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View Full Version : [REL] Aces' Super Turms v5.1 and Super Pens v5.1 mods.


Aces
04-25-11, 03:50 PM
Hi chaps,

http://img849.imageshack.us/img849/4641/st51sp51release.jpg


First Super Turms v5.1:

Download link - Gamefront: http://www.gamefront.com/files/20263811/Aces%27+Super+Turms+v5.1+GWX+Version.rar
Download link - Mediafire: http://www.mediafire.com/?96f1b2fpabjkgg7

Readme additions:

Super Turms v5.1 activation notes:

If you are using a previous version of this mod eg. Super Turms v4 or v5 etc. then please de-activate using JSGME and activate the new version.

If you are using either the Type 7c-2 or 7-c4 lightmapped add ons as supplied in my previous versions then please first de-activate it and activate either Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add-on OR Aces' Super Turms 5.1 FM's Turm 7c4 Lightmaps add-on (optional mods supplied with Super Turms v5.1) AFTER Super Turms v5.1.

If you are using my "Aces' Multimod compatability fix release v1.3 public beta" mod then please activate Super Turms v5.1 AFTER it using JSGME.


Install Order of mods including optional mods:

Aces' Super Turms v5.1 GWX Version
Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On
Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add on ----- OR----- Aces' Super Turms 5.1 FM's Turm 7c4 Lightmaps add on

Note: If you want the crew on deck to be without beards do not activate "Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On"

-----


Version 5.1 (this version) changelog:

Edited all crew on deck textures following advise by Urfisch.

Added Crew On Deck (SHIFT+D/CTRL+D) Feature to all Type 2, Type 7, Type 7c41 and Type 9 u-boats.

Produced different "Mannschaft" (Crew on Deck) models for different u-boat crew compliments.

Added bridge objects, mg-34s etc. to type 7b-1 and type 7b-2 u-boats.

Added UZO model rotates to match UZO bearing feature to all type 7b tums.

Slightly repositioned the Watch Officer and one members of the watch crew on the 7-b turms to avoid overlap with the new mg-34s.

Edited the MG-34 mounting bracket pole to be a slightly thinner diameter for use on the type 7-b turms which are thinner than the 7c-1 turms. This model bracket is also used in the moored type 7b boats in Super Pens v5.1 mod.

Re-did Type 7c-2 and Type 7c-4 lightmapped add-ons to include Crew On Deck Feature.

-------------------------------------------------------------------------
NEW BRIDGE OBJECTS ON TYPE 7B-1 AND 7B-2 UBOATS.

http://img807.imageshack.us/img807/414/st515.jpg

http://img688.imageshack.us/img688/8759/st517.jpg

http://img155.imageshack.us/img155/6943/st518.jpg

EXAMPLES: NEW CREW ON DECK ON TYPE 2, 7, 7C41 AND 9 U-BOATS.
http://img153.imageshack.us/img153/9311/st51new4.jpg

http://img707.imageshack.us/img707/79/st51new5.jpg

http://img97.imageshack.us/img97/116/st51new1.jpg

As you can see from the above there's quite a lot that's new in the new version. :).

Now for Super Pens v5.1

Download Link - Gamefront: http://www.gamefront.com/files/20263805/Aces%27+St.Nazaire+Super+Pens+v5.1+GWX+Version.rar

Download Link - Mediafire: http://www.mediafire.com/?uekq77wo6ig25p3

Readme additions:


Super Pens v5.1 activation notes:

If you are using a previous version of this mod then please de-activate it using JSGME and activate the new version in its place.

You will require HanSolo's Animated Sub Pen / WAC4.1 SubPen_animated_18.02.2010 and BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) and my mod should be enabled AFTER these two mods thus:

WAC4.1 SubPen_animated_18.02.2010
GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5
Aces' St. Nazaire Super Pens Pens v5

If you are using my Aces' Multimod compatability fix release v1.3 public beta mod then please activate Aces' St. Nazaire Super Pens v5.1 for GWX3 (this mod) AFTER it using JSGME and allow it to overwrite any files as required thus:

WAC4.1 SubPen_animated_18.02.2010
GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5
Aces' Multimod compatability fix release v1.3 public beta
Aces' St. Nazaire Super Pens Pens v5.1

--------

*************************** Version 5.1 (this version) additions and changes ********************************

Edited Crew on Deck textures on advise from Urfisch.

Produced different "Mannschaft" (Crew on Deck) model for Type 9 series u-boats to represent the larger crew compliment.

Edited the u-boat pen textures to better match photographic evidence of the St.Nazaire pens.

NEW PEN TEXTURES ETC.
http://img828.imageshack.us/img828/5252/st5113.jpg

http://img560.imageshack.us/img560/7012/st5114.jpg

http://img823.imageshack.us/img823/6820/st5115.jpg

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

I've also nearly completed a seperate mod to add the crew on deck to Testpilots Type 7b, more news on this ASAP.

Best Regards

Aces

PS. Please note:

1. It doesn't matter if you activate Super Turms before Super Pens o0r vice-versa.

2. Super Turms requires Anvart's Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010) mod as mentioned in the readme be activated BEFORE Super Turms.

3. Super Pens requires both HanSolo's Animated Sub Pen (WAC4.1 SubPen_animated_18.02.2010) AND thfue58/Rowi58/bigboywooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) be activated BEFORE Super Pens as mentioned in the readme.

4. If you use my Aces' Multimod compatability fix release v1.3 public beta mod then activate Super Turms mod AFTER it.

5. De-activate any previous versions of my Super Pens, Super Turms, turm 7c-2, turm 7c-4 lightmap add-ons and bearded crew on deck add-ons BEFORE activating the new versions. Please do not mix old and new versions as you will encounter problems.

6. Remember to de-activate either of the 7c-2 or 7-c4 lightmap add-ons if you are using other 7c Turms eg. turm 7-c1.

7. Toggle crew on deck keys for all boats = SHIFT+D/CTRL+D.

8. All the moored u-boat emblems, skins, kill flag and uniform textures (Super Pens) and uniform textures (Super Turms) used are supplied in the textures folders of the mods so that they can be edited by you if you require.

My most up to date JSGME-activated mods list, mods highlited in bold are required for with Super Pens or Super Turms:

Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII_GWX\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Aces' Radio Room Postcards
Rapt0r's Das Boot Skin
Sobers 3D waves
SOF_Scope
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
Subphones
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
NA
WAC4.1 16k Atmosphere
-63MBinSound
widescreen _GWX3.0
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Hitman_Beta_GUI_GWX3_1.0
Aces' Multimod compatability fix Hitman GUI add on
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
b25_Louder_Diesels_Louder
Fubar IXB Spliter camo
Aces' St Naz testing files **** IGNORE THIS I USE IT FOR TESTING ****
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version

PLUS if required:

Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On

AND THEN ACTIVATE EITHER (Not both) if required:

Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add on

OR

Aces' Super Turms 5.1 FM's Turm 7c4 Lightmaps add on

Fish In The Water
04-25-11, 04:30 PM
Absolutely wonderful...

You really made my day with this one! :woot::woot:

Thank you so much for including the 7b, greatly appreciated!! :salute:

fitzcarraldo
04-25-11, 06:18 PM
Absolutely wonderful...

You really made my day with this one! :woot::woot:

Thank you so much for including the 7b, greatly appreciated!! :salute:

+1!!!! Really awesome work, many thanks!! :yeah::yeah::yeah::yeah:

Aces: have you added the detailed UZO, antenna, helmets, etc, in the IX Turm?

Best regards.

Fitzcarraldo :salute:

frau kaleun
04-25-11, 07:05 PM
@Aces: any changes to the Commands_xx.cfg files compared to those in v5? I edit those files manually, and I already had done that to accommodate the previous version. Just want to make sure I don't need to update them again. :DL

fitzcarraldo
04-25-11, 07:22 PM
@Aces: any changes to the Commands_xx.cfg files compared to those in v5? I edit those files manually, and I already had done that to accommodate the previous version. Just want to make sure I don't need to update them again. :DL

Same request, please. Also I edited my Commands!:03:

Best regards.

Fitzcarraldo :salute:

Aces
04-26-11, 02:21 AM
Hi folks,

I've made no additional changes to commands file in v5.1. In version 5 I added the SHIFT+D/CTRL+D entries as detailed in the read. In a previous version I added SHIFT+A/CTRL+A (radio antenna up/down) entries also detailed in the readme.

@fitzcarraldo : I have not added any objects to type 9 turms YET ;).

@ frau_kaleun : Think you should be okay to activate the bearded crew on deck add-on mid patrol as it only replaces 4 textures but I haven't tested it.

Best regards

Aces

SquareSteelBar
04-26-11, 02:23 AM
...any changes to the Commands_xx.cfg files compared to those in v5?...Just compared all files [de,en,fr] - no changes... --> look for the CRC32 checksums in 'WinRAR' or '7zip'.

Aces
04-26-11, 02:26 AM
:D Yup, what he just said,

I think we posted at the same time, good morning mate. :DL

Cheers

Aces

SquareSteelBar
04-26-11, 02:27 AM
Good morning :up:

Aces
04-26-11, 07:19 AM
@fitzcarraldo :

Hiya mate, something to interest you, WIP screenshot :D

Cheers

Aces

http://img823.imageshack.us/img823/836/turm9wip.jpg

frau kaleun
04-26-11, 09:21 AM
Just compared all files [de,en,fr] - no changes... --> look for the CRC32 checksums in 'WinRAR' or '7zip'.

