View Full Version : U-BOOT_HAHD Official Thread
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Gunter Prien
05-19-11, 12:29 PM
Where the missing Hans?:hmmm:
Fubar2Niner
05-19-11, 02:45 PM
Where the missing Hans?:hmmm:
@Gunter Prien
Hans has been hard at it since I can't remember when, we all need a break sometimes shipmate. :yep: If I know Hans he'll be back and ready to offer us all more tasters.
Best regards.
Fubar2Niner
makman94 & reaper7 , thanks , late night knee jerk reaction !!!. so no one uses dropbox anymore ?, its still mentioned on the bottom of some post`s !?. does every thing go through the HAHD web site now ? . :salute:
Schwieger
05-19-11, 05:21 PM
There are some quality desktop backgrounds in the dropfolders :salute:
reaper7
05-19-11, 05:22 PM
makman94 & reaper7 , thanks , late night knee jerk reaction !!!. so no one uses dropbox anymore ?, its still mentioned on the bottom of some post`s !?. does every thing go through the HAHD web site now ? . :salute:
There are some quality desktop backgrounds in the dropfolders :salute:
As Schwieger stated its used to share extras with our supporters like Desktops. :up:
Schwieger
05-21-11, 12:10 AM
Whenever Hans is gone this long it usually means something big is coming.... I hope we're all ready; I can sense this in the air :sunny:
makman94
05-21-11, 04:08 AM
Whenever Hans is gone this long it usually means something big is coming.... I hope we're all ready; I can sense this in the air :sunny:
....:yep:....Schwieger you 'smelled' anything ?
....get ready....water has start ....'shaking' !
Would you guys mind terribly, sharing Wallpapers if you made some? :88)
reaper7
05-21-11, 06:40 AM
....:yep:....Schwieger you 'smelled' anything ?
....get ready....water has start ....'shaking' !
Something Big is Rising out of the Deep :har: :arrgh!:
Would you guys mind terribly, sharing Wallpapers if you made some? :88)
Hi Mate we have Desktop's available in the Supporters Dropbox.
You can sign up to Dropbox via the referral link in my signature. Then drop me a PM and I'll add your account to the shared list :up:.
These will be available to everyone once the Mod is released.
TheBeast
05-23-11, 12:20 PM
@reaper7
Did you get a chance to look at what I sent you?:06:
reaper7
05-24-11, 11:44 AM
@reaper7
Did you get a chance to look at what I sent you?:06:
Yes Mate email sent :up:
Gunter Prien
05-24-11, 02:03 PM
Hans VIIB will not remake?:06:
Bakkels
05-26-11, 09:13 AM
Just thought I'd drop in to say hi since this thread has been somewhat quiet for a couple of days. I've been through all the tutorials multiple times and now am trying to apply what I have learned to the fishing boat NF_Boat_4. Progress is a little slow, but heck, it's my first boat. Once I get the UV Unwrapping down it'll get a lot quicker.
I haven't even opened Photoshop yet, but that's something I already know how to work with very well, so once the unwrapping is finally done to my liking, it'll go pretty fast after that (I hope :D)
btw, am I the only one who actually enjoys the optimization process? Hans made it sound like it's the most tedious part of making a ship the HAHD-way, but I actually like doing it :DL
Speaking of the big boss, anybody knows what he's up to?
Wolfstriked
05-26-11, 11:08 AM
I hope all is well with Hans.:cry:
reaper7
05-26-11, 11:56 AM
Just thought I'd drop in to say hi since this thread has been somewhat quiet for a couple of days. I've been through all the tutorials multiple times and now am trying to apply what I have learned to the fishing boat NF_Boat_4. Progress is a little slow, but heck, it's my first boat. Once I get the UV Unwrapping down it'll get a lot quicker.
I haven't even opened Photoshop yet, but that's something I already know how to work with very well, so once the unwrapping is finally done to my liking, it'll go pretty fast after that (I hope :D)
btw, am I the only one who actually enjoys the optimization process? Hans made it sound like it's the most tedious part of making a ship the HAHD-way, but I actually like doing it :DL
Speaking of the big boss, anybody knows what he's up to?
Thats great mate, can't wait to see your fist creation. Likewise I don't find the UV Unwrap too bad either - once you get into it its quite fast to get results.
Although the model I'm working on now is a different beast to my first fishing boat (Much much bigger - possibly the biggest in SH3 ;))
And the UV unwrap is a whole lot more complicated this time around.
I've also totally rebuilt the stock 3D Model to match the real deal as close as possible - even rebuilt the rear end of the Hull and prop sections :).
Much better looking :yep:
As for Hans, Hes working on something big and so hes keeping low till that's complete (soon now:03:) oh and hes got some new tutorials almost complete too :D.
So keep checking in, not long to go to 'Jaw hitting the Floor' time :arrgh!:.
Fubar2Niner
05-26-11, 12:34 PM
As for Hans, Hes working on something big and so hes keeping low till that's complete (soon now:03:) oh and hes got some new tutorials almost complete too :D.
So keep checking in, not long to go to 'Jaw hitting the Floor' time :arrgh!:.
Very intriguing kaleun, can't wait to have my jaw on the floor again :up:
Best regards.
Fubar2Niner
Yamato_NF
05-26-11, 08:08 PM
Thats great mate, can't wait to see your fist creation. Likewise I don't find the UV Unwrap too bad either - once you get into it its quite fast to get results.
Although the model I'm working on now is a different beast to my first fishing boat (Much much bigger - possibly the biggest in SH3 ;))
And the UV unwrap is a whole lot more complicated this time around.
I've also totally rebuilt the stock 3D Model to match the real deal as close as possible - even rebuilt the rear end of the Hull and prop sections :).
Much better looking :yep:
As for Hans, Hes working on something big and so hes keeping low till that's complete (soon now:03:) oh and hes got some new tutorials almost complete too :D.
So keep checking in, not long to go to 'Jaw hitting the Floor' time :arrgh!:.
I hope all is well with Hans.:cry:
Just thought I'd drop in to say hi since this thread has been somewhat quiet for a couple of days. I've been through all the tutorials multiple times and now am trying to apply what I have learned to the fishing boat NF_Boat_4. Progress is a little slow, but heck, it's my first boat. Once I get the UV Unwrapping down it'll get a lot quicker.
I haven't even opened Photoshop yet, but that's something I already know how to work with very well, so once the unwrapping is finally done to my liking, it'll go pretty fast after that (I hope :D)
btw, am I the only one who actually enjoys the optimization process? Hans made it sound like it's the most tedious part of making a ship the HAHD-way, but I actually like doing it :DL
Speaking of the big boss, anybody knows what he's up to?
greetings from the SH4 mod works fellow kaluens!
yes, yes, this thread has been quite quiet...
any ETA on release? :D
im not trying to rush ya guys... just curious... you cant rush greatness! :D
BTW keep up the good work! :salute:
Yamato_NF
Schwieger
05-26-11, 10:10 PM
I can't even begin to fathom what more Hans could have possible implemented....
Tis' must be the quiet before the storm...:ping:
Yamato_NF
05-27-11, 09:53 AM
Tis' must be the quiet before the storm...:ping:
:rotfl2::har::haha:
I can't even begin to fathom what more Hans could have possible implemented....
yes yes.... yes..... quite! :arrgh!:
Wolfstriked
06-02-11, 12:24 PM
Come on HAHD team...blow us away.Could you give a quick look as to whats new?????:D
Schwieger
06-02-11, 05:41 PM
Come on HAHD team...blow us away.Could you give a quick look as to whats new?????:D
Its coming...
http://www.youtube.com/watch?v=mWLO4acMTCM
postalbyke
06-02-11, 07:41 PM
mebbe Hans' computer finally kicked off... :(
Yamato_NF
06-02-11, 08:34 PM
Its coming...
http://www.youtube.com/watch?v=mWLO4acMTCM
I got a Jaws video from that link! :har::wah:
mebbe Hans' computer finally kicked off... :(
possible.
Tuddley3
06-02-11, 08:38 PM
Its coming...
http://www.youtube.com/watch?v=mWLO4acMTCM
Lol. Whenever I hear the "Jaws" theme music, I think of the movie "Airplane!".:haha:
Gunter Prien
06-03-11, 07:33 AM
mebbe Hans' computer finally kicked off... :(
I think that no....:hmmm:
Hans just relax! :cool:
Wolfstriked
06-03-11, 04:42 PM
Reaper and Makman aare gone also.I hope this means that they are on the homestretch for first release.:up:
Bakkels
06-03-11, 05:43 PM
Oh Reaper is still around. But there are a lot of ships in-game that need new skinning and optimization. Takes quite a lot of time. But it's worth it.:03:
reaper7
06-03-11, 07:46 PM
Reaper and Makman aare gone also.I hope this means that they are on the homestretch for first release.:up:
Not quite at release stage yet, but some very Interesting stuff going on behind the scenes ;)
Wolfstriked
06-04-11, 08:54 AM
Not quite at release stage yet, but some very Interesting stuff going on behind the scenes ;)
That IS great news:up:
urfisch
06-05-11, 07:02 AM
yep, this is great news. just waiting for the note, the sh4 water shader was successfully adapted in sh3!!!
:D
Schwieger
06-05-11, 08:19 AM
yep, this is great news. just waiting for the note, the sh4 water shader was successfully adapted in sh3!!!
:D
You saying it has?
Wolfstriked
06-05-11, 08:57 AM
Woot:woot: A thing that I love about SH4 is the sea floor grass and rocks,I even like it more than SH5.Wonder if that could be ported?
:(
Edit: Lost in Communication...
You misunderstood him, he is WAITING for sh4 water adaptation - sad, because this post at first made me also excited :wah:
Wolfstriked
06-05-11, 04:43 PM
LOL,I should of read it better.Anyway I find that if you make the water look better in SH3 then the other parts of the game look worse or they stick out.The way the game looks now is very cohesive and draws you in.Just waiting for Han's work to flesh out the subs and his "tweaks" for the water fit in this world.:up:
TheBeast
06-06-11, 06:01 AM
@ Reaper7
Beside you, has anyone else had a chance to look at the stuff I sent you?
Do you think it is enough to add to the Project?
reaper7
06-06-11, 09:39 AM
@ Reaper7
Beside you, has anyone else had a chance to look at the stuff I sent you?
Do you think it is enough to add to the Project?
Hi Mate, only myself has tested your mod so far. In my opinion its top class and would make a great addition.
I've made the relevant changes to the TypIIA dat file and repackaged it up, and sent it out to all the Team for testing.
Hopefully we should get some feedback soon :up:.
Bakkels
06-08-11, 07:19 PM
Finally ready on the fishing boat. (Besides rudder and propeller)
Some screens:
http://img820.imageshack.us/img820/5949/nfboat4screen.jpg
http://img29.imageshack.us/img29/3240/nfboat4screen2.jpg
I still have to do the AO, but most of the work is done now. :rock:
And then I got to figure out which model I'll do next.
Wolfstriked
06-08-11, 08:42 PM
Awesome Bakkels!! Thanks for filling us in with this excellent work.:yeah:Can't wait for this mod to emerge.Played SH3 all day today,unmodded except for the ever awesome MaguiF and my own mod to the way the typeIIA responds to the water.Its got to look real to me to immerse myself.Is HAHD gonna have work done to the sub physics?
Hope Hans and crew....Reaper and MakMan are doing well.;)
Eye-popping stuff, mate!
Care to share how long it took you??
cheeers!
Bakkels
06-09-11, 09:54 AM
Thanks for the compliment. But I only learned from the master...
As to how long it took me; well, that's hard to say. I had almost no experience working with a 3d modeling program, so I combined the re-texturing on this one with watching Hans' video tutorials. Then following them step-by-step.
Those tutorials alone are a couple of hours worth of video material. So this one took me very long. But now that I (kinda :O:) know what I'm doing, the next one will probably go a lot faster. On the other hand, the next ship I'll pick (or get assigned) will most likely be a more complex model.
The 3d unwrapping and optimization took me the most time, since had to familiarize myself with it. The time spent painting the actual texture took me less, because I have more experience with that part.
Let's just say it took a pretty hefty amount of time, but you know what they say; time flies when you're having fun..
Wolfstriked
06-09-11, 12:04 PM
:timeout:....you have never worked with 3D models before and that is your first attempt?I tried once to dabble and its way hard IMO.
Fish In The Water
06-09-11, 12:20 PM
Finally ready on the fishing boat. (Besides rudder and propeller)
Some screens:
Nice job Bakkels, the model looks great! :up:
Fubar2Niner
06-09-11, 12:23 PM
Excellent job Bakkels, top notch.
Best regards.
Fubar2Niner
Bakkels
06-09-11, 01:15 PM
:timeout:....you have never worked with 3D models before and that is your first attempt?I tried once to dabble and its way hard IMO.
Haha, thanks, but it's not like I built this model from scratch :03:
I exported the existing model with s3editor to a 3d program to unwrap the skin, optimize it and repaint it so it'll look better in-game without longer loading times. All thanks to Hans' instructions and knowledge btw.
So the skin is my work, but the 3d model is basically one of the standard fishing boats in sh3.
reaper7
06-09-11, 01:24 PM
Finally ready on the fishing boat. (Besides rudder and propeller)
I still have to do the AO, but most of the work is done now. :rock:
And then I got to figure out which model I'll do next.
Nicely done mate, don't worry the AO ain't to bad much easier than the unwrap.
Oh and looking great :up:.
:timeout:....you have never worked with 3D models before and that is your first attempt?I tried once to dabble and its way hard IMO.
Yes and once the Mod is released we'll be expecting the same from everyone.
As Han's will make the Tutorials Public after the release. :rock:
Like Bakkels I to had no 3D experience prior to my Trawler model.
But the Tutorials make it all so easy, believe me some people would pay plenty for that level of expertise that Hans provides in those tutorials.
And there is currently about 11GB of them and more to follow ;).
Even now I'm working on my second Model, this time I've gone from the most simple and basic Trawler to one of the Largest units in SH3 (Hint hint).
This time I'm totally reworking the from completely rescaling to match actual dimensions and editing a lot of the structure to get it to match more closely to the real deal. :)
Haha, thanks, but it's not like I built this model from scratch :03:
I exported the existing model with s3editor to a 3d program to unwrap the skin, optimize it and repaint it so it'll look better in-game without longer loading times. All thanks to Hans' instructions and knowledge btw.
So the skin is my work, but the 3d model is basically one of the standard fishing boats in sh3.
And also the AO will really make her stand out giving textures a more defined finish.
Wolfstriked
06-09-11, 01:28 PM
ahhhhhhhhhhhhhhhhhhhhhhh:03: Now I do not feel like an incompetent idjut! A friend of mine once said 3D modeling is like black magic.I was ready to call you "the chosen one" for the unnatural black magic running thru your veins. :haha:
Bakkels
06-09-11, 01:36 PM
Well, I'm certainly not the 3D prodigy you thought I was.
But I am the chosen one, and I do have black magic running through my veins. Actually, my 'blood' as you mortals like to call it, consists of 60% black magic, 30% kerosine and 10% tigerblood. :haha:
Wolfstriked
06-09-11, 01:40 PM
Yes and once the Mod is released we'll be expecting the same from everyone.
As Han's will make the Tutorials Public after the release. :rock:
Like Bakkels I to had no 3D experience prior to my Trawler model.
But the Tutorials make it all so easy, believe me some people would pay plenty for that level of expertise that Hans provides in those tutorials.
And there is currently about 11GB of them and more to follow ;).
Even now I'm working on my second Model, this time I've gone from the most simple and basic Trawler to one of the Largest units in SH3 (Hint hint).
This time I'm totally reworking the from completely rescaling to match actual dimensions and editing a lot of the structure to get it to match more closely to the real deal. :)
And also the AO will really make her stand out giving textures a more defined finish.
Great stuff Reaper and please do not leave us fans out of the loop....some pics now and then are great but some words on how damage model will be,fatigue model etc will be is even better.:cool:
Wolfstriked
06-09-11, 01:42 PM
Well, I'm certainly not the 3D prodigy you thought I was.
