta" mod then please activate Super Turms v5.1 AFTER it using JSGME.
Install Order of mods including optional mods:
Aces' Super Turms v5.1 GWX Version
Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On
Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add on ----- OR----- Aces' Super Turms 5.1 FM's Turm 7c4 Lightmaps add on
Note: If you want the crew on deck to be without beards do not activate "Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On"
-----
Version 5.1 (this version) changelog:
Edited all crew on deck textures following advise by Urfisch.
Added Crew On Deck (SHIFT+D/CTRL+D) Feature to all Type 2, Type 7, Type 7c41 and Type 9 u-boats.
Produced different "Mannschaft" (Crew on Deck) models for different u-boat crew compliments.
Added bridge objects, mg-34s etc. to type 7b-1 and type 7b-2 u-boats.
Re-did Type 7c-2 and Type 7c-4 lightmapped add-ons to include Crew On Deck Feature.
-------------------------------------------------------------------------
NEW BRIDGE OBJECTS ON TYPE 7B-1 AND 7B-2 UBOATS.
http://img807.imageshack.us/img807/414/st515.jpg
http://img688.imageshack.us/img688/8759/st517.jpg
http://img155.imageshack.us/img155/6943/st518.jpg
EXAMPLES: NEW CREW ON DECK ON TYPE 2, 7, 7C41 AND 9 U-BOATS.
http://img153.imageshack.us/img153/9311/st51new4.jpg
http://img707.imageshack.us/img707/79/st51new5.jpg
http://img97.imageshack.us/img97/116/st51new1.jpg
As you can see from the above there's quite a lot that's new in the new version. :).
Now for Super Pens v5.1
Download Link - Gamefront: http://www.gamefront.com/files/20263805/Aces%27+St.Nazaire+Super+Pens+v5.1+GWX+Version.rar
Download Link - Mediafire: http://www.mediafire.com/?uekq77wo6ig25p3
Readme additions:
Super Pens v5.1 activation notes:
If you are using a previous version of this mod then please de-activate it using JSGME and activate the new version in its place.
You will require HanSolo's Animated Sub Pen / WAC4.1 SubPen_animated_18.02.2010 and BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) and my mod should be enabled AFTER these two mods thus:
WAC4.1 SubPen_animated_18.02.2010
GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5
Aces' St. Nazaire Super Pens Pens v5
If you are using my Aces' Multimod compatability fix release v1.3 public beta mod then please activate Aces' St. Nazaire Super Pens v5.1 for GWX3 (this mod) AFTER it using JSGME and allow it to overwrite any files as required thus:
WAC4.1 SubPen_animated_18.02.2010
GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5
Aces' Multimod compatability fix release v1.3 public beta
Aces' St. Nazaire Super Pens Pens v5.1
--------
*************************** Version 5.1 (this version) additions and changes ********************************
Edited Crew on Deck textures on advise from Urfisch.
Produced different "Mannschaft" (Crew on Deck) model for Type 9 series u-boats to represent the larger crew compliment.
Edited the u-boat pen textures to better match photographic evidence of the St.Nazaire pens.
NEW PEN TEXTURES ETC.
http://img828.imageshack.us/img828/5252/st5113.jpg
http://img560.imageshack.us/img560/7012/st5114.jpg
http://img823.imageshack.us/img823/6820/st5115.jpg
----------------------------------------------------------------
I've also nearly completed a seperate mod to add the crew on deck to Testpilots Type 7b, more news on this ASAP.
Best Regards
Aces
PS. Please note:
1. It doesn't matter if you activate Super Turms before Super Pens o0r vice-versa.
2. Super Turms requires Anvart's Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010) mod as mentioned in the readme be activated BEFORE Super Turms.
3. Super Pens requires both HanSolo's Animated Sub Pen (WAC4.1 SubPen_animated_18.02.2010) AND thfue58/Rowi58/bigboywooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) be activated BEFORE Super Pens as mentioned in the readme.