Hi folks,

I've made no additional changes to commands file in v5.1. In version 5 I added the SHIFT+D/CTRL+D entries as detailed in the read. In a previous version I added SHIFT+A/CTRL+A (radio antenna up/down) entries also detailed in the readme.

Thanks, guys. I just finished editing those files to include the necessary stuff for a half dozen or so mods, I didn't want to go through them again if I didn't have to. :DL

@ frau_kaleun : Think you should be okay to activate the bearded crew on deck add-on mid patrol as it only replaces 4 textures but I haven't tested it.


Ah, if it's just a switch of some .tga files it shouldn't cause a problem. Can't wait! If all goes well I may actually... yes it's true... hard to believe but... it's a definite possibility...





- wait for it -




...I may actually be ready to start PLAYING again by the weekend. :o

Or at least fire up the test installation and see if everything works as planned.

With this in mind I am calling for a moratorium on the release of new or updated RCMs* for at least the next month. :O:





*Really Cool Mods





Oh crap I just remembered one I wanted that I forgot to download. :wah:

Aces
04-26-11, 09:58 AM
Hpayy Hunting Frau Kaleun,

I better not show you this then :D

Cheers

Aces

http://img40.imageshack.us/img40/3181/type9superturmartistsim.jpg

fitzcarraldo
04-26-11, 11:50 AM
YESSS!!! That is great!!! :woot::woot::woot::woot:

I like to play Operation Drumbeat, but I need a good looking type IX!!!

(anxiety...:rotfl2:) Some date to release?...

Many thanks!

Fitzcarraldo :salute:

Aces
04-27-11, 03:09 AM
Hi mate,

I have completed the bridge objects placement etc., also the rotate UZO model to match UZO bearing stuff and the up/down radio antenna stuff but need to work on 3d editing the conning tower interior objects so that the UZO, helmets and MG34s (new type) appear/disappear on surfacing/diving just like they do in my Type 7 boat mod stuff. This will take a while as I have to edit 4 UV layers and position the new objects. So I guess you might say it is about 50-60% finished. I hope to have the type 9c done by this coming weekend all being well and maybe, just maybe other type 9 turms as well.

Regards

Aces

fitzcarraldo
04-27-11, 06:14 AM
Hi mate,

I have completed the bridge objects placement etc., also the rotate UZO model to match UZO bearing stuff and the up/down radio antenna stuff but need to work on 3d editing the conning tower interior objects so that the UZO, helmets and MG34s (new type) appear/disappear on surfacing/diving just like they do in my Type 7 boat mod stuff. This will take a while as I have to edit 4 UV layers and position the new objects. So I guess you might say it is about 50-60% finished. I hope to have the type 9c done by this coming weekend all being well and maybe, just maybe other type 9 turms as well.

Regards

Aces

Many thanks, Aces!

Best regards.

Fitzcarraldo :salute:

Aces
04-27-11, 06:26 AM
Hi mate,

I made more progress on the Type 9 and, providing that I don't have any problems, I should have some screenies to post this evening.

I also did some work on the 7b turms again and corrected a minor bug in the type 7 CT.sim file that I introduced in v5 and missed fixing in 5.1.

Cheers

Aces

Jimbuna
04-27-11, 03:25 PM
Smart work...finding it hard to keep up with the progress now :DL

fitzcarraldo
05-01-11, 09:14 AM
Dear Aces:

I have a problem after installing V5.1 of SuperPens and SuperTurms:

I load a campaign via SH3 Commander, with start in the pens of Brest, August 1941.

St. Nazaire in the same time os all OK, but Brest is...well...no roof, no walls, only boats, band floating in the air, only some structural columns and cranes.

I´ll post some images in a moment.

Really, I didn´t remember this problem with SuperTurms v4.

FPS in Brest is high in my PC (40-60 FPS), I think this isn´t a problem of memory. I use- ever- 4Gb Patch. St. Nazaire is all OK and 35-40 FPS.

Please, can you check Brest in your installation of GWX?

Many thanks and best regards.

Fitzcarraldo :salute:

Aces
05-01-11, 10:47 AM
Hi mate,

Nothing has changed in v5.1 Super Pens is ONLY for St. Nazaire, you will get what you describe at any other port. I re-instated the "St.Nazaire" in the title to emphasise that it is only for this port.

Regards

Aces

Fubar2Niner
05-01-11, 10:58 AM
@fitzcarraldo

Exactly as Aces says shipmate, I had the same problem from Lorient with SuperTurms v4. Actually if I remember correctly I think my ol' mate mentioned that he may get round to Lorient some day, before he became ill.

BUKER
05-01-11, 11:41 AM
@fitzcarraldo :

Hiya mate, something to interest you, WIP screenshot :D

Cheers

Aces

http://img823.imageshack.us/img823/836/turm9wip.jpg
Hi Aces,
In fact, judging by the photos in the cabin stood at least 3 MG-34.
What do you think about this?

http://s14.radikal.ru/i187/1105/e7/ae85c3aa3ab7.jpg
http://s53.radikal.ru/i142/1105/db/35ec99372fbf.jpg

fitzcarraldo
05-01-11, 02:49 PM
Hi mate,

Nothing has changed in v5.1 Super Pens is ONLY for St. Nazaire, you will get what you describe at any other port. I re-instated the "St.Nazaire" in the title to emphasise that it is only for this port.

Regards

Aces

Many thanks, Aces. I was thinking about a semi-constructed pens in Brest in the year 1941...

Best regards.


Fitzcarraldo :salute:

Aces
05-01-11, 03:25 PM
Hey Bisher m8,

You mean like this :)

http://img841.imageshack.us/img841/7757/acesst523mgs1.jpg

I had to edited the CT 3d model a bit, make the MG rack bigger, add one more MG-34 (which like th others disappears when surfacing) and move some crates forward a little so that it looks like this:

http://img151.imageshack.us/img151/6943/acesst523mgs2.jpg

Off to bed,

Done enough for one day.

Cheers to all

Aces

fitzcarraldo
05-01-11, 03:53 PM
Hey Bisher m8,

You mean like this :)


I had to edited the CT 3d model a bit, make the MG rack bigger, add one more MG-34 (which like th others disappears when surfacing) and move some crates forward a little so that it looks like this:


Off to bed,

Done enough for one day.

Cheers to all

Aces

Yes, we think in that...Many thanks!!! Also for Type IX?

What is your skin? And the uniforms?

Best regards.

Fitzcarraldo :salute:

LGN1
05-01-11, 03:53 PM
Hpayy Hunting Frau Kaleun,

I better not show you this then :D

Cheers

Aces

http://img40.imageshack.us/img40/3181/type9superturmartistsim.jpg

Hi Aces,

maybe you can fix this issue when you do the IX towers:

http://www.subsim.com/radioroom/showthread.php?t=170756

If you look at the UZO column, you can see that the IX towers are even smaller than the VII towers :-?

Fixing this issue would be really great!

Cheers, LGN1

Aces
05-03-11, 02:23 AM
Hi mate,

Is it the whole tower that's too small?, in which case by how much, percentage-wise does it need to be bigger?l. Is it too small in one dimesion or all dimensions?.

Regards

Aces

Aces
05-03-11, 03:45 AM
Hi chaps,

Okay,

I've been experimenting this morning here's some pics with a Type 9c tower and tower objects that is 1.15 times bigger all round.
I added one of the crew 3d models to try and judge scale.

I haven't tried in game but I see at least two problems. 1. how will the new tower fit on the hull?, does the hull need to be bigger by the same amount?, 2. How will the flak guns etc fit?.

I suspect I'll end up having to make the whole thing bigger.

Regards

Aces

http://img864.imageshack.us/img864/104/biggertype9c1turmwip1.jpg

http://img846.imageshack.us/img846/9474/biggertype9c1turmwip2.jpg

http://img864.imageshack.us/img864/5286/biggertype9c1turmwip4kr.jpg

http://img8.imageshack.us/img8/7803/biggertype9c1turmwip3.jpg

Aces
05-03-11, 04:09 AM
and slightly bigger again 1.2 times the original size:

http://img585.imageshack.us/img585/5416/12biggertype9c1turmwip1.jpg

http://img860.imageshack.us/img860/9615/12biggertype9c1turmwip2.jpg

http://img97.imageshack.us/img97/2027/12biggertype9c1turmwip3.jpg

http://img88.imageshack.us/img88/9462/12biggertype9c1turmwip4.jpg

Kind regards

Aces

Myxale
05-03-11, 04:18 AM
Looks good!
The scale between crew and sub always seemed a bit off.

But if you go ahead and scale the Tower up, then you gotta scale the rest of the sub-model accordingly.

Thing is; most of the Ships will look smaller compared to the sub if you scale sub up.

:88)

Aces
05-03-11, 04:21 AM
Yes, that's exactly what I thought mate.

Below the original type 9c1 scaling.

Cheers

Aces

http://img842.imageshack.us/img842/9725/9cturmoriginal1.jpg

Aces
05-03-11, 07:26 AM
Hi folks,

I've been doing some measuring in Maya. According to my finding the whole type 9 boat is too small by a factor of 1.13. At the moment the hull length for example is nearly 10mtrs shorter than RL. The Type 7c by contrast is virtually spot on!.

So I'm going to re-size the whole boat by x1.13 to see what happens. I have a pretty good eye for scaling and my initial guess of x1.15 wasn't far off the money I think.

