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Cybermat47
09-13-12, 06:03 PM
http://imageshack.us/a/img32/1808/2260260192f4415e3275.jpg

This mod adds several units to the RAN, RNZN, RCN, RN, French Navy, Free French Navy, Russian Navy, RNN and Kriegsmarine. These ships are:

Royal Australian Navy:
County class heavy cruiser
Leander class light cruiser
Bathurst class corvette
River class frigate
Tribal class destroyer

Royal New Zealand Navy:
Dido class light Cruiser
Castle class trawler
Tribal class destroyer

Royal Navy:
LST

French Navy:
Bretagne class battleship
Flower class corvette

Royal Canadian Navy:
A class destroyer
Fundy class armed trawler
V&W class destroyer
River class frigate
Tribal destroyer

Kriegsmarine:
Troop Transport (Whilhelm Gustloff)


Royal Norwegian Navy:
Draug class destroyer
Armed Trawler

Free French Navy:
Flower Corvette
Troop Transport (Félix Roussel)

Polish Navy:
Grom class Destroyer
Wicher class Destroyer

Russian Navy:
Royal Sovereign Battleship (Lend-lease)
Town Destroyer (Lend-Lease)

Imperial Japanese Navy:
Kongo Battleship
Ko-Hyoteki Midget Submarine

Download Link: http://www.subsim.com/radioroom/downloads.php?do=file&id=3726

Album: http://www.subsim.com/radioroom/album.php?albumid=697

IMPORTANT! UNINSTALL PREVIOUS VERSION BEFORE NEW ONE!

IT IS RECOMMENDED TO RUN THIS MOD WITH OPEN HORIZONS II FULL OR BASE W/ SHIPS.

These units may not appear in the campaign, and if they do they will be very rare. This mod does, however, provide good single mission material (i.e. scuttling of the French fleet at Mers-el-Kébir, sinking of HMAS Sydney, etc.)

CHANGELOG:
v.0.0.01: First release
v.0.0.02: Added Free French, Kriegsmarine and Norwegian ships, assigned better stand-in for Bretagne class battleship (Now New York class).
v.0.0.03: Added Polish Destroyers.
v.0.0.04: Added Free French ship Félix Roussel.
v.0.0.05: Added Soviet Navy ships.
v.0.0.06: Deleted stand-ins, replaced them with modified/cloned units.
v.0.0.07: Added Kongo class Battlecruiser.
v.1.0.00: Bug fixes
v.1.0.01: Added IJN Midget Sub.

THE_MASK
09-13-12, 07:26 PM
My father served on the HMAS Quickmatch .

Cybermat47
09-13-12, 08:17 PM
My father served on the HMAS Quickmatch .

Cool. My grandfather served on a destroyer, never asked him its name though.
Maybe your father and my grandfather were on the same ship!

LemonA
09-14-12, 06:12 PM
The new missions are of particular interest.

Cybermat47
09-17-12, 07:32 PM
As you can see in post #1, this mod uses units from the stock game as stand ins for different types. However, I would highly appreciate any help from experienced modders to make brand new 3D models. This would allow me to add an entire range of minesweepers, minelayers, destroyers, battleships, battlecruisers, aircraft carriers, patrol craft, and submarines to the mod. Thank you!:salute::salute:

Cybermat47
09-17-12, 08:16 PM
Hey, can anyone tell me if this mod is working with JSGME?

THE_MASK
09-17-12, 08:59 PM
Downloading now . Do you have to start a new career for it to work ? Trevally would know .

Cybermat47
09-17-12, 09:30 PM
Downloading now . Do you have to start a new career for it to work ? Trevally would know .

No. I installed it on patrol and noticed British LSTs in some convoys.

Cybermat47
09-18-12, 01:10 AM
v.0.0.02 RELEASED! SEE POST #1 FOR DETAILS!

Cybermat47
09-18-12, 05:15 AM
To check if the mod is working, look for the listed units in the museum!

gap
09-18-12, 05:32 AM
Well done Cybermat47!

Keep up your good work :up:

Captain73
09-18-12, 10:27 AM
This is a follower of Uekel??? :hmmm:

gap
09-18-12, 10:50 AM
This is a follower of Uekel??? :hmmm:

Not exactly: Uekel has inported many new units to SH5. What Cybermat47 does is cloning yet existing units to mimic the existence of ship classes not featured in SH5.