But I am the chosen one, and I do have black magic running through my veins. Actually, my 'blood' as you mortals like to call it, consists of 60% black magic, 30% kerosine and 10% tigerblood. :haha:
Winning!!!!!!!!:D You must feel like your surrounded by fools and trolls alot.
makman94
06-10-11, 11:30 AM
yep, this is great news. just waiting for the note, the sh4 water shader was successfully adapted in sh3!!!
:D
hello Urfisch,
that would be nice...indeed ! BUT ,i am afraid that you will never see it happening.very few in the forum have the abillity to tell you if ,by hacking the executables, is possible to import sh4 's (or even better sh5's) water into sh3.
only three people are in my mind that can tell you (us) if it is possible to be done...Thedarkwraith , Anvart and Seeadler.
the way for hacking the executables is now open ( thanks to H.Sie's brilliant idea to release patches for .exe and not the allready patched .exe) ,so if there is indeed a way for sh4's water to get into sh3 ...only Thedarkwraith , Anvart and Seeadler can answer to your dreams.
especially a tool developed by Thedarkwraith called ''.dll injector'' maybe turn to prooved very usefull for this attempt.
and btw guys...here is the best water i have seen .i know crysis's water is super too...but pay a close look to this water..is much much better...almost real and the author is selling it for 100 usd : http://www.youtube.com/watch?v=QahKrkTbls4
this :
http://www.youtube.com/watch?v=-9t-rilmA2c&NR=1
or this:
http://www.youtube.com/watch?v=s6u1D6ArxsI
....nice waters ...eh ?
Finally ready on the fishing boat. (Besides rudder and propeller)
Some screens:
------
-----
I still have to do the AO, but most of the work is done now. :rock:
And then I got to figure out which model I'll do next.
congratulations Bakkels ! :up: VERY VERY nice work for first time !! :rock:
ps:adjust your AA settings a little bit at your machine
Bakkels
06-10-11, 11:52 AM
congratulations Bakkels ! :up: VERY VERY nice work for first time !! :rock:
ps:adjust your AA settings a little bit at your machine
Thanks! And yeah, the AA is kinda crappy. But my pc isn't the problem. It's my 3d program. I'll try tweaking the settings there. :up:
reaper7
06-10-11, 12:04 PM
Thanks! And yeah, the AA is kinda crappy. But my pc isn't the problem. It's my 3d program. I'll try tweaking the settings there. :up:
Hi Mate your best option is not to take a screenshot from the Interface but to make a Render - don't forget to set up the render options first for resolution etc, then hit render for proper screenshot's :up:
Bakkels
06-10-11, 12:09 PM
Yeah I just found out AA doesn't work in the viewport. Which I find very strange btw. But yeah, next time I'll use the renderer :up:
Schwieger
06-10-11, 12:25 PM
(or even better sh5's)
If done, then there would be no need for SH5.
TheDarkWraith
06-10-11, 07:50 PM
only three people are in my mind that can tell you (us) if it is possible to be done...Thedarkwraith , Anvart and Seeadler.
considering Seeadler has found where the shaders are being called in SH3 I don't see why one can't modify the code to point it to call another function that either loads a different shader for the water or compiles a shader from a file (via DirectX function call). I'm assuming that the current water shader code is contained in the SH3 .exe. I'd be curious to know what variables are being passed to the current water shader and to see the current water shader code.
Schwieger
06-10-11, 08:38 PM
considering Seeadler has found where the shaders are being called in SH3 I don't see why one can't modify the code to point it to call another function that either loads a different shader for the water or compiles a shader from a file (via DirectX function call). I'm assuming that the current water shader code is contained in the SH3 .exe. I'd be curious to know what variables are being passed to the current water shader and to see the current water shader code.
I don't quite grasp what you are saying here...
urfisch
06-11-11, 01:49 PM
considering Seeadler has found where the shaders are being called in SH3 I don't see why one can't modify the code to point it to call another function that either loads a different shader for the water or compiles a shader from a file (via DirectX function call). I'm assuming that the current water shader code is contained in the SH3 .exe. I'd be curious to know what variables are being passed to the current water shader and to see the current water shader code.
what about givin it a try? you are experienced in reverse engineering, tdw. new water would be the greatest thing (beside new crew models) that happened to sh3 since the open hatch mod from dd!!!
:salute:
I don't quite grasp what you are saying here...
Basically, that you can coaxe the game code to add effects to the water, more or less like H.Sie did already for his fixes, adding to the SH3.exe a "link" to an external file where you would add water effects.
TheDarkWraith
06-12-11, 08:46 AM
what about givin it a try? you are experienced in reverse engineering, tdw. new water would be the greatest thing (beside new crew models) that happened to sh3 since the open hatch mod from dd!!!
:salute:
I have no interest in SH3/4 anymore. SH5 is more deserving of my time.
I understand that, but a wee little nudge might be more than enough to jolt things in the water-shader department.:D
urfisch
06-12-11, 12:52 PM
I have no interest in SH3/4 anymore. SH5 is more deserving of my time.
but many others do!!! if you dont want to challenge this...what about a "how to" tutorial for us to reach this aim? i guess many are waiting for such a thing since years...but no one knows, how to do it. please share your knowledge!
:up:
but many others do!!! if you dont want to challenge this...what about a "how to" tutorial for us to reach this aim? i guess many are waiting for such a thing since years...but no one knows, how to do it. please share your knowledge!
:up:
Me too!, nicely put Urfisch mate.
Regards
Aces
makman94
06-15-11, 10:52 AM
the TDC page (attack map)
after many work done by Reaper7 on this page , i am presenting you the TDC page of the U-boot-HAHD gui.
almost 100% 'clear' attack map without vanishing anything of game's features (at firing panel have add tubes's indicators that shows to player which tubes are flooded or not.at this pic...tubes 1 and 2 are flooded) :
http://img51.imageshack.us/img51/7597/32292643.png
'full' FaT-LuT panel (at the right is fading the real thing):
http://img815.imageshack.us/img815/4779/49525740.png
'full' TDC device ( green button means that TDC is on AUTO mode ):
http://img713.imageshack.us/img713/3873/34295663.png
'full' TDC device ( red button means that TDC is on MANUAL mode...glass is removed from bearing-range-aob-speed dials and player can interact with these dials at this mode ):
http://img853.imageshack.us/img853/2483/42961843.png
Holly ****! :o This is STUNNING Mak! Absolutely STUNNING. Congrats matey.
Wolfstriked
06-15-11, 12:10 PM
Go HAHD team go!!! Looks great Makman,really love the tube flooding switches onscreen and I think that is a first in SH3.This is a nitpick but I notice it when I look at the screens.Is it possible to round the edges and add the rivets on the outer edge of the firing panel.I picture the firing panel as it is on the boats and the way it looks in pics is that part of the firing panel "box" is offscreen.Don't hate me HAHD team:D as I love your work!!!:up::up:
@makman94: Wow, looks great! Congratulations! Sh3 still is not dead.
Magic1111
06-15-11, 12:59 PM
Hi makman my Friend !
Absolutely awesome pics, looks really great !!! :rock::rock::rock::ping::ping::ping:
....but some Dials-description are not properly written in German-words...;).
Best regards,
Magic :salute:
urfisch
06-15-11, 01:22 PM
great work on the tdc!!! really...
respect!!!
:up:
pelucho25
06-15-11, 01:48 PM
I'm amazed. Is it too much? Is there a specific date for launch?
mkIpetrucci
06-15-11, 02:59 PM
Just one word: impressive!
Amazing. The level of details and feel-
This is one of the best so far...and most unique.
Just take care of the few spelling mistakes and it'll be ready to ship!
reaper7
06-15-11, 03:26 PM
Hi makman my Friend !
Absolutely awesome pics, looks really great !!! :rock::rock::rock::ping::ping::ping:
....but some Dials-description are not properly written in German-words...;).
Best regards,
Magic :salute:
Amazing. The level of details and feel-
This is one of the best so far...and most unique.
Just take care of the few spelling mistakes and it'll be ready to ship!
Hi Guys any chance of supplying the correct German wording for the dials.
I just copied what stock Sh3 was using for each dial.
I'll redo the Panels and get em back to Makman ;)
Glad ye like them - took a lot of work between myself and Makman to get them working perfectly.
Oh and by the way both panels slide out of view when not in use leaving the Map viewing area nice and free. :up:
And wait till ye see what Hans has been working on - should be here to view soon. SH3 is definitely alive and has been pumping iron :)
Schwieger
06-15-11, 03:50 PM
hard to describe in words how good this is mate. Bravo! :DL
Wolfstriked
06-15-11, 03:56 PM
Sorry Reaper I overlooked how that was alot of your work.Can't wait!!!:rock:
reaper7
06-15-11, 04:11 PM
Sorry Reaper I overlooked how that was alot of your work.Can't wait!!!:rock:
Just as much Makmans work as mine - a joint effort :salute: and well worth the effort too.
Panels were hand-built to scale were possible including down to dial size and position - Team HAHD are nutters for realism :).
Makman is a great teacher, hope I didn't frustrate him too much having to teach me the SH3 Basics after coming down from SH5's menu editor :haha:.
urfisch
06-15-11, 06:14 PM
as to the german spelling and labels...please let me know, which words/labels you used. maybe via pm. i can correct them, if you want!
Madox58
06-15-11, 07:03 PM
but many others do!!! if you dont want to challenge this...what about a "how to" tutorial for us to reach this aim? i guess many are waiting for such a thing since years...but no one knows, how to do it. please share your knowledge!
:up:
It's not as simple as extracting 3D Models or adjusting files as We know them for SH Games.
It does require knowing how exe files work.
It also requires knowing some type of codeing, C++ or such.
And being able to work in that type enviroment.
What you will face.........
Aside from the learning curve?
Once you make it known you are working in this area and the owners of the original code find out?
You better have a real license to all the programs your are useing!
No Torrent downloads of Visual C++ will pass this test!
So don't even try it if you plan to go public!
That will land you in a WORLD of hurt in a blink of an eye!
urfisch
06-16-11, 04:57 AM
your fears are justified...have you experienced such issues? i wonder if so. the game is 6 years old and the series is not to be continued.
normally i would not be that feared of license issues, private. and there is a lot of open source stuff today. maybe one can use it, maybe not. maybe you can help in getting free coding software?...is there something open source one can use?
even using "free copies" of licensed software does not automatically mean, you are hunted like a bug. the companies are mainly interested in getting their money from software owners, who create commercial stuff using it. this is, where the companies loose money.
the modding community for SH3 is definitely not the target group of those license hunters. what does NOT mean, you cant be claimed for using it! but the chance is quite low. and even if you are claimed. whats up? you used the software, but you havent created any commercial stuff with it. so in worst case its maybe a 500 dollar case, as you are forced to sign a "cease and desist notice". this is the most common way license issues with uncommercial usage are handled.
i used to buy a full license of the adobe suite, as i work commercially with it. but just think of all the people, using lots of adobe copies to create clan-websites and modding games. if adobe would hunt down all these people, they would spend an exorbitant amount of time and money on this, but getting nothing than a bad image in chasing people for such a small delict.
:yep:
Please stay on topic, this thread is about a mod for Sh3, and not an open discussion of legal matters which would be better clarified per PM. ;)
Thanks :salute:
I dunno if people already volunteered to do the corrections; most likely an army already has!
If not hit me up....(gently :D ) and I'll do it!
makman94
06-16-11, 11:16 AM
thank you all guys for your comments ! :yeah:
me and John (Reaper7) are really glad you like it becuase it was not a small task to be completed ! a lot of work at images - sizes ...a lot of work at code and a lot of changes during procedure (...sorry John if i became a 'headache' for you ! :D ) BUT... the result is on your screens and the fact that you like it means that worthed the effort ! :up:
@Privateer: i think you are the only one that worry so much. point is : can be done ? if yes then...we can all (btw...we are not many ...anymore!) share it via pms and nobody will be 'hurmed' as you say.
@Magic : thank you too my friend for your kind words-comments ! maybe you or Myxale or Urfisch (--thank you guys for pointing these corrections) can send to John the correct german words and he will take care the rest !
@Wolfstriked : better now, eh? :D
http://img804.imageshack.us/img804/1132/firingpanel.png
Wolfstriked
06-16-11, 12:27 PM
@Wolfstriked : better now, eh? :D
http://img804.imageshack.us/img804/1132/firingpanel.png
Makman,your work is superb so take with grain of salt my suggestion.I was wanting to play with out a hud but with you GUI installed it blends in so well that I actually rather have it.You have immersion art style.:up:
Ok,what I mean is to make it look like the box it is in the command room.In this pic it looks like the box is cutoff with part of it offscreen.As for which box I like better between the two you made I do not know mate.They both look good just that part of the box is offscreen.I think though for realism sake to stick with the fire button inside the box.Also,is the firing panel clickable to go offscreen from the TDC page like the LUT and TDC panels are?
urfisch
06-16-11, 12:58 PM
Please stay on topic, this thread is about a mod for Sh3, and not an open discussion of legal matters which would be better clarified per PM. ;)
Thanks :salute:
aye, herr kaleun!
:salute:
The gradient on TDC labels is ugly ;)
Manos those icons on the tool bar are pure porn :rock:
I'm even doubting wether I should censor them as moderator :haha:
Magic1111
06-16-11, 01:32 PM
@Magic : thank you too my friend for your kind words-comments ! maybe you or Myxale or Urfisch (--thank you guys for pointing these corrections) can send to John the correct german words and he will take care the rest !
Hi makman !
...or another suggestion: Send me via E-Mail in a list all needed german words and IŽll correct the words and send you back. :yep: IMO the best solution ! ;)
Best regards,
Magic:salute:
Wolfstriked
06-16-11, 04:01 PM
Since the HAHD team is a stickler for realism I think you guys would like my tweaks I have made for the TypeIIA.I have been tweaking for weeks with each small change changing something elsewhere.That is fanatical tweaking but I find that if the game looks off I feel off in the SH3 world.Most games I mod its only with the feel as that is what gets me in most games.But its a subtle feel thing where some people will not even notice a difference.
It all started for me with my dislike of the excessive sway left to right of the Uboats.If you know boats you know that a keel is elongated to keep the ship stable on surface with sailboats having very large keels to combat the wind force.So a Uboat with its huge draft and the mass of the boat below water surface is a very stable ship left to right sway wise.Whats weird is the bigger they get the more they sway.So I started tweaking Thompsen's ship mod idea of upping the drag a large amount to stabilize the ship.But every little tweak requires another tweak in a different area.All along I have been sad though that I can't turn the scope stabilization off as I get tickled with delight seeing the scopes behave realistically.:88)So just now I have cracked the code so to speak:up::up:Any modder that cracks something they tipped up on knows how I feel.
Now you can have scopes pitching around on surface(but the left and right sway is almost nil) and get super smooth when under water.All this time I was putting drag underwater to .75 but that was causing a weird ship behavior on high seas where the ship would not go under when dropping from high heights into a swell.So I put the up/down drag for underwater to 0.0 and voila it rides the high waves as best as possible and more importantly underwater is perfectly stable as it has no effect anyway.
Turn time=2m10secs
crash dive=35secs
observation scope half of attack scope height
13kts max but only on calm water
realistic speed settings...no more full ahead =12 while flank=13...if people do not want this realism as it can make traveling a pain since you have to travel at slow speeds to conserve fuel....then its an easy as the delete of one file.
slow=2kts
1/3=4kts
standard=8kts
full=10kts
flank=13kts
Of course we are all different and some may not like my tweaks while some may love them.I read Thompsen's ship mod post where he stopped working on the actual subs because many complained.To each their own I say so its easily added or not.
So HAHD team if you have done your own tweaks then all is still good but if you would like to test it out thats kool also.:D
reaper7
06-16-11, 04:13 PM
Since the HAHD team is a stickler for realism I think you guys would like my tweaks I have made for the TypeIIA.I have been tweaking for weeks with each small change changing something elsewhere.That is fanatical tweaking but I find that if the game looks off I feel off in the SH3 world.Most games I mod its only with the feel as that is what gets me in most games.But its a subtle feel thing where some people will not even notice a difference.