Should be an interesting side project.

Regards

Aces

Myxale
05-03-11, 07:44 AM
Indeed the Type 9 boats are down-scaled, for whatever reason.


Please go ahead and beef the baby 9 up. I too am curious how the new type 9 will look.

Oh, on a side note, is this lots of work? And have you looked at the type 2?

Aces
05-03-11, 08:51 AM
It is ENOUGH work for the time being as i have a few other projects also on the go.

Regards

Aces

Edit: I just did some more measuring and the hull length is pretty spot on for a type 7c, but too short by nearly 10m for a type 9d.

Need some tower measurements to check.

Regards

Aces

LGN1
05-03-11, 03:25 PM
Amazing work, Aces :up:

I'm glad that you looked into it. I think it's one of the worst graphical/3d issues in SH3. If you are aware of it and you do a patrol in a type IX boat, it always looks so wrong.

Would be really great if you could fix it. I think all type IX drivers would be very happy with a fix!

Cheers, LGN1

Madox58
05-03-11, 04:21 PM
Just remember you'll need to move all nodes and such when you re-scale things.

I'll be finishing a few things here before I move on to a different Game and a different forum.
So if I can assist?
I'll do my best in the days remaining.

Aces
05-04-11, 02:38 AM
Hi chaps,

I have done a lot and discovered exactly what Privateer mentioned about re-poisitioning but I really need to see if there's a precise formula to calculate the new obhject co-ordinates after rescaling eg. a constant factor to multiply x,y,z co-ords by to make re-positioning easy. Then there's the matter of what do you scale, the turm exterior and interior models and the hull model and all directly related objects like ruddders, torpedio tube doors etc. but then you have the DF antenna, UZO (I think I'll have to upscale the UZO because the mount for it is part of one of the turm objects) then there's the periscopes before you get to any of the new turm objects like the MG-34s, mug, helmets etc.. My thinking is that I'll re-scale everything EXCEPT the new turm objects, eg. the MG-34s, helmets, mug, ammo drums etc. as, IMO, they fit in nicely with the crew scaling else you'll have a situation where the crew look in correct proportion to the boat but other objects look too big for the crew.

I did some more last night and I think it looks much beter scaling to fit in with the crew. Generally I'm pleased but that re-positioning formula if there is one would make things more precise. I could combine all objects eg. turm and all related objects eg UZO, periscopes, DF ant etc and then rescale and then split them up, I guess that;s work but be more work.

I'll be back in touch ASAP with more news on the crew figure Jeff, also been testing Turms Your Way 9c1 and it looks great.

Cheers

Aces

Aces
05-04-11, 03:31 AM
Hiya,

Okay, just worked it out, ,multiply previous x,y and z co-ordinates by re-scaling factor eg. +1.13 and that give precise new co-ords for upscaled object. Simples :)

Cheers

Aces

Some before and after screenshots for comparison:

http://img263.imageshack.us/img263/2687/turm9c1resizebefore2.jpg

http://img715.imageshack.us/img715/3899/turm9c1resizeafter1.jpg


http://img820.imageshack.us/img820/8340/turm9c1resizebefore1.jpg

http://img845.imageshack.us/img845/8458/turm9c1resizeafter2.jpg

http://img801.imageshack.us/img801/970/turm9c1resizebefore3.jpg

http://img818.imageshack.us/img818/5069/turm9c1resizeafter3.jpg

I really need some comments on the scaling before I put in lots more hours on this so I'll hold off now until folks post as I don't want to have to do all this work again if required.

Kind regards

Aces

Fubar2Niner
05-06-11, 10:38 AM
Hi mate

IMHO go for it. I have no drawings/plans to hand but from memory the 9 series was a bigger boot. So if Maya is showing it smaller it would be great to have it adjusted, providing it isn't a too bigger job. Kudos for even taking it on mate :salute:

Best regards.

Martin

Magic1111
05-09-11, 06:11 AM
Hi Leigh !

I´ve a suggestion in regarding to raise the pennants:

Is it possible that you make a version (maybe included in a forthcoming version of your MOD), that we can raise the pennants when we´re beeing, let say for example, 5 or 10 km BEFORE Homeport and not, as now, ONLY ca. 200 m approaching from pier / Bunker ? Maybe with Anvarts permission. Mmmh, I hope do you know what I mean....?

Best regards,
Magic:salute:

Anvart
05-09-11, 06:16 AM
:haha:
... using a laser range-finder...

Aces
05-09-11, 06:21 AM
Hi Magic,

I think Anvart has answered you :D

Regards

Aces

Magic1111
05-09-11, 06:29 AM
:haha:
... using a laser range-finder...

Mmmmh, in the years 1939-1945 laser....???? :hmmm:

Okay, what I wanted to ask was only, whether is possible that I can raise my pennants a few kilometers before homeport, and NOT only METERS....:timeout:

I shut my mouth....:oops:

Best regards,
Magic

Aces
05-09-11, 06:32 AM
Hi mate,

This is Anvart's speciality more than mine, I agree that itn would be nice to have a greater radius than at present. I'd like this if it were possible and I've seen others posting the same. I guess it is hard coded in but Anvart would know better than me.

Regards

Aces

Anvart
05-09-11, 06:41 AM
Hey, Magic, my friend.
It's joke only. :D
No offense ...
...
Can do manual control only...
but i think... i, DD, Aces and some "thievish guys" have used all "free" crew commands...
... it's about compatibility.

Magic1111
05-09-11, 06:53 AM
Hey, Magic, my fried.
It's joke only. :D
No offense ...

Yes, I know Alex, all is well.....! But in the first moment I doesn´t "detected" the joke....:oops:
...
Can do manual control only...
but i think i, DD, Aces and some "thievish guys" have used all "free" crew commands ...

Alex, the Thing is, since first release from your wonderful Flag & Pennants MOD my wish (and from many other guys too) is, that we can raise the pennants not only in port, but a few kilometers before port on sea (as in reality) !

So I hope (and dream) my wish become eventually sometimes true, maybe included in Aces Super-Turm MOD !

Best regards my Friends Alex & Leigh,

Thomas

Anvart
05-09-11, 07:11 AM
Yes, I know Alex, all is well.....! But in the first moment I doesn´t "detected" the joke....
Forgive me, Thomas. :oops:
I will be very careful in the future...
Alex, the Thing is, since first release from your wonderful Flag & Pennants MOD my wish (and from many other guys too) is, that we can raise the pennants not only in port, but a few kilometers before port on sea (as in reality) !

So I hope (and dream) my wish become eventually sometimes true, maybe included in Aces Super-Turm MOD !

Best regards my Friends Alex & Leigh,

Thomas
My computer is dead...
When i will get a new machine, i will make your dream come true... may be.

Aces
05-09-11, 07:25 AM
Thank you Anvart,

Best wishes my friend.

Kind regards

Aces

Magic1111
05-09-11, 08:39 AM
Forgive me, Thomas. :oops:
I will be very careful in the future...

Okay, NO PROBLEM my Friend !!! ;)

My computer is dead... Yes, I read about that in another thread long time ago....What a mess...
When i will get a new machine, i will make your dream come true... may be.

Oh, WOW, that sounds very good ! :woot:

Many thanks in advance my friend !

Best wishes to you Alex,
Thomas:salute:

galvao
05-10-11, 11:08 AM
Hello.

I have some problems, with my u-boot 7C. i use this active list of mods, but dont have the MG-34's and can´t see my crew on deck ( using the rigth commands for that).
Other problem is already see that i only have the officers crew in command room of the boat ( no crew in rudder).
Someone can help......:)

Generic Mod Enabler - v2.6.0.157
[F:\Games\Silent hunter 3\ubisoft\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Pascal_portpeople
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Rapt0r's Das Boot Skin
SH-5 Water for GWX 3.0 V0.9 20 Km Atlantic campaign (default)
Sobers 3D waves
TiefeMkI(German)
Rapt0r's Uniforms V2.0
Subphones
GWX - No Medals on Crew
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Q Ship mod GWX3.0
Current Depth
b25_ConningTower_Mid
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
WAC4.1_16k atmosphere
-63MBinSound
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Hitman_Beta_GUI_GWX3_1.0
Aces' Multimod compatability fix Hitman GUI add on
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version
DD_VisibleMines_V1.0
TDW_DC_Water_Disturbance_v4_0_SH3
TDW_Ship_Plane_Fire_Damage_v1_4_SH3
b25_Louder_Diesels_Louder
IXBsplint_camo_LOW_RES

fitzcarraldo
05-10-11, 11:28 AM
Hello.

I have some problems, with my u-boot 7C. i use this active list of mods, but dont have the MG-34's and can´t see my crew on deck ( using the rigth commands for that).
Other problem is already see that i only have the officers crew in command room of the boat ( no crew in rudder).
Someone can help......:)

Generic Mod Enabler - v2.6.0.157
[F:\Games\Silent hunter 3\ubisoft\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Pascal_portpeople
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Rapt0r's Das Boot Skin
SH-5 Water for GWX 3.0 V0.9 20 Km Atlantic campaign (default)
Sobers 3D waves
TiefeMkI(German)
Rapt0r's Uniforms V2.0
Subphones
GWX - No Medals on Crew
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Q Ship mod GWX3.0
Current Depth
b25_ConningTower_Mid
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
WAC4.1_16k atmosphere
-63MBinSound
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Hitman_Beta_GUI_GWX3_1.0
Aces' Multimod compatability fix Hitman GUI add on
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version
DD_VisibleMines_V1.0
TDW_DC_Water_Disturbance_v4_0_SH3
TDW_Ship_Plane_Fire_Damage_v1_4_SH3
b25_Louder_Diesels_Louder
IXBsplint_camo_LOW_RES

All seems very well in your list...You use SH5 water, but it is overwrited by WAC atmosphere (no problem with the Turms). Do you use the 4 GbPatch?

