View Full Version : [WIP] More Crew
Paris_England
08-04-11, 06:24 PM
UPDATED 08/06/2011
Latest version: 0.3b
The previous topic was combined with the underwater graphic wip which was passed onto Stoinm and is no longer relevant so I thought I'd start a new thread just for this puppy.
For anyone brave enough to try I have an Alpha for testing:
http://www.gamefront.com/files/20643023/PE_MORE_CREW_00.00.03b.zip
IMPORTANT: FOR MO ONLY -- must be applied after
What to Expect:
There are 9 new crew members in the aft quarter room.
They should appear in the VIIA,B,C.C/41
In good weather they'll go out on deck so long as
You are Surfaced
The Weather is good
None of the guns are manned
You are not hunting or hunted
When submerged, if the weather is bad or the guns are manned they will appear back in their quarters and idle stupidly
When in the bunker, they will be on deck in full uniforms waiting your orders
This alpha is to see how it works on other people's setup. If everything is fine then we can get some more stuff going on.
IMPORTANT: You will most likely need to load a mission/campaign TWICE for the crew to appear i.e load your campaign, once loaded hit RETURN TO MAIN MENU and then reload.
As I mentioned, this is built on MO so other people's work is partially included in these files. I don't think this counts as redistributing but if it does, I'll certainly do whatever is needed.
Enable with JSGME as usual :up:
Big thanks to everyone who's helped, suggested and prodded along the way:yep:
Let me know how it goes!
P
-------------------------------------------------------------------------
08/04/2011 - Initial alpha released
08/05/2011 - v00.00.03 released
+ fix for bad weather crew
08/06/2011 -v00.00.03b released
+ fixes Paris England's stupidity with uploading the wrong files
-------------------------------------------------------------------------
Notes on Crew -- no need to read this, just for reference about real uboat operations
+ Deck gun
Crew 3-5 including second watch officer
3 crew pass amunition and return spent rounds
+ General Routine (From Urfisch, Tarnsman, Panosrxo)
there was a "3-watch-system" so every watch was to be on service for 4 hours. 12-4, 4-8 and 8-12. the 12-4 watch was the "mad-dog-watch", as you had to get up to get breakfast and couldnt sleep through the night. every crew member who was on "free service" was sleeping, doing maintenance or just hanging around. so guess, 1/3 of the crew was always at sleep, 1/3 was having free time and 1/3 was on watch!
Taken from U-Boat Combat Missions by L. Patterson
"The Kriegsmarine had separate Line(seaman) and Technical/Engineer branches. Most of the seaman branch was divided into three alternating watches atop the conning tower, each directly supervised by one of three Watch Officers. The First Watch officer (IWO) was the boats second in command, the Second watch officer(IIWO) was the junior officer aboard, and the third watch officer(IIIWO)was the boats navigator. Each of these watches was on duty for a four hour shift.
The engineering/technical section, on the other hand, generally operated six hour shifts under the supervision of their relevant section heads, such as the Senior Diesel Mechanic, Senior Electric Motor Mechanic and Senior Radio Operator.
For example a 24 hour watch would be divided as follows:
00:00 First sea watch and starboard engine room watch on duty.
03:45 Second sea watch woken
04:00 Second sea watch on duty
05:00 Cook woken
05:30 Port engine watch woken
05:45 Port engine room watch breakfast
06:00 Remaining crew woken
port engine room watch on duty
06:30 Breakfast for remaining free crew
07:00 Clean ship
08:00 Third sea watch on duty
second sea watch breakfast
08:45 Routine daily duties for men not on watch
11:30 Lunch for first sea watch and starboard engine room watch
12:00 First sea watch and starboard engine room watch on duty.
Lunch for rest of crew.
13:00 Routine daily duties for men not on watch
15:30 Snack for men going on duty
16:00 Second sea watch on duty
17:15 Evening meal for men not on duty
18:00 Port engine room watch on duty. Evening meal for Starboard engine room watch.
20:00 Third sea watch on duty. Evening meal for those who have not eaten.
21:00 Lights out -- silence throughout boat for sleeping
23:40 First sea watch and Starboard Engine room watch woken to get ready for duty at midnight."
"...The Chief Engineer (LI) was head technical officer...
Chief Diesel Machinist was in direct control of the engines, assisted by one petty officer (Maschinenmaat) and two or three lower ranking "Lords"..."
[B]+ Links
http://www.uboataces.com/ref-crew.shtml
http://www.uboat.net/men/crew/
[/URL]
Sweet, Will give it a try now. To bad I am in a horrible storm at the moment.
This is a sweet mod!! Here is some pics I just took. I love it! Would there be anyway to make it so we can assign a button to make the crew go onto deck or vise versa?
http://www6.picfront.org/picture/mcmRH1PhSN/thb/crew1.jpg (http://www.picfront.org/d/8iLb)http://www6.picfront.org/picture/9K7rCYKbscF/thb/crew2.jpg (http://www.picfront.org/d/8iLa)http://www6.picfront.org/picture/TsaEDGYp2HA/thb/crew3.jpg (http://www.picfront.org/d/8iL9)
Paris_England
08-04-11, 07:29 PM
@mia389
:yeah:
Assigning commands would come under the GUI realm. I know nothing about that, but if TDW, Reaper or DrJones can chime in here...
Maybe there's a way to pass a global variable from the UI. That could also bypass the problem with the BattleSations state not seemingly registering.
Mia, did you have to do the double load thing I suggested (load, return to menu, load again)? I have no clue what causes this.
Any other problems (framerate drops etc)?
THANKS!
:up:
P
[edit] PS Thanks for uploading those pics!
[edit] PPS You can make the crew leave the deck by manning either of the guns
Yes I had to do the double load. My FPS did drop initially when first going into the sub when the crew was inside, after that they were locked at 60. It seemed like it was loading the crew into my memory or something that slowed me down for just a second or two. Like I said after that everything was good. This same thing happens when I go up on bridge in a storm. Frames drop at first then good after textures load or something. Overall good performance though. I have a Nvidia 560TI, E8500 at 3.8 and 4gb ddr3 ram.
I know how to remap my keys using jimimadrids keymapper.exe and that is about it lol. I am not a scripter myself. I can read them is about it.
THE_MASK
08-04-11, 07:46 PM
Started a new campaign , crew were on deck :up:
Crew in quarters when submerged :up:
Loaded my current campaign mid patrol and still works :up:
Here is my mod list .
[4432] MODS installed:
[4432] [DEPENDANCIES]
[4432] MightyFine Crew Mod 1.2.1 Alt faces="MCCD_1.04_MFCM_1.2.1_compatible""PE_MORE_CREW"
[4432] No magic skills v1.5 MCCD compatible="MCCD_1.04_MFCM_1.2.1_compatible"
[4432] Dynamic Environment SH5 Basemod (normal ) V2.1="Dynamic Environmental SH5 Shallow Waters V2.1""FX_Update_0_0_16_2_ByTheDarkWraith""sobers_realistic_underwater_FX2""sobers smaller water drops"
[4432] FX_Update_0_0_16_2_ByTheDarkWraith="NewUIs_TDC_6_7_0_ByTheDarkWraith""IRAI_0_0_30_ByTheDarkWraith""IRAI_0_0_30_No_hydrophone_on_surface""R.E.M_by_Xrundel_TheBeast_1.2""OPEN HORIZONS II""sobers chimney smoke V2"
[4432] Speech fixes and additions (english version)="NewUIs_TDC_6_6_0_ByTheDarkWraith"
[4432] NewUIs_TDC_6_6_0_ByTheDarkWraith="NewUIs_TDC_6_7_0_Real_Navigation""NewUIs_TDC_6_7_0_alt_officer_wounded_by_Torpedo""IRAI_0_0_30_ByTheDarkWraith""IRAI_0_0_30_No_hydrophone_on_surface""R.E.M_by_Xrundel_TheBeast_1.2""Manos Scopes-Core Files""Manos Scopes-patch for 16x9""Trevally Tutorials - All v0.2 (for TDW UI+OH II)""Trevally Harbour & Kiel Canal Pilot v2.7""Trevally Automated Scripts v0.6""OPEN HORIZONS II""OH II and Light Campaign Radio Messages v3""Church's Compass Dials Mod v2.1"
[4432] IRAI_0_0_30_ByTheDarkWraith="IRAI_0_0_30_No_hydrophone_on_surface""R.E.M_by_Xrundel_TheBeast_1.2"
[4432] IRAI_0_0_30_No_hydrophone_on_surface="R.E.M_by_Xrundel_TheBeast_1.2"
[4432] Manos Scopes-Core Files="Manos Scopes-patch for 16x9"
[4432] OPEN HORIZONS II="Remove mines-ice-dolphins from OH II full""50% reduced port ships from OH II full - Copy"
[4432] Capthelms SH5 Audio Mod="MadMaxs_SH5_Subdiesel"
[4432] [MODS]
[4432] Accurate German Flags=1
[4432] RemoveLogoIntroTheDarkWraith=2
[4432] NDB,NDH OM#1 - No Dialog Indicator=3
[4432] Capthelms SH5 Audio Mod=4
[4432] No magic skills v1.5 MCCD compatible=5
[4432] MightyFine Crew Mod 1.2.1 Alt faces=6
[4432] MCCD_1.04_MFCM_1.2.1_compatible=7
[4432] Speech fixes and additions (english version)=8
[4432] U-Boat Ballast Tanks SFX=9
[4432] Dynamic Environment SH5 Basemod (normal ) V2.1=10
[4432] Dynamic Environmental SH5 Shallow Waters V2.1=11
[4432] Dynamic Environment SH5 Waves (realistic version) V2.1=12
[4432] sobers silent hud=13
[4432] FX_Update_0_0_16_2_ByTheDarkWraith=14
[4432] NewUIs_TDC_6_6_0_ByTheDarkWraith=15
[4432] NewUIs_TDC_6_6_0_Real_Navigation=16
[4432] NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo=17
[4432] TheDarkWraith_DC_Water_Disturbances_v2_0_SH5=18
[4432] IRAI_0_0_30_ByTheDarkWraith=19
[4432] IRAI_0_0_30_No_hydrophone_on_surface=20
[4432] R.E.M_by_Xrundel_TheBeast_1.2=21
[4432] Manos Scopes-Core Files=22
[4432] Manos Scopes-patch for 16x9=23
[4432] Trevally Tutorials - All v0.2 (for TDW UI+OH II)=24
[4432] Trevally Harbour & Kiel Canal Pilot v2.7=25
[4432] Trevally Automated Scripts v0.6=26
[4432] OPEN HORIZONS II=27
[4432] Remove mines-ice-dolphins from OH II full=28
[4432] 50% reduced port ships from OH II full - Copy=29
[4432] OH II and Light Campaign Radio Messages v3=30
[4432] MightyFine Less Annoying Footsteps 1.0=31
[4432] Grossdeutscher Rundfunk=32
[4432] Church's Compass Dials Mod v2.1=33
[4432] sobers chimney smoke V2=34
[4432] sobers see thru wake fix=35
[4432] sobers_realistic_underwater_FX2=36
[4432] sobers smaller water drops=37
[4432] MadMaxs_SH5_Subdiesel=38
[4432] sobers multi color mod V2=39
[4432] PE_MORE_CREW=40
Doesnt work as intended without MO but still is ok .