It all started for me with my dislike of the excessive sway left to right of the Uboats.If you know boats you know that a keel is elongated to keep the ship stable on surface with sailboats having very large keels to combat the wind force.So a Uboat with its huge draft and the mass of the boat below water surface is a very stable ship left to right sway wise.Whats weird is the bigger they get the more they sway.So I started tweaking Thompsen's ship mod idea of upping the drag a large amount to stabilize the ship.But every little tweak requires another tweak in a different area.All along I have been sad though that I can't turn the scope stabilization off as I get tickled with delight seeing the scopes behave realistically.:88)So just now I have cracked the code so to speak:up::up:Any modder that cracks something they tipped up on knows how I feel.
Now you can have scopes pitching around on surface(but the left and right sway is almost nil) and get super smooth when under water.All this time I was putting drag underwater to .75 but that was causing a weird ship behavior on high seas where the ship would not go under when dropping from high heights into a swell.So I put the up/down drag for underwater to 0.0 and voila it rides the high waves as best as possible and more importantly underwater is perfectly stable.
Turn time=2m10secs
crash dive=35secs
observation scope half of attack scope height
13kts max but only on calm water
realistic speed settings...no more full ahead =12 while flank=13...if people do not want this realism as it can make traveling a pain since you have to travel at slow speeds to conserve fuel....then its an easy as the delete of one file.
slow=2kts
1/3=4kts
standard=8kts
full=10kts
flank=13kts
Of course we are all different and some may not like my tweaks while some may love them.I read Thompsen's ship mod post where he stopped working on the actual subs because many complained.To each their own I say so its easily added or not.
So HAHD team if you have done your own tweaks then all is still good but if you would like to test it out thats kool also.:D
Sounds Great :up: Would love to give it a spin
You can send it on Pm me for email :up:
Bakkels
06-16-11, 04:56 PM
Great work once again Makman and Reaper! :yeah:
Seems we're making quite some progress!
MCHALO12
06-17-11, 05:47 AM
Since the HAHD team is a stickler for realism I think you guys would like my tweaks I have made for the TypeIIA.I have been tweaking for weeks with each small change changing something elsewhere.That is fanatical tweaking but I find that if the game looks off I feel off in the SH3 world.Most games I mod its only with the feel as that is what gets me in most games.But its a subtle feel thing where some people will not even notice a difference.
It all started for me with my dislike of the excessive sway left to right of the Uboats.If you know boats you know that a keel is elongated to keep the ship stable on surface with sailboats having very large keels to combat the wind force.So a Uboat with its huge draft and the mass of the boat below water surface is a very stable ship left to right sway wise.Whats weird is the bigger they get the more they sway.So I started tweaking Thompsen's ship mod idea of upping the drag a large amount to stabilize the ship.But every little tweak requires another tweak in a different area.All along I have been sad though that I can't turn the scope stabilization off as I get tickled with delight seeing the scopes behave realistically.:88)So just now I have cracked the code so to speak:up::up:Any modder that cracks something they tipped up on knows how I feel.
Now you can have scopes pitching around on surface(but the left and right sway is almost nil) and get super smooth when under water.All this time I was putting drag underwater to .75 but that was causing a weird ship behavior on high seas where the ship would not go under when dropping from high heights into a swell.So I put the up/down drag for underwater to 0.0 and voila it rides the high waves as best as possible and more importantly underwater is perfectly stable as it has no effect anyway.
Hi Wolfstriked,
I do not think you are right regarding ship physics in your post. In fact, the German submarines in WWII and especially the type II DID have excessive left to right sway in rough seas. There are reportet cases where the heeling of a typ VII boat was about 70 to 90 degrees in atlantic storms!
Physical background: the type VII oder type II submarines had a very small reserve buoyancy of about 10 to 15%. As a result, the balance point and the center of the buoyant force were quite close, which results in small stability of the boat. As the buoyancy is around zero when submerged, the stability of the boat is even worse when submerged. As a result, the submarine does move from left to right and drag up and down in shallow depths in stormy seas ("shallow" can be up to 50 m in atlantic storms).
Best regards, MCHALO12.
urfisch
06-17-11, 06:19 AM
when is this great tdc planned to be released?
Wolfstriked
06-17-11, 04:10 PM
Hi Wolfstriked,
I do not think you are right regarding ship physics in your post. In fact, the German submarines in WWII and especially the type II DID have excessive left to right sway in rough seas. There are reportet cases where the heeling of a typ VII boat was about 70 to 90 degrees in atlantic storms!
Physical background: the type VII oder type II submarines had a very small reserve buoyancy of about 10 to 15%. As a result, the balance point and the center of the buoyant force were quite close, which results in small stability of the boat. As the buoyancy is around zero when submerged, the stability of the boat is even worse when submerged. As a result, the submarine does move from left to right and drag up and down in shallow depths in stormy seas ("shallow" can be up to 50 m in atlantic storms).
Best regards, MCHALO12.
Hi,MCHALO12....90deg is a sub laying on its side.:oThat can happen if the captain decides to drive parrallel to a large wave but most captains know to drive into incoming waves to stabilize the ship. I grew up on boats and can say that if they do lean they stay that way for awhile.Its not like they lean one way and then snap back the other instead they lean and stay leaned for a bit.here are some videos to show what a WW2 sub looks like in varying seas.
Now I agree that a boat moves left and right and up/down in heavy seas BUT it happens different the SH3 simulates it.If your at the top of a crest at 10meters depth and all of a sudden the ocean drops from under the boat the sub drops with it and stays close to its submerged depth.But it drops with the water and stays level.....it might move up and down and left and right but the interior stays level in vertical and horizontal plane.
http://www.youtube.com/watch?v=qyRO8EVBTEw
http://www.youtube.com/watch?v=z9ApbMS-uno
S-boats in action...notice the stability and they have almost no keel.They also have small rudders that flare out at high speed and cause the boat to stay at a nearly horizontal attitude.
http://www.youtube.com/watch?v=4CDMyd_JTVY
No disrespect intended but here is the S-boat mod with no dampening of the left right SH3 adds.
http://www.youtube.com/watch?v=O7GS38ddjKQ
reaper7
06-17-11, 04:45 PM
Hi,MCHALO12....90deg is a sub laying on its side.:oThat can happen if the captain decides to drive parrallel to a large wave but most captains know to drive into incoming waves to stabilize the ship. I grew up on boats and can say that if they do lean they stay that way for awhile.Its not like they lean one way and then snap back the other instead they lean and stay leaned for a bit.here are some videos to show what a WW2 sub looks like in varying seas.
Now I agree that a boat moves left and right and up/down in heavy seas BUT it happens different the SH3 simulates it.If your at the top of a crest at 10meters depth and all of a sudden the ocean drops from under the boat the sub drops with it and stays close to its submerged depth.But it drops with the water and stays level.....it might move up and down and left and right but the interior stays level in vertical and horizontal plane.
I would agree with Wolfstike on this one - I grew up around boats (Not quite a big as the ones in SH3 though :03:).
But the principles are the same - I've been out in 20ft swells in a 23Ft trawler.
As Wolf said you go straight into the wave and the only real pitch is forward and back as you ride the wave up and over - heck I've had my feet up on the window going down the other side of a wave to stop from falling through the window :haha:, tea duty's the worst though you start of with a full cup and by the time you get it up to the cabin there ain't much tea left (Bit of salt water though :haha:).
But that only hold while driving into the waves, different story if side on - them it gets interesting ;).
So yes very little sway left/right its all front/back and thats due to being in a boat that doesn't reach between both crests to stay level.
A larger vessel won't have that problem and should stay relatively level as long as its encroaching more than 1 wave ;)
Wolfstriked
06-17-11, 04:47 PM
I lowered the drag for the up and down alot after watching that video.It seems even the very large subs would ride the waves up and down.MCHALO12 (http://www.subsim.com/radioroom/member.php?u=263029) would you like to try it?It can be installed right over stock SH3.This way you can see if it feels off or not.
@Reaper...just saw your post and was thinking the same about longer vessels being way more stable over waves due to length.Watch the first video I posted at 07:10.It shows a very large sub that while it drops up and down a good amount it doesnt seem to pitch forward and back as much as say the IIA would....imo:03:....also the keel is very deep on a sub so that causes even more left/right stability.
Reaper try setting surfaced drag U/D=0.2
Bakkels
06-17-11, 06:16 PM
Well I'm certainly no expert, and didn't grow up on a boat or anything, but a u-boat's silhouette is a lot sleeker than your average boat. So it kind of makes sense to me that it would be more prone to sway from left to right.
But like I said, what do I know :88)
postalbyke
06-17-11, 07:02 PM
i'm with mchalo on this one, guys... from an actual submariner, and from an amateur sailor, the combination of low reserve, coupled with the close cg-cb, you're looking at a very unstable boat.
also, anecdotal evidence shows the type II was nicknamed "dugout canoe"... given because of it's "seaworthy" traits.
the videos you've given are of US fleet-type boats with over 30% reserve buoyancy (which adds a significant amount of stability on the surface), and there's almost no footage from the u-boat video of the sea state and surfaced characteristics (a type vii or type ix to be sure).
sea state two at periscope depth is bumpy enough to make a shower "difficult" (trust me) and that's on a 7,000 ton US nuclear submarine. that's 2-ft waves, yo.
the 23-foot trawler mentioned is a dedicated surface boat with balance and buoyancy characteristics designed to keep it afloat and upright in even the roughest weather.
Wolfstriked
06-17-11, 08:03 PM
Uhoh,a submariner speaking up for the sway being realistic.:haha:Hard to make an argument against a person who is an actual submariner.But I just can't agree and so I searched and found German vids.Very stable with some showing the lean and staying there.Happens when the sub is on side of a large wave and tries to behave like its on flat level water by leaning with the wave.In SH3 we do not get the riding sides of waves though.
http://www.youtube.com/watch?v=HZL7-nclmO0&NR=1
I think there is a typeIIA in next video.
http://www.youtube.com/watch?v=-OtLqgOOHrA&feature=related
postalbyke
06-17-11, 08:31 PM
word :)
anyrate, the new tdc screen looks awesome, been waiting for a less-cluttered version for a while lol... i don't even use it anymore, i just try to imagine what the torpedo run should look like :P
checking out those vids now :D
Wolfstriked
06-17-11, 09:02 PM
A question I wonder is if the TDC page is realistic in the way you see the missiles drawn out with the range,spread at various ranges,where the enemy ship is in relation...etc real?I wonder if the WO actually would draw out all that info or its just a gameplay thing.:06:
makman94
06-17-11, 11:52 PM
Hi makman !
...or another suggestion: Send me via E-Mail in a list all needed german words and IŽll correct the words and send you back. :yep: IMO the best solution ! ;)
Best regards,
Magic:salute:
you know Magic...you really get me puzzled here ! :dead: how am i supposed to send you the german words to correct them as i have no idea at all of german language ? :hmmm:
look at the pic of TDC ...you see the plates there ? what are the CORRECT german words that must be written on these plates describing each dial ?
you send the list ...John is making the corrections ....can't be easier than this ! :up:
Manos those icons on the tool bar are pure porn :rock:
I'm even doubting wether I should censor them as moderator :haha:
Oh no Alberto ....you 'got' me !:oops:
i thought that i had 'covered' this so well that everyone would believe at the end that are flood tube indicators! i even made them pointing 'down' (and not...'up' :03:) for more 'cover' from inspections !
now,if this is pure porn wait to see it in 'action' (you know...moving up and down,up and down...) then without doupt...someone can call it ...100% hardcore ! :D
The gradient on TDC labels is ugly ;)
ok you don't like BUT where is your suggestion ? i mean how is this post supposed to help Reaper7 to create (if he willing so) some better plates or fonts ?
when is this great tdc planned to be released?
as soon as the whole gui is finished. it will be included at the first release of U-Boot-HAHD mod
A question I wonder is if the TDC page is realistic in the way you see the missiles drawn out with the range,spread at various ranges,where the enemy ship is in relation...etc real?I wonder if the WO actually would draw out all that info or its just a gameplay thing.:06:
my point is that the officers,back then, should do their drawings as for torpedo's run course .especially for fat-lut torps i believe that their settings where based exactly on officers's drawings .
thats exactly what the attack map is 'trying' to simulate .on the other hand, the 'green' line (torpedo's course run) is the result exactly of your(player) settings(and NOT necesseraly the correct solution) so it is normal to be able (if you want) to draw on map the torpedo's course run .
now, if still believe that this 'green' line is unrealistic it is easy to eliminate it. the ''contact.tga'' image is responsible (and) for this 'green' line.by creating a full transparent ''contact.tga'' image ....you will totally eliminate this green line.
as for the firing panel i see now what you meant and redone it (no...afaik it can't be switchable--sh3 limits):
http://img855.imageshack.us/img855/1132/firingpanel.png
MCHALO12
06-18-11, 01:13 AM
Hi wolfstriked,
the videos are quite good, but none of them shows the sea state we are talking about (10-12 Beaufort). I doubt that a video of such a sea state exists... I also am a sailor and know how boats behave in waves, but you actually cannot complain submarines and sailing boats or trawlers, the physics (center of buoyant, balance point, reserve buoyancy) are completely different. A citation from the Typenkompass: German warships: submarines 1935-1945: Type IIa: "Despite their small size and insignificant armament, these boats were able to really scare even experienced sailors for they were very movable in many ways: roll an pitch was so heavy, that even experienced sailors got seriously seasick."
In my opinion, the left/richt sway has to be enlarged to ge a realistic behaviour (which I did with all subs).
Best regards, MCHALO12.
Schwieger
06-18-11, 01:50 AM
Does SH3 even model seas that high? Only goes to 15 m/s and that is only 7 on Beaufort scale..
Which means the storm system in SH3 in in serious need of overhaul.
urfisch
06-18-11, 05:28 AM
Does SH3 even model seas that high? Only goes to 15 m/s and that is only 7 on Beaufort scale..
Which means the storm system in SH3 in in serious need of overhaul.
whole sh3 game needs some serious overhaul!!! interesting thing was mentioned by tdw, the sh3.exe might be able to be changed. so it calls different shaders for the water...
- weather and water effects from sh5
- crew models and interior graphics from sh5
- crew management from sh4
- full functional wolfpacks and interaction with them
this would be the greatest sim ever.
Magic1111
06-18-11, 06:28 AM
you know Magic...you really get me puzzled here ! :dead: how am i supposed to send you the german words to correct them as i have no idea at all of german language ? :hmmm:
look at the pic of TDC ...you see the plates there ? what are the CORRECT german words that must be written on these plates describing each dial ?
you send the list ...John is making the corrections ....can't be easier than this ! :up:
Hi makman !
You donŽt understand me right ! :D
I mean, you send me all the words without correction, the words you CURRENT use for the dial-description (you can transcribe from the pictures), and then I will correct the words !
Best regards,
Magic:salute:
Oh no Alberto ....you 'got' me !:oops:
i thought that i had 'covered' this so well that everyone would believe at the end that are flood tube indicators! i even made them pointing 'down' (and not...'up' :03:) for more 'cover' from inspections !
now,if this is pure porn wait to see it in 'action' (you know...moving up and down,up and down...) then without doupt...someone can call it ...100% hardcore ! :D
No, no I had already suspected those others were flood tube indicators. I meant actually those on the bottom right of the corner, for chief engineer, helmsman, etc. They are simply beautiful, streamlined but detailed and very, very fitting :yeah:
You certainly have a talent for capturing period atmosphere :up:
The gradient on TDC labels is ugly
ok you don't like BUT where is your suggestion ? i mean how is this post supposed to help Reaper7 to create (if he willing so) some better plates or fonts ?
I thought the suggestion is quite obvious - no gradient on TDC labels. The gradient labels looks overdone, unrealistic and candy - like vista in comparison to windows xp ;) My suggestion is - keep it simple, don't overdo :up:
Wolfstriked
06-18-11, 08:45 AM
my point is that the officers,back then, should do their drawings as for torpedo's run course .especially for fat-lut torps i believe that their settings where based exactly on officers's drawings .
thats exactly what the attack map is 'trying' to simulate .on the other hand, the 'green' line (torpedo's course run) is the result exactly of your(player) settings(and NOT necesseraly the correct solution) so it is normal to be able (if you want) to draw on map the torpedo's course run .
now, if still believe that this 'green' line is unrealistic it is easy to eliminate it. the ''contact.tga'' image is responsible (and) for this 'green' line.by creating a full transparent ''contact.tga'' image ....you will totally eliminate this green line.
as for the firing panel i see now what you meant and redone it (no...afaik it can't be switchable--sh3 limits):
Makman,your explanation eases my mind and I can believe it as real now.I never ever used the TDC panel as I thought it was cheating and now I can enjoy it fully.And I love the new firing panel.:up:It was only me that noticed it and yet you did the work,thanks man!