Regards.

Fitzcarraldo :salute:

galvao
05-10-11, 11:36 AM
yes, i use 4gb patch.

I dont now if any problem , because i use WX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 and Aces use WX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5.

another question is that always is visible minnorflag in turret little front mast.

regard

galvao

fitzcarraldo
05-10-11, 11:40 AM
yes, i use 4gb patch.

I dont now if any problem , because i use WX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 and Aces use WX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5.

another question is that always is visible minnorflag in turret little front mast.

regard

galvao

I use Wilhelmshaven V6, no problems.

Regards.

Fitzcarraldo :salute:

Fubar2Niner
05-10-11, 11:54 AM
Hello.

I have some problems, with my u-boot 7C. i use this active list of mods, but dont have the MG-34's and can´t see my crew on deck ( using the rigth commands for that).
Other problem is already see that i only have the officers crew in command room of the boat ( no crew in rudder).
Someone can help......:)

Generic Mod Enabler - v2.6.0.157
[F:\Games\Silent hunter 3\ubisoft\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Pascal_portpeople
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Rapt0r's Das Boot Skin
SH-5 Water for GWX 3.0 V0.9 20 Km Atlantic campaign (default)
Sobers 3D waves
TiefeMkI(German)
Rapt0r's Uniforms V2.0
Subphones
GWX - No Medals on Crew
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Q Ship mod GWX3.0
Current Depth
b25_ConningTower_Mid
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
WAC4.1_16k atmosphere
-63MBinSound
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Hitman_Beta_GUI_GWX3_1.0
Aces' Multimod compatability fix Hitman GUI add on
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version
DD_VisibleMines_V1.0
TDW_DC_Water_Disturbance_v4_0_SH3
TDW_Ship_Plane_Fire_Damage_v1_4_SH3
b25_Louder_Diesels_Louder
IXBsplint_camo_LOW_RES

Not 100% sure on this shipmate, but try at least these two.....

Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version


At the end of the enabled mods. As Aces points out in post #1


Best regards.

Fubar2Niner

galvao
05-10-11, 12:39 PM
My list is alterade for this, but my 7C-1 continuons to not show MG's and crew on deck.
And crew in rudder on command room of the ship not show too.

Generic Mod Enabler - v2.6.0.157
[F:\Games\Silent hunter 3\ubisoft\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Pascal_portpeople
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Rapt0r's Das Boot Skin
Sobers 3D waves
TiefeMkI(German)
Rapt0r's Uniforms V2.0
Subphones
GWX - No Medals on Crew
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Q Ship mod GWX3.0
Current Depth
b25_ConningTower_Mid
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
WAC4.1_16k atmosphere
-63MBinSound
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Hitman_Beta_GUI_GWX3_1.0
Aces' Multimod compatability fix Hitman GUI add on
DD_VisibleMines_V1.0
TDW_DC_Water_Disturbance_v4_0_SH3
TDW_Ship_Plane_Fire_Damage_v1_4_SH3
b25_Louder_Diesels_Louder
IXBsplint_camo_LOW_RES
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version

Can get somoene help, because i love to see my mg's and crew leaving the port...:)

regards

Galvao

Fubar2Niner
05-10-11, 01:09 PM
My list is alterade for this, but my 7C-1 continuons to not show MG's and crew on deck.
And crew in rudder on command room of the ship not show too.

(edit)

Can get somoene help, because i love to see my mg's and crew leaving the port...:)

regards

Galvao

Helmsman are only visible when you are submerged, shipmate.

Best regards.

Fubar2Niner

fitzcarraldo
05-10-11, 02:53 PM
My list is alterade for this, but my 7C-1 continuons to not show MG's and crew on deck.
And crew in rudder on command room of the ship not show too.

Generic Mod Enabler - v2.6.0.157
[F:\Games\Silent hunter 3\ubisoft\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Pascal_portpeople
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Rapt0r's Das Boot Skin
Sobers 3D waves
TiefeMkI(German)
Rapt0r's Uniforms V2.0
Subphones
GWX - No Medals on Crew
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Q Ship mod GWX3.0
Current Depth
b25_ConningTower_Mid
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
WAC4.1_16k atmosphere
-63MBinSound
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Hitman_Beta_GUI_GWX3_1.0
Aces' Multimod compatability fix Hitman GUI add on
DD_VisibleMines_V1.0
TDW_DC_Water_Disturbance_v4_0_SH3
TDW_Ship_Plane_Fire_Damage_v1_4_SH3
b25_Louder_Diesels_Louder
IXBsplint_camo_LOW_RES
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version

Can get somoene help, because i love to see my mg's and crew leaving the port...:)

regards

Galvao

What is your "depth" with your boat in surface? Please, see the conning tower interior, if you have the MG34 in the CT, the boat is "too submerged" in surface position.

Regards.

Fitzcarraldo :salute:

galvao
05-10-11, 06:46 PM
What is your "depth" with your boat in surface? Please, see the conning tower interior, if you have the MG34 in the CT, the boat is "too submerged" in surface position.

hi,

Maybe i fond the problem, i can't acess to conning tower submerged or in surface.
But how i can repair that? i go reset all my mods and instal all again.

regards

Galvao

Aces
05-11-11, 03:47 AM
Hi mate,

Sorry you've been having problems.

1. Do you have the MG-34s on the outside of your Turm 7-C1, that's a 7c 1n 1940/41?.

2. You click on the closed hatch to the conning tower in the command room to enter the inside of the turm.

3. As kindly mentioned by Fubar2Niner the helmsmen in a type 7 automatically dissapear on surfacing it's part of FM's interior mod.

4. You get/hide the crew on deck with the SHIFT+D and CTRL+D keys.

Regards

Aces

galvao
05-11-11, 05:18 AM
Hi all...

My boat its 7C1 1940/41. and all good with hellmans.

I make some experiences, with this modlist in Stª Nazaire base :

-Generic Mod Enabler - v2.6.0.157
[D:\Games\SH3\MODS]
GWX_DFa-Flag&Pens_2010
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version

With that modlist, i can acess to conning tower by command room and see that mg34's are inside, but can't acess to crew on deck ( with commands SHIFT+D and CTRL+D keys), and get some errors with deck gun and aircraft guns damages after loading.

-Generic Mod Enabler - v2.6.0.157
[D:\Games\SH3\MODS]
GWX_DFa-Flag&Pens_2010
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Aces' Multimod compatability fix release v1.3 public beta
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version

With that modlist can´t acess to conning tower and crew on deck, but see 1 mg34 unmounted inside of tower (left side only). Continuos to get errors in loading with damage in deck gun and aircraft gun.

Regards

Galvao

Aces
05-11-11, 05:32 AM
Hiya,

This is most puzzling? you are running GWX3?, my mods are only designed to work with GWX3, some of them work with other super mods such as LSH5 and WAC but are not tested to do so by design.

I will post my mods list this evening.

Best Regards

Aces

galvao
05-11-11, 08:55 AM
hi,

I'm running SH3 1.4-GWX3.0-SH3commander in W7 X64 OS.
Maybe my best way is to reinstal all the game,pacth and supermod for reset all kind of errors in game.

Tks Ace, maybe with your modlist i can find my problem....:)

regards

Galvao

Aces
05-11-11, 08:57 AM
Hi mate,

I hope we can sort it out, I will post my current mods list this evening.

Cheers

Aces

fitzcarraldo
05-11-11, 09:43 AM
hi,

I'm running SH3 1.4-GWX3.0-SH3commander in W7 X64 OS.
Maybe my best way is to reinstal all the game,pacth and supermod for reset all kind of errors in game.

Tks Ace, maybe with your modlist i can find my problem....:)

regards

Galvao

My actual GWX list:


Generic Mod Enabler - v2.6.0.157
[C:\SH3GWX\MODS]

GWX - Late War Sensors Snorkel Antennas
LifeBoats&Debris_v4
Wooden_Lifeboats_Mod_1.1
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Aces' Multimod compatability fix release v1.3 public beta
Aces' Super Turms v5.1 GWX Version
Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On
MaGui 3.4
Widescreen MaGui v3.4
Type VII salvo selector
TorpedoSolutionButton for WideScreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
FM NI Fix for WideScreen MaGui v3.4
Aces' Type 9 c-1 Super Turm v2.0 3x MG-34 version for GWX
Aces' MaGUI v3.4 add-on for Super Turms 5+ & Multimod compatability Fix v1.3
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
GWX_SH4StyleFlag_fullModel
Pascal_Port_People
OLC's Modified Searchlight Beams for GWX3
BMW-R75 v.1 by TP
Torpedo damage Final ver2.0
Torpedo_HAHD_1024_GWX
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Merchant_Fleet_Mod_3.2
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
Q Ship mod GWX3.0
German Images for Widescreen MaGui v3.4
Carotio_SH3_Seafloormod - 256mb
Leitz Fernglas
Ice Age
Combat Radio Frequency
Rapt0r's Uniforms V2.0
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
Flakmonkey's Interior with crew
Damo's Lighting & Ambiance for FM Interiors v1.0 & Open Conning Tower Hatch TestFM Food (beta)
Thomsen's Sound Pack V3.2cg
Real Depth Charge
Karle's_Crash_Dive_Mod
Haunting Atlantic Wind
GWX - Merged Campaign Wilhelmshaven v6
B25_Deck_Crew_Ambient
Aces' Modified Headphones
Dönitz Aces - Custom Emblems
BritishAsdicMkIFinal
optional-Intro Screen for Widescreen MaGui v3.4
Wolfehunters_VIIC_U408_2048
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
WAC ENV 4.1 8K
New_clearsky_clouds
WAC4.1 16k Atmosphere

All seems work fine, testing now. No CTD, no problems with conning tower...