THE_MASK
08-04-11, 09:12 PM
http://img853.imageshack.us/img853/7015/crewj.jpg (http://imageshack.us/photo/my-images/853/crewj.jpg/)
Paris_England
08-04-11, 09:16 PM
Fantastic news Sober!
I noticed you're not using MO -- so maybe the only files touched by this mod are the MFCM files?
Thanks for the report!
BTW did you have to do the double load thing as well?
Paris_England
08-04-11, 09:19 PM
oops just noticed you said 'doesn't work as intended without MO' ... what are you noticing?
Thanks
P
THE_MASK
08-04-11, 09:25 PM
The only thing i noticed was i didnt get that formation crew on deck in the bunker . There are crew there but just the crew like pic 1 of mia389 post . I didnt recall any crew at the rear on deck . The crew stay on deck in all weather . Thats ok , i wasnt using MO .
THE_MASK
08-04-11, 09:26 PM
I will load MO and give it a go .
mobucks
08-04-11, 09:56 PM
wow... so awesome... wow... im having a great campaign though... sober tell me if after adding MO you can continue your current campaign, I want to try this!
Im a faithful sobers mod list follower, many many hours now and no CTDs!
THE_MASK
08-04-11, 10:18 PM
You definately need to start a new career , i loaded my mid patrol save again and nuthin .
Hey Sober, what mod gives you them textures inside the sub like that. I am using Naights Submarine textures v1.2. I might give my sub a new look when I get back to port though.
Silent Steel
08-05-11, 02:22 AM
Just did a test run with this lovely new mod + the Ui-boat 4.14 UI
New campaign
- No FPS drops :up:
- All hands present on deck :up:
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4650
- When submerged boat is getting crowded :yeah:
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4649
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4648
So far it runs flawlessly.
:D
Paris_England
08-05-11, 02:41 AM
Thanks for checking things out Sober -- much appreciated. When you tried your existing campaign did you try the double load? That's something I just can't figure out: why the files will not load the first time:damn:
With my setup, I can load the crew in or out of bunker with new campaign or old. Maybe this is strictly mod dependent as I AM using MO. Mileage may vary and it's good to hear people's experience:up:
@Silent steel ... are those guy's feet sunk in the deck in that pic or is it just a weird angle? On my setup, there's actually a slight levitation -- the crew's feet are a few centimeters above the deck.:o
Silent Steel
08-05-11, 03:11 AM
@Silent steel ... are those guy's feet sunk in the deck in that pic or is it just a weird angle? On my setup, there's actually a slight levitation -- the crew's feet are a few centimeters above the deck.:o
I'll check
back soon
Edit;
Nope, their feet are visible, not sunk into the deck but as you said - with a slight levitation.
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4651
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4652
//
Magic1111
08-05-11, 03:27 AM
The previous topic was combined with the underwater graphic wip which was passed onto Stoinm and is no longer relevant so I thought I'd start a new thread just for this puppy.
For anyone brave enough to try I have an Alpha for testing:
IMPORTANT: FOR MO ONLY -- must be applied after
http://www.gamefront.com/files/20636606/PE_MORE_CREW.zip
What to Expect:
There are 9 new crew members in the aft quarter room.
They should appear in the VIIA,B,C.C/41
In good weather they'll go out on deck so long as
You are Surfaced
The Weather is good
None of the guns are manned
You are not hunting or hunted
When submerged, if the weather is bad or the guns are manned they will appear back in their quarters and idle stupidly
When in the bunker, they will be on deck in full uniforms waiting your orders
This alpha is to see how it works on other people's setup. If everything is fine then we can get some more stuff going on.
IMPORTANT: You will most likely need to load a mission/campaign TWICE for the crew to appear i.e load your campaign, once loaded hit RETURN TO MAIN MENU and then reload.
As I mentioned, this is built on MO so other people's work is partially included in these files. I don't think this counts as redistributing but if it does, I'll certainly do whatever is needed.
Enable with JSGME as usual :up:
Big thanks to everyone who's helped, suggested and prodded along the way:yep:
Let me know how it goes!
P
-------------------------------------------------------------------------
08/04/2011
Initial alpha released
Suggestions to look at for future releases:
* Link crew on deck to UI and/or speed
* Responses to DMG_TKN, SIL_RUN, PROX_EXPL
* Response to Crash Dive command: Crew runs to fore tubes
Hi !
Wonderful news, an Alpha is ready to test !!! :yeah:
I´ll test it this evening when I´m beeing back home !
BTW, thanks for the Test-version, pictures in this Thread looks really awesome ! :up:
Best regards,
Magic
urfisch
08-05-11, 03:44 AM
this is really nice stuff, paris! great.
Sgtmonkeynads
08-05-11, 03:58 AM
Sorry to ask here, but what hud are you useing Silent? Looks very clean.
i dont like the stuff in the bottom left and yours is the one i need to upgrade to.
Silent Steel
08-05-11, 05:17 AM
Sorry to ask here, but what hud are you useing Silent? Looks very clean.
i dont like the stuff in the bottom left and yours is the one i need to upgrade to.
Affirmative Sgt :salute:
This is The Ui-boat User Interface by Reaper7.
Used it this morning to test this new More Crew Mod's compatibility.
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4653
This is a standalone UI so you can't use it with MO or New UIs by TDW so disable them and after this you can enable it with JSGME.
Download it here
http://www.subsim.com/radioroom/downloads.php?do=file&id=3171 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3171)
/:up:
Sgtmonkeynads
08-05-11, 05:43 AM
Thats the same one i use, but i get no new Blue light down on the bottom. I will have to investigate.
siebr00
08-05-11, 06:08 AM
Hi P_E,
This MOD is awesome :rock: and I can't wait to give it a try.
But :
IMPORTANT: FOR MO ONLY -- must be applied after
What is meant by MO ??
Cheers.
Silent Steel
08-05-11, 06:26 AM
Hi P_E,
This MOD is awesome :rock: and I can't wait to give it a try.
But :
What is meant by MO ??
Cheers.
Magnum Opus by TheDarkWraith
@mia389
[edit] PPS You can make the crew leave the deck by manning either of the guns
Yes I can. This is the way I clear the deck if I want it to be cleared. I just hit F6 to have crew man Flak guns then the guys on deck go under. Works great!
edit: I read that wrong, Thought you were asking me if they went under when guns were manned
While on patrol today I found a bug. The crew got stuck lol. Here were the conditions.
I had crew below by manning flak guns, weather was good. I dived for sound check and went back up to bridge. When I got up on top weather was pretty bad. Crew was on deck in storm so I hit man flak gun. I noticed the crew lying down in mid air. Not sure if they were already like that or if it happened when I pressed manned flak gun. I think manned flak gun and heavy seas might of been the condition. Crew was stuck in the position of screen shot below. I couldn't get them back under.
After reloading the game they went back under. I surfaced (as my save was under water) and crew stayed below. Was a storm so seemed to work good after the reload of save.
http://www9.picfront.org/picture/MrIlfouiCZU/thb/pr1.jpg (http://www.picfront.org/d/8iNT)http://www9.picfront.org/picture/2gNoNM3OX/thb/pr2.jpg (http://www.picfront.org/d/8iNS)http://www9.picfront.org/picture/4ko8xrpo9P/thb/pr3.jpg (http://www.picfront.org/d/8iNR)
mobucks
08-05-11, 11:14 AM
Silent Steel, I see you mention you use UIboot therefore cannot use MO.
Are you seeing the same problems Sober had when using it without MO?
(crew stays on deck in bad weather ect?)
Rickster1
08-05-11, 11:42 AM
I just tried using the mod without MO but using dw;s tdws and had the same problem in rough weather and they were on the deck
Paris_England
08-05-11, 12:02 PM
Aww shucks -- somethings not right there.:wah:
I'll take a look and see what the problem is -- thanks for the heads up :yeah:
@Rickster1 -- "dw;s tdws" -- you mean TDW's UI? Or something else?
P
Rickster1
08-05-11, 12:40 PM
Yes tdw ui,s . sorry
Lord Justice
08-05-11, 01:00 PM
Yes I can. This is the way I clear the deck if I want it to be cleared. I just hit F6 to have crew man Flak guns then the guys on deck go under. Works great!
Yes I may give this a shot, using MO, but no TDW's. crew seem to be stuck on deck after dive. Non the less thank You for the mod, I am more than sure it will be perfect soon. :woot:
hi!
i hope it gets better and better............now it looks great!!!!
Lupo!:arrgh!:
Awesome, just awesome. Downloading this now, will give feedback asap. many thanks Paris. :yeah::yeah::yeah::yeah:
Edit - Lol Download will be back up shortly -- goofed something up.:wah:
Magic1111
08-05-11, 02:46 PM
Aww shucks -- somethings not right there.:wah:
I'll take a look and see what the problem is -- thanks for the heads up :yeah:
@Rickster1 -- "dw;s tdws" -- you mean TDW's UI? Or something else?
P
Hi P_E !
Do I understand this correct, you´ll release a fixed/new version soon ? Because you´ve deleted the downloadlink on first post ?!
Best regards,
Magic
Knowing Paris it wont be long for the link to be back with a fix.
Magic1111
08-05-11, 02:59 PM
Knowing Paris it wont be long for the link to be back with a fix.
Let us hope you´ve right Mia....:hmmm:
Paris_England
08-05-11, 10:36 PM
Update v.00.00.03
http://www.gamefront.com/files/20641451/PE_MORE_CREW_00.00.03.zip
Hopefully this will fix the crew getting stuck in bad weather -- and may help for those not using MO (MO wasn't the problem -- my haste was the issue)
Thanks for all the reports and pics :)
Lets see if this one irons out the kinks ;)
Thanks
P
Thats why its beta right. We here to help ya test. I will try it tomorrow!
Silent Steel
08-06-11, 12:55 AM
Silent Steel, I see you mention you use UIboot therefore cannot use MO.
Are you seeing the same problems Sober had when using it without MO?
(crew stays on deck in bad weather ect?)
Well, for this thest run I chose just to activate the Ui-boat. Just because I wanted to see if it works with the Ui-boat UI.
Last night my crew stayed on deck even in rather harsh weather, ~15 m/s. :o
Couldn't get them below, even if I called Man AA or Deck Gun, not even diving would get them below.
Seasoned hands like it rough, or? :rock:
Later I even tried it with MO and had some anomalies. Can't remember exactly which ones right now.
Have you tested the Ui-boat with MO?
Or with NewUIs?
Or with MO+NewUIs?
Any issues?