By doing so you can only change few aspects of the cloned ship (max speed, equipment, camouflages, etc.), but her appearance will be the same as the original one, since they both share the same 3D model. :yep:

Trevally.
09-18-12, 11:42 AM
Hi Cybermat47 and well done on your first mod:woot:

If you look in the roster files for the ships - you will see the ships names and dates for their use:-

Expanded Navies by Cybermat47 v.0.0.02\Data\Roster\Australian\Sea\CAKent

[UnitClass]
ClassName=CAKent
UnitType=7
AppearanceDate=19280625
DisappearanceDate=19480101
DisplayName=BR CA Kent

[Texture 1]
TextureName=
LightmapTextureName=data/Sea/NCA_Kent/NCA_Kent_AO01.tga
NormalmapTextureName=
StartDate=19280428
EndDate=19550121
Frequency=1

[Unit 1]
Name=HMS Suffolk
DOC=19280207
DOD=19480601

[Unit 2]
Name=HMS Kent
DOC=19280625
DOD=19480101

You could look at changing the names and dates to real names for each country:hmmm:

:up:

gap
09-18-12, 04:54 PM
You could look at changing the names and dates to real names for each country:hmmm:

:up:

How are those names used in game? this is something I've never understood :hmm2:

Cybermat47
09-18-12, 06:22 PM
How are those names used in game? this is something I've never understood :hmm2:

I think it's how the ships names appear on the map. For example, if CAKent Unit 1 was at Scapa Flow, the name HMS Suffolk would appear under the name of the Harbour.

Cybermat47
09-18-12, 06:28 PM
By doing so you can only change few aspects of the cloned ship (max speed, equipment, camouflages, etc.), but her appearance will be the same as the original one, since they both share the same 3D model. :yep:

eh? How!? if you can change camoflage and equpment, i might be able to make a seperate unit for the Tirpitz!

gap
09-19-12, 09:50 AM
eh? How!? if you can change camoflage and equpment, i might be able to make a seperate unit for the Tirpitz!

Okay, looking into your mod I've noticed only now that you just added some new roster entries, without cloning any unit. I am sorry for any misunderstanding that I might have generated :doh:

Anyway, since vanilla SH5 got "cloned" units too, it will be easy for you understanding what I meant. Try opening one of them, NAMC_Patroclus for instance. Its folder got several files. the main one is NAMC_Patroclus.cfg. Open it in notepad and you will see the following entries (commented by me here):

ClassName=AMCPatroclus <= this is the name used in roster and in names.cfg for denoting the unit
3DModelFileName=data/Sea/NAMC_Rawalpindi/NAMC_Rawalpindi <= this is the path to the main model: SH5 Patroclus is a clone of the Rawalpindi
UnitType=13 <= this is the unit type; open names.cfg (found in roster) for understanding what it means
MaxSpeed=15 <= ship's speeds are set in their sim files; I am not sure if you can limit it by editing this entry
Length=165.89 <= same as NAMC_Rawalpindi; Don't fiddle with this entry unless you know what you are doing
Width=21.39 <= as above
Mast=39.69 <= as above
Draft=9.00 <= as above
Displacement=11198 <= base displacement used for sunk tonnage calculation
DisplacementVariation=10 <= this is the max figure that is randomly added/subtracted to/from the base displacement
RenownAwarded=220 <= self-explanatory
CrewComplement=40 <= used for lifeboats spawning
SurvivalRate=70 <= as above
SurvivalPercentage=40 <= as above; not sure what's the difference with the previous entry
RecManualCategory=TroopTransport <= used in recognition manual
BowShape=Plumb <= as above
Funnels=2 <= as above
ShowInRecognitionManual=No;it is a clone. the player will identify it as another single ship <= In stock cloned units it is always set to 'No'; not sure if weird things may happen if set to 'Yes'

The remaining files are NAMC_Patroclus.eqp and NAMC_Patroclus.sns. The first one contains gun equipment settings, whereas the latter deals with sensors. They both can be opened with notepad and they share the same format, with many groups of settings. A typical group taken from NAMC_Patroclus.eqp looks like this:

[Equipment 1] <= this is an header, denoting the ID of each group; ID's shouldn't be duplicated within the same file, and should be sorted in ascending order
NodeName=M01 <= this is the ID of the bone/node that the gun/sensor gets linked to
LinkName=5.9in_turret_GER <= this is the name of the gun/sensor that gets linked to the bone/node set with the previous entry
StartDate=19380101 <= date in yyyymmdd format that the bone/node will start being equipped with the set gun/sensor
EndDate=19451231 <= date in yyyymmdd format that the bone/node will end being equipped with the set gun/sensor

bones/nodes are sets of x, y, z coordinates within a 3D model that you can link stuff to. In SHIII/IV/V the ones used for equipments are denoted with unique names composed of a letter and a sequential number (i.e. A01, O02, etc.). Letters follow the following code:

M = cannons (main armaments)
A = AA guns
W = depth charge projectors
T = torpedo tubes
L = searchlights