Wolfstriked
06-18-11, 09:15 AM
Hi wolfstriked,
the videos are quite good, but none of them shows the sea state we are talking about (10-12 Beaufort). I doubt that a video of such a sea state exists... I also am a sailor and know how boats behave in waves, but you actually cannot complain submarines and sailing boats or trawlers, the physics (center of buoyant, balance point, reserve buoyancy) are completely different. A citation from the Typenkompass: German warships: submarines 1935-1945: Type IIa: "Despite their small size and insignificant armament, these boats were able to really scare even experienced sailors for they were very movable in many ways: roll an pitch was so heavy, that even experienced sailors got seriously seasick."
In my opinion, the left/richt sway has to be enlarged to ge a realistic behaviour (which I did with all subs).
Best regards, MCHALO12.
I mentioned where I feel a sub can roll in below posts.It is not really modeled in the SH series though.If a sub is parallel to a beach and a big kahuna wave comes in the sub will ride up the wave sideways and tilt over going as you say 90deg.It seems as though the waves come right at boat head on always in SH.And they are very close together and no tweaks I have tried in Scene.dat seem to help that....only makes it look worse.
Here is another video showing stability in roll with a lot of pitch even for a very big sub(IX?).Also at 03:00 on it shows a sub bow coming way WAY out of the water and men actually walking to the very front of the boat while this is happening.But,yeah man,it really is to each their own.Its why SH-editor rules.:rotfl2::rock:
http://www.youtube.com/watch?v=tKolzwQTFjk&feature=related
reaper7
06-18-11, 01:27 PM
Hi makman !
...or another suggestion: Send me via E-Mail in a list all needed german words and IŽll correct the words and send you back. :yep: IMO the best solution ! ;)
Best regards,
Magic:salute:
Hi mate, could you PM me the list of all the English and Corresponding German Names for both the FAt/Lut and TDC Panel that can be seen in the Preview Pics that Makman posted.
I'll redo them all to correct names and new font/bages graphics. :up:
Cheers Mate.
http://img855.imageshack.us/img855/1132/firingpanel.png
Love the new Torpedo Makeover - Best of the 3 :yeah:
Paulski
06-18-11, 01:58 PM
Sorry if it has been asked before, but when can we expect this mod (more or less)? :)
Schwieger
06-18-11, 03:12 PM
Sorry if it has been asked before, but when can we expect this mod (more or less)? :)
When It's done
whole sh3 game needs some serious overhaul!!! interesting thing was mentioned by tdw, the sh3.exe might be able to be changed. so it calls different shaders for the water...
- weather and water effects from sh5
- crew models and interior graphics from sh5
- crew management from sh4
- full functional wolfpacks and interaction with them
this would be the greatest sim ever.
Yes but TDW said he wasn't interested in anything for SH3 :down:
Bakkels
06-18-11, 03:21 PM
Well, in his defense; he recently already made a lot of beautiful mods. Some of them were originally for sh4, but he was nice enough to make them compatible for sh3, even though he has no interest in sh3 anymore.
Now doing all the things Urfisch asked for takes a lot of complex work. And involves coding and changing the .exe file I believe.
Even trying to explain the basics on how to do this would probably take a lot of time. Not to mention the huge amount of work it would take to implement this all in the mod. It would take ages for it to be finished I assume.
Though it's a shame for us, I can understand if DarkWraith doesn't want to put in a lot of his time in a game that he has no interest for.
urfisch
06-19-11, 07:54 AM
yes, i also understand him. but what i do not understand is, why he does not share his knowledge - in small tutorials. if he would, we could learn and maybe start to do these changes by ourself.
we need definitely knowledge to be spread here. there are just a few who know quite much about the code and how to change things deeper in game (beside all the good ones, who left the boat with sh5 beeing released) but there are also many who are willed to mod and do not have the knowlegde. this is a big handicap for the success in modding here.
just my opinion.
yes, i also understand him. but what i do not understand is, why he does not share his knowledge - in small tutorials. if he would, we could learn and maybe start to do these changes by ourself.
It would be almost the same as asking h.sie or Stiebler to prepare "small tutorials" for assembler programming - just small, tiny tutorials... :haha: ;)
TheBeast
06-19-11, 11:50 PM
SH3Img: Type-VII Full Steam Ahead
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=4041
SH5 Seafloor looks very bad. Can not even settle to seafloor.
SH4Img: What the Seafloor should look like. Near Sofu Gan - Depth 260 feet.
I would like to see this Seafloor in SH3 and SH5.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=4431
Magic1111
06-21-11, 06:22 AM
Fire: Feuer
http://img51.imageshack.us/img51/7597/32292643.png
Richtungsanderung: Richtungsänderung
Kreiselminkel: Kreiselwinkel
http://img815.imageshack.us/img815/4779/49525740.png
Rohre Auswahlen: Rohre auswählen
Schubwinkel: Schußwinkel
Langenwinkel: Lagenwinkel
Streueinkel: Streuwinkel
http://img853.imageshack.us/img853/2483/42961843.png
@ Reaper7 and makman: Here come my corrections (look at the second words, first words the mistake).
Hope that helps,
Magic:salute:
reaper7
06-21-11, 11:34 AM
@ Reaper7 and makman: Here come my corrections (look at the second words, first words the mistake).
Hope that helps,
Magic:salute:
Cheers Magic - thats perfect, Will make the necessary corrections :up:.
Magic1111
06-21-11, 01:29 PM
Cheers Magic - thats perfect, Will make the necessary corrections :up:.
YouŽre welcome mate ! If you need more help with translation, please let me know !!!
Best regards,
Magic:salute:
Wolfstriked
06-23-11, 12:20 PM
'full' TDC device ( red button means that TDC is on MANUAL mode...glass is removed from bearing-range-aob-speed dials and player can interact with these dials at this mode ):
http://img853.imageshack.us/img853/2483/42961843.png
Questions for Reaper and the Makman and anyone who is well versed in sub warfare.I am still learning how to fire by using the RAOBF.Stoianm has some excellent tutorials on it for SH5:up: Ok,at one point though he states that range is not that important and so wasn't as precise in his reading as the other stuff.How can range not be important when it determines the gyro angle to hit a target?Or did he word it wrong?
If you look at the dials for range they seem more precise in some areas and get vague in others.Example in range dial in pic above is 3 to 10 have just a middle tic......then from 10 to 30 it has more tics to choose from....and then it gets vague again.Is this because its optimal to fire from 1km to 3km?
Second is about torp speed selection.Are the slow/med/fast speeds a set speed with variance to hit target done with gyroangle?
Third,how far below keel to set magnetic torps.
Finally,Makman will you allow us to fire from X6 and X1.5?In SH5 scope mod you did you can take readinsg from X6 or X1.5 but in SH3 its only with X12.
reaper7
06-23-11, 02:35 PM
[QUOTE=Wolfstriked]Questions for Reaper and the Makman and anyone who is well versed in sub warfare.I am still learning how to fire by using the RAOBF.Stoianm has some excellent tutorials on it for SH5:up: Ok,at one point though he states that range is not that important and so wasn't as precise in his reading as the other stuff.How can range not be important when it determines the gyro angle to hit a target?Or did he word it wrong?
Stoianm is most likely using a Fast 90 Attack. Range is not as critical in this attack method due to the Torp travelling at a constant speed vs the constant speed of the target in relation to its bearing on your scope. Look up the Fast 90 for a proper explanition of why the range is not critical for this attack.
If you look at the dials for range they seem more precise in some areas and get vague in others.Example in range dial in pic above is 3 to 10 have just a middle tic......then from 10 to 30 it has more tics to choose from....and then it gets vague again.Is this because its optimal to fire from 1km to 3km?
This is due to the Range dial being logramitic and not linear like all the other dials.
Second is about torp speed selection.Are the slow/med/fast speeds a set speed with variance to hit target done with gyroangle?
Yes these speeds are set elsewhere (Can't remember the file - these can be altered) to be fixed at 30, 40 & 44.
Third,how far below keel to set magnetic torps.
1M should be good :up:
Finally,Makman will you allow us to fire from X6 and X1.5?In SH5 scope mod you did you can take readinsg from X6 or X1.5 but in SH3 its only with X12.
If your refering to the RAOBF - you can use it in both 1.5x and 6x there are different Marker positions for each scale. :up:
Wolfstriked
06-23-11, 02:58 PM
Stoianm is most likely using a Fast 90 Attack. Range is not as critical in this attack method due to the Torp travelling at a constant speed vs the constant speed of the target in relation to its bearing on your scope. Look up the Fast 90 for a proper explanition of why the range is not critical for this attack.
I think I understand fast 90 attack and how range setting really is mute.That is if you are in optimal range so torp will hit somewhere on ship.Its not gonna give a precise attack though as I think I understand it.
This is due to the Range dial being logramitic and not linear like all the other dials.
I guess my question should of been worded.....why is 1km to 3km more precise to set range with....because its the optimal range?And Reaper dude....I dropped out in 8th grade so be easy with the scientific jambalaya.:oops:I had to look up logramitic and am still lost.:rotfl2:
Yes these speeds are set elsewhere (Can't remember the file - these can be altered) to be fixed at 30, 40 & 44.
Ahhh,thanks for that.I was thinking for awhile that torps were speeding up and slowing down but its just a switch for different set speeds.Now I must ask why are they there....I always choose fast.
1M should be good :up:
Thanks.
If your refering to the RAOBF - you can use it in both 1.5x and 6x there are different Marker positions for each scale. :up:
So no X12 in HAHD?
Off topic.:DCan you fill us in a bit on what the crew will be like and what damage model will be like?:o
reaper7
06-23-11, 04:06 PM
[QUOTE=Wolfstriked]Stoianm is most likely using a Fast 90 Attack. Range is not as critical in this attack method due to the Torp travelling at a constant speed vs the constant speed of the target in relation to its bearing on your scope. Look up the Fast 90 for a proper explanition of why the range is not critical for this attack.
I think I understand fast 90 attack and how range setting really is mute.That is if you are in optimal range so torp will hit somewhere on ship.Its not gonna give a precise attack though as I think I understand it.
Set up correctly it can be very precise. Multiple strikes at pacific points of the hull can be obtained by shooting as the target passes the correct bearing.
Also multiple ships in a column can be hit at the same time using this method
I guess my question should of been worded.....why is 1km to 3km more precise to set range with....because its the optimal range?And Reaper dude....I dropped out in 8th grade so be easy with the scientific jambalaya.:oops:I had to look up logramitic and am still lost.:rotfl2:
Basically a log is a base multiplied by a power eg 10^3 = 10x10x10 =1000.
So in the case of the Range Dial we have a a start range of 300M and and end range of 10000M but in stead of going 100, 200, 300..... 10000
its value is rasied each time by a log so its more like 100, 105, 120, 190, 400.... 10000. This means that we have greater error control at closer range than further out - this we need as we shoot at closer range (Not many shots takes at 10000M range ;)).
Imagine the dial spacing if it went linear from 300 to 10000 - It would be impossible to make out the numbers. :up:
So no X12 in HAHD?
No x12 in the HAHD Mod - as this is unrealistic (Only 1.5 and 6x were used in the scopes ;)
Off topic.:DCan you fill us in a bit on what the crew will be like and what damage model will be like?:o
Afraid I don't have any info on these myself - still has to be discussed by the Team :know:
Schwieger
06-23-11, 04:58 PM
I hope the team opts for a more realistic damage model :)
Wolfstriked
06-23-11, 05:23 PM
Excellent,thanks for the answers again Reaper.And on to the Damage model,you guys need to take a new member on to the team so that that part can be worked on parallel with the work you guys are doing.I was thinking maybe that Steibler would come on board to add a damage model to HAHD....with the decisions made by the team of course.:yeah:
makman94
06-24-11, 03:31 AM
I thought the suggestion is quite obvious - no gradient on TDC labels. The gradient labels looks overdone, unrealistic and candy - like vista in comparison to windows xp ;) My suggestion is - keep it simple, don't overdo :up:
i got what you mean now ! agree with you :up:
No, no I had already suspected those others were flood tube indicators. I meant actually those on the bottom right of the corner, for chief engineer, helmsman, etc. They are simply beautiful, streamlined but detailed and very, very fitting :yeah:
You certainly have a talent for capturing period atmosphere :up:
thank you Alberto but credits must be given to the 'Oleg of sh3' aka...Hans ! :D
he is the author of the base of these icons ,i put some layers on them (shadows ,glossy ,frames) and fit them in the gui . there will be one more alternative version for the console(a metal one) which i believe is even more beutyfull than this(wood) one :yep:
@ Reaper7 and makman: Here come my corrections (look at the second words, first words the mistake).
Hope that helps,
Magic:salute:
a yes Magic :up: . thats it what was needed ! thank you very much :up:
.....Stoianm has some excellent tutorials on it for SH5:up: Ok,at one point though he states that range is not that important and so wasn't as precise in his reading as the other stuff.How can range not be important when it determines the gyro angle to hit a target?Or did he word it wrong?
you got it wrong . range is ALWAYS important at EVERY shot . what Stoianm may saying ( i say 'may' becuase i haven't look at these tutorials) is that range is NOT SO IMPORTANT (pay attention: i am saying ''not so important'' and NOT ''not important at all'' ) at shots with gyro = 0 degrees (straight shots). in this case , yes range is not so important but you have to pull the trigger when gyro = 0 .(if gyro is not 0 then range comes in scene again !)
....Finally,Makman will you allow us to fire from X6 and X1.5?In SH5 scope mod you did you can take readinsg from X6 or X1.5 but in SH3 its only with X12.
as Reaper told you the U-BOOT HAHD is focusing on realistic values for type ii so at scope the magnifications are x1,5 and x6 .
as for the x12 of MaGui F : you can take readings from whatever magnification you want (x1,5 / x6 / x12) but you have to remember at what zoom level the numbers on rings are adjusted to work DIRECTLY WITH . for the other zooms levels you have first to multiply ,in your mind, (factor is 2 for x6 zoom and 8 for x1,5) the readings and then put them on the rings . read the Manos Optics text in MaGui's documents for more info on this .
all the rest are exactly as Reaper allready told you
Wolfstriked
06-24-11, 11:56 AM
[QUOTE=makman94;1689804]thank you Alberto but credits must be given to the 'Oleg of sh3' aka...Hans ! :D
he is the author of the base of these icons ,i put some layers on them (shadows ,glossy ,frames) and fit them in the gui . there will be one more alternative version for the console(a metal one) which i believe is even more beutyfull than this(wood) one :yep:
I was trying to think of a way to ask you to give us a metal version since I really like the way MAGUI looks.Silly of me as you take constructive criticism very well and actually do changes if you agree to it,as you already shown.
you got it wrong . range is ALWAYS important at EVERY shot . what Stoianm may saying ( i say 'may' becuase i haven't look at these tutorials) is that range is NOT SO IMPORTANT (pay attention: i am saying ''not so important'' and NOT ''not important at all'' ) at shots with gyro = 0 degrees (straight shots). in this case , yes range is not so important but you have to pull the trigger when gyro = 0 .(if gyro is not 0 then range comes in scene again !)
See thats where I am confused.If a ship is at 1km and a straight shot hits it there is no way that a ship at 4km will be hit with same speed torpedo.....the gyro angle must change so that the torpedo is aimed ahead of ship and what determines how much the gyro moves is range,speed,AOB etc.
as Reaper told you the U-BOOT HAHD is focusing on realistic values for type ii so at scope the magnifications are x1,5 and x6 .
as for the x12 of MaGui F : you can take readings from whatever magnification you want (x1,5 / x6 / x12) but you have to remember at what zoom level the numbers on rings are adjusted to work DIRECTLY WITH . for the other zooms levels you have first to multiply ,in your mind, (factor is 2 for x6 zoom and 8 for x1,5) the readings and then put them on the rings . read the Manos Optics text in MaGui's documents for more info on this .
all the rest are exactly as Reaper allready told you
Thats great Makman.I find myself alot of times too close at X12 and now I can just factor of 2 for X6.:up:
Edit,anyone know what speeds silent running was in the various subs?I found that the Type XXI had a "silent running" speed of 6.1knts but this boat was made for submerged performance.
reaper7
06-24-11, 01:03 PM
See thats where I am confused.If a ship is at 1km and a straight shot hits it there is no way that a ship at 4km will be hit with same speed torpedo.....the gyro angle must change so that the torpedo is aimed ahead of ship and what determines how much the gyro moves is range,speed,AOB etc.