//
Paris_England
08-06-11, 01:10 AM
TY Mia!
@silent steel:
Are you still seeing the anomalies with v0.3? Or was that with the first version?
For reference, the game sees bad weather as precipitation only I think. so 15m/s winds does not bad weather make (according to SH5), whereas a light rain on a flat pond is as bad as it gets :har:
I just noticed that TDW mentioned he could make the crew respond to any of the commands in the commands.cfg file .... that sure would be useful info (if it's fairly straightforward).
If we could expose depth, speed, wind speed, precipitation to the crew slots that would be amazing.
Silent Steel
08-06-11, 01:24 AM
TY Mia!
@silent steel:
Are you still seeing the anomalies with v0.3? Or was that with the first version?
For reference, the game sees bad weather as precipitation only I think. so 15m/s winds does not bad weather make (according to SH5), whereas a light rain on a flat pond is as bad as it gets :har:
I just noticed that TDW mentioned he could make the crew respond to any of the commands in the commands.cfg file .... that sure would be useful info (if it's fairly straightforward).
If we could expose depth, speed, wind speed, precipitation to the crew slots that would be amazing.
I'm activating the v0.3 as we speak.
Back in 30-60 mins with pics and data. Still testing with Ui-boat.
I leave testing with MO and NewUIs to the mates that already started to.
:up:
Silent Steel
08-06-11, 01:51 AM
Sorry to say -
Just got CTD :cry:
//
Paris_England
08-06-11, 01:52 AM
TY for all your testing efforts, guys!:up:
For reference: My rig's set up with MO -- I don't think TDW's UI touches any of the same files I'm using. Most likely the crossovers are MFCM, More Crew Commands and maybe Steel Viking's Interior mod.
Now onto a bit of fact finding:
Does anyone know a good site that details the crew? How many do we need? 44 seems to be the most consistent number but I've seen as many as 50.
How many officers? Can someone give me a breakdown of the uniforms in SH5 as worn by the exisiting crew...eg are the khaki shorts and shirts an officer's uniform?
At this stage I've added 9 crew to QR2. I plan on adding a further 6 to QR1 (officers) and maybe a couple more elsewhere.
For these crew I plan on enabling a few states:
Relaxed/Relaxed on deck
Bunker on deck
Crash Dive
Silent
Hunter/Hunted
If possible, Repair
Knowing what an average crew is and where/what they might be doing under these circumstances would be useful:up: So if anyone has any tips, let me know!
THANKS!:yeah:
Paris_England
08-06-11, 01:55 AM
@Silent Steel,
CTD? At what point does the game crash? You'e not using MO, correct?
P
I keep getting CTD as well. Im loading from new campaign. Ill try a patrol Im on. Patrol didnt work either. I get loading screens then the short black screen then CTD. I really gotta get to bed now. I will have 3 hours ingame time tomorrow if ya get a working version by the time I wake up. Then I will put her to the test :-). I had dbgview running but forgot to save it.
[MODS]
Magnum_Opus_v0_0_1=1
NewUIs_TDC_6_6_0_ByTheDarkWraith=2
Dynamic Environment SH5 Basemod (realistic version) V2.1=3
Dynamic Environment SH5 Atlantic Floor V2.1=4
Dynamic Environment SH5 BrighterNights V2.1=5
Dynamic Environment SH5 Sounds V2.1=6
Dynamic Environment SH5 Undersea (temperate and polar) V2.1=7
Dynamic Environment SH5 Waves (realistic version) V2.1=8
Dynamic Environment Undersea (mediterranean) V2.1=9
FX_Update_0_0_16_2_ByTheDarkWraith=10
FX_Update_0_0_16_2_UHS_Fix=11
IRAI_0_0_30_ByTheDarkWraith=12
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting=13
Critical hits 1.1 Torpedos=14
Capthelms Sounds=15
EQuaTool 01.01 by AvM - Large Style=16
Grossdeutscher Rundfunk=17
nVidia missing lights=18
Trevally Harbour & Kiel Canal Pilot v2.6=19
Trevally Automated Scripts v0.6=20
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5=21
Naights Submaine Textures v1.2 (PUV)=22
WoGaDi Mod BetaSix=23
TDW_No_contact_shapes_or_colors=24
Radio Paris French Music Full Version 1.2=25
stoianm pitch&roll for SH5 V1 (normal)=26
NewUIs_TDC_6_6_0_Real_Navigation=27
OH II and Light Campaign Radio Messages v3=28
Trevally Tutorials - All v0.2 (for TDW UI)=29
Open Horizons II Light=30
Real_Sink_0_0_16_2=31
Equipment_Upgrades_Fix_1_2_byTheBeast=32
KZS Hull wetness for U-Boats + co tower and deck=33
PE_MORE_CREW=34
R.E.M_by_Xrundel_TheBeast_1.2=35
Silent Steel
08-06-11, 03:20 AM
@Silent Steel,
CTD? At what point does the game crash? You'e not using MO, correct?
P
No, not MO or NewUIs.
Since others here in the forum already were testing with MO/NewUIs when I downloaded it yesterday I chose to test it with the Ui-boat only.
CTDs;
After main Menu -
Starting Historical Mission 'The Pedestal' - CTD during loading the mission.
or
New Campaign - CTD during loading the campaign.
As I didn't know if this v0.3 is a completely new version or a patch for the first version I've tried both. That is;
1. Activated the v0.3 only. As I got CTD I went on to ->
2. Patched first release from yesterday with v0.3 and got CTD
3. Activated first version from yesterday again alone. Runs so far just fine.
These were the only warnings I got from JSGME when activating the mod.
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4657
Any ideas?
Stormfly
08-06-11, 07:47 AM
...the SDBSM (Additional crew sounds beta) warning come because i use the same script to add crew noises and chat in that room.
...as soon as we have a stable version, i release a merged / compatible version of it for SDBSM`s additional crew sounds.
Rickster1
08-06-11, 09:33 AM
Not using Mo got ctd after loading screen, which i did not get with v1. I also got same MOD conflicts as Silent Steel
Paris_England
08-06-11, 11:15 AM
Ok -- I know what the problem is -- I packed the wrong file in the zip. I'll re-upload :oops:
Expect it soon.
Thanks for your patience guys :)
That must be why it worked for you and none of us :har:
Paris_England
08-06-11, 11:43 AM
v0.3b
uninstall previous version, add this one :)
http://www.gamefront.com/files/20643023/PE_MORE_CREW_00.00.03b.zip
Should fix things :oops:
NB: If any mod overwrites Crew_Idle_Actions_QR2.aix AFTER installing More Crew, the game will crash right after a mission or campaign loads.
Again, many thanks all!!!
P
Silent Steel
08-06-11, 12:15 PM
...the SDBSM (Additional crew sounds beta) warning come because i use the same script to add crew noises and chat in that room.
...as soon as we have a stable version, i release a merged / compatible version of it for SDBSM`s additional crew sounds.
Lovely, thanks :up:
Magic1111
08-06-11, 02:11 PM
v0.3b
uninstall previous version, add this one :)
http://www.gamefront.com/files/20643023/PE_MORE_CREW_00.00.03b.zip
Should fix things :oops:
NB: If any mod overwrites Crew_Idle_Actions_QR2.aix AFTER installing More Crew, the game will crash right after a mission or campaign loads.
Again, many thanks all!!!
P
Many thanks for all your work P_E ! :up:
Best regards,
Magic:salute:
mobucks
08-06-11, 02:18 PM
this is awesome, but why add sounds to this mod?
IMHO keeping things streamlined will avoid issues.
awesome job nonetheless, cant wait to test it out.
Rickster1
08-06-11, 03:05 PM
Many thanks this now seems to be working. Well done.
Paris_England
08-06-11, 03:18 PM
:yeah:
Great! You'll still find the crew gets dumb if you go into HUNT or HUNTED state (same with DMG TKN and PROX_EXPL I think) -- but that's because those scripts aren't written.
Currently I'm placing more nodes in the Control room so when you're hunted/Hunter some of the crew will leave QR2 and go just inside the CR to see what's going on.
.... to be continued :up:
[EDIT} I'm not planning on adding sounds, but it looks like STORMFLY may be producing a compatibility version with SDBSM`s additional crew sounds when I'm done for those who wish to use both.:up:
Rickster1
08-06-11, 03:49 PM
Please carry on add crew and animations, the difference this is making to the game is imense. Many thanks
spearchucker
08-06-11, 04:24 PM
I still have the crew on deck during bad weather
maybe on my end, as I don't run MO or an Environment mod
would it make difference as far as the Environment mod?
anyway its still a darn nice mod thanks for sharing and the hard work :salute:
Paris_England
08-06-11, 04:51 PM
@spearchucker
I don't think the enviro mods should make a difference.
What are you considering bad weather? The game only checks to see if there is rain, so if it's not raining the game doesn't consider it to be bad weather (no matter how foggy or windy)
Also check to see if there are any animations playing if you spot them on deck when it's raining. Every 20-30 seconds or so some of the crew should change places. If they do nothing for a minute or so, then HUNTER/HUNTED state has been activated (which isn't scripted yet). This will hang the crew until you order them off deck by manning the guns or submerging.
Let me know how it goes.
Thanks
P
spearchucker
08-06-11, 05:07 PM
sorry, Paris_England :oops:
it was not raining, just 15ms wind
I do hope you can eventually get them to go below when the waves kick up though
right now it looks very strange guys standing flat footed and the boat rocking like that
capt-jones
08-06-11, 05:42 PM
:hmmm: just a quick heads up on your mod PE i was playing multiplayer tonite and i was plesantly surprised when i walked into aftbunker room to see nine stowaways dossing about the place, i have 3 seperate installs of SH5 ON my PC one for multiplayer, one for testing your mod and others, and one campaign game with all mods i like,so they must be mixed up somewhere in my files (not a bad thing for me anyway)i can say that so far it works as you have said,i use a lot of mods like reapers 4.14 enviroment 5.1 open horizens2 sub flags sub exhaust and plenty of other small mods,so no issues here,BUT AS YOU SAY YOU MUST SAVE AND RELOAD MISSION BEFORE EVERYTHING WORKS,keep up the good work you know you are on the right track:salute:
Paris_England
08-06-11, 05:54 PM
that's good news Spearchucker!:up:
You're right -- it does look odd. I need to play with the isBadWeather() call to see if if the function can return other parts of the weather array. If we're lucky we'll get isBadWeather("precipitation") = 1 for light rain, =2 for medium etc. Same for wind and fog.
I hope this is the case -- if anyone's messed with this and knows the answer great, let me know :up: Otherwise I'll be looking into it.
@ Capt Jones -- Thanks for the heads up :up:
I don't know what the issue is with the double load. Makes me suspicious:shifty:
TheDarkWraith
08-06-11, 05:59 PM
that's good news Spearchucker!:up:
You're right -- it does look odd. I need to play with the isBadWeather() call to see if if the function can return other parts of the weather array. If we're lucky we'll get isBadWeather("precipitation") = 1 for light rain, =2 for medium etc. Same for wind and fog.
