View Full Version : SH4 ATO requests.
drakkhen20
03-19-11, 10:14 AM
some of us here in the whole commuinity have decided to add to the ato(atlantic theator of operations) of sh4. i would like suggestions from some that have played it and would like to see something improved and or changed/added. that is all, thank you.
regards,
drakkhen20
:salute:
Diablo2
03-19-11, 11:25 AM
Improved sounds for flak, battlestations, and other little sound problems that evade me atm. :hmmm:
TheDarkWraith
03-19-11, 12:29 PM
The ship/plane damage from smoke/fires and depth charge water disturbances that I released for SH4 will work here also. Check the SH4 Fleet boat mods workshop for them :up:
drakkhen20
03-19-11, 02:28 PM
@TDW
are you saying we have permission to use your mods in our mod?
MaddogK
03-19-11, 02:35 PM
Excellent DW, I forgot to install the earlier version I grabbed last week as I was busy extracting the hi-rez textures and updated models from Omegu, and getting the emblem mod to work as a stand alone mod.
I'll go into the game momentarily.
Hey Drakkhen, we need lots more chatter between the u-boats. Kinda hard to play 'wolfpack' when you only hear from another boat every week or so. I also have a couple missions I could donate, like the fateful Arandora Star run. I'll see if I can get permission to donate the model I converted.
TheDarkWraith
03-19-11, 05:15 PM
@TDW
are you saying we have permission to use your mods in our mod?
Sure, go right ahead :up: To me I consider the fire damage and DC water disturbances to be missing parts of the game that should've been there from the start.
drakkhen20
03-19-11, 09:57 PM
sweet wraith, thanks.:D
:salute:
drakkhen20
03-21-11, 11:23 AM
The sounds ive been working on. Ive taken sounds and speech files and modified the sound file to simulate more of a german sound then america. It kinda sucks when your sitting there and you press the surface key and you hear an american alarm go of. Im modding it for straight german. So no english. I figured if you wanted english you could use the stock files. This sound mod will be released with all the other mods as one big chunk like a megamod add on for om.
Slyguy3129
03-21-11, 12:49 PM
I believe another modder is working on radio messages, but it may take a while because of the amount of research it takes.
Or do you mean like radio chatter sending an icon to your map screen for like convoys and individual units?
Also I have released an OM version of CapnScurvys 3000 Meter Bearing Plotter. It's was a simple copy paste job to have it work in OM and is available in the forum.
brabham85
03-21-11, 02:47 PM
I have intention to help in the progress of ATO. SH5 is a beutiful piece of sh*** and SH3 is awesome, but too dated.
But I've never played ATO. So, one particular thing that concerns me is: how many uboats types are avaiable (with interiors)?
And about the sounds. Can we import the speeches from SH3?
MaddogK
03-21-11, 06:49 PM
I believe another modder is working on radio messages, but it may take a while because of the amount of research it takes.
Or do you mean like radio chatter sending an icon to your map screen for like convoys and individual units?
Also I have released an OM version of CapnScurvys 3000 Meter Bearing Plotter. It's was a simple copy paste job to have it work in OM and is available in the forum.
nice, all I want is the radio chatter as map updates will slaughter the time compression feature and likely piss off a few captains.
BTW I have fixxed the VIIB turm in OM, just waiting on permission to post it. If you've used the VIIB in a campaign you'll know what I'm talking about.
http://img846.imageshack.us/img846/9855/turmfix1.th.jpg (http://img846.imageshack.us/i/turmfix1.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
http://img846.imageshack.us/i/turmfix1.jpg/
Sailor Steve
03-21-11, 07:25 PM
The sounds ive been working on. Ive taken sounds and speech files and modified the sound file to simulate more of a german sound then america. It kinda sucks when your sitting there and you press the surface key and you hear an american alarm go of. Im modding it for straight german. So no english. I figured if you wanted english you could use the stock files. This sound mod will be released with all the other mods as one big chunk like a megamod add on for om.
Have you tried DBSM for SH4?
http://www.subsim.com/radioroom/downloads.php?do=file&id=1083
http://www.subsim.com/radioroom/downloads.php?do=file&id=1529
Sailor Steve
03-21-11, 07:28 PM
IBut I've never played ATO. So, one particular thing that concerns me is: how many uboats types are avaiable (with interiors)?
All of the ones from SH3 are in OM, with the possible exception of some of the ones especially created for SH3. All the originals are there.
And about the sounds. Can we import the speeches from SH3?