Not quite, Take the first one at 1KM if you fire as the point of the ship crosses the bearing you have set up for say at 320deg (Your Torp Gyro is at 0deg).
Now if you fire at a ship at 4KM on the same bearing of 320deg it will also hit that ship in the same place. (As long as speed and AoB are still the same and Gyro is 0deg)
Why, this is because in a triangle "the square on the hypotenuse is equal to the sum of the squares on the other two sides".
http://www.qub.ac.uk/lskills/TLTP3/WN/pythagabc.gif
Where a = length of Torpedo run (Range to impact point)
b = Target distance to impact point
c = Bearing line to Target
A = Target (travelling from A thru C)
B = U-boat
C = Impact Point
So as long as the 2 Targets are travelling the same direction at the same speed and you shoot at both along the same bearing line both torps will fire straight out (Gyro 0 = No torp calculation tor turn required) they will both arrive at the same impact point on both targets. :up: (Its the same triangle only 4x bigger)
Not the best explanation but hope it helps :03:
Wolfstriked
06-24-11, 01:32 PM
Reaper dude.....I hope not to annoy you here.:D Maybe I am misunderstanding something here.If you are firing at a bearing of 320deg,how can you have a gyro of zero degrees.Is the the gyro the amount the torpedo will turn when it leaves the bow to align with its correct path?
Wolfstriked
06-24-11, 02:34 PM
Yes, Gyro andle is amount the Torpedo will turn after leaving the Tube.
Having Gyro Angle set to Zero and firing when aiming at Bearing 320 allows for travel time for both Target and Torpedo ti meet and the impact point at the same time.
Thanks Beast,that eases my ind that at least gyro angle is what I thought.I am confused still but the TDC doesn't confuse me.This just means that its hard to teach something over a forum.I will watch some more videos and see if I can figure this out.
Wolfstriked
06-24-11, 05:33 PM
WTF I am drunk and responding to ghost messages??????:O:
postalbyke
06-25-11, 07:44 AM
If you have questions about non-HAHD stuff, there's an entire forum just for that sort of thing, with plenty more people reading it... I read it every day, in fact, just for kicks...
reaper7
06-25-11, 11:51 AM
Thanks Beast,that eases my ind that at least gyro angle is what I thought.I am confused still but the TDC doesn't confuse me.This just means that its hard to teach something over a forum.I will watch some more videos and see if I can figure this out.
Hi Mate just did a quick video to show the Fast90 with gyro at 0deg.
Hope this explains your question :yeah:
http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Random/Utube.jpg (http://www.youtube.com/watch?v=j60MFYyygUo)
mkIpetrucci
06-25-11, 12:23 PM
reaper, great video, mate!
Magic1111
06-25-11, 12:31 PM
reaper, great video, mate!
2nd this ! :up:
Wolfstriked
06-25-11, 02:32 PM
Reaper,great video first off and thanks for helping me try to understand better.I'll be honest here and say that I feel dumber and dumber the more I play SH3.:wah:Its to the point that I am thinking I am not cut for the captains position so letting the AI take control of captains position and just playing the flak gunner or a helmsman.:haha:
You guys with the tracking of ships and plotting amazes me.I see ships and I go full steam ahead and salvo with just enough spread so that if ship turns to avoid at least one torpedo usually hits and usually all 3 since I get so close.But thats why I like this game....keeps me interested with its complexity and I want to learn all that stuff.
Ok,while the video showed me exactly that range is not very important in fast 90 I still do not understand why.I went and did a setup in game just like you did and then changed range thru the full dial of choices and the gyro didnt change as much as I thought,only the smaller gyro dial was spinning while the larger one moved very little.O now I believe but I think I just need to practice it and it will click finally.
Paulski
06-25-11, 03:04 PM
I can't wait to try the fast 90 attack :) So much easier to attack multiple ships in a convoy. Just 1 question; up to what range is this technique accurate enough?
reaper7
06-25-11, 07:33 PM
Reaper,great video first off and thanks for helping me try to understand better.I'll be honest here and say that I feel dumber and dumber the more I play SH3.:wah:Its to the point that I am thinking I am not cut for the captains position so letting the AI take control of captains position and just playing the flak gunner or a helmsman.:haha:
You guys with the tracking of ships and plotting amazes me.I see ships and I go full steam ahead and salvo with just enough spread so that if ship turns to avoid at least one torpedo usually hits and usually all 3 since I get so close.But thats why I like this game....keeps me interested with its complexity and I want to learn all that stuff.
Ok,while the video showed me exactly that range is not very important in fast 90 I still do not understand why.I went and did a setup in game just like you did and then changed range thru the full dial of choices and the gyro didnt change as much as I thought,only the smaller gyro dial was spinning while the larger one moved very little.O now I believe but I think I just need to practice it and it will click finally.
Thanks mate, glad it helped. As for your attack method - if it works then its a good attack ;). Tonnage sunk is tonnage sunk :haha:
And yes SH3 can be simple or as complex as one requires, true there's a lot to learn for the more complex stuff - even I don't know a lot of the more in-depth strategies like sonar only attacks or 4 bearings method.
But that's the fun in it - learning and finally clicking - Oh that's how its done. :|\\
Keep it up you'll make a great captain :up:
As you mentioned with Gyro at 0 the range only effects the gyro calculation by about 2 degrees - so even at long range like 5KM that's only an error of a few meters - not enough to effect the torp missing.
Also I plan when I finish my SH5 Mod to do up a full range of Videos to show all aspects of Silent Hunter - a full set of training vids :up:
Will do them for both SH5 and SH3 HAHD.
I can't wait to try the fast 90 attack :) So much easier to attack multiple ships in a convoy. Just 1 question; up to what range is this technique accurate enough?
As long as Target speed is measured correctly and the torps aren't spotted then distance is dependent on the torps range :up:
In the Vid range was 3.2KM on the furthest ship and hit with pinpoint accuracy.
Biggest thing that will effect the Torp is not opening the torpedo doors prior to shooting. That delay can really effect long distance shots with the torp falling behind the target :arrgh!:
But anything can happen, like target changing course etc so the closer the better when firing. :up:
Schwieger
06-25-11, 07:38 PM
...sonar only attacks
Still working on these myself :haha:
Wonder if we have any snipers around... what's the farthest you've shot from Reaper?
reaper7
06-25-11, 07:46 PM
Still working on these myself :haha:
Wonder if we have any snipers around... what's the farthest you've shot from Reaper?
The way I use sonar :ping:, I most likely only torpedo myself :har:
Furthest I shot from would be 10KM, furthest I shot and hit something was from more likely 5KM but that was with the scope :)
Wolfstriked
06-26-11, 08:48 AM
Thanks Reaper,yes its as complex as you want it to be and that makes it excellent for longitivity of gameplay.I am starting to play with some realism stuff turned on though as I think I jumped in too fast.Using NYGM though and map updates on is still very vague and you cant zoom in to see heading of ship as they disappear.
reaper7
06-26-11, 02:39 PM
Finally got the Labels redone for the Panels:
Redone them all in 4 Veraities so something for everyone :up:
English
English - Deutsch Gothic
German
German - Duetsch Gothic
http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Random/TDCCover.jpg
http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Random/FatLut.jpg
:up:
Schwieger
06-26-11, 03:02 PM
Keep it up Reaper :rock:
Ok,while the video showed me exactly that range is not very important in fast 90 I still do not understand why.I went and did a setup in game just like you did and then changed range thru the full dial of choices and the gyro didnt change as much as I thought,only the smaller gyro dial was spinning while the larger one moved very little.O now I believe but I think I just need to practice it and it will click finally.
The reason that range does not matter at 0 gyro angle, is that, while the torpedo will have to go farther at longer range, so will the target. The range therefore 'drops out' of the firing solution. When you shoot at say 30 deg. gyro angle, the torpedo must leave the tube then turn to its proper course. Your periscope view at 30 deg. will not coincide with the torpedo track for this reason, and a gyro correction is necessary. (Sometimes this is called parallax error.) The amount of the correction depends on the range (a greater angle at short range). If you could bolt torpedo tubes to the top of your periscope, the range wouldn't matter, as they could be launched on any line of sight bearing and wouldn't need to turn. This can be readily visualized if you imagine trying to torpedo a satationary target only 500 meters on your beam (90 deg. bearing). The torpedo would have to make a very sharp turn (much greater than 90 deg.).
I hope this makes sense. :)
Wolfstriked
06-26-11, 05:39 PM
The reason that range does not matter at 0 gyro angle, is that, while the torpedo will have to go farther at longer range, so will the target. The range therefore 'drops out' of the firing solution. When you shoot at say 30 deg. gyro angle, the torpedo must leave the tube then turn to its proper course. Your periscope view at 30 deg. will not coincide with the torpedo track for this reason, and a gyro correction is necessary. (Sometimes this is called parallax error.) The amount of the correction depends on the range (a greater angle at short range). If you could bolt torpedo tubes to the top of your periscope, the range wouldn't matter, as they could be launched on any line of sight bearing and wouldn't need to turn. This can be readily visualized if you imagine trying to torpedo a satationary target only 500 meters on your beam (90 deg. bearing). The torpedo would have to make a very sharp turn (much greater than 90 deg.).
I hope this makes sense. :)
:oDude thanks for that,it explains it well!!! If the bearing stays the same the farther away the ship the farther it is from zero gyroangle.....:sunny:
Reaper my bud:DYou guys continue to make my day and I will drink a beer on your behalf.Or maybe ship you some good stuff...then again being Irish you pretty much have access to great beers anyway:up:
:rock:
Beautiful art, my friend!
I already dig the Gothic style!
Kudos!
Wolfstriked,
if you are interested in these matters, further interesting reading can be found here: http://www.subsim.com/radioroom/showthread.php?t=121744 :up:
Wolfstriked
06-27-11, 12:28 PM
Wolfstriked,
if you are interested in these matters, further interesting reading can be found here: http://www.subsim.com/radioroom/showthread.php?t=121744 :up:
Very Kool guys:up::up: Your two posts opened up my brain to what it was stumbling on,and I thank you!!:D
Wolfstriked,
if you are interested in these matters, further interesting reading can be found here: http://www.subsim.com/radioroom/showthread.php?t=121744 :up:
Yes, this is an excellent explanation. +1 :up:
makman94
06-28-11, 10:12 AM
at these pics is showing the obs and attack scope of U-Boot-HAHD gui .
also (Wolfstriked) you can see the rusty metal console (the console is still in wip stage )
the obs scope :
http://img804.imageshack.us/img804/4268/98629505.png
the attack scope ( also is showing the mini TDC panel that is availiable when player hits the 'tdc' button ):
http://img580.imageshack.us/img580/5299/87222144.png
there will be also at optionals one more version for the attack scope without the 'cuts' at the upper and bottom sides,here :
http://img219.imageshack.us/img219/719/30597281.png
both scopes are adjusted to follow exactly the real scope's specifications (many thanks to Hitman for the specs info that he kindly showed and gave to me)
now, there are some questions that needs to be answered:
1. there are some sources showing that type iia had only one scope and ,on the other hand, there are sources showing that it had two of them (like the Vesikko for example) .so the question is: did the type iia had ONLY ONE scope or not?
2. there are sources also showing that type iia had NO UZO at all ! can anyone enlight us on this : did the type iia had UZO or not ? (uzo page is completely ready too but i will have to discard it if uzo didn't existed at type iia )
ps: i vote the gothic letters too , John ! very very nice ! :up:
Manos
reaper7
06-28-11, 11:39 AM
I found a lot of contadictry info on this myself with reports of one and two scopes but found these which seem to point to the latter of 2 scopes.
Here's a Pic of U-1 the first Type IIa to be launched, appears to have 2 scopes.
http://www.uboataces.com/images/u1.jpg
http://www.uboataces.com/boa-prelude.shtml
Also a set of plans for Type II German Pre WWII submarine, 1935 (D)
The scope positions seem to match the positions of the U-1 Pic above.
EDIT: Reaper I removed the image because it was very big and could result in long load times for some users. There is a link anyway below to where it can be found - Hitman
Plans found here, also more sets available:
http://www.heiszwolf.com/subs/plans/
Wolfstriked
06-28-11, 12:14 PM
Makman looks awesome and the new icons blend in better with it.And now I am torn between the two metal ones.:O:The first one you made is excellent as well.I notice now that the top of the scopes have a bearing AND a heading dial....excellent addition mate!! And the red scope button I assume brings up the RAOFB?
Now a suggestion.:DIn the space above the officer icons where the actual functions of that officer appear....is it possible to have the next level of functions appear smaller and in that box also or even slightly above.Right now you click the NO and then say search pattern...his next functions appear much larger and centered in middle of screen and slightly higher.It would just be icing on the cake for the GUI but also at times when you click for WO to identify target the target name appears under the functions you wanna click.
If it didn't have two scopes at the start, I bet it was later equipped with them for war service. That would also explain the apparently contradictory statements and pictures :up:
makman94
06-29-11, 05:16 AM
I found a lot of contadictry info on this myself with reports of one and two scopes but found these which seem to point to the latter of 2 scopes.
Here's a Pic of U-1 the first Type IIa to be launched, appears to have 2 scopes.
http://www.uboataces.com/boa-prelude.shtml
Also a set of plans for Type II German Pre WWII submarine, 1935 (D)
The scope positions seem to match the positions of the U-1 Pic above.
Plans found here, also more sets available:
http://www.heiszwolf.com/subs/plans/
very nice findings John :up: seems that we will go for two then
Makman looks awesome and the new icons blend in better with it.And now I am torn between the two metal ones.:O:The first one you made is excellent as well.I notice now that the top of the scopes have a bearing AND a heading dial....excellent addition mate!! And the red scope button I assume brings up the RAOFB?
Now a suggestion.:DIn the space above the officer icons where the actual functions of that officer appear....is it possible to have the next level of functions appear smaller and in that box also or even slightly above.Right now you click the NO and then say search pattern...his next functions appear much larger and centered in middle of screen and slightly higher.It would just be icing on the cake for the GUI but also at times when you click for WO to identify target the target name appears under the functions you wanna click.
no Wolfstriked, the numbers above the bearing are the digital gyroangle . i put this there becuase the mini tdc panel (when player has it on view) is covering the rounded gyro dial .
the heading of u-boat can be seen by two different palces at scope page (from the left bottom edge of console and from the compass dial when you clic on dials button).
yes, the red button is for the RAOBF tool.
about the smaller secondary officers's orders icons ...there will be no change there . there are some reasons for this but no need to start writing these reasons
If it didn't have two scopes at the start, I bet it was later equipped with them for war service. That would also explain the apparently contradictory statements and pictures :up:
yes,probably is like that Alberto...
i guess the same goes for the uzo too , eh ?
For sure the uzo was added later :up:
Wolfstriked
06-29-11, 11:58 AM
Ahhh......its the gyroangle:88) I am getting it slowly:up:
Uzo work is not wasted as the Type IID will have it.Are you guys releasing a Type II family or will the first release be TypeIIA exclusive?
Hans Witteman
06-30-11, 12:53 AM
Hi shipmates,
Sorry for such a long absence but i am on hyper mod for what coming and all of you will understand why very very soon just a couple more days and be prepared for an avalanche of new content.
:Kaleun_Salivating:
By the way let's thank Neal for adding our naval smileys to the smiley bank of Subsim you can grab them by clicking on the more button in the smiley panel to your right.
:Kaleun_Salute:
Fantastic work on those TDC panels team mates and wonderful work Bakkel on that first ship it has definitively the HAHD look.