IsBadWeather function only returns a boolean value
Tested v3b tonight. Was much better. I did not experience crew staying on deck this time. However, They got stuck below at some point and never came back up.
I had them under with the guns being manned. I then was involved with a convoy and decked gun a few and started my long trip home. On the way home I thought to myself, "Lets let the guy on decks". Seas were calm no one around. I did have them load an external torpeado but they didnt want to come out lol.
I tried a few things to get them to come out. Manned unmanned deck gun and flak guns. Went to periscope depth. Did a sound check making sure no enemies around. Armed unarmed battle stations. Nothing was working. I TCed 24 hours and still had same problem. I then saved and loaded mission up and they were on deck:yeah:
http://www7.picfront.org/picture/zAOxKkuDZRk/thb/pr4.jpg (http://www.picfront.org/d/8iTD)
Paris_England
08-06-11, 09:30 PM
Thanks TDW. I thought that might be the case. Do you know any way to pass ship speed and depth or any of the weather variables to the crew?
@Mia, things probably got stuck when you went into the hunter/hunted state with the convoy. There's nothing in the script that deals directly with this yet so that's the most likely cause.
Although, the story about the bosun not coming out of the hunted state from earlier in this thread is a bit worrying.
We'll get it sorted. :up: I'm working on the Hunter/Hunted now. It'll take a bit of time as I have to add and position waypoints plus figure out some animations, but hopefully that'll sort out the remaining problems.
Again, thanks all for your input :up:
mobucks
08-07-11, 10:52 AM
I then saved and loaded mission up and they were on deck:yeah:
Ah, this seems to fix a lot of issues that happen with mods. Too bad it can also create them. (sunny day becomes huge storm, injured ships get full health)
Sepp von Ch.
08-07-11, 02:20 PM
Can´t wait to try it!:arrgh!:
EDIT: This TDW´s Schnorkel-Mod (http://www.subsim.com/radioroom/showpost.php?p=1722118&postcount=1) overwrite your MC-Mod. Is this OK?
I do not use MO nor TDW´s UI.
I use reper7´s UI 4.14 and Stormfly sound mod 1.3+version6beta.
I have downloaded and activated 0.0.3b version, but I have constantly a CTD´s:´-(
Paris_England
08-07-11, 04:07 PM
At this point, there is a conflict in NSS_Uboat7x.prt file with this and the schnorkel nod. DON'T USE BOTH.
Shouldn't be to difficult a fix for compatability once this is completed -- I'm just using a couple of mergeCTrls (haven't looked at TDW's mod yet to see what he's done). I'm fairly sure it wouldn't take long to add my stuff into his (if TDW's OK with that) or vv.
I'll figure out compatibility once my mod is out of beta ;)
P
Sepp von Ch.
08-07-11, 04:19 PM
OK, thanks Paris. And my 2. question?
Can I use your MC mod, when I do not use MO nor TDW´s UI?
I use reper7´s UI 4.14 and Stormfly sound mod 1.3+version6beta.
I have downloaded and activated 0.0.3b version, but I have constantly a CTD´s:´-(
Paris_England
08-07-11, 04:35 PM
OK, thanks Paris. And my 2. question?
Can I use your MC mod, when I do not use MO nor TDW´s UI?
I use reper7´s UI 4.14 and Stormfly sound mod 1.3+version6beta.
I have downloaded and activated 0.0.3b version, but I have constantly a CTD´s:´-(
It's Stormfly's sound mod which will be crashing your system -- his mod alters the same files as I'm using. The next version of More Crew will alleviate this.
People are saying it works without MO __ Your mileage may vary, but give it a shot.
Stormfly
08-07-11, 08:38 PM
It's Stormfly's sound mod which will be crashing your system -- his mod alters the same files as I'm using. The next version of More Crew will alleviate this.
...i have no CTD`s by installing it over SDBM`s additional crew sound`s beta 6, ive also merged it now for testing and it run fine so far.
good to know that you found a solution for seperating it.
...it should also run without MO or TDW UI, as iam testing it atm with Dr.Jones MAGui without a problem.
Paris_England
08-07-11, 10:13 PM
Thanks for the clarification SF .... and on rereading my post it sounds like I'm blaming your mod for crashes -- which I'm not. I'm pretty sure that if the crew.aix file gets overwritten in my mod that things will go bad:haha:
And on that note, I can't say what may be causing the issue. I'd certainly be wary of anything that overwrites the .aix file and the .prt file for now.
V0.4, when released, will not change the aix file so that'll be safe. Don't know what I can do about the prt file as I use that heavily to introduce the new crew nodes. And very soon, this will be in conflict with TDW's new UI.
And there's more bad news:damn: Looks like either the hunted or hunter state (maybe both) doesn't get dropped consistently, if at all. I think it was StormFly who mentioned about the bosun not leaving hunted state earlier in the thread.
I have crew who now react to hunted/hunter but never leave their posts once the routine has been called.:damn:
So hunter/hunted and battlestations are FUBAR as far as the crew states are concerned. More problems that need resolved.:nope:
P
TheDarkWraith
08-07-11, 10:30 PM
Don't know what I can do about the prt file as I use that heavily to introduce the new crew nodes. And very soon, this will be in conflict with TDW's new UI.
I use the .prt files heavily also for new waypoints for the Real Uboat crew mod I've been working on :-? I also use the .aix files...
Chevelless
08-07-11, 10:47 PM
make a version compatible with stock SH5 and snorkel mod pls?
Good afternoon. :salute:
About to add to your mod, more to the crew deck gun, is it possible in future?
Now the calculation of a deck gun 2 people, it would be good to add at least another three, or more to your liking.
And is there a possibility that would be fired from a deck gun, the calculation gave the shells from the wheelhouse to the deck gun?
Paris_England
08-08-11, 12:41 AM
@TDW -- this was kinda why I asked a few days back whether you were still pursuing your similar mod. I misinterpreted your answer.
As it stands, to make my MC mod compatible with MO and/or your user interface you'd have to include the .prt calls and waypoint files from my mod with your UI/MO. As you're working on the same thing yourself, I can't really see that being likely as you're going to end up with an MC mod of your own making already included (and compatible) with these two highly popular and successful mods. If I try to make MC compatible with your mods, I'd have to update it every time you release a new version -- and that kind of housekeeping is not really what I wanted to get involved with.
So, if you're continuing with your Real Crew mod, it's kinda pointless for me to continue with this considering the aim is to fill out the crew without causing more problems with mod soup. Your Real Crew mod will achieve that just fine:up:
Magic1111
08-08-11, 03:03 AM
At this point, there is a conflict in NSS_Uboat7x.prt file with this and the schnorkel nod. DON'T USE BOTH.
Hi P_E !
Understand I this correct, I can´t use your MOD with TDW´s UI 6.7.0 (because in v6.7.0 the snorkel MOD are incl.) ??? :wah::wah::wah:
Please note:
Yes, version 1.1.0 is in my newest version of my UIs mod (v6.7.0)
Best regards,
Magic
TheDarkWraith
08-08-11, 07:37 AM
@TDW -- this was kinda why I asked a few days back whether you were still pursuing your similar mod. I misinterpreted your answer.
As it stands, to make my MC mod compatible with MO and/or your user interface you'd have to include the .prt calls and waypoint files from my mod with your UI/MO. As you're working on the same thing yourself, I can't really see that being likely as you're going to end up with an MC mod of your own making already included (and compatible) with these two highly popular and successful mods. If I try to make MC compatible with your mods, I'd have to update it every time you release a new version -- and that kind of housekeeping is not really what I wanted to get involved with.
So, if you're continuing with your Real Crew mod, it's kinda pointless for me to continue with this considering the aim is to fill out the crew without causing more problems with mod soup. Your Real Crew mod will achieve that just fine:up:
I would say continue on with your work :up: You are making faster progress than I due to you can concentrate all your time/energy to it. I'm spread out over multiple projects and thus work advances slowly. Maybe I'll send you what I've done so far and you can incorporate it into your work?
Paris_England
08-08-11, 11:56 AM
@Magic
You are right. At this point, TDW's UI with the schnorkel mod (or the shnorkel mod standalone) are not compatible with More Crew.
@TDW
That's a mighty fine offer.:up:
I'm particularly interested in the following if you have any information:
1. In the waypoint edges files the last parameter is the animation name used when moving from node to node. Usually this is set to "walk" (eg EXT_01_ EXT_02_ loop WALK) , so the npc walks from node to node. If this is set to, say 'run' the animation will play but no movement occurs ie the npc stays at the initial node running on the spot. It'd be nice to implement some of these other animations for transitions between nodes. Have you had any luck with this?
2. Have you found where the crewstates are set? Battlestations and either hunter or hunted states are not working as expected.
3. Have you found any way to pass variables to the crew ai aix files. Things like ship speed, time of day or environmental weather?
4. I have yet to see what the animation info files are used for. There are two numbers after each entry that I can't see what effect they have. Eg QRF_Petty02_idle02_part02 77.12 73 90.0 transition CC
5. Out of curiosity, how easy would it be to have buttons on your interface to toggle crew orders ("relax on deck", "entering port so get up on deck and look smart" etc)
A lot of question, but I'm guessing if anyone has the answers it'd be you.:up:
Thanks and I appreciate any input.:up:
TheDarkWraith
08-08-11, 12:24 PM
@Magic
You are right. At this point, TDW's UI with the schnorkel mod (or the shnorkel mod standalone) are not compatible with More Crew.
@TDW
That's a mighty fine offer.:up:
I'm particularly interested in the following if you have any information:
1. In the waypoint edges files the last parameter is the animation name used when moving from node to node. Usually this is set to "walk" (eg EXT_01_ EXT_02_ loop WALK) , so the npc walks from node to node. If this is set to, say 'run' the animation will play but no movement occurs ie the npc stays at the initial node running on the spot. It'd be nice to implement some of these other animations for transitions between nodes. Have you had any luck with this?
2. Have you found where the crewstates are set? Battlestations and either hunter or hunted states are not working as expected.
3. Have you found any way to pass variables to the crew ai aix files. Things like ship speed, time of day or environmental weather?
4. I have yet to see what the animation info files are used for. There are two numbers after each entry that I can't see what effect they have. Eg QRF_Petty02_idle02_part02 77.12 73 90.0 transition CC
5. Out of curiosity, how easy would it be to have buttons on your interface to toggle crew orders ("relax on deck", "entering port so get up on deck and look smart" etc)
A lot of question, but I'm guessing if anyone has the answers it'd be you.:up:
Thanks and I appreciate any input.:up:
Yes I have crew that runs. I think a lot of your questions will be answered by looking over my files :up:
Stormfly
08-08-11, 12:25 PM
iam very happy that you guys work as a team now :salute:
TheDarkWraith
08-08-11, 12:40 PM
You currently have the crew teleporting from place to place or walking if you defined a path for them to follow. You may have trouble figuring out my work because I made new GR2 files that include the new waypoints for the run paths. It's really simple to get the crew to run, you just have to make them follow the run path (via defining it and linking all the nodes together). It would be very difficult to have them run some, walk some, run again, etc. due to the way the pathfinding works in SH5 (it can be done but the path will have to be a totally unique path from everything else and the endpoint would have to be unique and the startpoint could be any defined node).