See my above post. Also there are sound mods which import the stock SH3 sounds. All done years ago.
drakkhen20
03-21-11, 10:25 PM
ok i've redone the sounds. i've taken sh5 and sh3 sounds and through them together. when you push the crashdive key you get the Alarm scream and then the german bell. i've also removed the american sounding bell when surfacing and in other areas as well as removing the whistle to relieve the watch followed by the speech of that. its all in german. so if you press a key to change speeds or dive/surface the boat its all in german. i figured if you wanted english you can use the stock files. i did this to maintain compatiblity with systems and i don't like cutting sounds outta movie scenes because of the quality of it. this will be released in our "add-on Mod'.
thaks,
drakkhen20:salute:
Diablo2
03-21-11, 10:30 PM
Thank you :salute: this was needed very very much. :rock:
Sailor Steve
03-21-11, 10:37 PM
...and i don't like cutting sounds outta movie scenes because of the quality of it.
For your information, the original DBSM for SH2 (which I adapted for SH3 and SH4) was not just "cut" from the movie. It was processed by a professional sound team and tweaked and edited countless times, over a period of months.
drakkhen20
03-21-11, 11:12 PM
sailor i wasnt refering to your mod.:D i havent even heard DBSM so i wouldnt know. sorry for that. didn't mean for anyone to have offensive thoughts towards my comments.:oops:
Sailor Steve
03-22-11, 09:22 AM
sailor i wasnt refering to your mod.:D i havent even heard DBSM so i wouldnt know. sorry for that. didn't mean for anyone to have offensive thoughts towards my comments.:oops:
Well, I do tend to overreact sometimes, so I'll apologize too. :sunny:
polyfiller
03-22-11, 01:21 PM
Via the work on TSWSM I have a batch of AI subs (VII's and IX's) which most definately fire torpedoes. If someone were prepared to do the capmaign par tto script them in ... we'd have wolfpacks !
brabham85
03-22-11, 02:25 PM
Via the work on TSWSM I have a batch of AI subs (VII's and IX's) which most definately fire torpedoes. If someone were prepared to do the capmaign par tto script them in ... we'd have wolfpacks !
Would be fu***** awesome!:rock:
polyfiller
03-22-11, 05:03 PM
I believe it would .... just requires someone to offer up to do all the campaign layer work (I don't do that kind of stuff, just units and playable units).
Slyguy3129
03-22-11, 10:46 PM
:hmmm: I wonder if this could be tied into the feature where you could direct recon planes as the Germans? Find a convoy set a marker get a message on when to commence.
Of course if we really did that people would complain that the AI is stealing their kills. :D
drakkhen20
03-23-11, 05:07 PM
Hmm. That sounds intresting. Though it also sounds very difficult to do that.
Sailor Steve
03-24-11, 01:50 AM
Would be awesome!:rock:
Yes it would, but please know that even psuedo-swearing is a no-no here.
http://www.subsim.com/radioroom/faq.php?faq=vb_faq#faq_new_faq_item_language
Great that you engage the task drakken :up:
I suppose you are working on the basis of Operation Monsoon, right?
I have some minor stuff lying around incompleted, but I might finish it for your add-on and request the proper permissions if needed. For example, I cleaned a lot of stuff and fixed minor glitches in my previous extension of Karamazovnew's beautiful slide out TDC to the UZO and Observation scope, and I have done a new background for the obs scope that matches the style of the attack scope in Karamazonvnew's mod. It is done from a reworked graphic by Steelviking for Sh5, so I would need to ask him for permissions first. :DL
This is how it looks like:
http://img135.imageshack.us/img135/1059/obsperiscope.jpg (http://img135.imageshack.us/i/obsperiscope.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
I wonder if this could be tied into the feature where you could direct recon planes as the Germans? Find a convoy set a marker get a message on when to commence.Not only that, you could also vector a surface raider (Normally an armoured cruiser) into them, so I guess if we had working subs that launch torpedoes we could vector a wolfpack into a convoy, as subs are recognized as surface units in SH3/4 :yeah:
drakkhen20
03-28-11, 10:27 AM
holybagesus hitman, heck yeah your work is always welcome. i was just asking privateer about the backgrounds. heres a question... etheberge made a mod that changes the lighting in the periscope view as i found that it never changed to the nightlights(red) when it was night. so he made it turn red but it stays that color nomatter day or night. what can we do to fix this where it will cycle daytime and night time lights.
The new background for the obs scope ROCKS Hitman. Great stuff matey..:DL
drakkhen20
03-28-11, 11:45 AM
i would really like to see actual wolfpacks in the campaign as this was what made the kriegsmarine known around the world and it fits historicly. if you go to uboat.net and search a uboat by her number you'll find that alot were involved in wolfpacks during the war. maybe this can be incorperated as a time and date thing and if your close enough and you can intercept. hhmmmm...
heres a question... etheberge made a mod that changes the lighting in the periscope view as i found that it never changed to the nightlights(red) when it was night. so he made it turn red but it stays that color nomatter day or night. what can we do to fix this where it will cycle daytime and night time lights.