Regards.

Fitzcarraldo :salute:

Fubar2Niner
05-11-11, 02:54 PM
My actual GWX list:


Generic Mod Enabler - v2.6.0.157
[C:\SH3GWX\MODS]

GWX - Late War Sensors Snorkel Antennas
LifeBoats&Debris_v4
Wooden_Lifeboats_Mod_1.1
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Aces' Multimod compatability fix release v1.3 public beta
Aces' Super Turms v5.1 GWX Version
Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On
MaGui 3.4
Widescreen MaGui v3.4
Type VII salvo selector
TorpedoSolutionButton for WideScreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
FM NI Fix for WideScreen MaGui v3.4
Aces' Type 9 c-1 Super Turm v2.0 3x MG-34 version for GWX
Aces' MaGUI v3.4 add-on for Super Turms 5+ & Multimod compatability Fix v1.3
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
GWX_SH4StyleFlag_fullModel
Pascal_Port_People
OLC's Modified Searchlight Beams for GWX3
BMW-R75 v.1 by TP
Torpedo damage Final ver2.0
Torpedo_HAHD_1024_GWX
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Merchant_Fleet_Mod_3.2
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
Q Ship mod GWX3.0
German Images for Widescreen MaGui v3.4
Carotio_SH3_Seafloormod - 256mb
Leitz Fernglas
Ice Age
Combat Radio Frequency
Rapt0r's Uniforms V2.0
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
Flakmonkey's Interior with crew
Damo's Lighting & Ambiance for FM Interiors v1.0 & Open Conning Tower Hatch TestFM Food (beta)
Thomsen's Sound Pack V3.2cg
Real Depth Charge
Karle's_Crash_Dive_Mod
Haunting Atlantic Wind
GWX - Merged Campaign Wilhelmshaven v6
B25_Deck_Crew_Ambient
Aces' Modified Headphones
Dönitz Aces - Custom Emblems
BritishAsdicMkIFinal
optional-Intro Screen for Widescreen MaGui v3.4
Wolfehunters_VIIC_U408_2048
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
WAC ENV 4.1 8K
New_clearsky_clouds
WAC4.1 16k Atmosphere

All seems work fine, testing now. No CTD, no problems with conning tower...

Regards.

Fitzcarraldo :salute:

Mighty impressive list there mate, what are your system specs?

Best regards.

Fubar2Niner

Aces
05-11-11, 03:36 PM
Hi chaps,

I've had a day of modding hell trying to get everything working in the new 9c1 turm but I'm getting there. The danmed emblem stuff has been giving me the run around.

My mods list as promised

GWX 3, /3GB patch, Windows 32Bit XP with 4GB RAM:

Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII_GWX\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Rapt0r's Das Boot Skin
Sobers 3D waves
SOF_Scope
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
WAC4.1 16k Atmosphere
-63MBinSound
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
b25_Louder_Diesels_Louder
Aces' Multimod compatability fix release v1.3 public beta
Aces' Super Turms v5.1 GWX Version
MaGui 3.4
Widescreen MaGui v3.4
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Modified Headphones
Ricks_GWX_Rec_Man_Final
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On
Aces' Radio Room Postcards v2
NA
Type IXc - The Wolf
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3) 3x MG-34 version for GWX
Aces' MaGUI v3.4 add-on for Super Turms 5+ & Multimod compatability Fix v1.3

----

More news tomorrow but here's a few new screenies showing new compass, engine grills, ladder to wintergarten etc.

http://img192.imageshack.us/img192/7206/new1bm.jpg

http://img703.imageshack.us/img703/8096/new2z.jpg

http://img189.imageshack.us/img189/5937/new3zt.jpg

http://img94.imageshack.us/img94/2874/new4w.jpg

http://img847.imageshack.us/img847/5153/new5.jpg

Love the new MK2 skin mate, top class work.

Kind regards

Aces

BUKER
05-11-11, 05:08 PM
http://img847.imageshack.us/img847/5153/new5.jpg

Aces
Hi,
You can improve the detailing?

http://s53.radikal.ru/i141/1105/a5/cf10f953d98d.jpg (http://www.radikal.ru)

gar
05-12-11, 01:34 AM
I load the game, every thing works except I get a message that my gun and AA gun have been destroyed. I look and they are both missing. Never had this before. only change has been that I added both the Aces super turms v5.1, Super Pens V5.1 and the Multimod fix. They are GREAT mods. Followed the directions on order of loading. Hoping someone else has dealt with this and can help. Thanks SH3 + GWX the Best - Garry

Fish In The Water
05-12-11, 01:59 AM
I've had a day of modding hell trying to get everything working in the new 9c1 turm but I'm getting there.

Easy mate...

Thanks for hanging in there, but we don't want you killing yourself. :timeout:

Aces
05-12-11, 02:24 AM
Hi Gar,

I had this a long time ago I think, IIRC, it's because there's a clash of node ids. I might be wrong and, if it is, then it can be quite difficult to remedy. Can you please post your mods list. Edit, I just remebered that when you get that message it is usually the whole turm that's missing and when you look externally and I'm 99% sure that that is an ID clash problem. You must be running a mod that I'm not. If we can identify it then there's a chance that we can find the clashing ID but it can be a slow and painful process.

@Fish In The Water

Hi mate, I'll watch how I go. somedays one feels frustrated because everything seemse to go badly, other days it is the opposite, that's the nature of the beast.

@BUKER

Yes, some detail, I added the engine grills, of which I've seen different arrangements and the ladders from the 9c-2 turm as well as the bridge compass.

Regards

Aces

Fish In The Water
05-12-11, 03:07 AM
@Fish In The Water

Hi mate, I'll watch how I go. somedays one feels frustrated because everything seemse to go badly, other days it is the opposite, that's the nature of the beast.

I know what you mean. Some days I'm like a dog with a bone and the biggest challenge is knowing when to take a break. Funny thing though, I often get more done afterwards when I do.

BTW, have you had a chance to think about a 'Leaky Sub' stand alone mod? I think it'd be a great finishing touch and would definitely add a lot of ambience for players with a couple of gigs of RAM.

Cheers! :salute:

Aces
05-12-11, 03:21 AM
Hi mate,

Yes I'm thinking on that idea will let you know soon.

I was planning on taking a short break, just want to get the new stuff working first.

Cheers

Aces

Aces
05-12-11, 04:38 AM
Hi folks,

Been working more this morning, made the ladders into 6 rung rather than four and re-did the engine grills texture.

http://img192.imageshack.us/img192/3056/laddersandgrills.jpg

and my three grill version is still around:

http://img15.imageshack.us/img15/5530/3grillsandladders.jpg

Best Regards

Aces

urfisch
05-12-11, 11:30 AM
very nice work, aces!!!

:salute:

Fubar2Niner
05-12-11, 11:55 AM
Excellent work mate, have a few beers on me when you take that well earned break :()1:

Best regards.

Fubar2Niner (Martin)

Aces
05-12-11, 01:28 PM
Thanks chaps,

Everything working as planned, new screenies on my Type 9 Super Turms thread, releasde this weekend all things being equal.

Cheers

Aces

Magic1111
05-12-11, 03:58 PM
Thanks chaps,

Everything working as planned, new screenies on my Type 9 Super Turms thread, releasde this weekend all things being equal.

Cheers

Aces

Sounds very good, looking forward...! :yeah:

fitzcarraldo
05-12-11, 06:55 PM
About VIIC/41...Can be a next project a Super Turm for VIIC/41?:O:

Many thanks, Aces, for these great works!

Fitzcarraldo :salute:

Fish In The Water
05-13-11, 07:06 AM
Hi mate,

Yes I'm thinking on that idea will let you know soon.

I was planning on taking a short break, just want to get the new stuff working first.

Cheers

Aces

Very good, enjoy the break, (you certainly deserve it :salute:), and I hope I can celebrate some good news soon! :sunny:

BUKER
05-13-11, 09:05 AM
Hi Aces,
Perhaps these schemes are very useful.:salute:

http://s53.radikal.ru/i140/1105/e4/761e2ed058c0.jpg (http://www.radikal.ru)

http://s45.radikal.ru/i108/1105/94/fb49bf3e1008.jpg (http://www.radikal.ru)

Aces
05-13-11, 09:20 AM
Hi BUKER,

I've seen those thanks, and they are very useful.