When you see what I did you'll understand why it's taken SO long to get so little......I got the crash dive working (all crew in aft bunks run forward including the cook). When crash dive is complete they run back to bunks. When you order man the deck gun the crew that mans it runs to the deck gun. When you order unman the deck gun they run back to their bunks. All this was only done for the VIIA sub currently.
Just tried the mod again and the crash dive isn't working correctly. Have to fix that first.
mobucks
08-08-11, 12:54 PM
I am pavlovs dog, and paris and TDW just blew the whistle.
Paris_England
08-08-11, 01:49 PM
I can make new gr2 waypoint files and potentially create/position as many new nodes and paths as needed (within whatever the game limits will allow or frame rates permit) so hopefully I'll be able to spot what you've done.:up:
At this point I have an extra layer of nodes in QR2 and CR, and two new sets of nodes on deck (fore and aft). I don't forsee a problem with having multiple sets per room (eg run/walk) -- but then there are a lot of things that I don't forsee:haha:
Whenever you're ready, let me have a look at your files:yeah:
Thanks
P
Paris_England
08-08-11, 02:23 PM
For reference -- These are commands that may be able to be used with the crew aix files: Anyone found any more?
ExecuteCommand
Teleport
ManTheGun
UnmanTheGun
DoNothing
IsGunManned
GetGunType
IsCrewState
DeactivateCrewState
IsCharacterPosture
IsTutorial
IsBunkerState
GetDistanceToAvatar
LoadTorpedo
FinishLoadingTorpedo
IsTorpedoLoadingInProgress
GetCurrentlyLoadingTube
GetHydrophoneState
GetRadarState
IsCurrentWaypoint
IsSurfaced
IsSubmerged
IsBadWeather
IsConningTower
SetGlobalVariable
GetGlobalVariable
SetBodyPartVisibility
SetNonInteractive
HideAllBodyParts
BindAvatarCameraToObject
UnbindAvatarCamera
Goto
PlayAnimation
PlayAnimationAndWait
PlaySoundWithLipsync
PlayAttenuatedSoundWithLipsync
ScriptCompleted
Magic1111
08-08-11, 02:29 PM
@Magic
You are right. At this point, TDW's UI with the schnorkel mod (or the shnorkel mod standalone) are not compatible with More Crew.
Okay, thx for reply !
Do you plan to make it compatible, maybe with next version ?:DL Because in my opinion most of the User here play with UI 6.7.0.....! :03:
Best regards,
Magic
Paris_England
08-08-11, 03:39 PM
Okay, thx for reply !
Do you plan to make it compatible, maybe with next version ?:DL Because in my opinion most of the User here play with UI 6.7.0.....! :03:
Best regards,
Magic
That would be the plan. It would be pointless having this mod if it's not compatible with the major MODS (especially as this is an immersion mod and provides no additional functionality).
What I'd like to do is get this mod out of beta, and once it is, hand the files over to TDW ( I believe he's the only person using the prt files at the mo) to incorporate into MO (or his UI as he regularly updates those files).
Once the prt files are merged, both our mods can be updated largely independently (assuming I position enough waypoints to accomodate for future use:D)
That is, of course, if TDW is agreeable :sunny:
P
Sailor Steve
08-08-11, 03:59 PM
@ Paris_England: I don't know who you are or where you came from, but you are quickly making a mark with this. I joined Subsim back when SH2 was the big thing. It had its own group of modders, and I figured they would also work on SH3. A very few did, but mostly it was new guys who came along and made that work. Then the same thing happened with SH4.
TDW is one of the few SH3 holdovers who is working on SH5, which is good because he's one of the best. With people like you stepping in it's looking more and more like a true team might be forming up, or at least a loose confederation of modders who can work with each other on a part time basis.
I just wanted to give credit where I think it's due, and say "Keep up the good work!" :rock:
:yeah::yeah: What Steve said! :up::up:
Absolutely, reading this thread with interest. Well done :yeah:
Paris_England
08-08-11, 05:48 PM
@Sailor_Steve
"I don't know who you are or where you came from"
My wife says the same thing to me, but it's not usually said preceding a compliment:oops:
But thanks :yeah:
As for where I did come from ... well, that'd be falcon 4.0 -- a truly great flight sim. It too suffered from a buggy release and after many patches the modders took over and made it into the true benchmark sim it was meant to be (it took leaked source code, a fractured community, mod-group schisms and about 10 years for that to happen!).
I had Falcon on my HD for more than a decade but honestly, I didn't have the time to learn how to fly the darn thing... so I searched for another, more modern sim with a dynamic campaign and an easier learning curve. I stumbled across SH5 during that search and figured driving a ww2 sub had to be easier than driving a F16:haha:
Like everyone else here, I want SH5 to be the best it can be. If I can do something to help with that, then that's all very good:03:
Falcon 4.0 was great. DCS A10 (http://www.digitalcombatsimulator.com/) is Falcon 4.0 on crack. Its really good sim. I have made lots of missions for it.
TheDarkWraith
08-08-11, 09:24 PM
I can make new gr2 waypoint files and potentially create/position as many new nodes and paths as needed (within whatever the game limits will allow or frame rates permit) so hopefully I'll be able to spot what you've done.:up:
At this point I have an extra layer of nodes in QR2 and CR, and two new sets of nodes on deck (fore and aft). I don't forsee a problem with having multiple sets per room (eg run/walk) -- but then there are a lot of things that I don't forsee:haha:
Whenever you're ready, let me have a look at your files:yeah:
Thanks
P
Once I fix the crash dive that I somehow screwed up with the deck gun crew I'll send the work I've done your way.
Paris_England
08-08-11, 09:52 PM
Thanks TDW:salute: I'm genuinely excited.
Paris_England
08-08-11, 10:57 PM
@mia,
I was tempted by the DCS series, and the hog seemed like a great plane to fly.
I might give it a shot one day -- does it have a dynamic campaign? That's the thing I loved so much about Falcon -- the percieved cause and effect.
To be honest, I haven't played SH5 that much but I'm curious about the depth of the campaign. I know I can sink friendlies with no consequences (except maybe a boot to desktop) which is a pity. Could I for instance sink all the RN battleforce? Do they rebuild over time or do they simply randomly spawn? I should ask in the OHII thread as those guys are the experts.
Anyway, to get this ontopic, does anyone have any specifics about the u-boat crew? How many men really manned the deck gun, for instance. What were their duties? Where might they be positioned?
Ideally, I'd like to approximate the true running duties as accurately as the current game will allow.
Pointers/info appreciated :D
P
oscar19681
08-10-11, 01:30 PM
great stuff adding the crew! But the crew on deck was a total surpise for me!! Works like a charm for me! Keep up the good work!
Paris_England
08-10-11, 04:49 PM
@Oscar: Great:up:
@ EVERYONE
There really seems to be an issue with the crew states. Hunter and hunted seem to not be toggled off when out of range so the crew never resumes normal behaviour until a reload.:nope:What's worse is that explicitly looking at the HUNTED state seems to involve a whole bunch of CTDing:damn:
Any ideas?
P
Stormfly
08-10-11, 06:40 PM
...if ya like, you can open/close the Bosum`s dialog menue 3-4 times, in a fast rythem to get his normal animation`s back... but this is holding only for about a minute.
netwatcher
08-11-11, 02:41 AM
Many Thanks for the Mod...but..
The mod does not work. On the ship I have no people and the bottom of the boat, the crew stands around with poor out wide, some in the boat share. Need help:)
Paris_England
08-11-11, 07:37 AM
@Stormfly -- I'll take a look at the bosun's code -- see if there's anything in there that will help. Thanks.
@Netwatcher: If you have extra crew in the quarters just for of the diesel room, then the mod is loaded. If they're in the crucified pose, then it would appear that the most likely problem is you loaded the game when you're in the hunted/hunter state (ie either you've spotted a contact or a contact has spotted you). I'm working on resolving this, but there appears to be a bug in the game or it doesn't work as expected.
Paris_England
08-11-11, 04:53 PM
:damn:Nevermind:damn:
Silent Steel
08-12-11, 12:20 AM
[QUOTE=Paris_England;1725683 If they're in the crucified pose, then it would appear that the most likely problem is you loaded the game when you're in the hunted/hunter state (ie either you've spotted a contact or a contact has spotted you)[/QUOTE]
Like this one?
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3621
Spooky.
Maybe some secret drill. :D
/
Stormfly
08-12-11, 01:46 AM
picture above is a sign for running out of memory, we had this problem in SH3 also, saw that also for a SH5 front torp crew member but very rare and without this mod installed.
Silent Steel
08-12-11, 02:02 AM
picture above is a sign for running out of memory, we had this problem in SH3 also, saw that also for a SH5 front torp crew member but very rare and without this mod installed.
This is an old pic from my crappy laptop, I saved just because I found it so weird. :haha:
With my current rig it there's no possible chance it will happen. :D
Paris_England
08-12-11, 09:40 AM
Like this one?
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=3621
Spooky.
Maybe some secret drill. :D
/
Control room Charades? XO: "You spotted three aircraft?"
Thanks for the pic -- illustrates perfectly the pose I was talking about.
I didn't know it can be a symptom of low memory. It's also the default character pose when no animations are assigned.
How many people here actually click on the crew to talk to them/give orders?
Or to put it another way, would it be better to have say, the soundman, go to his bunk and be replaced by a crewmember who's non-interactive (introducing a shift system) OR to keep the soundman in place so you can chat with him?
Which is everyone's preference?
P
Silent Steel
08-12-11, 10:56 AM
Control room Charades? XO: "You spotted three aircraft?"
Thanks for the pic -- illustrates perfectly the pose I was talking about.
I didn't know it can be a symptom of low memory. It's also the default character pose when no animations are assigned.
How many people here actually click on the crew to talk to them/give orders?
Or to put it another way, would it be better to have say, the soundman, go to his bunk and be replaced by a crewmember who's non-interactive (introducing a shift system) OR to keep the soundman in place so you can chat with him?
Which is everyone's preference?
P
I do click the crew to talk to them (besides their morale goes up when you talk to them) but still I'd say I prefer the option with the shift system
:up:
Stormfly
08-12-11, 11:50 AM
...clicking on crew members, i often use the MCCD mod which is fine for some commands, especialy from the bridge...
Silent Steel
08-12-11, 10:51 PM
...clicking on crew members, i often use the MCCD mod which is fine for some commands, especialy from the bridge...
You say '...I often use the MCCD mod... especially from the bridge...'