4. If you use my Aces' Multimod compatability fix release v1.3 public beta mod then activate Super Pens mod AFTER it.
5. De-activate any previous versions of my Super Pens, Super Turms, turm 7c-2, turm 7c-4 lightmap add-ons and bearded crew on deck add-ons BEFORE activating the new versions. Please do not mix old and new versions as you will encounter problems.
6. Remember to de-activate either of the 7c-2 or 7-c4 lightmap add-ons if you are using other 7c Turms eg. turm 7-c1.
7. Toggle crew on deck keys for all boats = SHIFT+D/CTRL+D.
8. All the moored u-boat emblems, skins, kill flag and uniform textures (Super Pens) and uniform textures (Super Turms) used are supplied in the textures folders of the mods so that they can be edited by you if you require.
My most up to date JSGME-activated mods list, mods highlited in bold are required for with Super Pens or Super Turms:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII_GWX\MODS]
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Aces' Radio Room Postcards
Rapt0r's Das Boot Skin
Sobers 3D waves
SOF_Scope
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
Subphones
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
NA
WAC4.1 16k Atmosphere
-63MBinSound
widescreen _GWX3.0
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Hitman_Beta_GUI_GWX3_1.0
Aces' Multimod compatability fix Hitman GUI add on
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
b25_Louder_Diesels_Louder
Fubar IXB Spliter camo
Aces' St Naz testing files **** IGNORE THIS I USE IT FOR TESTING ****
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version
PLUS if required:
Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On
AND THEN ACTIVATE EITHER (Not both) if required:
Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add on
OR
Aces' Super Turms 5.1 FM's Turm 7c4 Lightmaps add on
frau kaleun
04-25-11, 04:09 PM
Yaaaaaaaaaay! More love for my precious VIIB.:rock:
One question, is it safe to enable the Bearded Crew add-on in the middle of a patrol, so you can have them clean-shaven when you leave base, but bearded when you get home?
Fish In The Water
04-25-11, 04:19 PM
Yaaaaaaaaaay! More love for my precious VIIB.:rock:
Yes indeed...
We (the 7b-philes of the world) salute you! :salute:
Great work Aces, thank you very much! :woot::woot:
:hmmm:
still no change ...?
http://img33.imageshack.us/img33/5882/dfantenna.jpg
http://img862.imageshack.us/img862/1111/st514.jpg
http://img196.imageshack.us/img196/9569/type9crewondeck2.jpg
Hi folks,
I decided to release my crew on deck stuff as included in my recent Super Turms v5.1 mod as a stand-alone version for folks who don't require the Super Turms files but might like to get their toes wet (excuse the pun) :) try out the crew on deck stuff:
Download Link - Gamefront: http://www.gamefront.com/files/20265917/Aces%27+Crew+On+Deck+-+Stand+alone+mod+v1+GWX+Version.rar
Download Link - Mediafire: http://www.mediafire.com/?xgdy1j26wuacmaq
README:
Greetings,
This is a stand-alone version of my Crew On Deck feature as included in my recent Super Turms V5.1 mod. If you are currently using the Super Turms v5.1 mod (or later versions of this mod as they become available) then you do not require this stand-alone version as all files are contained in the Super Turms v5.1 mod.
This mod is solely intended for those who just require the Crews on Deck feature which works in an identical fashion as follows for all type II,VII,VIIc41 and IX u-boats.
Crew on deck feature visible when surfaced: to activate/deactivate use the SHIFT+D (crew on deck) and CTRL+D (crew below deck) keys. The uniforms textures for the crew on deck are also supplied in the textures folder so that you can modify these if you wish. The 3d Mannschaft model (crew compliment) differs between type II, VII and IX u-boats.
Important: Activate this mod AFTER any mod that alters the NSS_Uboat hull dat files, eg. NSS_Uboat2a.dat, NSS_Uboat7b.dat etc..