O = visual sensors
H = hydrophones
N = sonar
R = radar

not all the above mentiones bone/node types are featured in every ship. In order to check wich ones are available for the ship you are cloning, and for locating their position on the 3D model, you should open its GR2 file in goblin editor (NAMC_Rawalpindi.GR2 in our example), and look at the list on the left, for bones whose name start with "cfg#" followed by an equipment ID (i.e. "N01", "A03", etc.) and the name of the 3D model itself ("_NAMC_Rawalpindi" in our case). By selecting those entries with a mouseclick, their position will be shown on the unit preview, on the right. For dat inported units the proceidure is about the same, but you can open them with s3d.

Should you need to add a new bone/node to a 3D model, the tools are TDW's GR2 Editor/Viewer/Extractor/Importer (http://www.subsim.com/radioroom/showthread.php?t=188290) for GR2 units and the above mentioned Silent 3Ditor (http://s3d.skwas.com/) by Skwas for dat units.

Notice that eqp and sns files can get several entries of the same bone/node, as long as you set different date ranges for each of the relevant groups. In this way you can set different armament/sensor outfits for different periods of the war.

For having a list of armaments and sensors available in game, whose names can by directly typed as LinkName settings, you should open respectively guns_radars_01.GR2 (path: data\Library\ShipParts) and AI_Sensors.GR2 (path: data\Library). Again, the required tool is goblin editor (made available by devs in main SH5 folder of the stock game), and you will see those names listed on the left of the screen.

The last step will be adding the cloned unit to the roster, similarly to what you already did with other units. Remember that roster cfg files should be named after the ClassName setting in unit's cfg.file. Talking abou them, these are the settings of AMCPatroclus.cfg, found in data/Roster/British/Sea:

[UnitClass]
ClassName=AMCPatroclus <= unit's name; should match the name set in the ClassName entry of unit's main cfg file
UnitType=13 <= unit's type; should match the type set in the UnitType entry of unit's main cfg file
AppearanceDate=19390912 <= when the given nation started operating the unit
DisappearanceDate=19411001 <= when the given nation ended operating the unit
DisplayName=BR AMC Patroclus (proxy) <= I am not sure where this name is actually displayed; I guess you are free to set whatever name here

[Texture 1]
TextureName= <= path to the diffuse map (main texture) you want to use for the unit/class; if not set, the standard texture of the main model is used
LightmapTextureName=data/Sea/NAMC_Penguin/Penguin_AO.tga <= path to the ambient occlusion map (reflection map) you want to use for the unit/class; if not set, the standard texture of the main model is used
NormalmapTextureName= <= path to the normal map (bump map) you want to use for the unit/class; if not set, the standard texture of the main model is used
StartDate=19390101 <= see my note below
EndDate=19461231 <= see my note below
Frequency=1 <= see my note below

[Unit 1]
Name=HMS Patroclus
DOC=19390912
DOD=19401104

[Unit 2]
Name=HMS Hector
DOC=19391220
DOD=19420405

[Unit 3]
Name=HMS Antenor
DOC=19400101
DOD=19411001

There's just one [UnitClass] group for each file. [Texture] and [Unit] groups can be repeated, as long as you give thei headers a sequential number, and they are sorted in ascending order. Date ranges can be overlapping.

In stock game different camoufflages are painted on the ambient occlusion map. Theoretically they could be painted on the diffuse map as well, making things a lot easier (it is not that easy to locate different ship parts in an occlusio map), but I am not really sure that alternative diffuse maps are actually used in SH5.

If different texture definitions with overlapping date ranges are set, the frequency setting is used. An example: let's say that for a given date we have two texture definitions: [Texture 1] and [Texture 2], and that their rescpective frequencies are 1 and 3. The chance for each texture to be sisplayed in game will be respectively: 1/(1+4)=25% and 4/(1+4)=75%

finally, [Unit] entries, as suggested by Trevally, are used for single units names. When spawning a new unit, the game should assign a name to her, picking it randomly from the list of [Unit] entries whose date ranges match the current date. Call me dumb,I've still to understand where these names are displayed in game. :shifty:

Targor Avelany
09-19-12, 10:23 AM
AWESOME

Decided to cut out the quote.

But... AWESOME!! Thank you gap!

Cybermat47
09-26-12, 07:20 PM
Thank you!
I'll start looking at that!

Cybermat47
09-27-12, 01:59 AM
v.0.0.03 released!
See post #1 for details!