Sounds like you're referring to a special command just for certain situations when you want to use the MCCD, hmm :hmmm:
Don't you mean clicking the crew member to bring up the dialog to choose from a list of available commands?
Just got curious. Maybe I misunderstand you?
I use the MCCD_1.04
Do you know of another one you would suggest?
/
Paris_England
08-12-11, 11:08 PM
This is a long post >>>>:har:
First the good news :yeah: Crew can run now:up:
Then the bad news --- Crew can't climb ladders or duck through hatches:down:
Then the worserererer news -- hunt and hunted states really are FUBAR'd
It's no big deal --all you'll see is that when you reload a game the crew will probably be on deck until you engage or are engaged. Then they'll always be below deck doing their thang until you reload (or unless something miraculous happens to disengage HUNTER/HUNTED)
So if you're happy with the crew teleporting between bulkheads and up/down ladders we're good:shifty:
Now to the meat of the post:
The shift system
If...IF ...and I mean if, I have the time to rewrite the whole crew interation thang INCLUDING interactive crew ala MCCD ... and IF it's worthwhile for you guys doing that.... then, would the following be a reasonably good crew routine:
NB: Will reset every time the game is loaded
LOCATION -------Watch 1------------------------Watch 2 ------------------Watch 3
TRA/EE
-----------------------------------------------------------------------------------------------------
01-Command--------Electro Obermaschinist01-----EE Obermaschinist02-------Electro Obermaschinist01
02-STB-------------Sailor17----------------------Sailor13-------------------Sailor13
03-PRT-------------Sailor12----------------------Sailor11-------------------Sailor12
Maintenence--------Sailor15----------------------Sailor04-------------------Sailor15
--------------------EE Obermaschinist02----------Sailor19-------------------Sailor20
TORP Maint---------NONE------------------------Sailor24--------------------NONE
DER
-----------------------------------------------------------------------------------------------------
01-Command--------DER Obermaschinist02-------Diesel Obermaschinist--------DER Obermaschinist01
02-STB------------Sailor01----------------------Sailor03---------------------Sailor01
03-PRT------------Sailor03----------------------Sailor02---------------------Sailor02
Maintence---------Sailor04----------------------DER Obermaschinist01--------Diesel Obermaschinist
-------------------Sailor18-----------------------DER Obermaschinist02
QR2
-----------------------------------------------------------------------------------------------------
01-COOK-----------NONE----------------------COOK------------------------COOK
CR
-----------------------------------------------------------------------------------------------------
01-Command------Wachoffizier (1WO)-----------Wachoffizier (2WO)---------Wachoffizier (1WO)
02-NAV-----------Navigator---------------------Bootsmann-----------------Steuermann
03-HELM----------Steuermann-------------------Navigator------------------Obersteuermann
04-FORE PLANE----Sailor05----------------------Sailor06--------------------Sailor07
05-AFT PLANE-----Sailor08----------------------Sailor09--------------------Sailor10
06-VALVE---------Sailor07-----------------------Sailor05--------------------Sailor06
Maintenence------Sailor10-----------------------Sailor08--------------------Sailor09
------------------Sailor20-----------------------Sailor18--------------------Sailor19
COMMS
-----------------------------------------------------------------------------------------------------
01-RADIO---------Oberfunkmeister--------------Funkmaat-------------------Funkgast
02-HYDRO--------Funkgast---------------------Oberfunkmeister-------------Funkmaat
Maintenence------Sailor11----------------------Sailor16---------------------Sailor17
TRF
-----------------------------------------------------------------------------------------------------
01-Command------TorpedoMan-----------------Mecanikaermaat-------------Mechaniker
02-LOAD01/Maint--Sailor14---------------------Mechaniker------------------Mecanikaermaat
03-LOAD02/Maint--Sailor16---------------------Sailor14---------------------TorpedoMan
TORP Maint--------NONE-----------------------NONE-----------------------Sailor24
Roaming
-----------------------------------------------------------------------------------------------------
Discipline----------Bootsmann------------------Obersteuermann-------------Wachoffizier (2WO)
Systems----------Leitender Ingenieur (LI)-------NONE-----------------------Leitender Ingenieur (LI)
Gen.Maint.--------Sailor21---------------------Sailor22---------------------Sailor23
------------------Sailor23---------------------Sailor21---------------------Sailor22
WATCH PRIORITY +1
-----------------------------------------------------------------------------------------------------
01-Command-------Bootsmann------------------Obersteuermann------------Wachoffizier (2WO)
02-W1-------------EE Obermaschinist02---------Sailor08--------------------Sailor20
03-W2-------------Sailor18---------------------Sailor16--------------------Sailor09
04-W3-------------Sailor10---------------------DER Obermaschinist02-------Sailor19
AA PRIORITY +2
-----------------------------------------------------------------------------------------------------
01-Gunner01-------Sailor24----------------------Sailor24--------------------Sailor24
02-Gunner02-------Sailor04----------------------Sailor04--------------------Sailor04
Command----------Wachoffizier (2WO)-----------Wachoffizier (2WO)---------Wachoffizier (2WO)
DECK GUN PRIORITY +3
-----------------------------------------------------------------------------------------------------
01-Gunner01-------Electro Obermaschinist01----Electro Obermaschinist01-----Electro Obermaschinist01
02-Gunner02-------Sailor15---------------------Sailor15---------------------Sailor15
03-LOAD01--------Sailor21---------------------Sailor21---------------------Sailor21
04-LOAD02--------Sailor22---------------------Sailor22---------------------Sailor22
05-LOAD03--------Sailor23---------------------Sailor23---------------------Sailor23
Command----------Wachoffizier (2WO)----------Wachoffizier (2WO)----------Wachoffizier (2WO)
RESTING PRIORITY -1
-----------------------------------------------------------------------------------------------------
QR2 1-------------Sailor02----------------------Sailor01--------------------Sailor03
QR2 2-------------Sailor09----------------------Sailor07--------------------Sailor04
QR2 3-------------Sailor13----------------------Sailor10--------------------Sailor05
QR2 4-------------Sailor19----------------------Sailor12--------------------Sailor06
QR2 5-------------Sailor22----------------------Sailor15--------------------Sailor08
QR2 6-------------Sailor24----------------------Sailor17--------------------Sailor11
QR2 7-------------Cook-------------------------Sailor20--------------------Sailor14
QR1 1-------------Wachoffizier (2WO)-----------Wachoffizier (1WO)----------------------
QR1 2-------------Funkgast---------------------Sailor23--------------------Sailor16
QR1 3-------------Mecanikaermaat--------------Electro Obermaschinist01----Sailor18
QR1 4-------------DER Obermaschinist01---------Leitender Ingenieur---------DER Obermaschinist02
QR1 5-------------Obersteuermann--------------Bootsmann-----------------Navigator
QR1 6-------------Mechaniker-------------------Steuermann----------------EE Obermaschinist02
QR1 7-------------Funkmaat--------------------TorpedoMan----------------Oberfunkmeister
QR1 8-------------Diesel Obermaschinist------------------------------------Sailor21
Kommandant------NONE-------------------------NONE----------------------NONE
================================================== ================================================== =
CREW 44
OFFICERS
Kommandant
Wachoffizier (1WO)
Wachoffizier (2WO)
Leitender Ingenieur(LI)
CPOs
Navigator
Bootsmann
Diesel Obermaschinist
Electro Obermaschinist01
POs
Steuermann
TorpedoMan
Mecanikaermaat
Mechaniker
EE Obermaschinist02
DER Obermaschinist01
DER Obermaschinist02
Oberfunkmeister (RR Senior PO)
Funkmaat(RR PO)
Funkgast(RR operator)
Obersteuermann(Quartermaster)
SEAMEN
Cook
Sailor01
Sailor02
Sailor03
Sailor04
Sailor05
Sailor06
Sailor07
Sailor08
Sailor09
Sailor10
Sailor11
Sailor12
Sailor13
Sailor14
Sailor15
Sailor16
Sailor17
Sailor18
Sailor19
Sailor20
Sailor21
Sailor22
Sailor23
Sailor24
????????????????????:stare::o:stare::o:doh::doh:
If anyone takes the time to read and digest, I'll be very appreciative:D:D
Silent Steel
08-13-11, 12:50 AM
First the good news :yeah: Crew can run now:up:
Then the bad news --- Crew can't climb ladders or duck through hatches:down:
Then the worserererer news -- hunt and hunted states really are FUBAR'd
It's no big deal --all you'll see is that when you reload a game the crew will probably be on deck until you engage or are engaged. Then they'll always be below deck doing their thang until you reload (or unless something miraculous happens to disengage HUNTER/HUNTED)
:o :up:
Looks just fine to me.
After reading this through I can't find anything to remark on.
Looking forward to trying this out.
Any idea when you're going to release?
THANKS FOR YOUR BRILLIANT WORK :yeah:
/
Rickster1
08-13-11, 01:43 AM
Sounds VERY good to me, please go ahead.Thankyou
Will-Rommel
08-13-11, 01:49 AM
If you have the knowledges and time required to attack such a heavy task, feel free to "extreme speed ahead" !:salute::know:
Stormfly
08-13-11, 04:44 AM
very good idea !
...if we also have watch dependent scripts, this would also allow to have different crew chat sounds for each watch.
Paris_England
08-13-11, 12:12 PM
Thanks for looking through it, guys :yeah:
@Stormfly -- there will be plenty of opportunity to add more crew sounds:up:
@Everyone:
Yes, this will take a bit of time.
As far as the crew is concerned, you'll have to get used to who's who on the boat as they won't necessarily be in the same positions anymore. Chief could be anywhere, so if you want to talk to him, you'll have to find him.
Also, I think I'll be using hats to show who's currently manning a specific station.
For example the radio room:
01-RADIO---------Oberfunkmeister--------------Funkmaat-------------------Funkgast
02-HYDRO--------Funkgast---------------------Oberfunkmeister-------------Funkmaat
Maintenence------Sailor11----------------------Sailor16---------------------Sailor17
There's a chance on the third shift that the Oberfunkmeister may hang out with the rest of the radio crew from time to time just to keep an eye on things. He's the boss, but essentially he's off duty. He will not wear a hat. Instead Funkgast and Funkmaat will wear their hats, to indicate they're on duty.
Sounds trivial, but there needs to be a system so you know who's currently on duty and who's not.
The only unknown at this time is my timing method. There are some animations for the crew that take a specific amount of time -- I'll be using a set of invisible crew who perform these animations as counters. You'll never see these npc's but essentially they'll act like a clock (I can't figure out how to pass the actual gametime to the crew). The unknown is how these animations will play out during TC. It's not going to be an incredibly accurate timer, but it should get close enough to approximate a 4-hour shift.
There will be no HUNTER/HUNTED animations nor BATTLESTATIONS. As far as I can see these states are either unreliable or not working.
There will be running to the fore for crash dive.
I've not looked into crew damage yet (ie the injured crew icons) __ we'll see how that plays out.