Best regards Hans
reaper7
06-30-11, 01:41 AM
:Kaleun_Applaud: Yaaah, never knew there was a more button for smiley's the text is almost the same colour as the background so very hard to see. :Kaleun_Thumbs_Up:
He's baaaack!
Bring on the extra-new and shiny content!!:arrgh!:
Wolfstriked
06-30-11, 11:57 AM
Ahhhh:Kaleun_Salivating: Welcome Back Hans......
Schwieger
06-30-11, 03:20 PM
:Kaleun_Salivating:
Can't wait!
all good things come to those who wait . :salute:
Fish In The Water
06-30-11, 06:23 PM
Hi shipmates...
Good to see you back on board! :DL
brett25
06-30-11, 07:25 PM
cant wait to see whats cooking hans:shucks:
makman94
07-03-11, 05:36 PM
Hi shipmates,
Sorry for such a long absence but i am on hyper mod for what coming and all of you will understand why very very soon just a couple more days and be prepared for an avalanche of new content.
......
oh i see 'teacher' is now on periscope depth !
what are we 'expecting' Hans ???? show us a sample .....:DL
For sure the uzo was added later
thank you Alberto :up:
....
Uzo work is not wasted as the Type IID will have it.Are you guys releasing a Type II family or will the first release be TypeIIA exclusive?
after some discussion with Hans...i can tell you that ,for sure, there will be UZO on type iia . there are thoughts to be added as an upgrade item after a given date .
urfisch
07-04-11, 06:13 AM
nice news! thanks a lot!
by the way, hans. we are dealing with quite a revolutionary project. "ai wolfpacks". maybe you can help? maybe not. decide on yourself and take a look into this threat:
http://www.subsim.com/radioroom/showthread.php?t=174225
:Kaleun_Binocular:
Wolfstriked
07-04-11, 08:07 AM
After some discussion with Hans...I can tell you that ,for sure, there will be UZO on type iia . there are thoughts to be added as an upgrade item after a given date .
Great stuff! Why do I love the TypeII family so....I think I realized it last night.I love to do one patrol per night and the lack of Torpedoes makes this happen.When I play with the larger subs I find I start getting homesick and feel claustrophobic since I play with no external views.And I love to actually leave port and dock upon return.If I ever move up to a IX I think I wont be able to take it.:o
Makman,just to verify,will you release the TypeII as a family of subs or will we wait for the IID?Either way......take as much time as you guys need.:up:
Hans Witteman
07-05-11, 12:55 AM
oh i see 'teacher' is now on periscope depth !
what are we 'expecting' Hans ???? show us a sample .....:DL
.
Hi mate,
Soon it will come don't despair! Sometime i can loose a lot of valuable time doing some rendering just to show the state of the work done.
The way i work make it sometime a little difficult to release images because i often need to do a complete new setup just for that.
And also i hate to upload stuff that are not completed to the level i want them to be.
Thing are getting along very nicely and i am now pretty comfortable with statemachines controller they give us way of controlling the animation the way we want.
All i can say is that U-BOAT HAHD immersion factor will raised the bar very high.:Kaleun_Salute:
Best regards Hans
Hans Witteman
07-05-11, 01:04 AM
Great stuff! Why do I love the TypeII family so....I think I realized it last night.I love to do one patrol per night and the lack of Torpedoes makes this happen.When I play with the larger subs I find I start getting homesick and feel claustrophobic since I play with no external views.And I love to actually leave port and dock upon return.If I ever move up to a IX I think I wont be able to take it.:o
Makman,just to verify,will you release the TypeII as a family of subs or will we wait for the IID?Either way......take as much time as you guys need.:up:
Hi mate,
Yep typ IID will be included in all it glory.:Kaleun_Wink:
And the fun when going in typIIA is exactly the low number of fish i just love it, every single one of them count and a dud in typIIA almost give me a hearth attack each time i fired them.
Upon release U-BOAT HAHD will hold competition based on best tonnage accomplish and there will be very nice prize to be win in contest not in money but something like personal customization of the game aka 3d models that you wish to see in or a skin of your own choice or even yourself as a 3d kaleun in menu loading screen and i am open to others prize ideas so feel free to mention them.:Kaleun_Salute:
Best regards Hans
Hans Witteman
07-05-11, 01:11 AM
nice news! thanks a lot!
by the way, hans. we are dealing with quite a revolutionary project. "ai wolfpacks". maybe you can help? maybe not. decide on yourself and take a look into this threat:
http://www.subsim.com/radioroom/showthread.php?t=174225
:Kaleun_Binocular:
Hi mate,
Nice to see the wolfpacks starting to take shape but for the moment i got my hand full with current work so i won't touch this for awhile.
:Kaleun_Salute:
Best regards Hans
Schwieger
07-05-11, 02:23 AM
All i can say is that U-BOAT HAHD immersion factor will raised the bar very high.:Kaleun_Salute:
Best regards Hans
You know what they say about waiting :k_rofl:
Wolfstriked
07-05-11, 11:50 AM
Yep its a small boat but had its charm for sure.And the IID in all its glory is great news too!! Take your time and work the magic.:up::up:
reaper7
07-06-11, 01:09 PM
Hi mate,
Yep typ IID will be included in all it glory.:Kaleun_Wink:
And the fun when going in typIIA is exactly the low number of fish i just love it, every single one of them count and a dud in typIIA almost give me a hearth attack each time i fired them.
Upon release U-BOAT HAHD will hold competition based on best tonnage accomplish and there will be very nice prize to be win in contest not in money but something like personal customization of the game aka 3d models that you wish to see in or a skin of your own choice or even yourself as a 3d kaleun in menu loading screen and i am open to others prize ideas so feel free to mention them.:Kaleun_Salute:
Best regards Hans
Nice one Mate, I've got another U-Boot-Hahd Mug that I can offer up as a prize too (Unused of course:)):up:
http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Random/Mug.jpg
:Kaleun_Applaud:
Wolfstriked
07-06-11, 01:49 PM
Reaper,used by a member of the HAHD team only adds to the nostalgia.;) :haha:
Quite nifty!
And, yeah, I agree! Have every member of the Team drink from it at least once, and this will be an epic item! :salute::D
Hans Witteman
07-06-11, 06:45 PM
Nice one Mate, I've got another U-Boot-Hahd Mug that I can offer up as a prize too (Unused of course:)):up:
http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Random/Mug.jpg
:Kaleun_Applaud:
Hi mate,
Excellent idea but like shipmates are saying below drink in it and send it via FedEx to each team members so they can drink in it and after a thousand years that mug will be worth millions or trillions :k_rofl:
Edit: This mug must be used when working countless hours on the U-BOAT HAHD mod eh eh
Best regards Hans
Schwieger
07-06-11, 07:03 PM
Ah, a rare collectible. :)
Too bad none of us will be around to witness it :k_rofl:
Wolfstriked
07-06-11, 07:05 PM
What would suffice is for the devs to put on lipstick and each leave a lasting impression before it is sent off to the winner.:D
makman94
07-07-11, 07:23 PM
Hi mate,
Soon it will come don't despair! Sometime i can loose a lot of valuable time doing some rendering just to show the state of the work done.
The way i work make it sometime a little difficult to release images because i often need to do a complete new setup just for that.
And also i hate to upload stuff that are not completed to the level i want them to be.
Thing are getting along very nicely and i am now pretty comfortable with statemachines controller they give us way of controlling the animation the way we want.
All i can say is that U-BOAT HAHD immersion factor will raised the bar very high.:Kaleun_Salute:
Best regards Hans
.....:D....i have no doupt Oleg....erm...sorry...i meant Hans ! but hey....let me 'push' you a litlle bit !! :up:
Nice one Mate, I've got another U-Boot-Hahd Mug that I can offer up as a prize too (Unused of course:)):up:
http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Random/Mug.jpg
:Kaleun_Applaud:
that is called addiction John ! :yep: :D
reaper7
07-08-11, 09:05 AM
that is called addiction John ! :yep: :D
Need plenty of coffee while I'm building my fully working 1:1 scale TypeIIA :har:
Hans Witteman
07-08-11, 04:16 PM
.....:D....i have no doupt Oleg....erm...sorry...i meant Hans ! but hey....let me 'push' you a litlle bit !! :up:
that is called addiction John ! :yep: :D
Hi mate,
A little push is always welcome but i am pushing myself like no one else! :Kaleun_Goofy:
It is coming i know it sound repetitive but hey it's all for free! :Kaleun_Wink:
Best regards Hans
Hans Witteman
07-08-11, 04:17 PM
Need plenty of coffee while I'm building my fully working 1:1 scale TypeIIA :har:
Hi mate,
Are you really doing a scale model?
Best regards Hans
Wolfstriked
07-08-11, 04:56 PM
Hans,back to work dude.....:rotfl2:Yes its free and we all love you modders!!!:up:
EDIT.....a few things for Makman....any way to give us the Uzo look without the sidepanels for the binoculars?The round one from Magui makes me feel like I am looking thru a periscope.Maybe as an option?Second is if its possible....when you target something in game at times a small triangle appears signaling that its targeted.Is it possible that airplanes would always have this on.I ask because when you look out with the scopes,if a plane is in vicinity,you will never spot it due to how monitors/resolution works.In some games the devs would add a pixel when the plane disappears so that you can still see them but SH3 has no feature.The triangle would work perfect and make looking with the scopes before surfacing actually useful.
reaper7
07-09-11, 09:48 AM
Hi mate,
Are you really doing a scale model?
Best regards Hans
Hehe no just joking 1:1 would be fullsize :D. Hmmm but maybe :hmmm:
TheBeast
07-10-11, 12:30 AM
Have you seen the Cocaine Cartel Submarines from Brazil?
History Channel says they must have some good engineers designing these new boats but I think they just hang out here at SubSim.com:haha:
These new subs have Schnorchels and run submerged at depth of about 30 feet at high speeds with range of 14-20 thousand miles. No Periscope but they have Camera's mounted on the Snorkle Head and GPS Navigation.
The boats in this article (http://www.spiegel.de/international/world/0,1518,562603,00.html)are nothing compared the ones they have recently found (http://en.wikipedia.org/wiki/File:Narco_submarine_seized_in_Ecuador_2010-07-02_1.jpg).
http://upload.wikimedia.org/wikipedia/commons/4/41/Narco_submarine_seized_in_Ecuador_2010-07-02_1.jpg
Lol, I too think they hang out here at Subsim. Maybe we should ask Hans what he did during his absence.:rotfl2:
Oi, Do they have shots of the Interior?
Wouldn't be surprised if they used the design by Flakmonkey!:arrgh!:
TheBeast
07-10-11, 10:02 AM
Lol, I too think they hang out here at Subsim. Maybe we should ask Hans what he did during his absence.:rotfl2:
Oi, Do they have shots of the Interior?
Wouldn't be surprised if they used the design by Flakmonkey!:arrgh!:
In the TV documentary they had interior shots.
Entire boat was controlled by a laptop computer located at the helm.
The two Air compressors looked like the 800 gallon compressors you get at costco or something.
Maybe 5 bunks, toilet, fresh water tanks, refridgerator, microwave, air conditioning, etc.
They didn't say how deep it could dive but they did say it was comparible to WWII submarines.
makman94
07-11-11, 04:29 AM
Hi mate,
A little push is always welcome but i am pushing myself like no one else! :Kaleun_Goofy:
It is coming i know it sound repetitive but hey it's all for free! :Kaleun_Wink:
Best regards Hans
:salute:
.....
EDIT.....a few things for Makman....any way to give us the Uzo look without the sidepanels for the binoculars?The round one from Magui makes me feel like I am looking thru a periscope.Maybe as an option?
yea ,thats pretty easy to be done but ,actually, looking through a binocular ...you have a round view and not the uzo's view look . also,and the uzo has a round view but i made it not rounded just for game's reasons (for player distinguish immediatelly uzo and binoculars page)
Second is if its possible....when you target something in game at times a small triangle appears signaling that its targeted.Is it possible that airplanes would always have this on.I ask because when you look out with the scopes,if a plane is in vicinity,you will never spot it due to how monitors/resolution works.In some games the devs would add a pixel when the plane disappears so that you can still see them but SH3 has no feature.The triangle would work perfect and make looking with the scopes before surfacing actually useful.
these 'triangles' are hardcoded ,meaning that can't be altered and have the behaviour you are asking without hacking the executables. but even if it was possible .... i don't believe it is a good idea becuase no real at all to see these 'triangles' !
Wolfstriked
07-11-11, 11:53 AM
:salute:
yea ,thats pretty easy to be done but ,actually, looking through a binocular ...you have a round view and not the uzo's view look . also,and the uzo has a round view but i made it not rounded just for game's reasons (for player distinguish immediatelly uzo and binoculars page)
these 'triangles' are hardcoded ,meaning that can't be altered and have the behaviour you are asking without hacking the executables. but even if it was possible .... i don't believe it is a good idea becuase no real at all to see these 'triangles' !
Copy that Makman,its just that it feels like binoculars when it looks like them.Your mod your choice and I will still use your stuff.:O:
Your most likely correct that triangles is most likely hardcoded since its a much wanted effect in flight sims and the devs must change the executable to change.I have modded my game to have high realism in weapons and I get shredded to pieces when I surface with a plane around.Last night a Flying Sunderland first shot me up so bad that I think I would of sunk from flooding but then finished me off with a perfectly placed bomb that blew the sub out the water.First time I have ever been destroyed by an airplane.:haha:
Please please make the mod compatible with stock gui/interface. I prefer the original and like using my own modifications. Every mega mod has a totally new gui and it's unnecessary, imo. Same goes for the redundant loading screens and new music. :hmmm:
Thanks for consideration.
Wolfstriked
07-12-11, 12:29 PM
the obs scope :
http://img804.imageshack.us/img804/4268/98629505.png
Manos
Makman,dont hate me,but I still feel that the OB should have a wider FOV.I know Hitman has shown that the OB and attack scopes both had equal zoom/fov levels and internet search only proves this is correct.In fact,the real difference of the two scopes is the attack had a smaller glass viewport so less light enters and hence less reflection on surface allowing more stealth in daylight hours.This is not modeled in SH3 as the only factor is the amount the scope sticks out the water.....so that is mute.
But a wider FOV to the OB scope will allow a better observation of the surface while at the max zoom and this is important because the planes disappear at the 1.5x setting at a very close distance.With 6x and wider FOV you can scan the skies much better.
I know alot of work has been spent on the scopes so its your choice if more is in fact called for so hear me out before you say NO.:DWhat I am thinking is the observation scope as big as the the outline of the actual scope and without the cuts at top and bottom for maximum scope FOV real estate.This removes the bearing and gyroangle dials and also the two buttons for the stadimeter and RAOFB sadly so again its your call.:cry:
Another thing is the lines at night are dimmer than the main vertical and horizontal line in MaguiF and makes it very hard to see them at certain light levels.Any chance for a preview of the new graphs at low light levels???
karamazovnew
07-12-11, 06:25 PM
Makman, that interface looks just... I'm out of words really. It really fits the Silent Hunter 3 atmosphere and is by far the best looking interface I've seen for any sub sim. Won't you release it for GWX while we wait for HAHD to be completed? ;) I'd recommend making a separate thread for the interface so that it would be easier to keep up to date with it and discuss interface only related issues.
@Wolfstrike: the better visibility of the OS only comes from its ability to rotate up more and the increased light quantity that passes through the lens having no stadimeter prisms. While tweaking Mikhayl's ACM interface years ago I promoted the use of "filters" to make the OS appear brighter at night too. As for the lens markings, they'll lit up at night just like the center lines. Apparently, putting the image for the markings in a particular group makes them change color at night. Pretty handy.
Wolfstriked
07-12-11, 08:14 PM
@Wolfstrike: the better visibility of the OS only comes from its ability to rotate up more and the increased light quantity that passes through the lens having no stadimeter prisms. While tweaking Mikhayl's ACM interface years ago I promoted the use of "filters" to make the OS appear brighter at night too. As for the lens markings, they'll lit up at night just like the center lines. Apparently, putting the image for the markings in a particular group makes them change color at night. Pretty handy.