Targor Avelany
09-27-12, 02:40 AM
[Equipment 1] <= this is an header, denoting the ID of each group; ID's shouldn't be duplicated within the same file, and should be sorted in ascending order
NodeName=M01 <= this is the ID of the bone/node that the gun/sensor gets linked to
LinkName=5.9in_turret_GER <= this is the name of the gun/sensor that gets linked to the bone/node set with the previous entry
StartDate=19380101 <= date in yyyymmdd format that the bone/node will start being equipped with the set gun/sensor
EndDate=19451231 <= date in yyyymmdd format that the bone/node will end being equipped with the set gun/sensor

How do you figure out the nodename? I've been looking through the files and can't find anything...

gap
09-27-12, 06:19 AM
How do you figure out the nodename? I've been looking through the files and can't find anything...

You should open the dat/gr2 file of the unit, and look for nodes/bones whose names got this format:

cfg#???_*

where:

??? = NodeName (i.e. A04, L02, O01, etc.)
* = name of unit's main node

By clicking on them you can see their position and rotation, relative to the unit's 3d model. :up:

Targor Avelany
09-27-12, 10:11 AM
You should open the dat/gr2 file of the unit, and look for nodes/bones whose names got this format:

cfg#???_*

where:

??? = NodeName (i.e. A04, L02, O01, etc.)
* = name of unit's main node

By clicking on them you can see their position and rotation, relative to the unit's 3d model. :up:
hmmm... Well, I know what I'm doing when I get home tonight.... Digging through Goblin editor again. Spent good 3 hours yesterday using one particular example and only after that asked. I guess I am blind or smth...:dead:

gap
09-27-12, 10:48 AM
hmmm... Well, I know what I'm doing when I get home tonight.... Digging through Goblin editor again. Spent good 3 hours yesterday using one particular example and only after that asked. I guess I am blind or smth...:dead:

This is NAGC_C2Appalachian.GR2:

http://imageshack.us/a/img822/2632/goblinm.jpg

On the right, you see 6 different equipment bones: A18, L03, A15, L04, A16, L06. One of them is selected, and its position is marked in the preview window on the right (see closely the platform at the center of the preview). :up:

Targor Avelany
09-27-12, 11:31 AM
This is NAGC_C2Appalachian.GR2:



On the right, you see 6 different equipment bones: A18, L03, A15, L04, A16, L06. One of them is selected, and its position is marked in the preview window on the right (see closely the platform at the center of the preview). :up:

ah, so when we mentioning the nodename in the .cfg file, we are not spelling the entire thing, just the first part... huh, ok

Thanks, gap, that actually helps big time

gap
09-27-12, 12:57 PM
ah, so when we mentioning the nodename in the .cfg file, we are not spelling the entire thing, just the first part... huh, ok

Thanks, gap, that actually helps big time

Exactly: see post #18 for conventional letters commonly used to denote the bones/nodes for different types of equipment :up:

Targor Avelany
09-27-12, 01:18 PM
Exactly: see post #18 for conventional letters commonly used to denote the bones/nodes for different types of equipment :up:

I guess that makes sense, allowing to use the same objects for equipment on different ships/models, which in turn might have different position/characteristics on different units.

Thank you, gap. Sorry to be slow like this... :oops:

gap
09-27-12, 01:53 PM
I guess that makes sense, allowing to use the same objects for equipment on different ships/models, which in turn might have different position/characteristics on different units.

You stand correct for all of your statements except for equipment characteristics: specifications of each given equipment cannot vary from ship to ship. i.e: maximum elevation rate of a 20mm Oerlikon gun in single mounting will not vary if it is fitted on a Liberty Ship rather than on Ark Royal :yep:

I you wanted to create a subtype of an existing equipment, you should clone it. But this is not yet possible for SH5 guns, because they are in GR2 format. When TDW will make possible the addition of new meshes/subsets to a Gr2 file, making the same gun to have different specs on different ships will be very easy :up:

Thank you, gap. Sorry to be slow like this... :oops:

Don't mention it! :up:

Targor Avelany
09-27-12, 01:59 PM
You stand correct for all of your statements except for equipment characteristics: specifications of each given equipment cannot vary from ship to ship. i.e: maximum elevation rate of a 20mm Oerlikon gun in single mounting will not vary if it is fitted on a Liberty Ship rather than on Ark Royal :yep:


Nah, I just didn't clearly stated what I meant, I guess. The position of the node/bone can very on every ship. The specs of the, let's say, guns stays the same.

tbh, it was the SubFlag mod by TDW that made me furiously search how the heck/where/etc :) curiosity rullez :rotfl2:

Cybermat47
09-27-12, 06:17 PM
Isn't this thread supposed to be about my Mod? :nope:


Naah, just joking!
As soon as I start to understand this stuff, I'll start to implement it into the Mod!