I'm not sure, but I think that is sadly broken in SH4. Note that karamazov couldn't either :nope:
The new background for the obs scope ROCKS Hitman. Great stuff matey..:DL
Thanks but is absolutely NOT my work, it is from a SH5 mod whose author's permissions I must yet obtain :88)
MaddogK
03-30-11, 02:01 PM
I've been thinking about this wolfpack idea and radio chatter. Radio chatter prolly wouldn't be that difficult but I'd think we need to run a campaign, stop it every couple of game days, and pick a couple of locations where ships are located (as well as the historical position of a reporting u-boat) and write a radio report that will be broadcast. (quite time consuming)
Or just compile a file with random position reports and let those be reported by the game (basically fill the airwaves with mounds of BS)
Or force the game to run any unselected sub as an AI unit that can report actual convoy traffic generated by the game. (talk about massive overhead)
How are the current map updates/contact reports generated ?
Thoughts ?
etheberge
03-30-11, 07:41 PM
I've been thinking about this wolfpack idea and radio chatter. Radio chatter prolly wouldn't be that difficult but I'd think we need to run a campaign, stop it every couple of game days, and pick a couple of locations where ships are located (as well as the historical position of a reporting u-boat) and write a radio report that will be broadcast. (quite time consuming)
Or just compile a file with random position reports and let those be reported by the game (basically fill the airwaves with mounds of BS)
Or force the game to run any unselected sub as an AI unit that can report actual convoy traffic generated by the game. (talk about massive overhead)
How are the current map updates/contact reports generated ?
Thoughts ?
MaddogK, check my post on that subject in the other thread http://www.subsim.com/radioroom/showpost.php?p=1631737&postcount=17
drakkhen20
03-30-11, 07:48 PM
etheberge, seriously you just want to join the team and contribute when you can. thats basicly what we are all doing?
etheberge
03-30-11, 08:04 PM
etheberge, seriously you just want to join the team and contribute when you can. thats basicly what we are all doing?
Alright sign me up but I need to finish what I'm working on first otherwise it'll never get done.
drakkhen20
03-30-11, 08:52 PM
thats totaly fine. welcome aboard i'll pm you some info. i've asked sailor to find some info on these wolfpacks and i am searching also. maybe we can turn up something. maybe we can just make missions specificly aimed at wolfpacks. like when your in your office and click the map to get your orders you are then instructed to go to a position and perform your wolfpack operations with ai subs included that can be triggered when you get in that area and after your finished you get the return home or patrol an area of your choice message. hows that sound?
MaddogK
03-30-11, 09:45 PM
MaddogK, check my post on that subject in the other thread http://www.subsim.com/radioroom/showpost.php?p=1631737&postcount=17
I have been keeping up with that thread and it looks promising, I just wasn't sure where you were getting the info till I saw the BDUKTB link, which led me to convoywebs, and in the extra's section is exactly what I was searching for- a day to day convoy chart showing positions of each convoy on any particular date. If I could find a similar map showing u-boat positions we could overlay the map onto OM's from the campaign editor and show probable contact points and generate reports based on that data,
or
continue with your method which would appear more accurate provided the OM campaign is completely accurate.
Am also kicking around spotlights, starshell and AP ammo for the deckgun, and the supposed broken battery upgrades. Call me evil but a starshell thru a ships bridge window causing a major fire sounds like FUN !!!
etheberge
03-30-11, 10:27 PM
If I could find a similar map showing u-boat positions we could overlay the map onto OM's from the campaign editor and show probable contact points and generate reports based on that data
Uboat.net has all known locations of every U-boat at different points in their patrols but the maps are divided by boats and then subdivided by patrols so not easy to get a general overview.
http://www.uboat.net/boats/patrols/boats.html
Am also kicking around spotlights, starshell and AP ammo for the deckgun, and the supposed broken battery upgrades. Call me evil but a starshell thru a ships bridge window causing a major fire sounds like FUN !!!
Sounds great.
drakkhen20
03-30-11, 10:30 PM
http://uboat.net/ops/wolfpacks/ and take a look at this one too. this one is brought to you by our good friend sailor steve.:up:
MaddogK
03-31-11, 12:03 AM
Uboat.net has all known locations of every U-boat at different points in their patrols but the maps are divided by boats and then subdivided by patrols so not easy to get a general overview.
http://www.uboat.net/boats/patrols/boats.html
Ya, saw that but sadly that embedded google map is next to useless. I'll figure some way to use it tho- after I work on the other projects assigned to me. Luckily I don't have to extract the location data for every uboat, only the ones in OM (unless we add more boats). Anyhow, I like what your doing keep it up, I'll join you in the project shortly.
BTW- the 33MAK800 batteries seem to be right on the money- about 32 hours @ 2 kts, 116.3 mile range, 17 hours to recharge @ 8 kts- 208 miles. roughly 90 miles on batteries @ 4 kts. I just have to find a friendly way to get them installed, editing saved game files isn't for everyone.
msalama
04-01-11, 03:33 PM
Guys - not an active poster - not being able to contribute either - just wanted to say that what you're doing here looks great, keep it up :up:
S!
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