Kind regards

Aces

gar
05-14-11, 04:05 AM
Aces,
Thanks a lot, I found the problem! you put me in the right direction. It was a MOD for ejecting pilots. Everything is working right and your additions just keeps making this great game better. Please from a greatful gammer keep up the excelant work.- Garry

galvao
05-14-11, 08:24 AM
HI all......

first at alll want Thanks to all that help me to correction of errors.....:yeah:

1- ACE... thanks, your work and help is very good to make this game better and better along the times, dont give up mate......THANKS ALOT MATE:salute:
Your moblist help me alot ....like all can see.
This my modlist at moment and work very good.....:yeah:

GWX-4gb/pacth- Windows7 64X
Generic Mod Enabler - v2.6.0.157
[F:\Games\Silent hunter 3\ubisoft\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Fubar's Plain Uboat Skin Pack
Sobers 3D waves
TiefeMkI(German)
Rapt0r's Uniforms V2.0 Patch
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
[B]Merchant_Fleet_Mod_3.2
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
Ice Age
Q Ship mod GWX3.0
Current Depth
b25_ConningTower_Mid
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
WAC4.1 16k Atmosphere
-63MBinSound
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
b25_Louder_Diesels_Louder
Aces' Multimod compatability fix release v1.3 public beta
Aces' Super Turms v5.1 GWX Version
MaGui 3.4
Widescreen MaGui v3.4
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Modified Headphones
Ricks_GWX_Rec_Man_Final
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On
Aces' Radio Room Postcards
Aces' Type 9 c-1 Super Turm (Old Emblem Compats) 3x MG-34 version for GWX
Aces' MaGUI v3.4 add-on for Super Turms 5+ & Multimod compatability Fix v1.3

I put 4 diferents mods in my modlist, because can't find this for download.
SOF_Scope, Officer symbol, konrad krumms type 7c, Torpedo_HAHD_1024_GWX, Karle's_Crash_Dive_Mo, NA.

2- I use 22''display with 1920x1080 resolusion, and see that in game can use all of the display (maybe because of Widescreen MaGui v3.4, that force 1360x768 resolusion), someone now any solution for that.......?

3- how can i get camara vision clean without interface icons , etc....

THANKS TO ALL IN ADVANCE..........KEEP GOOD WORK..:yeah:

regards

galvao

Aces
05-14-11, 04:46 PM
Hi mate,

Glad to be of help, try Maik's archive FTP site at the top of the page I think he has the mods that you couldn't find.

I have a 23 inch and also run at 1920c1080 BUT the wisdscreen mod doesn't support this resolution so we'll have to hope that one day it does but until then I'm very happy with 1360x768 with MaGUI 3.4+widscreen add-on.

Sorry, don't understand about the camera?, if it's GUI-related then I think that you could have a word with Makman.

all the best

Aces

Haihappen
05-17-11, 05:33 AM
@ Anvart

My computer is dead...
When i will get a new machine, i will make your dream come true... may be.

Hope you get a new machine soon, cuz my "modding"-efforts were not so lucky. Didn't find the file where the "in harbour"-distance is defined. Thought it was the st_nazaire.dat for St.Naz and so on for every single harbour. In there, near to the top of the file is a definition of a square by 200 meters. Could have been this entry - changed it to 2000 meters and hoped the best. But nothing. Had to get very near to my home pier inside the harbour before the pennants would show up - so it's just as it was before. :wah:

Come on, starij wolk - a proffish hand is needed here!

@ Aces
U69 just came home from its 4th Feindfahrt. So now's the time to mount the newest superturm onto my beloved boat. For the last Feindfahrt I decided to get me a 7c2-Turm, cuz in '42 there's lots of bees in the air. Wrong decision! Got well down an unexperienced Catalina, but some heavier bombers gave me hell staying surfaced - so I think more anti-aircraft power on the boat is relatively useless from now on. The next thing is that using a 7c2 I had to stare at that old "vanilla type" UZO, had no radio antenna to rise, no big emblem at the turm front and so on. So I'm about to take the c2-turm down again and get my old c1 back.

By the way: is the enclosed Turm Emblems Your Way mod still at v1 like it was in your public beta?

The only way to save my "Prestige-Reichsmark" would be if the Super Turms v5.1 did not only have the lightmaps for the 7c2 but also all those other fine things at the bridge. I need my cigarettes when at watch, and to have a helmet close at hand is not the worst thing too. And I need the hi-res UZO back! So: if there's no such things for the c2 (and I didn't read any about that, right?) - okay, let's spend some money...:wah:

Anyway: the Super Turms v4 (used that "included"-version together with your "public beta") were brilliant. :yeah: Looking forward to get my crew on deck when leaving St.Naz with v5.1. And - you know - I'll take the dog with me...

Gruesse!

Bakkels
05-17-11, 07:48 AM
Galvao, you can find Torpedo_HAHD_1024_GWX here:

http://www.u-boot-hahd.com/ubootwebsite/downloads-2

:salute:

Anvart
05-17-11, 08:07 AM
@ Anvart
...
the pennants would show up - so it's just as it was before.
...
This is a completely different independent work ... and don't has relation to "as it was before".
I don't know what you have in mind, but if you don't like use "as it was before".

Aces
05-17-11, 08:54 AM
Hi chaps,

Just to make it perfectly clear, I haven't changed anything in Anvart's flags, pennants, DF antenna mod and this mod is required to be installed before my Super Turms mod if you require the features of Anvart's mod and they are great features IMO.

Now regarding the distance at which the pennants display in port, as the old saying goes "everything comes to he who waits". I've been too busy with lots and lots of things to investigate this and Anvart doesn't have a working computer ATM. If there is a away to do this, and Anvart indicated that it could be possible, then I'm sure that it'll come about sometime in the future.

Quote:

"The only way to save my "Prestige-Reichsmark" would be if the Super Turms v5.1 did not only have the lightmaps for the 7c2 but also all those other fine things at the bridge. I need my cigarettes when at watch, and to have a helmet close at hand is not the worst thing too. And I need the hi-res UZO back! So: if there's no such things for the c2 (and I didn't read any about that, right?) - okay, let's spend some money..."

End quote.

I am spending many hours a day, seven days a week modding all this stuff and I'm sure that various features will find their way into future mods as requested BUT please be aware that these things take time , it's not a five minute job and requires quite a few hours plus more hours testing and tweaking if neccessary then there's the documentaion and uploading, forum post etc. so please be patient and, to use the phrase again, "everything comes to he who waits". :).

A friend quite resonably recently requested "could I produce a mod in a few spare minutes here and there when I have the time?" it doesn't work like that though, in order to see things through one can't keep down tools and go off on something else then pick it up days later and try and get one's train of thought back. Once one starts on something then it has to be carried through to conclussion and that means that it become "the" project until it is completed and released to the exclussion of virtually everything else. Also please be aware that I have a wife, a family and a full time job in addition to the modding stuff!. :)

When I produced the multi-skin bombers for BoB WoV 2.10 it took me about four months of pretty continuous work in every minute of my spare time and many evenings crawling into bed at three o'clock in the morning after spending an 8-10 hour session modding AFTER getting in from work. As well as all the many textures which I had to produce there was also the requirement to get my head around this game's own bizare scripting language from a cold start. When I worked on IL2-MAT Manager for IL-2 Sturmovik series there was again many graphics and supporting files to produce but also the need to start dabbling in Visual Basic coding and developing the program's "logic" and now there's learning how to do stuff in Maya and S3ditor for SH3 so, all in all, a lot of things to occupy my limited free time over recent years. It's not a case of simply saying "tonight I'm just going to spend an hour and produce this or that, yes, once in a while it does work like that and it's great when it does but so often it's a much longer slog, days, weeks maybe and often problems a plenty along the way so spare a though for the "agonies of the long distance modder" it's not as simple as is often thought!. I am not a professional graphics artist, I am not a professional 3d artist, I am not a professional programmer etc. but I muddle my way through in my own fashion. :D

Please do not read the above as a "rant", I thoroughly enjoy doing what I do, if I didn't then I wouldn't still be doing it after all these years, what I am trying to convey is that things take time to produce and I'm no expert, sometimes things take me many hours of work to produce and because of that and the hoops that my 52 Y.O brain has to go through along the way that and seeing folks enjoying using the mods, is what makes it rewarding and enjoyable. I have also been privileged to colaborate and exchange ideas with many very talented and dedicated "modders" over the years and that has also been very interesting and rewarding.

Kind regards to all

Aces

Fubar2Niner
05-17-11, 10:02 AM
Elloquently put Aces mate. As Aces asks, give him time and have patience me hearties. If I remember it was only a few days ago Leigh announced he was going to take a break, yet he's still hard at it and all for our benefits.

Don't despair me ol' mate we're all behind you on thisun. :salute:

Best regards.

Fubar2Niner

Aces
05-17-11, 10:06 AM
Cheers mate,

You'll all know when I've exhausted my energies :)

I see from you avatar that you've gone all "crusty" m8 :D.

Cheers

Aces

Fubar2Niner
05-17-11, 10:08 AM
Cheers mate,

You'll all know when I've exhausted my energies :)

I see from you avatar that you've gone all "crusty" m8 :D.

Cheers

Aces

Indeed Captain, and in more ways than one :arrgh!:

:haha:

Best regards.

Fubar2Niner

Aces
05-17-11, 10:10 AM
LOL, I've a few more barnacles in mi beard than I used too.

EDIT or maybe that should be "Bats in my Belfry!"