And please be patient. These shifts are real time 4 hours -- that's planning about 300+ hours of crew time:rotfl2:
P
Trevally.
08-13-11, 12:17 PM
Sounds fantastic Paris E
:Kaleun_Salivating:
Paris_England,
Sounds great !!
Really looking forward to this mod !!
:salute:
Txema
Silent Steel
08-14-11, 01:09 AM
Brilliant :up:
/
mikaelanderlund
08-14-11, 02:31 AM
Cool! :rock:
Rickster1
08-14-11, 02:59 AM
Sounds great
Magic1111
08-14-11, 06:48 AM
Sounds great
2nd this !!! :rock::rock::rock:
urfisch
08-14-11, 11:45 AM
would be really cool stuff, paris.
:salute:
KarlSteiner
08-20-11, 12:27 PM
thanks for your great work.:sunny::salute:
I am wondering what serious good modders all can do.
Best regards
Karl
My poor work in SH3:
http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/...431054756#9431054756 (http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/9831054534?r=9431054756#9431054756)
http://forums.ubi.com/eve/forums/a/tpc/f/857101043/m/6011016756?r=6011016756#6011016756
Paris_England
08-20-11, 07:33 PM
Didn't want you guys to think I haven't been working at this:haha:
Using animations as a timing mechanism is not going to work. Time compression seriously effects the duration of an animation:damn:
1 cycle @ 32x = 52min
1 cycle @ 16x = 36min
1 cycle @ 8x = 31min
1 cycle @ 4x = 28min
target speed should be 1 cycle @ 1x = 24min
I haven't tried, but I'd expect higher TC's to proportionately increase the difference:damn:
I expected variation but not this kind of crazy:down:
Jester_UK
08-20-11, 08:08 PM
Keep going Paris. You're doing a great job!!
As a bonus, with all that banging your head on the walls you're doing, by the time you've finished you'll have a fully re-modelled, open-plan house!!
:D
Paris_England
08-20-11, 08:17 PM
I can see why you're called Jester:rotfl2:
TheDarkWraith
08-20-11, 09:25 PM
You'll run into more head-banging that's for sure. It's just the nature of the beast.
You'll find that you'll get crew walking/running a path to say man the deck gun and then the player will give a order that causes the crew to want to try and do that order. But when they try it 'breaks' them and then they do weird things....and the frustration will build :shifty:
Paris_England
08-21-11, 03:09 PM
You'll run into more head-banging that's for sure. It's just the nature of the beast.
You'll find that you'll get crew walking/running a path to say man the deck gun and then the player will give a order that causes the crew to want to try and do that order. But when they try it 'breaks' them and then they do weird things....and the frustration will build :shifty:
Tell me something I don't know:haha:
So far, just about every function I've tried to implement from the crew side doesn't work:
Battlestations: Doesn't register as a crew state
Hunter/Hunted: Doesn't deactivate reliably
Animations:These lose synch with the clock
BadWeather: It's only bad weather if it's raining
Sheesh!
Going through the python scripts for the UI I can see all sorts of wonderful functions which would be fantastically useful (differentiating weather types, speed etc). PLUS the UI obvious flags states like silent running, crash dive and battlestations.
Is there a way to set a global variable through these python scripts so that the crew aix files can see them?
P
TheDarkWraith
08-21-11, 03:41 PM
Is there a way to set a global variable through these python scripts so that the crew aix files can see them?
P
Yes there is! :D
In the \data\Scripts\AI\Crew\init.aix you can define them. Here is a sample of what I have defined so far:
#these are variable IDs to be used with the Wp:SetGlobalVariable and Wp:GetGlobalVariable functions
# TDW Crash Dive
TDW_BED01_CRASH_DIVE_ORDERED = 9000;
TDW_BED02_CRASH_DIVE_ORDERED = 9001;
TDW_BED03_CRASH_DIVE_ORDERED = 9002;
TDW_BED04_CRASH_DIVE_ORDERED = 9003;
TDW_BOSUN_CRASH_DIVE_ORDERED = 9004;
TDW_COOK_CRASH_DIVE_ORDERED = 9005;
# TDW man the deck gun
TDW_MAN_DECKGUN = 9006;
# for manning, at deck gun, and unmanning
# manning = 1, atdeckgun = 2, unmanning = 3, idle = 0
TDW_BED01_DECKGUN = 9007;
TDW_BED02_DECKGUN = 9008;
Paris_England
08-21-11, 04:18 PM
Yes there is! :D
In the \data\Scripts\AI\Crew\init.aix you can define them. Here is a sample of what I have defined so far:
#these are variable IDs to be used with the Wp:SetGlobalVariable and Wp:GetGlobalVariable functions
# TDW Crash Dive
TDW_BED01_CRASH_DIVE_ORDERED = 9000;
TDW_BED02_CRASH_DIVE_ORDERED = 9001;
TDW_BED03_CRASH_DIVE_ORDERED = 9002;
TDW_BED04_CRASH_DIVE_ORDERED = 9003;
TDW_BOSUN_CRASH_DIVE_ORDERED = 9004;
TDW_COOK_CRASH_DIVE_ORDERED = 9005;
# TDW man the deck gun
TDW_MAN_DECKGUN = 9006;
# for manning, at deck gun, and unmanning
# manning = 1, atdeckgun = 2, unmanning = 3, idle = 0
TDW_BED01_DECKGUN = 9007;
TDW_BED02_DECKGUN = 9008;
I've gotten that far -- what I can't figure out is how to set these variables from the UI.
It would just be SOOO easy to control the crew if we could do that.
For example, in your real nav you do a check for precipitation:
# check precipitations
if cando:
wc = GetWeatherInfo( "precipitations" )
#ScriptManagerManaged.Trace( "precipitations: wc=" + wc + "\twc!=None: " + str( wc != Menu.GetLocalizedText( 4120 ) ) )
if wc != Menu.GetLocalizedText( 4120 ):
cando = False
If we could set a variable in this routine, say Rain = 0, that could be read by the AIX files then we'd be in business.
Same goes for Battlestations or any other command.
I've been combing the files to see if I can find a hint as to how the IsCrewState() gets defined, but I've yet to come across it. It's this kind of thing I'm talking about.
TheDarkWraith
08-21-11, 05:52 PM
I've gotten that far -- what I can't figure out is how to set these variables from the UI..
I've been combing the files to see if I can find a hint as to how the IsCrewState() gets defined, but I've yet to come across it. It's this kind of thing I'm talking about.
Browsing the .exe and .act files I've seen something that appears to control crewstate but didn't give it much attention :-?
I haven't found any way to set variables from the UI other than when a command is activated. You can tie a script to a command thus you can have the script set the variable(s).
Paris_England
08-21-11, 08:09 PM
Browsing the .exe and .act files I've seen something that appears to control crewstate but didn't give it much attention :-?
I haven't found any way to set variables from the UI other than when a command is activated. You can tie a script to a command thus you can have the script set the variable(s).
I'll take a look at the act/exe files again.
I was really hoping there was some other way to set the variables. Calling the battlestations script from the UI doesn't seem to be setting the CrewState flag. So we have to rely on pre-existing variables and hope they work -- which in this instance (and hunter/hunted) they don't.
I appreciate the insight and help TDW.
Paris_England
08-22-11, 12:17 AM
@TDW
Going back to that precipitation routine, is it possible to teleport a crewmember to a specific waypoint from the outcome of that clause directly via the PY --- maybe through the sapiens manager which seems to be exposed to some level?
If we could move an npc to a specific waypoint, then we can query which waypoint that character is at directly in the AIX file and set a corresponding variable eg wp1 = rain, wp2 = foggy, wp3 = foggy + rainy etc.
Crude, but is it doable?
Seagrave21
08-22-11, 12:49 AM
Amazing mod! All I can say is Wow!!!
W_clear
08-22-11, 09:37 PM
Very nice***12290;
Good job
http://bbsimg.ali213.net/data/attachment/forum/201108/21/135726v31joudzwwoog55c.jpg ***26152;***22825; 13:57 ***19978;***20256;
***19979; ***36733;***38468;***20214; (284.07 KB) (http://bbsimg.ali213.net/forum.php?mod=attachment&aid=Mjg5NDQ0OXxiMWYyMTYxMHwxMzEzOTgyODQ2fDc3MzkyNA %3D%3D¬humb=yes)
http://bbsimg.ali213.net/data/attachment/forum/201108/21/1357191j2l9ttm55yh5wk1.jpg ***26152;***22825; 13:57 ***19978;***20256;
***19979; ***36733;***38468;***20214; (191.57 KB) (http://bbsimg.ali213.net/forum.php?mod=attachment&aid=Mjg5NDQ0OHw2NmNmMWMxNnwxMzEzOTgyODQ2fDc3MzkyNA %3D%3D¬humb=yes)
Paris_England
08-23-11, 11:59 AM
Thanks W_clear -- the Y co-ords are a bit off in my version.
It looks like there will have to be a set of external waypoints for each sub type -- mine are close for the type A but are off for the Type C as your pics show.
Once I get past figuring out what works with the crew commands I'll be revisiting the NPC nodes to position them better.
And on that note, there's more bad news. I can't figure out how to differentiate between a dive and a crash dive.:nope:
W_clear
08-24-11, 06:07 AM
Thanks***65281;
http://bbsimg.ali213.net/data/attachment/forum/201108/23/203524y7jj93jbvc4u41bp.jpg
tonschk
08-24-11, 07:37 AM
:salute: Very nice :woot: screenshot :yeah: W_clear :rock:
Thanks***65281;
http://bbsimg.ali213.net/data/attachment/forum/201108/23/203524y7jj93jbvc4u41bp.jpg
W_clear
08-24-11, 09:21 PM
:salute: Very nice :woot: screenshot :yeah: W_clear :rock:
Because once again to adjust the color of the environment MOD
brett25
08-24-11, 09:40 PM
W_Clear which enviornmet mod are you using in that last screenshot?
fallenyggdrasil
08-25-11, 10:18 AM
Sweet, Will give it a try now. To bad I am in a horrible storm at the moment.
This is a sweet mod!! Here is some pics I just took. I love it! Would there be anyway to make it so we can assign a button to make the crew go onto deck or vise versa?
http://www6.picfront.org/picture/mcmRH1PhSN/thb/crew1.jpg (http://www.picfront.org/d/8iLb)http://www6.picfront.org/picture/9K7rCYKbscF/thb/crew2.jpg (http://www.picfront.org/d/8iLa)http://www6.picfront.org/picture/TsaEDGYp2HA/thb/crew3.jpg (http://www.picfront.org/d/8iL9)
How long will crew members stand on deck in full uniform like in 2nd picture?
Will they change position by any order (moving the boat) or is it possible to let them stand unti a "special" kind of order, so they ll be able to stand there like until leaving port...
How long will crew members stand on deck in full uniform like in 2nd picture?