Cybermat47
09-27-12, 10:59 PM
v.0.0.04 RELEASED!
SEE POST #1 FOR DETAILS!

Cybermat47
09-28-12, 01:38 AM
v.0.0.05 RELEASED!
SEE POST #1 FOR DETAILS!

THE_MASK
09-28-12, 04:02 PM
added to sobers mega mod .

Cybermat47
09-28-12, 06:14 PM
added to sobers mega mod .


wow...thanks!

Cybermat47
10-02-12, 06:20 PM
Guess what? I've started cloning the units and modifying them!

gap
10-02-12, 07:03 PM
Guess what? I've started cloning the units and modifying them!

Let us know about the results :up:

Cybermat47
10-02-12, 07:06 PM
Let us know about the results :up:

Well, it's going well so far. I've deleted one of the original turrets on the Dido/Leander, and replaced the rest with 6-inch guns!

Cybermat47
10-02-12, 07:18 PM
I've finished cloning the French, Australian and Canadian units.
I'll start on the Polish, Russian, Free French and Norwegian ships tommorrow.

Cybermat47
10-02-12, 10:55 PM
v.0.0.06 RELEASED!
SEE POST #1 FOR DETAILS!

Cybermat47
10-04-12, 04:09 AM
BREAKING NEWS:


THE NEXT VERSION WILL INCLUDE THE U-FLAK SUBMARINE!


EDIT: It won't. Sorry to get people's hopes up :(

Cybermat47
10-06-12, 06:51 AM
Hmm, are there any more ships I could add?

Choum
10-07-12, 01:32 PM
This mod is compatible with OH2 ?

Cybermat47
10-07-12, 04:40 PM
This mod is compatible with OH2 ?

Yes, I believe so.

gap
10-07-12, 07:04 PM
http://www.subsim.com/radioroom/images/ranks/brig.gif

:o

Cybermat, what did you rascal do for getting in prison? I hope at least that it will help you repenting of your many sins! :D :O:

Trevally.
10-08-12, 11:49 AM
http://www.subsim.com/radioroom/images/ranks/brig.gif

:o

Cybermat, what did you rascal do for getting in prison? I hope at least that it will help you repenting of your many sins! :D :O:

http://www.subsim.com/radioroom/showthread.php?t=198991 :o

:haha::har::rotfl2:

GT182
10-12-12, 11:14 PM
Keeps on he'll get a "Charlie Brown" complex. ;) LOL

http://www.youtube.com/watch?v=_UnPzp2lmNk

Cybermat47
10-13-12, 06:44 PM
v.0.0.07 RELEASED!
SEE POST #1 FOR DETAILS!

Cybermat47
11-29-12, 03:25 AM
Hmm, what should I do next? Any ideas, folks? :hmmm: :06:

Cybermat47
11-29-12, 04:55 PM
Guys? You there?

THE_MASK
11-30-12, 12:42 AM
Maybe you could do this mod i started but didnt know how to do it .
http://www.subsim.com/radioroom/showthread.php?t=197695

raymond6751
12-01-12, 06:18 AM
Hmm, what should I do next? Any ideas, folks? :hmmm: :06:

Since your mod hasn't even reached version 1.00 maybe you should keep working at it. The version numbers says it isn't finished.

Cybermat47
12-02-12, 05:09 PM
Since your mod hasn't even reached version 1.00 maybe you should keep working at it. The version numbers says it isn't finished.

OK, just looking for some more ships to put in.

Cybermat47
12-04-12, 11:44 PM
v.1.0.0 has been released. See post #1 for d/l link.

gap
12-05-12, 10:03 AM
v.1.0.0 has been released. See post #1 for d/l link.

:up:

What fixes were included in this new version?

Cybermat47
12-05-12, 04:45 PM
:up:

What fixes were included in this new version?

The spelling of Wilhelm Gustloff was incorrect in some files, and DERiver was unittype=17 in Sea, but unittype=2 in roster. dcb pointed them out to me.

Captain73
12-06-12, 08:59 AM
Hi Cybermat47! :salute:
In SH5 all merchant ships of grey! Can I change the color of some body? (white, red or rust) :hmmm:

http://s017.radikal.ru/i442/1212/7d/a8bfbb105f82.jpg (http://www.radikal.ru)

Thank you for Your work!:yeah:

Cybermat47
12-06-12, 05:09 PM
Hi Cybermat47! :salute:
In SH5 all merchant ships of grey! Can I change the color of some body? (white, red or rust) :hmmm:

http://s017.radikal.ru/i442/1212/7d/a8bfbb105f82.jpg (http://www.radikal.ru)

Thank you for Your work!:yeah:

I'm not the person to ask, but if you have a program capable of editing DDS texture files, I think you can change the colour of the ships.