:D

Cheers

Aces

Anvart
05-17-11, 10:55 AM
Hi chaps,
...
If there is a away to do this, and Anvart indicated that it could be possible, then...
First, i didn't say that possible to unlock pennants at a distance of 600 m ...2000m ...5000m or 10000 m.
Look post #40... :DL
Second, the game has different events and UboatStates that can be used for such purposes.
I used InHarbor and InHarborNeutral states as the most suitable for my purposes.
May be can make a fully manual lifting and lowering of the pennants in any time... but this does not meet of my mod concepts.
If it don't like to somebody... don't use it.
I tired to repeat the same.
And i see that almost no one understands what i did.
I repeat, my mods DF antenna animation, Flag on Turm and Pennants on Turm are absolutely independent original works, and those mods don't uses stuff from other similar mods of other authors. :arrgh!:

Haihappen
05-17-11, 11:05 AM
@ Anvart

This is a completely different independent work ... and don't has relation to "as it was before".

I know watcha mean. "As it was before" was a vanilla SH3 without anything. So: sailing around WITH anything (including your pennants) is to me like living in wonderland. Chapeau! And to show my prey at the rised scope for the last meters of my turn IS ALREADY better then it was before, you're alright! But you know that old story: paradise, apple, snake... Whatever it is - it's never enough.

So I thought to try some things instead of getting on your nerves. See how this ended up: :down:

This (again) lets me see two things very clearly: sometimes it's not as easy as it seems to turn a screw - and the work that guys like you get done is not the product of only one sleepless night. But I will go on tryin', and if it only was to understand that I'm not able to get it. The more I fail, the more I will know about the value of a real modder's work.

I don't know what you have in mind, but if you don't like use "as it was before".

NO! Read it from my lips: NEVER! Leaving the harbour without flag? :hmmm: On a boat without a steaming potato-pot? :-? Out of St.Naz without locks? :cry: Could it get any worse? Ah, how 'bout sailing with closed hatches? :wah:

Let me put it that way: if there is a person "A" :know:, being a pro, and there are numerous other persons, moaning about how nice life could be, if only... :damn: From my experience it's only a question of time, until the right inspiration particle strikes the right brain. If it was mine - I would tell you. If it was yours, the better!

So: don't feel offended by my wishfull thinkings. I'll puzzle a little, and if I don't get it (what I think would be the fact) then I will sit here laid-back and shh-shh calm waiting for your next hit.

Did somebody say dawaj? I don't think so! :sunny:

Gruesse!

Haihappen
05-17-11, 12:02 PM
@Aces
Just to make it perfectly clear, I haven't changed anything in Anvart's flags, pennants, DF antenna mod and this mod is required to be installed before my Super Turms mod if you require the features of Anvart's mod and they are great features IMO.

IMO too. Download, unpack, install - works. Me happy! :sunny:

Now regarding the distance at which the pennants display in port, as the old saying goes "everything comes to he who waits". I've been too busy with lots and lots of things to investigate this and Anvart doesn't have a working computer ATM. If there is a away to do this, and Anvart indicated that it could be possible, then I'm sure that it'll come about sometime in the future.

No hurry! It was my own dumb idea to get me a 7c2 - for what reason I don't know any longer. It's just the fact that I didn't read carefully enough what you wrote. Clearly I was a little unhappy with the result of my doing. I simply had to realize how UGLY things were before Super Turms! For my part: I'm happy with a nice 7c1 too - don't want to use my AA gun any longer, cuz the planes are getting too dangerous. Take your time - or leave the c2 as it is. It's a heck of a job to get ALL thinkable configurations to the high level of the c1.

I am spending many hours a day, seven days a week modding all this stuff ...

I know, I know... And a big, huge :yeah: for this. What I don't know is how you manage this. I wouldn't. Wife, yes. Family, okay. Full time job, jaaa. But then it's over. My day has 24 hours - from where do you take another 8 hours for your modding business? It's unbelievable - but it must be true, cuz I'm sailing around with your mods. Therefore: if you heard any "hurry up!" or so - it wasn't me. It never will. I know what you're doing! (I think I do. But maybe I don't even have an idea...)

I am not a professional graphics artist, I am not a professional 3d artist, I am not a professional programmer etc. but I muddle my way through in my own fashion. :D

You're not? Then how the f... did you get together all that stuff? :D

...I thoroughly enjoy doing what I do, if I didn't then I wouldn't still be doing it after all these years...

:up: Yes! Go on, mate. And hopefully I'll see the day to help you with something, like you did to so many others.

Gruesse!

Anvart
05-17-11, 12:15 PM
You do not understand essence of mod ... you don't want to know the states of submarine and crew... you want only the distance ...
but the distance of UboatState can be changed by hacking of *.exe or *.act... may be... or not only :03:.
But in the game everything is interconnected and increased distance would upset the balance of other things.

Edited:
I have a different opinion when pennants ought be raised... and UBoatState InHarborNeutral is the best variant for this.

Haihappen
05-17-11, 01:07 PM
@ Anvart

:up: Thank you for that reply - now we're getting to the point! You're into the real thing while I try to get in. It was a little too optimistic of me to believe that there was only one screw to pull. Okay - so it's definitely NOT the distance. It has to do with the statuses. Oooh...:cry:

The status of my bridge crew i can SEE at least - they're taking down their glasses and "start to admire the view" as somebody put it (was that you?). But to CHANGE that status... That could really mean to crack *.act's (njaaa - maybe) or even an *.exe (no, I'm out of this!).

You saved me a lot of time with a single sentence. Now I'm nearly sure that it will be up to the pro's to solve that - if somebody is interested. Don't get me wrong: I will try my very best to find a solution on my own, but I'm not so optimistic any longer. But if I find something - you will be the first to hear from me. The "Flags and Pennants" is YOUR mod, right?

Now - if you want to give me some hints, I will be listening carefully. No need to discover the wheel twice...

Volk2
05-17-11, 01:39 PM
When I worked on IL2-MAT Manager for IL-2 Sturmovik series

Oh man... You are the autor of IL-2 MAT Manager? I always wished to meet a guy who made a program with the most obscure, illegible, chaotic and absurd interface in the world! You are a picasso of interface - really, it is an art! Don't understand me wrong - when you manage to win with the interface the program is great and totally indispensable :up: but you certainly heard about this many times.

And for those, who didn't have the pleasure to work with this wonder, MAT manager in all his glory:

http://files.moelan.net/img/BH_MATManagerSettings_780.jpg

Aces
05-17-11, 01:48 PM
Hi mate,

And that from someone who taught himself to program especially to produce it. More and more options got added to the GUI as folks wanted more and more but it did what it said on the tin didn't it :D

Edit, oh and over the history of the program it had dozens of new feature versions and more that 20,000 downloads from my server so it served a purpose :D.

Cheers

Aces

Volk2
05-17-11, 02:12 PM
Edit, oh and over the history of the program it had dozens of new feature versions and more that 20,000 downloads from my server so it served a purpose :D.
It stays to this day on my disk, together with zillion of files in Il-2 paintschemes cache :D

Aces
05-17-11, 02:19 PM
zillions (thousands) of MAT files each edited by my hand and a multiple find and replace text editor type program that was very frustrating to use. :)

and the only program that Oleg agreed to to add a setting to the conf.ini file in order that it would work!.

Cheers

Aces

Haihappen
05-18-11, 02:41 AM
Moin Aces!

As I said to you - hopefully I'll see the day to help you with something. Now this is it!

Yesterday night U69 left St.Naz for its 5th Feindfahrt. Erm... wanted to leave.
First I had to take a look around in the new pens. Took me an hour or so and gave me a fat reprimand from the commander - the Sperrbrecher was waiting outside the locks...

Amazing! What a life all around, all the boats and staff and the nurses (plus a Germen Shepherd...), that brilliant steam-loco and, and... Unbelievable!

Then the whole way back to my boat. Getting there I shoutet "Crew on deck", but nobody followed that order! Meuterei? :hmmm: Rebellion? :stare: No, a simple "CTRL+C, CTRL+V"-error in the command_de.cfg :haha: ("en" and "fr" are not affected). Gotcha, Aces!

In [Cmd250], third row was to read Key0=0x41,Cs,"SHIFT+D", but this "41" comes from Cmd150, the "Raise Antenna"-command. I corrected it to Key0=0x44,Cs,"SHIFT+D" and - hooray - finally got my crew on deck!

Me's a modder, too, isn't me? :har:

Got back my 7c1-Turm (didn't cost me a dime!) and - aaahh, what a magnificent scene! My cigarettes are back on the bridge! And so on... :yeah:

Now: up with the flag, up with the pennants, and then ahead one-third to Iceland! :salute:

Gruesse

Aces
05-18-11, 04:45 AM
Well spotted my friend and thanks for drawing it to my attention.

I have edited my commands file for the next release. My one works, it must have been when I did the .de version that the error crept in.

I'm pleased that you are enjoying the mods, I've put a lot of effort into the pens and still have a few things I'd like to do for the next version but bedfore that there'll be another Super Turms release in the not too distant future.

cheers

Aces

Haihappen
05-18-11, 05:17 AM
... and still have a few things I'd like to do for the next version ...

... as we all 'round here have lots of wishes to you! :rock:

But I'm sure you will get ready with satisfying ALL of them. Maybe when you're 65 - but we don't really care :D

Saw that description of your MAT-manager. Don't ask me nothing!

Ah, by the way: there's a new Type 7 interior coming up, you know that "MCHALO12 plus Diving Duck" thing. Oh, oh, oh! Did you see some leisure time in the future, maybe in your wildest dreams? Let me send you my best wishes, but :nope: I fear!

Take care of you. And please don't go to bed too late. For you know: women are... and men too...

Gruesse!