I just feel that making it bigger would benefit the player in that its hard to scan the skies at x6 with small FOV.The 1.5x setting was what was most likely used in real life but the planes would not disappear at that zoom level.Also,you point out that the reason for the brighter OS scope is due to the lack of the stadimeter prisms.:hmmm:
And the night time green lines work its just that the small tick marks are less bright and at certain light levels its hard to see them....could be on my side though.:k_confused:
postalbyke
07-12-11, 09:22 PM
Yeah, I frequently have to dip scope to see the numbers when I'm attacking at dawn/dusk... the green color just blends in with the sky somehow (I love magui otherwise)
makman94
07-13-11, 07:10 AM
Makman, that interface looks just... I'm out of words really. It really fits the Silent Hunter 3 atmosphere and is by far the best looking interface I've seen for any sub sim. Won't you release it for GWX while we wait for HAHD to be completed? ;) I'd recommend making a separate thread for the interface so that it would be easier to keep up to date with it and discuss interface only related issues.
.....
hello Kara , very nice to see you around :DL . i am glad that you like the gui ( your opinion is always valuable for me ) !
no , it will not be released to any other supermod EXEPT for the ONE that U-Boot-HAHD will be joined with (IF Hans decide so). if Hans decide to release the U-Boot-HAHD mod as a stand alone mod then the gui will be part only for U-Boot-HAHD.
ps: your menu renumberer tool did FANTASTIC job Kara !! sometimes i thought that will be get on 'fire' be the extend use i made to it !! thank you very very much that you sent it to me !!:DL
makman94
07-13-11, 07:19 AM
@ Wolfstrike,
There are three parameters that must always be balanced and adjusted if you want to have proper scopes (and scopes that you know what you have done).
these parameters are the viewport values , the angular angle value and the diameter of scope . the first two are effecting the objects sizes (each one with its own way) and the diameter of scope ...obviously is effecting what the player's eye will see on screen.
the 'building' of scopes starts exactly from the last parameter ! i mean that the designer FIRSTLY will have to decide how much big will be the 'hole' of scope and then adjust the other two parameters.
so, Wolfstriked, the diameter of scope is very very important . you can't make it extremely small (becuase this will give to user the sense that looks through a small 'hole') or extremely big (this will give to user the sense that he is looking through a window and not a scope). the diameter of scopes that you see in MaGui was altered by a currently on duty officer that he is serving on greek submarines and he has sticked his eye to scope many many times.
now, if you want to make the diameter bigger ,as you say, (for better view) and don't adjust the other two parameters ...have in mind that this will ruin the fov of scope (at MaGui's scopes fov=38 degrees and at these new scopes for type uiia fov=40 degrees). now, if you want to have proper scopes with bigger diameter you will have to adjust the other two parameters too in order to set the scope to ,for example, fov=40 degrees. BUT even if you do that you WILL NOT SEE more AMOUNT of skies than the current settings ! the only difference will be that the 'hole' of scope will cover more space on your screen and thats all (fov will be 40 degrees to both situations).
so , it is important to understand that what you are asking is to create a scope with an extremely large fov(and not nesecerelly a bigger 'hole') and as U-Boot-HAHD is focusing to realism this is out of discussion at all !
@ Wolfstrike and Postalbyke,
about the brigthness (or color) of reticles:
look at this pic and tell me does the brightness or color of reticles are bothering you ? (it is deep night-MaGui F have also the same settings at brightness and color of reticles) :
http://img708.imageshack.us/img708/1525/reticlesnight.png
i believe that both will answer NO. that was my main 'guide' when i was adjusting the brightness of reticles(-the green color is hardcoded afaik). i mean that the 'guide' was to make them vissible but less ,as possible, annoying during the deep night . of course there are times of day that these reticles will not be clearly seen either becuase of brightness and either becuase of their color ! this is normal to be happening if you think how many colors the environment may change (i guess that it was possible to happen to reality back then too)!the only solution to this is to give an extreme color to reticles which will not conflict with env's colors (like a red for example) but it was not so nice during day(plus that will not change color during day or night) so i left it behind .
about the filters : the scopes that you see at pics are only shadowed at the edges of lens. no saturation at all is altered to them . i have added to code some lines that can 'read' a filter (tga image) so player will have the abillity to choose a filter that he likes to apply on scopes or to create a new one that fits to his tastes.(as it is allready done in MaGui)
@makman: This GUI looks fantastic. Hope it will also be available as standalone.
postalbyke
07-13-11, 09:38 AM
It does look awesome, Makman!
As long as the bearing numbers are not set against the sky, it's easy to read, so I'd say, problem solved!
Are the two red buttons at the top on either side of the bearing readout a kind of toggle for the reticle shape?
And,
I noticed the vertical divisions on the reticle are a different spacing than the horizontal. Is the RAOBF going to work the same?
Thank you so much for your hard work and contributions to this project!
Hans Witteman
07-13-11, 12:00 PM
http://img708.imageshack.us/img708/1525/reticlesnight.png
Hi mate.
You are one of a kind regarding GUI design the interface is beyond my wildest dreams when i start U-BOAT HAHD i never expected i would team with such talented team mates you and reaper are simply the best.
Looking at this screen is always a pure delight:Kaleun_Salute:
Today i am putting the last touch at what coming and i also found some new ways to used Anvart recent controllers that will enhanced greatly the damage aspect of any weapons.
Best regards Hans
reaper7
07-13-11, 12:30 PM
Makman, that interface looks just... I'm out of words really. It really fits the Silent Hunter 3 atmosphere and is by far the best looking interface I've seen for any sub sim. Won't you release it for GWX while we wait for HAHD to be completed? ;) I'd recommend making a separate thread for the interface so that it would be easier to keep up to date with it and discuss interface only related issues.
@Wolfstrike: the better visibility of the OS only comes from its ability to rotate up more and the increased light quantity that passes through the lens having no stadimeter prisms.
So there was no stadimeter in the Obs scope Only the Attack scope :hmmm:
That would give reason for both scopes.
Obs Scope = More rotation up/down for better Target Searching - More Light.
Attack Scope = Stadimeter for range finding - less light.
Hi mate.
You are one of a kind regarding GUI design the interface is beyond my wildest dreams when i start U-BOAT HAHD i never expected i would team with such talented team mates you and reaper are simply the best.
Looking at this screen is always a pure delight:Kaleun_Salute:
Today i am putting the last touch at what coming and i also found some new ways to used Anvart recent controllers that will enhanced greatly the damage aspect of any weapons.
Best regards Hans
Likewise Mate, couldn't have teamed up with a better bunch of lads if I wanted too :up:.
Last touches - :Kaleun_Cheers: So previews today ? :Kaleun_Binocular:
@MAkman Your UI gets better every time I fire it up - currently trying out the addons :yeah:
Wolfstriked
07-13-11, 12:55 PM
Oh man,I am in heaven here.The quality of work you guys are bringing is top notch and I must say that you guys and all the modders are very much appreciated.:up::up:
About the green reticule lines.I think you misunderstood me.What I mean is that the graph lines are not as bright as the center vertical and horizontal lines.
Makman,I understand the Submarine officer telling you that the diameter you see is what you would in a real submarine and understand your choice to leave it as it is.You wrote this below and I feel that the OS would benefit with the larger FOV by having no cuts.The attack scope having them fits since the square attack scope viewport "might" cause the cuts to appear.
there will be also at optionals one more version for the attack scope without the 'cuts' at the upper and bottom sides,here :
http://img219.imageshack.us/img219/719/30597281.png
EDIT.....forgot to say that the new dials are sexy time for submariners!!!:D
As an old grouch :O: I will say that the golden frame colour of the two dials on the left is exaggerated and ugly, and doesn't fit the rest of gui (a great work with it!).
Schwieger
07-13-11, 02:31 PM
Hans I've been meaning to ask you, did you sort out the interiour flooding problem?
reaper7
07-13-11, 04:05 PM
As an old grouch :O: I will say that the golden frame colour of the two dials on the left is exaggerated and ugly, and doesn't fit the rest of gui (a great work with it!).
There more realistic than exaggerated, being based of the real deal ;).
But I have them in the same brass colour as the actual dials casing too, but then they are too bright at night. The darker colour blends in much better for both day/night use.
http://www.u-boot-hahd.com/ubootwebsite/wp-content/plugins/dm-albums/php/image.php?image=/home/reaper7/u-boot-hahd.com/ubootwebsite/wp-content/uploads/dm-albums/Interface/TypeIIA%20Gauges.png°rees=0&scale=yes&width=550&height=550&maintain_aspect=yes&rounding=nearest
Iron Budokan
07-13-11, 04:14 PM
This looks absolutely fascinating. The amount of work, detail, and love you guys have put into this mod is nothing short of amazing.
Thank you ahead of time for all your hard work. I am really looking forward to the release of this mod and trying it out! :salute:
Wolfstriked
07-13-11, 04:42 PM
There more realistic than exaggerated, being based of the real deal ;).
But I have them in the same brass colour as the actual dials casing too, but then they are too bright at night. The darker colour blends in much better for both day/night use.
http://www.u-boot-hahd.com/ubootwebsite/wp-content/plugins/dm-albums/php/image.php?image=/home/reaper7/u-boot-hahd.com/ubootwebsite/wp-content/uploads/dm-albums/Interface/TypeIIA%20Gauges.png°rees=0&scale=yes&width=550&height=550&maintain_aspect=yes&rounding=nearest
Brilliant!!! Makes a bunch of sense to have them darker.The rudder setting dial seems unreal.:up:
reaper7
07-13-11, 04:56 PM
Brilliant!!! Makes a bunch of sense to have them darker.The rudder setting dial seems unreal.:up:
Yes Makman did a great job on the Rudder Dial :yep: His work always impresses :up:
Hans Witteman
07-13-11, 05:37 PM
Hans I've been meaning to ask you, did you sort out the interiour flooding problem?
Hi mate,
Yep everything work the way i intended to and now it is even better because i used the new animation texture controller from Anvart and i add sheet of paper and miscellaneous objects floating in the flood compartment water:Kaleun_Thumbs_Up:
I also find a way to use it to make damage made by weapons a all new ball game i can already see you guys abusing of the deck gun and flak:Kaleun_Salivating:
I used it for the torpedoes damage in a very efficient way and visually it is a blast to look at.
I am only starting to see place i can used texture animation controller and more surprised are coming along the way.
Best regards Hans
Hans Witteman
07-13-11, 05:40 PM
This looks absolutely fascinating. The amount of work, detail, and love you guys have put into this mod is nothing short of amazing.
Thank you ahead of time for all your hard work. I am really looking forward to the release of this mod and trying it out! :salute:
Hi mate,
You are welcome my friend without you guys there would be no point of making that:Kaleun_Salute:
Best regards Hans
Fish In The Water
07-13-11, 09:18 PM
Yep everything work the way i intended to and now it is even better because i used the new animation texture controller from Anvart and i add sheet of paper and miscellaneous objects floating in the flood compartment water:Kaleun_Thumbs_Up:
Sounds great, cheers for all the hard work! :yeah:
Schwieger
07-13-11, 09:52 PM
I also find a way to use it to make damage made by weapons a all new ball game i can already see you guys abusing of the deck gun and flak:Kaleun_Salivating:
As long as you updated the damage model on the seagulls :k_rofl:
makman94
07-14-11, 08:25 AM
@makman: This GUI looks fantastic. Hope it will also be available as standalone.
thank you H.Sie but it is not a decision that is only mine. Reaper has work on this gui ...Hans also and still he is working on some new stuff so i hope to understand that what will happen is team's decision :yep:
.....
Are the two red buttons at the top on either side of the bearing readout a kind of toggle for the reticle shape?
And,
I noticed the vertical divisions on the reticle are a different spacing than the horizontal. Is the RAOBF going to work the same?
Thank you so much for your hard work and contributions to this project!
hi Postalbyke,
NO,the left button is for the raobf tool [something new here is that it will be released two versions of raobf tool ...one MILS version (the default one) and one DEGREES version (optional)]
the right button is activating the stadimeter (user will have three 'different' ways to get range with this gui)
the difference that you see at vertical and horizontal divisions on the reticle of obs scope is becuase the vertical is mils and the horizontal is degrees . historical things...german scopes....
don't worry ...everything is working absolutely perfect with the scopes !
Hi mate.
You are one of a kind regarding GUI design the interface is beyond my wildest dreams when i start U-BOAT HAHD i never expected i would team with such talented team mates you and reaper are simply the best.
Looking at this screen is always a pure delight:Kaleun_Salute:
Today i am putting the last touch at what coming and i also found some new ways to used Anvart recent controllers that will enhanced greatly the damage aspect of any weapons.
Best regards Hans
what can i say ?....thank you very much 'teacher' . i know how much demanding is your u-boot hahd expectations and this post is much more than a 'thank you' for me.:up:
@MAkman Your UI gets better every time I fire it up - currently trying out the addons :yeah:
not my gui John...without your support will never have this shape :up:
.....
About the green reticule lines.I think you misunderstood me.What I mean is that the graph lines are not as bright as the center vertical and horizontal lines.
......
Wolfstriked prepare for THE detail now !
...:D...if you look closer maybe you will notice that the horiz line is brighter than the vertical line .that is becuase the horiz line is 'hiding' the stadi line when you haven't activate the stadi ! i can't shadow this stadi's line (seems hardcoded) but you can bet that if i could i would have shadow this line too (not brighter...but darker !)
As an old grouch :O: I will say that the golden frame colour of the two dials on the left is exaggerated and ugly, and doesn't fit the rest of gui (a great work with it!).
i think i know what you mean and was on my todo list but once you mentioned it (thank you for that) have a look at this pic ....is it better now ?
http://img823.imageshack.us/img823/3381/dials.png
This looks absolutely fascinating. The amount of work, detail, and love you guys have put into this mod is nothing short of amazing.
Thank you ahead of time for all your hard work. I am really looking forward to the release of this mod and trying it out! :salute:
one of the best 'thank you' post Iron Budokan ...gives the feel of truth ! thank you too:up:
Hi mate,
..... i add sheet of paper and miscellaneous objects floating in the flood compartment water:Kaleun_Thumbs_Up:
....
you never stop the 'surprises' Hans....:o
Fubar2Niner
07-14-11, 09:00 AM
Absolutely excellent work makman, and Hans floating debris in the flooded compartments ! Shipmates you all deserve a medal for your outstanding contributions :Kaleun_Applaud:
Best regards.
Fubar2Niner
makman94
07-14-11, 09:35 AM
.....Shipmates you all deserve a medal for your outstanding contributions :Kaleun_Applaud:
.....
We are not interested for medals Fubar2Niner ...:dead:
u-boot hahd is a very big project and ,in fact , will push the sh3 to modding levels that no one has ever imagined . but Hans needs the support by all of us if you want to see how far this can go . it is really sad that i see the community to stand against this brilliant guy instead of supporting him as much they can !
the team definetely needs more hands ,the ''outstanding contributions'' of the current members are not enough if you want to see this project complete 100% . most believe that it is a uiia project but if you look closer ....can you see how many things that are coming can be used to other boats too? animations,ports,cranes,ships and many many other that the list will be endless .it was Hans who started all this(opening threads...asking things that all have as 'dead' or 'impossible' till today) ...a big inspiration that sh3 was about to have long time ago !
anyway, team definetely needs more hands and especially we need a guy that will be able to manage the campaign files . i hope that someone i have in my mind (i will pm him when time comes) will agree to take part on this .talking for campaigns ...this guy is definetely the 'diamond' and you all know him very well .if he agreed there are allready two very talented members (that i respect very much) that have told me will help him to finish the project .
as you understand this project is not Hans's or mine or Reapers's or rest team's....it is a project for sh3 itself and all that you love modding (and not your ego) are always wellcome to team
Fubar2Niner
07-14-11, 10:09 AM
@makman
Very well put shipmate. As you can see from this thread
http://www.subsim.com/radioroom/showthread.php?t=174889 post#5
I am a long standing admirer and supporter of Hans work, dating back to his beautiful torpedo HAHD release. Unfortunately I'm no modder, the only help I have managed to date is signing up for dropbox a long ways back :oops:
Keep up the good work Team HAHD :salute:
Best regards.