Will they change position by any order (moving the boat) or is it possible to let them stand unti a "special" kind of order, so they ll be able to stand there like until leaving port...
Just when you are in the bunker. When you start patrol they jump to animation in first picture.
You can make them move in boat by manning deck gun or flak gun. Also when being hunted I believe they go inside.
Paris_England
08-25-11, 12:38 PM
How long will crew members stand on deck in full uniform like in 2nd picture?
Will they change position by any order (moving the boat) or is it possible to let them stand unti a "special" kind of order, so they ll be able to stand there like until leaving port...
Mia is right -- While in the bunker the crew will stand on parade. As soon as you get in the sub, they'll start doing their usual thing which is either hanging around on deck or hanging around in their quarters (depending on the weather).
They'll go on deck unless the following is true: it's raining, one of the guns is manned or if you're hunter/hunted (and of course, you have to be on the surface).
Plus this only applies to the extra crew. The vanilla crew just do what they always have.
Frankly, I don't even know how a crew this dumb gets the boat out of port.
urfisch
08-26-11, 02:32 AM
when seeing the conning tower crew having their binocs upfront in the bunker...i know, why i wasnt playing sh5 longer since a few minutes, as there are fails after fails. what are they looking for? big boobed "nachrichtenzicken (radiochicks)"?...
god help...
Hello everyone, and installed the mod with JSGME but I can not run the mod, what am I doing wrong?
A greeting and thanks!:)
Magic1111
09-13-11, 09:44 AM
Hello everyone, and installed the mod with JSGME but I can not run the mod, what am I doing wrong?
A greeting and thanks!:)
Hi !
Please post your MOD-Soap first!
Best regards,
Magic
Hello, I do not understand what you mean : DL
Kentrat
09-13-11, 09:59 AM
@ perico, what he means is post your mod SOUP, open JSGME, go to tasks and export your activated mod list to text file. Then copy and paste to a message here, this will allow Magic to see what mods could be conflicting.
Magic1111
09-13-11, 10:00 AM
@ perico, what he means is post your mod SOUP, open JSGME, go to tasks and export your activated mod list to text file. Then copy and paste to a message here, this will allow Magic to see what mods could be conflicting.
Exact! :up:
Install it without mods, and does not work.: Hmmm:
http://img14.imageshack.us/img14/8848/modsse.jpg (http://imageshack.us/photo/my-images/14/modsse.jpg/)
Many thanks mates!: Saludo:
Make sure you load your save twice. The second time you load your save it should work.
Magic1111
09-13-11, 01:42 PM
Install it without mods, and does not work.: Hmmm:
http://img14.imageshack.us/img14/8848/modsse.jpg (http://imageshack.us/photo/my-images/14/modsse.jpg/)
Many thanks mates!: Saludo:
Okay, I think I see the mistake! Three things:
1.) I see a folder called "data" on the right side. This must be wrong, because first comes a folder with the MOD-Name (similar as your other MODs) and into this Folder comes data! Please check this!
2.) Try it without the MOD "Imported ship Pack", maybe it works then,
3.) Is the important Number:
Please read here: http://www.subsim.com/radioroom/showpost.php?p=1720853&postcount=1
The MOD works only with MO (MagnumOpus) as Base! You don´t use MO, but you use "AOTD_RDA" MOD! That´s wrong!
Please delete all of your MODs, install MO+Patch first, then all other MODs (but without Ship Pack & AOTD MOD) and try it. It must work!
Best regards,
Magic
Hello, thank you very much for the support!: Sip:: Saludo:: DL
Edit: I have bad luck, despite disabling all mods, this error occurs.
http://img834.imageshack.us/img834/6652/20005175.jpg (http://imageshack.us/photo/my-images/834/20005175.jpg/)
A greeting and thank you very much!
Silent Steel
09-14-11, 10:15 AM
Edit: I have bad luck, despite disabling all mods, this error occurs.
Looks like a memory issue... :cry:
oscar19681
09-20-11, 09:08 AM
Is there still work being done on this? I still dont count 50 crewmembers and some extra crewmembers in the other living compartents would be great!
Hi,
it`s good that someone gave us a mod changing the crew numbers, but what I don`t like is the fact, that crew members appear on the deck outside the harbor. The crew had the change to take a rest on the tower but in only rare circumstances was allowed to take a tour on the deck because
1.) The submarine had to be prepared for any crash dive- it would take important seconds to evacuate members standing along on the bow section like on a vacation trip.
2.) Even in good weather conditions large parts of the deck were frequently awashed.
I would appreciate a mod, where the new crew members are only part of the interior. They should appear on the deck only in the harbor.
oscar19681
09-20-11, 12:11 PM
Hi,
it`s good that someone gave us a mod changing the crew numbers, but what I don`t like is the fact, that crew members appear on the deck outside the harbor. The crew had the change to take a rest on the tower but in only rare circumstances was allowed to take a tour on the deck because
1.)The submarine had to be prepared for any crash dive- it would take important seconds to evacuate members standing along on the bow section like on a vacation trip.
2.)Even in good weather conditions large parts of the deck were frequently awashed.
I would appreciate a mod, where the new crew members are only part of the interior. They should appear on the deck only in the harbor.
I allways man the flak gun when i dont want the crew on deck anymore.
But what i would like to see when close to friendly shores is more crew on the conning tower and at a certain distance away from frendly shores the crew just take normal positions
silentmichal
09-10-12, 02:03 PM
Hi everyone!
I decided to develop this modification. Now, this mod has awful lot of bugs, but I'll repair it. Here, you can download my modification of this mod (current version of my MEGA-mod - crew is 0.2. I used PE_MORE_CREW 00.00.03b and MightyFine Crew 1.2.1, and i edited scripts).:
http://forum.polishseamen.pl/files/crew_mega_mod_contains_mightyfine_crew__02_beta_81 9.zip
and there's topic (unfortunately in Polish...):
http://forum.polishseamen.pl/viewtopic.php?t=8153
And there's version for testers (unstable):
https://dl.dropbox.com/u/97170234/TEST_for_TDW.zip
This mod contains MightyCrew 1.2.1 mod, so you don't have to install MightyCrew. And question, very hard for me: any modders know, how to add new crew? I really don't know it. please, help me.
I hope, you'll enjoy it :cool:.
PS. Sorry for my English, I'm 14 years old and I'm teaching English in school.
Sepp von Ch.
09-10-12, 02:07 PM
Hi everyone!
I decided to develop this modification.
Splendid news!
Captain73
09-11-12, 10:24 AM
:salute: Hi Silentmichal! Fashion More Crew is not bad, but I got tired of looking like the shorts they are in the winter in the North Atlantic! I saw Your work, but I think the team do not need a Mauser K98! Can better enlarged crew 88mm? I would like to see the command in a storm, in the rain suits! Is it possible?
http://lookwar.com/uploads/thumbs/1331567147_uboats2.jpg
http://www.u-boote.ru/armor/photo_ar/u123_gun.jpg
http://img-fotki.yandex.ru/get/5601/viktor3951.bd/0_5ef9d_6009e55a_XL
Thank you for your work!:yeah:
With respect Ralf73
silentmichal
09-11-12, 11:42 AM
:salute: Hi Silentmichal! Fashion More Crew is not bad, but I got tired of looking like the shorts they are in the winter in the North Atlantic! I saw Your work, but I think the team do not need a Mauser K98! Can better enlarged crew 88mm? I would like to see the command in a storm, in the rain suits! Is it possible?
Thank you for your work!:yeah:
With respect Ralf73
Hmm, it's partly possible:hmmm:. If will bad weather (in game), Crew will wearing rain suits (I know, how to do it, works are in process). I think, unfortunately can't do, in the winter they have to wear warm clothes:/\\!!. But I'll try do it OK. Now I'm working to add next 6 crew member, because there will 44 crew members (like historical).
I think the team do not need a Mauser K98! Can better enlarged crew 88mm?
Maybe yes, but I think, that's look good :D. I'll try enlarge crew 88mm, but it's hard to do. I will try do it :rock:. And in this picture (game advertising) you can see, selected man has this gun :)...
https://dl.dropbox.com/u/97170234/SH5.png
PS. I have to go to school, so I haven't got much time for develop this mod...
Captain73
09-11-12, 03:54 PM
Well then it's better MG42 machine gun! It is located in the battle room, the stairs! And artillery crew need to be in helmets! It is close to the MG42 :arrgh!:
http://www.top4man.ru/upload/iblock/a16/mg42-glav.jpg
If it's possible. Wouldn't a certain waypoint before the sub pen be better to have the extra crew on deck before you dock? And when you leave the pen for a patrol all go inside using the same waypoint, or one in the same area.?
Cybermat47
09-11-12, 08:02 PM
Hey, is this mod compatible with MightyFine crew mod? Because it looks really good! If not, maybe you could release a version that is compatible! Your mod seems to only touch the deck and aft quarters, while MightyFine crew mod only changes the command room and conning tower!
silentmichal
09-12-12, 08:01 AM
Hey, is this mod compatible with MightyFine crew mod? Because it looks really good! If not, maybe you could release a version that is compatible! Your mod seems to only touch the deck and aft quarters, while MightyFine crew mod only changes the command room and conning tower!
Hi!
This mod CONTAINS mightyFine Crew mod:up:!
I'm working now to add 6 new crew members, and they'll in fore quaters :cool:. This mod is compatible too with "Athlonic's MCCD "More Crew Commands by Dialog"" (install it like for MFCM).
silentmichal
09-12-12, 08:04 AM
If it's possible. Wouldn't a certain waypoint before the sub pen be better to have the extra crew on deck before you dock? And when you leave the pen for a patrol all go inside using the same waypoint, or one in the same area.?
Yhm, sorry, but I don't understeand you :/\\!!. Can you explain it? What is "sub pen"? Or, please sth English man to explain me that :yeah:.
Kalleblom
09-12-12, 08:08 AM
Yhm, sorry, but I don't understeand you :/\\!!. Can you explain it? What is "sub pen"? Or, please sth English man to explain me that :yeah:.
The sub pen is the bunker. More specifically the part "hole" where you exit with your boat, respectively sail in .:know:
Like this one:
http://ahoy.tk-jk.net/Images10July22-2005/SubPens/St_NazaireU-BoatPens.jpg
silentmichal
09-12-12, 08:47 AM
Hey!
I created new topic for this mod, here:
http://www.subsim.com/radioroom/showthread.php?t=198394
Manfred von Stein
02-19-13, 02:39 PM
Hi can someone please give me the download link.on the first page is dead
Silent Steel
02-20-13, 01:37 AM
Hi can someone please give me the download link.on the first page is dead
Uploaded here; http://rapidshare.com/files/3385241773/PE_MORE_CREW.7z
:up:
vladimir bondarenko
03-09-14, 03:02 PM
People, no one got an mod
More Crew by Paris_England v 0 .3B, and then all the links on subsime and on dry died a long time ago.
PS. Virpily, submariners, appeal again to you to please link perezaleyte
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