Captain73
12-07-12, 07:45 AM
I'm not the person to ask, but if you have a program capable of editing DDS texture files, I think you can change the colour of the ships.

You say about the program http://s3d.skwas.com/?

volodya61
12-07-12, 08:36 AM
You say about the program http://s3d.skwas.com/?

He said about Photoshop with DDS-plugin or something similar..

gap
12-07-12, 09:02 AM
You say about the program http://s3d.skwas.com/?

No, DDS (Direct Draw Surface) is a bitmap graphics format developed by NVidia corporation and supported by many games, that can be edited with the most common image editing softwares, such as Photoshop, GIMP (http://www.gimp.org/) (freeware), Paint.NET (http://www.getpaint.net/download.html) (freeware), etc.

dds support is native of Pain.NET and a few other programs, whereas if you are using Photoshop or GIMP you will need for their appropriate dds plugins:

for Photoshop: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
for GIMP: http://code.google.com/p/gimp-dds/#Downloads

The most straightforward way of changing colors of stock SH5 ships is by editing their ambient occlusion maps, though understanding how those maps are rendered on top of ships requires a lot of guessing. You can have more than one color pattern for each unit, and for each pattern you can set a start and end date.

Have a glance at this quick tutorial (http://www.subsim.com/radioroom/showpost.php?p=1936325&postcount=18) by me for some more details on the subject (look especially at the last inset) :up:

Madox58
12-07-12, 05:00 PM
No, DDS (Direct Draw Surface) is a bitmap graphics format developed by NVidia corporation
Uh, not quite.
MicroSoft developed the dds format.

gap
12-07-12, 07:21 PM
Uh, not quite.
MicroSoft developed the dds format.

That's right :D

Is that big hammer meant to punish me for my horrible mistake? :o

http://i108.photobucket.com/albums/n12/privateer_2006/rico.jpg

Madox58
12-07-12, 07:43 PM
That's right :D

Is that big hammer meant to punish me for my horrible mistake? :o

http://i108.photobucket.com/albums/n12/privateer_2006/rico.jpg

Nah. I'm doing alot of demolition work and it's kind of a joke with the crew.
http://www.youtube.com/watch?v=2olLDv2P9AI
:haha:

gap
12-07-12, 08:19 PM
Nah. I'm doing alot of demolition work and it's kind of a joke with the crew.
http://www.youtube.com/watch?v=2olLDv2P9AI
:haha:

:har:

Fish In The Water
12-07-12, 09:42 PM
Is that big hammer meant to punish me for my horrible mistake? :o

Ya, Microsoft needs all the credit they can get. :D

Cybermat47
01-14-13, 02:18 AM
Anybody got any ideas for what ships I could do next? :hmm2:

lesec74
01-14-13, 03:01 AM
Anybody got any ideas for what ships I could do next? :hmm2:

sorry , but it's only military boats?

:salute:

Cybermat47
01-14-13, 03:03 AM
sorry , but it's only military boats?

:salute:

I'm thinking about adding merchants.

Cybermat47
01-23-13, 04:28 AM
Any ships you guys want to see? I'm thinking about doing merchants, but most other mods seem to have that covered.

mikaelanderlund
01-23-13, 06:30 AM
Is it possible with different colored ships and merchants? A bit boring when all are gray. Thanks for this great mod:salute:

sk065
01-23-13, 01:28 PM
More british DD types or the Iowa class BB?

spydar1959
02-05-13, 06:24 AM
I don't know if you could convert them into SH5, or just take a look at them for referance, but all the exrta ship mods from SH3-4. I know there are a lot of ship mods for SH3 that would be interesting here. The converted whale ship, Q-ship, and the coastal light ship. So I would just go down the list and see what floats your boat:har:and go from there.

keysersoze
02-07-13, 03:13 AM
Any ships you guys want to see? I'm thinking about doing merchants, but most other mods seem to have that covered.

I don't have any specific suggestions, but I wanted to offer some resources to you in case you decide to undertake a merchant mod. I was looking through my university's library today and came across a fairly substantial number of old ship registries and identification guides from about 1890-1960. I didn't have time to thoroughly examine all of these documents, but many of them contain extensive information about ship length, beam, mast height, tonnage, name, date launched, etc, along with lots of pictures. At least one appeared to be a 1940s era recognition booklet with ship silhouettes, just like those modeled in the SH series.

If this kind of information would be of use, I would be happy to do whatever I can to collect, compile, and scan the relevant parts for you. No worries at all if you're not interested, but I thought it would be worth offering.