Fubar2Niner
Hans Witteman
07-14-11, 11:38 AM
We are not interested for medals Fubar2Niner ...:dead:
u-boot hahd is a very big project and ,in fact , will push the sh3 to modding levels that no one has ever imagined . but Hans needs the support by all of us if you want to see how far this can go . it is really sad that i see the community to stand against this brilliant guy instead of supporting him as much they can !
the team definetely needs more hands ,the ''outstanding contributions'' of the current members are not enough if you want to see this project complete 100% . most believe that it is a uiia project but if you look closer ....can you see how many things that are coming can be used to other boats too? animations,ports,cranes,ships and many many other that the list will be endless .it was Hans who started all this(opening threads...asking things that all have as 'dead' or 'impossible' till today) ...a big inspiration that sh3 was about to have long time ago !
anyway, team definetely needs more hands and especially we need a guy that will be able to manage the campaign files . i hope that someone i have in my mind (i will pm him when time comes) will agree to take part on this .talking for campaigns ...this guy is definetely the 'diamond' and you all know him very well .if he agreed there are allready two very talented members (that i respect very much) that have told me will help him to finish the project .
as you understand this project is not Hans's or mine or Reapers's or rest team's....it is a project for sh3 itself and all that you love modding (and not your ego) are always wellcome to team
Hi mate,
Don't worry U-BOAT HAHD will be deliver because we all know that no other game studio will do the kind of game we are building simply because no studio would put such a tremendous amount of hours in one game.
Also my opinion is that Kriegsmarine U-boat operations are the only interesting theater of war for submarine warfare because of the time it last and the resources involve.
With the recent addition that you will soon all see here sh3 will be your best option for full Atlantic theater warfare.
A game engine is never too old if you know how to work your way with graphic and tips and trick that you grab over the years.
Bad artists will always tell you the game engine is too old because even with a brand new game engine they simply can't make nice artwork and i see plenty of recent games that are worth nothing with latest technology.
The sh3 engine is rock solid an never cease to amaze me on it robustness.
Ok enough talk time for me to go finish what some of you are anxious to see!:Kaleun_Salute:
Best regards Hans
reaper7
07-14-11, 11:45 AM
http://img823.imageshack.us/img823/3381/dials.png
Makman you hit the nail on the head with that darker brass colour.
I think that's definitely the best shade for balance between Day and Night use :up: Much better than my original brass and your darker brass one - don't do any more with it, its perfect :up::up::up:
And as you already stated the U-Boot_HAHD project is not just a Team Mod to outdo other Teams already outstanding work to date, but more a Mod to push the boundaries of all that accumulated knowledge and merge it with all the new knowledge and techniques that are still being discovered even today (Just look at Anvarts new Animation controllers :|\\).
And I put my Hand out to all Modders past and present to join this group effort, to bring SH3 to the next level - all that was learned before does not need to be lost but reintegrated back into SH3 ;).
So think of this as not A team Mod but a whole community Mod, that all are welcome to join - there's plenty to be done and anyone is to be able to something no matter how small :up:
SH3 is definitely alive and about to put a Torp into the keel of all doubters :arrgh!:.
Long live SH3, May she sail the seven seas... :haha:
Wolfstriked
07-14-11, 12:26 PM
The brass is perfect in the newest version,as Reaper pointed out.Makman,copy that about the line being brighter due to hiding the stadimeter line.Your forgot my suggestion #27 though:O:........You mention making the attack scope without the cutouts.I think the attack scope should be the one that has the cutouts and the OS without for better FOV to observe with.
reaper7
07-14-11, 12:59 PM
The brass is perfect in the newest version,as Reaper pointed out.Makman,copy that about the line being brighter due to hiding the stadimeter line.Your forgot my suggestion #27 though:O:........You mention making the attack scope without the cutouts.I think the attack scope should be the one that has the cutouts and the OS without for better FOV to observe with.
Current way is historically accurate. Obs had the cutouts. Attack didn't (Although with Type IIA were not sure if it had/had not cutouts :hmmm:).
The way makman has done the scopes everything is authentic from the bearing lines to the degree spacing between the graticule markings :yep:
So when you use these scopes in the mod - you'll see thru them as if you were on the real TYPIIA. :up:
And that is what we are striving for with HAHD - Highly Accurate Highly Detailed. :Kaleun_Thumbs_Up:
Wolfstriked
07-14-11, 01:04 PM
Current way is historically accurate. Obs had the cutouts. Attack didn't (Although with Type IIA were not sure if it had/had not cutouts :hmmm:).
The way makman has done the scopes everything is authentic from the bearing lines to the degree spacing between the graticule markings :yep:
So when you use these scopes in the mod - you'll see thru them as if you were on the real TYPIIA. :up:
And that is what we are striving for with HAHD - Highly Accurate Highly Detailed. :Kaleun_Thumbs_Up:
Ahhh,didn't know that and authenticity is key so......Keep striving:rock:
There more realistic than exaggerated, being based of the real deal ;).
But I have them in the same brass colour as the actual dials casing too, but then they are too bright at night. The darker colour blends in much better for both day/night use.
I am eating my hat now, Reaper. Thanks for the real world pictures!
i think i know what you mean and was on my todo list but once you mentioned it (thank you for that) have a look at this pic ....is it better now ?
This is exactly what I've had on mind - more warlike atmosphere, desaturated colours, like the rest of gui :up:
Wolfstriked
07-14-11, 06:39 PM
Ahoy HAHD team.....I have tweaked the water/uboat physics more and am finally happy with it.Try it out and tell me what you think.I uploaded 4 videos to the U-Boot_HAHD Supporters drop box.
The stock one is to show stock to compare with.I use GWX16km mod as base with changes to scene.dat and the typeIIA sub stats.
Madox58
07-14-11, 08:02 PM
Many Modders that may not claim to be a member of the HAHD Team
do contribute in many ways.
You might be aware of this effort, you might not, as alot of stuff crosses many threads.
There's also the PM's that do fly back and forth between people.
One thing I Hate with a passion is totally being open on many things until release!
The surprise and 'WOW' factor is screwed up by 'Johnny Come Lately's'
Who only wish to garner some sort of fame then claim 'they' did it all.
reaper7
07-15-11, 01:37 AM
Ahoy HAHD team.....I have tweaked the water/uboat physics more and am finally happy with it.Try it out and tell me what you think.I uploaded 4 videos to the U-Boot_HAHD Supporters drop box.
The stock one is to show stock to compare with.I use GWX16km mod as base with changes to scene.dat and the typeIIA sub stats.
Cheers WolfStriked, look forward to viewing your changes - I know from read your threads that your striving for perfection in the u-boat handling :up:
Many Modders that may not claim to be a member of the HAHD Team
do contribute in many ways.
You might be aware of this effort, you might not, as alot of stuff crosses many threads.
There's also the PM's that do fly back and forth between people.
One thing I Hate with a passion is totally being open on many things until release!
The surprise and 'WOW' factor is screwed up by 'Johnny Come Lately's'
Who only wish to garner some sort of fame then claim 'they' did it all.
Exactly - that's why I prefer to think of this as a community Mod rather than a group Mod :yep:.
It would not be where it is today without all the help in the background from many great Modders - even though there names don't appear here in this thread :up: And I wish to thank all for there continued support in this community Mod :rock:
Hello everyone.
Firtstly I'd like to say that You Hans and Your team's work really rocks!
I'm looking at this topic as often as I can, and I'm always amazed with this Community work. I'm out of words to say how nice it looks at current state, and I can't just imagine how cool this mod will be when finished. You guys put into it really great work and heart - Thank you for doing that :yeah:
When I'm looking at new GUI (breathtaking) I'm just curious if there is plan to release 16:10 version too? Or it will be released only in 4:3 version?
postalbyke
07-15-11, 06:56 AM
@wolfstrike
Hey bro, don' wanna shoot you down too soon, but I can't see anything when I play those videos, I just get some nice sea sounds...
What'd you use to make these?
Love the Brass!!
It long has been one of the charms of ship-design.
Keep it up and brass away!:rock:
reaper7
07-15-11, 08:36 AM
@Wolfstriked, just viewed then vids you made. I must say what a difference - boat dynamics are great looks good to me :up: Really like the handling in rough seas.
You might email it on to me for testing :up:
Wolfstriked
07-15-11, 12:18 PM
Thanks Reaper,I will email it to you later.Yeah its alot of testing over and over to finally find what does what.The SH3 waves system is of course not perfect so things need to be tweaked as best as possible.One example is that I tried lowering the L/R drag to give a it more sway but ran int a bug of the boat turning to new heading and slowly reverting back to old.:oThat took awhile to figure out WTF went wrong.
Postalbyke,I used fraps and it took me so long to get it working that I have no doubt there would be issues.I have a USB headset and it would not record sound at all.I tried removing the headset forgetting I had no sound card to run since I threw it away when I purchased the headset(with soundcard built in).I scoured the net for LogiG35/fraps no sound issues only to find suggestions that didn't work.Then I took a chance on a silly thought and stuck the microphone tip into the ear piece and:up:.
Also,Postal,you should try VLC video player.Its known on the net to cure so many issues people have with WMP and it cured alot of mine.
http://www.videolan.org/vlc/
Hans Witteman
07-15-11, 11:44 PM
Hello everyone.
Firtstly I'd like to say that You Hans and Your team's work really rocks!
I'm looking at this topic as often as I can, and I'm always amazed with this Community work. I'm out of words to say how nice it looks at current state, and I can't just imagine how cool this mod will be when finished. You guys put into it really great work and heart - Thank you for doing that :yeah:
When I'm looking at new GUI (breathtaking) I'm just curious if there is plan to release 16:10 version too? Or it will be released only in 4:3 version?
Hi mate,
Thank for the good words that what drive us to push the envelope to the limit:Kaleun_Cheers:
For the GUI Makman our GUI esthetic surgeon will surely answer you as soon as he read the post keep in touch! :Kaleun_Salute:
Best regards Hans
Hans Witteman
07-15-11, 11:52 PM
Absolutely excellent work makman, and Hans floating debris in the flooded compartments ! Shipmates you all deserve a medal for your outstanding contributions :Kaleun_Applaud:
Best regards.
Fubar2Niner
Hi matey,
You are welcome my friend and a big thank to Anvart for this great new controller and you will soon see some of the new features i implemented with that controller to mention one is new damage for weapons when hitting a ship with deck gun or flak and torpedoes you will see the true power of that controller at work:Kaleun_Thumbs_Up:
Best regards Hans
reaper7
07-16-11, 05:21 AM
Thanks Reaper,I will email it to you later.Yeah its alot of testing over and over to finally find what does what.The SH3 waves system is of course not perfect so things need to be tweaked as best as possible.One example is that I tried lowering the L/R drag to give a it more sway but ran int a bug of the boat turning to new heading and slowly reverting back to old.:oThat took awhile to figure out WTF went wrong.
Postalbyke,I used fraps and it took me so long to get it working that I have no doubt there would be issues.I have a USB headset and it would not record sound at all.I tried removing the headset forgetting I had no sound card to run since I threw it away when I purchased the headset(with soundcard built in).I scoured the net for LogiG35/fraps no sound issues only to find suggestions that didn't work.Then I took a chance on a silly thought and stuck the microphone tip into the ear piece and:up:.
Also,Postal,you should try VLC video player.Its known on the net to cure so many issues people have with WMP and it cured alot of mine.
http://www.videolan.org/vlc/
Excellent Mate, downloading it now :up:. Yup tweaking is a slow and frustrating job at times - I commend you on your determination to get it working to best of the engines abilities :salute:.
Got a pair of those headphones myself recently - must say I love them.
(When I get to use them of course - my kids have discovered them too and love them as much, so there always dissapearing :haha:)
Rickster1
07-16-11, 08:43 AM
Where can i get a copy of the video please
Wolfstriked
07-16-11, 02:12 PM
Excellent Mate, downloading it now :up:. Yup tweaking is a slow and frustrating job at times - I commend you on your determination to get it working to best of the engines abilities :salute:.
Got a pair of those headphones myself recently - must say I love them.
(When I get to use them of course - my kids have discovered them too and love them as much, so there always dissapearing :haha:)
Reaper,I have no kids but my exGF had 3 and whatever I owned was theirs also.I know the feeling.:har:
@Rickster,sign up with dropbox in Reapers SIG.You will support the HAHD team at same time.They are just videos of the sub driving over the waves so do not expect a blockbuster like movie:har:
Rickster1
07-16-11, 02:38 PM
thanks, i have signed up but where do i find them then ?
Wolfstriked
07-16-11, 04:08 PM
I think Reaper has to add you in the HAHD dropbox.
KING111
07-16-11, 04:57 PM
I must say its looking good
i have tried SH5 its:down:
i play SH4:yeah:
but i will be back on SH3
when these comes out:salute::yeah::salute:
reaper7
07-16-11, 05:03 PM
thanks, i have signed up but where do i find them then ?
Hi mate PM your mail address you signed up with and I'll add you to the shared folder.
Wolfstriked
07-16-11, 05:59 PM
Reaper,sorry man but I seemed to have sent you wrong files.I just installed what I sent you and noticed it was not looking right.I checked with new files and its the old settings I was using.No idea how that happened.:cry:If you like I will send you what I use with all my tweaks.I did not do that because I thought that just sending the two files would work better with your enviroment setup.Its two stats that are different and you could just change them yourself.
gc_height=0.25
Surfaced UD=0.225
reaper7
07-16-11, 08:11 PM
gc_height=0.25
Surfaced UD=0.225
Cheers will adjust to specified values :salute:
Wolfstriked
07-17-11, 06:37 AM
Rickster,send me your email and I will send you a copy.Its got the start of the Type IIVb also to try out.
makman94
07-19-11, 02:10 PM
Reaper,sorry man but I seemed to have sent you wrong files.I just installed what I sent you and noticed it was not looking right.I checked with new files and its the old settings I was using.No idea how that happened.:cry:If you like I will send you what I use with all my tweaks.I did not do that because I thought that just sending the two files would work better with your enviroment setup.Its two stats that are different and you could just change them yourself.
gc_height=0.25
Surfaced UD=0.225
@Wolfstriked,
i tested your tweaks and i really really liked it ! keep at it if you can improve it further :up:
also, i have one question : the file NSS_Uboat2A.cfg for what it stands there ? ( for engine power altering only or it is anything more than this? )
also no need for all the other files that you included. the only file that is needed is the NSS_Uboat2A.sim [delete all the others files in there...env files(tested it in my own env)...NSS_Uboat2A.dat...etc]
very nice tweaks Wolfstriked :up:
Wolfstriked
07-19-11, 05:43 PM
Thanks Makman.I'll keep tweaking along as It never looks right then at times looks just like the real ocean.The SH3 water system is not real life so it will never be perfect but can look better than stock.I also tweak the scene.dat as this affects the boats behavior largely.You say you used your own enviroment so I wonder if you got the effect I was looking for....or maybe it works better with your scene.dat.If you try it with my scene.dat you might not like it anymore:hmmm::har:
Yes the .cfg is mainly there for engine speed settings mainly and also sets PD.
postalbyke
07-20-11, 08:47 AM
@Makman
If we covered it, I forgot, so I'd like to apologize if we did...
Are we going to get a sextant in HAHD?
Hans Witteman
07-20-11, 05:43 PM
Hi shipmates,
Almost there i am just adjusting some new features regarding the damage model here a small list of what new :
1. New explosion for torpedoes impact, shells,bombs, depth charges.
2. New fire and smoke, spark FX on ships and sub.
3. New shell water impact and all related explosion on water or under.
4. New animated decal for damage for torpedoes, shell, flak etc.
A lot of the new improvement are using the texture controller release by Anvart so don't forget to thank our friend for this.
All explosion and particle effect are based on the real thing and scale accordingly.
Those new features will all be seen in a movie including all the new stuff i was working on the past 2 month.
U-BOAT_HAHD will give you the most advanced damage model ever made for SH3.
Also some stuff that where not destructible are made destructible i won't spoil what.
Best regards Hans
Yamato_NF
07-20-11, 05:53 PM
Release ETA? :salute:
you dont have to be exact either,
im just looking forward to the new feel of SH3 :sunny:
Schwieger
07-20-11, 06:54 PM
:Kaleun_Salivating:
Been looking forward to this video for quite some time :)
urfisch
07-21-11, 03:20 AM
cant wait for this vid!!!
:salute:
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