Jochem
05-24-11, 08:39 AM
I'm always using Mat Manager. It's always installed in my OS (All Aircraft Simulation mod) I Could'nt and I would'nt play at any time with il2 1946 without it. By the way, if you have test il2: cliffs of dover, you will notice that they are using the same system to use différent schemes.

Thanks for your awesome work, Aces. With your implication to the games we like it's gorgeous ;)

Aces
05-24-11, 09:18 AM
Hi chaps,

I'm very interested in the new Type 7 interior mod, MCHALO12 is doing some fantastic things.

Thanks for your kind comments regarding MAT Manager Jochem, I'm pleased that you are enjoying using the program. I haven't got CLOD yet as I don't have a PC to do it justice and also I'm waiting till they get most of the bugs out :).

Kind regards to all

Aces

Magic1111
05-28-11, 07:38 AM
Hi Aces !

I´ve a new suggestion for a new / forthcoming Version of your Super-Turm-MOD:

What do you think, is it possible to implement the new "Netswimmer" from the WAC 4.1 Super-MOD ?

"HanSolo" reworked this for the Version 4.1 of his WAC-Super-MOD and in my opinion this could be a nice Feature for your Turm-MOD too, or ?

I think "HanSolo" give permission to implement into your MOD, when you asked him !

Please see the picture (taken from the WAC Homepage):

http://img856.imageshack.us/img856/3048/newnetswimmers.jpg (http://imageshack.us/photo/my-images/856/newnetswimmers.jpg/)

http://img829.imageshack.us/img829/1869/radartext1.jpg (http://imageshack.us/photo/my-images/829/radartext1.jpg/)

http://img828.imageshack.us/img828/9798/realsnorkel7.jpg (http://imageshack.us/photo/my-images/828/realsnorkel7.jpg/)

What do you think about this ?

Best regards,
Magic

fitzcarraldo
05-28-11, 03:47 PM
Hi Aces !

I´ve a new suggestion for a new / forthcoming Version of your Super-Turm-MOD:

What do you think, is it possible to implement the new "Netswimmer" from the WAC 4.1 Super-MOD ?

"HanSolo" reworked this for the Version 4.1 of his WAC-Super-MOD and in my opinion this could be a nice Feature for your Turm-MOD too, or ?

I think "HanSolo" give permission to implement into your MOD, when you asked him !

Please see the picture (taken from the WAC Homepage):

What do you think about this ?

Best regards,
Magic

Yes, Magic. It could be a great addition for the Super Turms. I miss these "netswimmers" in GWX...

Best regards.

Fitzcarraldo :salute:

Fish In The Water
05-28-11, 05:12 PM
It could be a great addition for the Super Turms.

Agreed...

Would be a very nice addition. :yep:

Magic1111
05-29-11, 06:32 AM
Yes, Magic. It could be a great addition for the Super Turms. I miss these "netswimmers" in GWX...

Best regards.

Fitzcarraldo :salute:

Agreed...

Would be a very nice addition. :yep:

Thanks guys, I hope Aces also means this.....;):D

Best regards,
Magic

Aces
05-29-11, 06:51 AM
Like this you mean :D

http://img805.imageshack.us/img805/763/newwires1.jpg

and the no grills and spray deflector version:

http://img830.imageshack.us/img830/1843/newwires2.jpg

Cheers

Aces

Anvart
05-29-11, 07:19 AM
Yeah...:yeah:

Magic1111
05-29-11, 07:54 AM
Like this you mean :D

http://img805.imageshack.us/img805/763/newwires1.jpg

and the no grills and spray deflector version:

http://img830.imageshack.us/img830/1843/newwires2.jpg

Cheers

Aces


:yep::yep::yep: :rock::rock::rock: :yeah::yeah::yeah: :D:D:D

fitzcarraldo
05-29-11, 08:22 AM
Like this you mean :D


Cheers

Aces



:woot::woot::woot::woot::woot::woot::woot:

yes, yes, yes, YESSSS!!!

Many thanks, Aces...Waiting the new version :yeah::yeah::yeah::yeah:

Fitzcarraldo :salute:

Gerald
05-29-11, 08:28 AM
Nice work, :salute:

Fubar2Niner
05-29-11, 09:36 AM
Like this you mean :D

http://img805.imageshack.us/img805/763/newwires1.jpg

and the no grills and spray deflector version:

http://img830.imageshack.us/img830/1843/newwires2.jpg

Cheers

Aces

Bloody Marvellous !!!

Top notch stuff as usual me 'ol mate, don't wear yourself out now :03:

Best regards.

Fubar2Niner (aka Martin)

MCHALO12
05-29-11, 09:41 AM
Looks great!

Magic1111
05-29-11, 01:12 PM
Waiting the new version :yeah::yeah::yeah::yeah:

Fitzcarraldo :salute:

@ Aces: When do you think comes the new version out, mate ? :hmmm: :D

Best regards,
Magic:salute:

Aces
05-29-11, 01:44 PM
Hi chaps,

@Magic1111

Probably some time next week mate, I would love to get tje UZO/Peri problem sorted first.

Cheers

Aces

Magic1111
05-29-11, 02:04 PM
Hi chaps,

@Magic1111

Probably some time next week mate, I would love to get tje UZO/Peri problem sorted first.

Cheers

Aces

Okay, thanks mate !

Sorry when I asked, but what for a UZO/Perris Problem ? :hmmm: I can´t remember....? :oops:

Best regards,
Magic

Volk2
05-29-11, 02:21 PM
Great, I hope that for type IX also :up:

fitzcarraldo
05-29-11, 04:01 PM
@ Aces: When do you think comes the new version out, mate ? :hmmm: :D

Best regards,
Magic:salute:

Yes, we are impatients...

Any news about the Damo´s interior lights with the Super Turms?

Regards.

Fitzcarraldo :salute:

Aces
05-30-11, 06:06 AM
Hi folks,

http://img43.imageshack.us/img43/102/supertums619c1.jpg

More news soon.

Regards

Aces

Fubar2Niner
05-30-11, 06:13 AM
Hi folks,

http://img43.imageshack.us/img43/102/supertums619c1.jpg

More news soon.

Regards

Aces

Leigh,

Drooling as usual mate, great work :salute:

Best regards.

Fubar2Niner

Fish In The Water
05-30-11, 12:09 PM
Like this you mean :D

http://img805.imageshack.us/img805/763/newwires1.jpg


Very nice, thanks for the quick reply! Looks good!! :salute:

nik112
05-29-12, 12:11 PM
hi guys
i have a small prob with the mod.

enabled mods

Conus' SH3GWXWS 2.3
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Aces' Multimod compatability fix release v1.3 public beta
Aces' St.Nazaire Super Pens v5.1 GWX Version
and here is the pic
http://i268.photobucket.com/albums/jj22/nik112/sh32012-05-2820-12-08-05.jpg

please help
ps i had posted this at
http://www.subsim.com/radioroom/showthread.php?t=194107

and Magic advised to take a look at 2 aces thread's about new turms and pens. i red them but i couldn't find something.
cheers

Anvar1061
05-29-12, 01:16 PM
hi guys
i have a small prob with the mod.

enabled mods

Conus' SH3GWXWS 2.3
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Aces' Multimod compatability fix release v1.3 public beta
Aces' St.Nazaire Super Pens v5.1 GWX Version
and here is the pic
http://i268.photobucket.com/albums/jj22/nik112/sh32012-05-2820-12-08-05.jpghttp://www.gamefront.com/files/21038471/Wac_Animated_Sub_Pens_interior_start_for_GWX_7z

please help
ps i had posted this at
http://www.subsim.com/radioroom/showthread.php?t=194107

and Magic advised to take a look at 2 aces thread's about new turms and pens. i red them but i couldn't find something.
cheers

SSS
This only for Wilhemshafen,St.Nazaire!!!For rest Bases needs Wac Animated Sub Pens interior start for GWX http://www.subsim.com/radioroom/showpost.php?p=1346406&postcount=1http://www.gamefront.com/files/21038471/Wac_Animated_Sub_Pens_interior_start_for_GWX_7z

nik112
05-29-12, 01:51 PM
the pic is from st Nazaire and as you can see i have followed aces instructions. Now i'll install jimbuna's and i'll be back.

cheers

Jimbuna
05-29-12, 02:25 PM
Good luck http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

drakkhen20
05-29-12, 03:13 PM
ok is this mod for type vii cs and ixs only? i loaded up all the mods as listed in the readme. i just started a new career and i started with the vii b and my turm has the wrong textures and i cant get into the conning tower room itself from the command room by just clicking the mouse to go up the latter. so is there anything im missing here?:salute:

rudewarrior
03-15-20, 07:10 PM
Thread necro.

I'd like to find out if anyone is still using the St. Nazaire super pens mod and having any issues.

I have a very large mod soup, but I am using Wilhemshafen,St Naz,Schluese and xtra ships V6 as is mentioned in the mod (V5 is actually cited).

I didn't have any problem with it on my old system, but I upgraded to a system that is pretty advanced, and I have problems there now. Everything else runs fine.

When the mission starts, if I am topside and rotate my view to the 90 deg position I get CTD. However, I have noticed that if I haven't raised my battle flag on the u-boat then it seems to not crash. If I raise the flag, then it will crash later. Also not sure if it is really related or not. Still doing some testing.

Disabling the mod seems to work just fine, so that is always an option, but that mod is really nice work that I'd like to keep.

So I am just wondering if anyone else is experiencing anything like this.