Cybermat47
02-08-13, 09:28 PM
^^^

That would definitely be worth a look, if not for me, then for other modders.

Cybermat47
02-10-13, 12:36 AM
More british DD types or the Iowa class BB?


OK, I might try importing the Iowa from SH4.

spydar1959
02-10-13, 05:54 AM
The holy grail, besides military ships or passenger liners, was the converted whaling ship. At 12 to 15,000 tons, it was the prize. About anybody who had a ocean fleet, and was still whaling, had them. And U-boats got a few of them during the war.:up:

Admiral Faier
04-03-13, 10:39 AM
Hi all:). I proposed some time ago to all interested parties are able to work on the graphics mod SH5 to start a project for the construction of an Italian battleship Littorio Class: Battleship ROMA.:salute: I hope this idea and invitation is well taken into account as in the game of SH5 missions in the Mediterranean are present, and then the history has taught us that the Italian Navy has been very operational in those years against the British Navy:ping:. I hope to have news. A greeting and good hunting to all

:yeah:

http://www.ansa.it/webimages/foto_large/2012/6/28/70c16e06d3d68f767d1c21f2423f804a.jpg



http://www.subsim.com/radioroom/showthread.php?t=200078&page=1

gap
04-03-13, 11:42 AM
Admiral Faier, I am sorry to disappoint you but I am afraid your request has a very low probability to be taken into account. This is not due to Italian Reggia Marina not taking part in WWII, the battleship Roma not deserving our unconditional admiration, or the model pointed by you being flawed by ureparable inaccuracies.

The answer is way easier: the Littorio Class that RM Roma was part of, is already modelled in game. I had already answered you here (http://www.subsim.com/radioroom/showpost.php?p=1965304&postcount=3). Now, with all the broken/missing features affecting SH5, can you imagine someone redoing your beloved ship, unless you give him a good reason to do so? :hmm2:

Talking about naval units, there are many other Italian warships missing (http://en.wikipedia.org/wiki/Regia_Marina#World_War_II_2) from game, though if it was on me I would focus on other navies totally ignored by devs, first of all the French Navy, and especially the Free French Navy :yep:

Admiral Faier
04-03-13, 01:59 PM
I must say that it disappoints me personally. I think there are reasons to create this ship and all that it competes. I leave it to the proper intelligence and common sense to do so. I'm sorry I will not be practical and graphics creation on MOD. I would have given an excellent response style. Have a nice evening

Cybermat47
04-23-13, 05:10 AM
Ok guys, here's when this mod gets really interesting.
BEHOLD THE SILENT SWORD OF THE EMPIRE!
http://imageshack.us/a/img825/8541/sh5img20130423192422.png


Yep, that is a Japanese midget submarine. I'll be downloading Silent3ditor soon, to give it a damage model, but now it just looks pretty. I dont know if it's affected by IRAI, or if it's torpedo tubes are functioning. Also, the game thinks it's surfaced. Be aware that a CTD occurs when you try to look at it in the museum.

I also added a Gato-class fleet boat, expect an update about that in 12 hours...

Cybermat47
04-23-13, 04:27 PM
Ok, here's the news on the Gato.

In gameplay, it appears like this:

http://imageshack.us/a/img585/4655/sh5img20130423194110.png

Then, in the museum, it appears like this:
http://imageshack.us/a/img545/7375/sh5img20130423194539.png

Also, it keeps replaying certain animations, torpedo tubes and diving planes.

gap
04-23-13, 04:37 PM
Ok, here's the news on the Gato.

Well done Cybermat47, :up:

but it looks like you need to redo particle FX; SH4 ones look odd in SH5.
Another flaw affecting your model, is the underwater blurring. This also happens with any other dat unit, but indeed on inported ships it is hardly noticeable. :hmm2:

Cybermat47
04-23-13, 05:05 PM
Here's some more ships :)

Iowa
http://imageshack.us/a/img5/1294/sh5img20130424074308.png
Enterprise
http://imageshack.us/a/img594/2780/sh5img20130424074949.png
And a more accurate Kongo
http://imageshack.us/a/img801/5102/sh5img20130424074346.png

Cybermat47
04-24-13, 05:06 PM
The damage model for the midget sub is now working!

http://imageshack.us/a/img835/5138/sh5img20130424201600.png

Cybermat47
04-24-13, 05:20 PM
:ping:v.1.0.01 is up:ping:

Trevally.
04-25-13, 02:12 AM
The damage model for the midget sub is now working!