There is an optional mod included named "Aces' Crew On Deck - Stand alone mod Bearded Crew Add-on" activate this mod AFTER the "Aces' Crew On Deck - Stand alone mod v1 GWX Version" if you require the crew on deck to be bearded.
If you want to add the up/down crew on deck commands manually to your own command_zz.cfg file then please change/add these lines:
Change this entry to the one below:
[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Navigator_view
and add this entry:
[Cmd262]
Name=Navigation_officer_End
Ctxt=1
Key0=0x44,Cc,"CTRL+D"
-------------
Thanks to Anvart for his permission to include usage of his StateMachine method.
Raptor for his excellent crew uniforms on which I have based several of my crew on deck uniforms.
SKWas for his fantastic S3ditor program without which this mod wouldn't have been possible.
Wreford-Brown for very kindly creating a special campaign file which vastly speeded up the testing of this mod.
Urfisch for his historical help with the uniforms.
Last, and by no means least, my long suffering missus a "modding orphan" with great patience :)
-------------
Permissions
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.
Best Regards
Aces
---------------
@Anvart:
Greetings my friend, sorry but I don't understand, is there something wrong with the DF antenna?.
Kind regards
Aces
Hi, my friend.
Compare pics in #46 and photo... :hmmm:
I have never seen such a design of DF antenna...
... in other words, the real DF antenna cannot have such input node (for submarines) as on your pictures ...
Fish In The Water
05-08-11, 04:04 AM
I decided to release my crew on deck stuff as included in my recent Super Turms v5.1 mod as a stand-alone version for folks who don't require the Super Turms files but might like to get their toes wet (excuse the pun) :) try out the crew on deck stuff:
Really glad you did as this makes a fine addition to the game. Adds a lot of fun and flexibility (especially for those with limited RAM).
Still hoping you might release another stand alone mod ;), but either way thanks very much for this one! :DL
Haihappen
05-13-11, 03:11 AM
Moin Aces!
This is a great one again. Just one question before I upgrade from v4 to v5.1.
You state that for v5.1 of the Super Pens the WAC4.1 SubPen_animated_18.02.2010 by HanSolo is required. For Super Pens v4 it was possible to use Jimbuna's Wac-Animated-Sub-Pens-interior-start-for-GWX, which is the newer one of the named two.
So possibly there is no problem to use Jimbuna's version together with your v5.1? (if only the installation order is right)
Gruesse!
Hi mate,
AFAIK you should be okay with Wac-Animated-Sub-Pens-interior-start-for-GWX it should be installed before my pens mod. I don't use it because when I start a career at St. Nazaire it always starts me in a pen anyway and myh mod only works for St.Nazaire as mentioned in the title.
Best regards
Aces
Haihappen
05-13-11, 04:23 AM
'kay, so let's try!
But the thing I didn't get is: if Jimbuna's would start your career or any Feindfahrt in a pen - what would HanSolo's do instead? I thought the only difference was that HanSolo's fits to WAC and Jimbuna's to GWX and that's it! But possibly there is something more Jimbuna did to the original WAC version, and I just don't know.
See: you're the pro - ich are bloss amateur!
Gruesse!
Hi chaps,
Something I've been working on today. New style railings and re-positioned 105mm deck gun on Type 9b. Your comments and suggestions welcome as always.
http://img705.imageshack.us/img705/6978/gunandrailingstype9b.jpg
Regards
Aces
Fubar2Niner
05-17-11, 12:57 PM
Hi chaps,
Something I've been working on today. New style railings and re-positioned 105mm deck gun on Type 9b. Your comments and suggestions welcome as always.
http://img705.imageshack.us/img705/6978/gunandrailingstype9b.jpg
Regards
Aces
Two words mate......... Love it !!!
BTW that 105 looks mouth wateringly good :yep:
(edit) Bugger that's 9 words insn't it :doh:
Best regards.
Fubar2Niner
Hi mate,
No, I think you'll find that "bugger" is only one word :O: :salute:
Cheers
Aces
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