:o

:ping:v.1.0.01 is up:ping:

Good job Cybermat:woot:


OT:-
are you a Dr Who fan?
https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSGQMLV7n2ipwVKpW6sx0A4fWWQ4btSL f69NEepXQi_RNuawGlq

Cybermat47
04-25-13, 02:18 AM
OT:-
are you a Dr Who fan?
https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSGQMLV7n2ipwVKpW6sx0A4fWWQ4btSL f69NEepXQi_RNuawGlq

Indeed I am :yep:

That thing's so cute! :)

Trevally.
04-25-13, 02:30 AM
That thing's so cute! :)

Not as cute as this
https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQXs-qm4iIWSmDIIb6i0UoXbqkcD-_dm4xyAvItQlxqX8nXmuloMg

Cybermat47
04-25-13, 06:09 AM
Not as cute as this
https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQXs-qm4iIWSmDIIb6i0UoXbqkcD-_dm4xyAvItQlxqX8nXmuloMg

Cant argue with that :yep:

Choum
05-03-13, 09:48 AM
Missing string in Name.cfg (Data/Rosters/) I Find during my translation of Open horizon with expanded Navies

DDDRAUG=Draug Class Destroyer
DDDGROM=Grom Class Destroyer
DDWICHER=Wicher Class Destroyer
TRFELIXROUSSEL=Felix Roussel
TRWILHEMGUSTLOFF=Wilhem Gustloff

This one is a stock bug you can fix it
CVGRAFZEPPELIN=Graf Zeppelin Fleet Carrier

Not sure for this one, probably a new ship of Open-Horizon (Marinefährprahm)

LSMFPD=Marinefährprahm

All this line are need for the soam manual.

Cybermat47
05-03-13, 05:25 PM
Missing string in Name.cfg (Data/Rosters/) I Find during my translation of Open horizon with expanded Navies

DDDRAUG=Draug Class Destroyer
DDDGROM=Grom Class Destroyer
DDWICHER=Wicher Class Destroyer
TRFELIXROUSSEL=Felix Roussel
TRWILHEMGUSTLOFF=Wilhem Gustloff

This one is a stock bug you can fix it
CVGRAFZEPPELIN=Graf Zeppelin Fleet Carrier

Not sure for this one, probably a new ship of Open-Horizon (Marinefährprahm)

LSMFPD=Marinefährprahm

All this line are need for the soam manual.

Thanks, I'll get on it.

Bathrone
05-26-13, 09:41 PM
Hi, awesome mod

so you say to install after OH II

Does that mean I need OH II installed to run this mod?

When I do have OH II installed I get the following mod enabler warnings

"Names.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"DDTribal.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"DDV&W.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
Folder "Data\Roster\France\Sea" has already been added by the "SH5Lifeboat_Wooden ver. 0.2" mod.
Folder "Data\Roster\FreeFrench\Sea" has already been added by the "SH5Lifeboat_Wooden ver. 0.2" mod.
Folder "Data\Roster\Japan" has already been added by the "SH5Lifeboat_Wooden ver. 0.2" mod.
Folder "Data\Roster\Japan\Air" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
"LBS_G4M_Betty.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"LBS_H6K.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"LBS_H8K.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
Folder "Data\Roster\Japan\Land" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
"NavalBase.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"NormalAirBaseJP.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
Folder "Data\Roster\Japan\Sea" has already been added by the "SH5Lifeboat_Wooden ver. 0.2" mod.
"PCTrawler.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"PCTrawler.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
Folder "Data\Roster\Russia\Sea" has already been added by the "SH5Lifeboat_Wooden ver. 0.2" mod.
"BBRoyalSovereign.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.


Did you use the files above from OH II v2.2 so I'm sure I dont clobber any OH II functionality with this?

V13dweller
05-26-13, 10:46 PM
I have made my own personal mod, I created the Flower Corvette for the Germans once France is invaded.

I'm not sure if this information is helpful or not.

I have outfitted the Flower Corvette (German) with the German 6.7Inch gun because the Spoils of War Flowers were not armed when they were captured.

Cybermat47
05-27-13, 01:07 AM
^^^^

Great! :rock:

V13dweller
05-27-13, 02:03 AM
I am not very good with editing and creating nodes using the TDW's editor, so I usually just set different equipment on currently existing nodes.

Do you have any other GR2 editors that might be easier to use?

Trevally.
05-27-13, 06:35 AM
Do you have any other GR2 editors that might be easier to use?

I think you can buy one from here http://www.radgametools.com/default.htm

It may be expensive

sandbag69
06-25-13, 02:31 PM
Hi Will there be any chance of the H or J class destroyers being added or even Hunt class? Thanks

Savoyz
06-25-13, 08:58 PM
Thanks for Kewl MOD ! :salute:

Likloklord232
08-09-13, 06:32 AM
Great Mod :) :rock:an idea for the future.. Dutch navy :yeah: