View Full Version : [REL] rudewarrior's "Just Follow Orders!" Mod - NOW 2.0
rudewarrior
10-18-12, 09:23 PM
Released: The “Just Follow Orders!” Mod v2.1
Do you read the orders (http://www.subsim.com/radioroom/showthread.php?t=127239&highlight=radiolog+expanded) that BdU issues over the radio and wish you could actually make sense of them and incorporate them into the game?
Do you feel that the challenging aspects of the Prize Rules and the Norwegian Torpedo Crisis are all but missing from the game?
Are you looking for that extra boost of realism that allows you to experience all the pain and frustration of a U-boat commander when trying to follow complex orders issued throughout the war?
Do you look for mods that incorporate realism, intentionally making it more difficult for you, just so you can "take it to the next level?"
Then The “Just Follow Orders!” Mod is for you!
The “JFO!” Mod features:
1. Torpedo (Crisis) Orders – Up until the winter of ‘42/’43, the German Navy experienced several issues with depth keeping and premature explosions in their torpedoes. Only recently, modders in the community (http://www.subsim.com/radioroom/showthread.php?t=174225) have been able to make inroads into simulating this effect. With The “JFO!” Mod, you can follow the orders that BdU was issuing over the radio and implement their recommended torpedo settings. Now, you can suffer through all the confusing orders regarding torpedo settings broadcasted throughout the entire war!
http://i50.photobucket.com/albums/f311/rudewarrior/Torpedo.jpg
Example of Torpedo Setting Procedures
2. Prize Rules – During the opening stages of the war, the Second London Naval Treaty (http://en.wikipedia.org/wiki/Second_London_Naval_Treaty) proved to be a thorn in the side for BdU (and England!). The “JFO!” Mod allows you to attempt to accurately implement the orders that BdU issued to abrogate the Prize Rules (http://en.wikipedia.org/wiki/Prize_rules). This portion of the mod will also include a draggable template that overlays the navigation map to assist in giving up-to-date information. Thanks to The “JFO!” Mod, you can endure the complex attack orders that U-boat commanders dealt with during the eventual nullification of the Prize Rules!
http://i50.photobucket.com/albums/f311/rudewarrior/Zones-1_zps0d161bf3.jpg
Prize Rules Template
http://i50.photobucket.com/albums/f311/rudewarrior/Prize.jpg
Example of Prize Rules Orders
3. Blockade Runners – During the later stages of the war, German blockade runners were sailing from the Southern Hemisphere to Western France along a path known as “Route Antar.” During this time, U-boat commanders were under orders not to attack single ships in certain regions of the Atlantic Ocean. Using another draggable template, you can now implement these orders, even further restricting your ability to sink the easier tonnage during the later stages of the war!
http://i50.photobucket.com/albums/f311/rudewarrior/Antar-1_zpsec7f7ccd.jpg
Route "Antar" Template
4. Convoy Tactics – Once the War in the Atlantic turned against the U-boats in the Spring of ’43, BdU began issuing more aggressive and dangerous orders especially when engaging aircraft. During certain parts of the war, U-boats were actually ordered to engage aircraft and “shoot it out” on the surface. If the act of risking exposure of your U-boat to deadly aircraft all in the name of the tonnage quest appeals to you, then The “JFO!” Mod is what you are looking for!
http://i50.photobucket.com/albums/f311/rudewarrior/Convoy.jpg
Example of Tactical Convoy Procedures
5. Standing Orders – General standing orders were issued as well, e.g. ordering boats to refuel only at night; restricting U-boats use of sea areas, such as the English Channel; implementation of the Piening Route (http://uboat.net/maps/piening-route.htm) and other return routes; and limiting external load out torpedoes to minimize depth-keeping issues during U-boat combat stress. Now you, too, can be encumbered by changes in standing orders that U-boat commanders had to keep track of while waging war on the high seas!
http://i50.photobucket.com/albums/f311/rudewarrior/SOP.jpg
Example of Standard Operating Procedures
**THIS MOD ULTIMATELY IS NOT DIFFICULT TO IMPLEMENT, BUT THERE ARE SOME CONSIDERATIONS THAT MAKE THIS SOMEWHAT OF AN ADVANCED MOD.**
First, we don’t suggest using this mod without certain other mods to fully allow for true immersion. We suggest that one or more of the following mods be used:
1. SH3 Commander (http://www.subsim.com/radioroom/showthread.php?t=147237) (This mod is no longer required for operation, but still highly recommended. It can be used for certain aspects of the mod, please see the readme for a full explanation.)
2. Some sort of übermod, e.g. GWX, NYGM, etc.
3. h.sie’s SH3.exe mod (http://www.subsim.com/radioroom/showthread.php?t=174225)
4. (Jonesoft Generic Mod Enabler) (http://www.subsim.com/radioroom/showthread.php?t=173324)
Second, this mod is almost entirely “immersion only.” There are very few aspects of this mod that are not self-enforced. This mod is designed for advanced players who prefer an “iron man” mentality when playing Silent Hunter III.
Using in-depth research of several sources, andqui (http://www.subsim.com/radioroom/member.php?u=237104) and I have been able construct a series of orders that cover the above aspects of gameplay that you can implement at whatever level of intensity you choose.
We have made every effort to research and understand the orders as given at the time using as many resources as possible to produce the list of orders that can effectively be implemented in the game.
New for version 2.0:
We have included a new executable that easily allows you to put in up-to-date orders between saves. SH3 Commander only updated the orders based on the initial date of the patrol. Now, provided you completely exit the game, you can just run the executable and it will write the up-to-date orders into your installation.
Also, we have released a German version of the mod, authored by La vache (http://www.subsim.com/radioroom/member.php?u=301192).
To download, check the downloads section here (http://www.subsim.com/radioroom/downloads.php?do=file&id=3943) at Subsim.com.
Version 2.1 Change Log:
-Removed references to the C/30 Zwilling Flak Gun for Operation Weserübung.
-Removed 27 Feb 1944 Standard Operating Procedures orders template and message.
-Edited 1 Nov 1944 Torpedo Setting Procedures orders template and message to reflect correct torpedo loadout.
-Edited messages such that they were all from BdU.
-Edited all Prize Rules templates for spelling (English only).
-Edited Prize Rules templates (and initiating radio message) referring to darkened ships zone for clarity.
-Edited 30 Sep 1939 Prize Rules orders template for clarity.
-Edited 4 Mar 1940 Standard Operating Procedures orders template for clarity.
-Edited 16 Jul 1942 and 12 Nov 1942 Standard Operating Procedures order templates and radio messages for clarity on traversing the Bay of Biscay.
-Edited all references to Irish territorial waters to the correct units of 10 nautical miles.
-Edited 22 May 1943, 24 May 1943, and 27 May 1943 Standard Operating Procedures orders templates and radio messages for clarity and grammar.
-Edited 25 Mar 1943 Torpedo Setting Procedures orders template recommended general depth settings table for merchants for clarity (English only).
-Edited 16 Mar 1943, 7 May 1943, and 27 May 1943 Tactical Convoy Procedures orders templates (and initiating radio message) for grammar (English only).
-Edited 27 Mar 1944 Standard Operating Procedures orders template and message to correctly represent the disposition of quadrant BE.
-Edited all dates in German to more properly reflect German date notation.
-Added 1 Apr 1944 Torpedo Setting Procedures orders template and message.
-Added 10 Apr 1944 Standard Operating Procedures orders template and message.
As you can see, the changes are mainly cosmetic. If you wish to just upgrade to v2.1 from 2.0, please follow the instructions in Section 4.3 of the ReadMe. You can download this version here (http://www.subsim.com/radioroom/downloads.php?do=file&id=5175).
The “Just Follow Orders!” Mod: We included everything, except the boredom!
sharkbit
10-18-12, 09:43 PM
:woot: THANK YOU, THANK YOU, THANK YOU! :woot:
I've been looking forward to this for some time and I can't wait to try it out.
Thanks again for all of your hard work.
:)
fitzcarraldo
10-18-12, 10:21 PM
Great news!!!!!:woot::woot::woot::woot::woot:
Thinking on play SH5...but returning to SH3!!!!!!!!!!!! :yeah:
Many thanks!!! Downloading for testing...
Best regards.
Fitzcarraldo :salute:
Victor Schutze
10-18-12, 11:24 PM
WOOOOOOT :woot: :woot: :woot:
Obltn Strand
10-19-12, 09:43 AM
Definetly makes early war start more enjoyable. Just have to scrounge up some time to game:(
The “Just Follow Orders!” Mod: We included everything, except the boredom!
and TC 128 will take care of that:p2:
We are at BE7 and have sighted a lone, unsuspicious, swedish vessel.
It is 23 APR 1942. An Attack will be not ok.
It is 24 APR 1942. An Attack will be ok.
Correct?
rudewarrior
10-19-12, 09:53 PM
We are at BE7 and have sighted a lone, unsuspicious, swedish vessel.
It is 23 APR 1942. An Attack will be not ok.
It is 24 APR 1942. An Attack will be ok.
Correct?
Yes, correct.:up:
However, if you have added the BdU messages and want to be really strict about it, it will not be ok until you receive the message from BdU on 24 Apr 1942 at 0900 hrs or later.:salute:
Sepp von Ch.
10-20-12, 03:48 PM
Hello rudewarrior! Firstly MANY thanks for this immersive mod. I have long wanted such a mod! But I am not experienced and can not modify the essential data. Therefore, I ask for help with the installation.
JFO! for SH3 Cmdr - this is simple. I activate this mod with JGME in SH3Commander. Done. OK?
But I'm lost with the great looking templates.
U use SHIII and MaGUI 3.4.
Here is my menu menu_1024_768 : http://www.gamefront.com/files/22494127/menu_1024_768.rar
What exactly do I change PLEASE to see these templates in game?
I found in my menu_1024_768 only G31 I-28 till I-33, not till G31 I38...
[G31 I28]
Name=OLC Convoy Map
Type=1026
ItemID=0x31000009
ParentID=0x31000000
Pos=0,768,1,1424
VertSlide=768
[G31 I29]
Name=OLC Convoy Map
Type=1031;Stat bmp array
ItemID=0x3100008
ParentID=0x31000009
Pos=0,0,1024,656
Color=0xFFFFFFFF
Materials=1
Display=0;No stretch
Mat 0=data/Menu/OLC/ConvoyMap.tga
MatFlags=0x29
TexFmt=0x9
BmpState=1
[G31 I30]
Name=OLC Speed Table
Type=1026
ItemID=0x31000007
ParentID=0x31000000
Pos=1023,768,1,1424
VertSlide=768
[G31 I31]
Name=OLC Speed Table
Type=1031;Stat bmp array
ItemID=0x31000006
ParentID=0x31000007
Pos=-1023,0,1024,656
Color=0xFFFFFFFF
Materials=1
Display=0;No stretch
Mat 0=data/Menu/OLC/SpeedTable.tga
MatFlags=0x29
TexFmt=0x9
BmpState=1
[G31 I32]
Name=OLC Mines Chart
Type=1031
ItemID=0x31000011
ParentID=0x31000000
Pos=-718,1254,1024,512;30,384,1024,512
Materials=1
Display=0
Mat 0=data/Menu/OLC/Mines.tga
MatFLags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
[G31 I33]
Name=OLC Protractor
Type=1031
ItemID=0x31000013
ParentID=0x31000000
Pos=908,920,256,256
Materials=1
Mat 0=data/Menu/OLC/Protractor.tga
Display=0
MatFLags=0x29
TexFmt=0x9
BmpState=1
Drag=true
NeedFocus=true
SelOne=true
I made some room at the top and stickied this one. Good job, man :up:
rudewarrior
10-20-12, 06:10 PM
What exactly do I change PLEASE to see these templates in game?
@JvP,
Please understand that I am not an expert, and working with individual menu_1024_768.ini files is very difficult to do.
Part of the problem is that I have no idea what MaGui 3.4, which you use, compared to MaGui F, which I use, looks like. It appears that your Convoy Map is a slide out, whereas my Convoy Map is actually a draggable object in the top left hand corner along with the mines chart.:hmmm:
What I would suggest is that you first make a backup of your menu_1024_768.ini file somewhere completely safe. Then, if I was you, I would copy everything in the readme I have listed from [G31 I33] to the bottom directly into your menu file underneath [G31 I33]. Then renumber my stuff, starting with [G31 I34] on until it runs out. You can do this manually or use h.sie's brilliant menu.ini renumbering tool listed on his mediafire page. Then I would make sure that all the necessary files are placed in the data/Menu/OLC file, and then just load it up and see what it looks like. From there, if it doesn't look right, I would start modifying the positions of each of the objects until it gets to how I want it to look.
Another way to do this is to make to just use your current menu.ini file in a clean SH3 (or GWX?) install, and then make sure that all the relevant files are in the data/Menu/OLC file. It will look funny because there will be certain things that are not shown properly since you will be missing certain .tga files, but it should still load and you should get an idea of where the items go, and you can adjust them from there. Then copy it back into your current install, and you should be good to go. The reason I do this is because it functions as a "bare bones" load, i.e. it loads very quickly because there isn't a lot of stuff for it to load up. This way you can quit, mod, and load again without wasting too much time. This is the part of modding the menu.ini file that is a real bummer.:nope:
You have indicated that you use JSGME, so if you think carefully, and are very clever with it, it can be a real boon to adjusting these things and getting them set properly.:know:
If you don't know how to work with your menu.ini file, I suggest you spend some quality time searching on the forums. When it comes down to it, each menu.ini file is fairly unique amongst the people who like to tinker with their installation. I know that mine is different right away because I have included the 28kts.tga and the 45kts.tga files into my menu file, two files, which before I gave them out, only existed solely in my own installation. So that results in my menu.ini file being noticeably different from everyone else's.
I am not a coder, I am more of a researcher, so I would suggest that you make contact with some people on the forum who have a better understanding than I. There is a wealth of resources on subsim.com to help you with this stuff, and a little research will go a long way, because once you understand how this file works, it will save you a lot of trouble with modding it later.:up:
Sorry that I can't do more, but I hope this helps.:D
I made some room at the top and stickied this one. Good job, man :up:
@Hitman: Wow, thank you! I am both humbled and honored!:rock:
Sepp von Ch.
10-21-12, 03:59 AM
Thank you rudewarrior for your reply! I am interested in german submarine warfare from my 12 years (I'm 31 years old), I buy and read every book about U-Bootwaffe and I'm excited about this created historically correct splendid mod.
Last question. When I activate only the messages with JGME and not the beautiful templates, everything in your great mod will work OK, except the templates, right?
brett25
10-21-12, 04:10 AM
this mod should bring the history buffs back into the game.
Thanks alot for this rudewarrior, I will give it a try, but its going to take ALOT of discipline to actually follow these orders!:salute:
Congrats on the Release. :up:
Looking forward to try this baby.
Kudos to all involved! :woot:
rudewarrior
10-21-12, 08:46 AM
Last question. When I activate only the messages with JGME and not the beautiful templates, everything in your great mod will work OK, except the templates, right?
Yes, that is the last part.:cool:
Good luck!:up:
Sepp von Ch.
10-21-12, 10:52 AM
Thank you for reply and this great mod!:salute:
Albrecht Von Hesse
10-21-12, 06:58 PM
I hate to ask, but could you, please, pop over to http://www.subsim.com/radioroom/showthread.php?p=1951017#post1951017 and see what, if any, problems I might have when incorporating this mod based upon problems I'm already experiencing?
Apologizing, and thanking, in advance,
Albrecht von Hesse
rudewarrior
10-21-12, 10:22 PM
I hate to ask, but could you, please, pop over to http://www.subsim.com/radioroom/showthread.php?p=1951017#post1951017 and see what, if any, problems I might have when incorporating this mod based upon problems I'm already experiencing?
I responded over in the other thread. Hopefully, the little bit of advice I could put over there helps.
Good luck.:up:
Albrecht Von Hesse
10-23-12, 09:45 PM
I'm definetely interested! But until I've got my soup up, running and stable I'm afraid to try integrating this is as of right now. I do have one quick question: I'm running h.sie's hardcode fix, and I'll soon be adding (again, once everything else is up, running and stable) Steibler's hardcode fix. Are you aware of any problems if I fully add everything of "Just Follow Orders!" after I've activated those hardcode fixes?
rudewarrior
10-23-12, 10:02 PM
Are you aware of any problems if I fully add everything of "Just Follow Orders!" after I've activated those hardcode fixes?
There will be no problems. Not only does the mod not interfere with any other mods, but I use all of those mods, too. :yeah:
fitzcarraldo
10-24-12, 12:45 PM
I'm definetely interested! But until I've got my soup up, running and stable I'm afraid to try integrating this is as of right now. I do have one quick question: I'm running h.sie's hardcode fix, and I'll soon be adding (again, once everything else is up, running and stable) Steibler's hardcode fix. Are you aware of any problems if I fully add everything of "Just Follow Orders!" after I've activated those hardcode fixes?
I have JFO with Hsie and Stiebler mods, and no problem.
Regards.
Fitzcarraldo :salute:
sublynx
11-04-12, 01:59 AM
THANK YOU FOR THIS GREAT MOD!
One reason people like me always return to SH3 is the fact the great mods like these still keep appearing. After I finish playing Fallout New Vegas I'll be sure to return to the game and try this mod.
La vache
11-04-12, 04:57 AM
To many thanks rudewarrior for her excellent work.
I have it in my LSH installation and it runs very well.
But because I German Jung, work I on a translation.
Are you interested in a publication of a German version?
I would work with pleasure with them.
Regards.
rudewarrior
11-05-12, 09:42 PM
THANK YOU FOR THIS GREAT MOD!
You're welcome!:up:
And thank you for the templates that I used for the orders. They made my life a lot easier!:salute:
Are you interested in a publication of a German version?
I think that coming up with a German version would be a good project. What would have to be translated would be:
Each of the entries for the orders.
The notes that supplement the mod.
Everything written on the templates.
The radio messages.
The readme.
I actually took German for 4 years, way long ago in high school. I don't remember it enough to say whether or not it will be easy to translate. There may be an obstacle due to the terrible English I have used to make the mod. The sequence of translation is that I have taken an English translation of German and condensed it down to poorly written almost pidgin English to make it fit into the mod. So now that needs to be translated back into German, which means that it could wind up looking very ugly in its final form. Hopefully, it would be something that looks reasonable in the end.:88)
La vache
11-06-12, 03:10 PM
Zitat von rudewarrior
I actually took German for 4 years, way long ago in high school. I don't remember it enough to say whether or not it will be easy to translate. There may be an obstacle due to the terrible English I have used to make the mod.
Thus it goes for me with English.:wah:
Each of the entries for the orders. Still Open
The notes that supplement the mod. In work
Everything written on the templates. Completely
The radio messages. In work
The readme. Still Open
Your source is: www.uboatarchive.net/BDUKTB.htm?
I translate it from there and from her Mod to understand the sense, because there is no German Orginal.
I do not work only, a couple of friends helping me.
It is still a little bit of work, if done, it was I send to you.
For the chart I would use another font, in order to be able to read it better. Is this OK?
Regards.
rudewarrior
11-06-12, 03:29 PM
Thus it goes for me with English.:wah:
Each of the entries for the orders. Still Open
The notes that supplement the mod. In work
Everything written on the templates. Completely
The radio messages. In work
The readme. Still Open
Your source is: www.uboatarchive.net/BDUKTB.htm?
I translate it from there and from her Mod to understand the sense, because there is no German Orginal.
I do not work only, a couple of friends helping me.
It is still a little bit of work, if done, it was I send to you.
For the chart I would use another font, in order to be able to read it better. Is this OK?
Regards.
Ok, cool. If you get it all done, I should be able to easily make it into a German version. For the charts I can use a different font. I can't tell from what you are saying if you are just trying to translate the text on the templates, or edit it directly on the template itself. If you can just translate the text, I will put it on the template, so you don't have to worry about editing the actual drawing.
If you are only doing the translation, then carry on.:salute:
Sepp von Ch.
11-06-12, 05:16 PM
With this german version you make a really great job La Vache qui rit!:Kaleun_Thumbs_Up:
Gruss Sepp
La vache
11-07-12, 05:16 AM
greeting rudewarrior
I have them sent to my Templates. Please check and say your opinion.
I have problems with the translation.
27 Jul 40: Ops in North Sea effectively end until the end of 1944. Any orders to patrol zones inside the North Sea area are to be ignored and/or reissued.
I found this entry does not and also not the sense.
But this entry.
17 Aug 40: The Fuehrer's orders, containing permission for unrestricted action against all vessels in the sea area around England, were passed to the boats.
17. August 40: Befehl des Führers, Erlaubnis für uneingeschränkte Waffeneinsatz gegen alle Schiffe im Seegebiet um England.
Says this is the same?
Thank you for your help.
rudewarrior
11-10-12, 03:09 PM
The date files for SH3 Commander do not seem to be loading the correct order template files based on the current date of my patrol.
For example, I have started a patrol on 25 Aug 39, and the prize rules orders template loaded is for 1 Aug 39. This is correct. However, I have quit the game such that the current patrol date is 5 Sep 39. These means it should load the orders from the prize rules for 4 Sep 39. Is this the way SH3 Commander is actually supposed to work? I thought it could read the current date of the mission you were actually in, at least it says that in the manual. I've searched the forums and I can't find anything. Is it working properly for people using the mod? I thought I tested this before I released it. Is my mind playing tricks on me? What's going on here?:/\\!!
La vache
11-10-12, 06:41 PM
Hello rudewarrior
I briefly tested, all ok.
Why :hmm2:
regards La vache
Wreford-Brown
11-13-12, 05:57 AM
The date files for SH3 Commander do not seem to be loading the correct order template files based on the current date of my patrol.
For example, I have started a patrol on 25 Aug 39, and the prize rules orders template loaded is for 1 Aug 39. This is correct. However, I have quit the game such that the current patrol date is 5 Sep 39. These means it should load the orders from the prize rules for 4 Sep 39. Is this the way SH3 Commander is actually supposed to work? I thought it could read the current date of the mission you were actually in, at least it says that in the manual. I've searched the forums and I can't find anything. Is it working properly for people using the mod? I thought I tested this before I released it. Is my mind playing tricks on me? What's going on here?:/\\!!
SH3 Commander doesn't read the current date of the mission in-game, it only loads the date files when you first run SH3. If you want it to update the correct files you'll need to quit SH3 and load again.
rudewarrior
11-13-12, 09:18 AM
SH3 Commander doesn't read the current date of the mission in-game, it only loads the date files when you first run SH3. If you want it to update the correct files you'll need to quit SH3 and load again.
Ok, so I don't think that is the question I am asking, so let me state it explicitly.
Let's say I start a patrol on 1 Jun 40. It will load a file in the folder SH3 Commander/Date/19400601. I patrol until 5 Jun 40, then save and quit the game completely. Lets say I have a file in SH3 Commander/Date/19400604. I run SH3 Commander and start the game again. Which file is it supposed to load? 19400601 or 19400604?
Wreford-Brown
11-13-12, 10:47 AM
Ok, so I don't think that is the question I am asking, so let me state it explicitly.
Let's say I start a patrol on 1 Jun 40. It will load a file in the folder SH3 Commander/Date/19400601. I patrol until 5 Jun 40, then save and quit the game completely. Lets say I have a file in SH3 Commander/Date/19400604. I run SH3 Commander and start the game again. Which file is it supposed to load? 19400601 or 19400604?
SH3 Commander loads all files before 19400604, i.e. it will load all files in 19400601 then load all files in 19400604. Unless you overwrite previous files you may end up with legacy information that you don't want.
The only way around this is by ensuring that all the files are named exactly the same but placed in different date folders. If the information is no longer valid, you'll need to overwrite it with a completely blank file, e.g if I have created an image.jpg file that I no longer need, I can replace it with another file named image.jpg or I need a completely empty jpeg file called image.jpg.
rudewarrior
11-14-12, 09:55 AM
SH3 Commander loads all files before 19400604, i.e. it will load all files in 19400601 then load all files in 19400604.
Ok, so this is what it is not doing.
What it is doing in this case: It is only loading the files from 19400601 and not the files from 19400604. Why?
Wreford-Brown
11-14-12, 01:49 PM
Ok, so this is what it is not doing.
What it is doing in this case: It is only loading the files from 19400601 and not the files from 19400604. Why?
I honestly don't know, unless it's something to do with the date that SH3 loads vs. the date that your patrol starts. When you load through SH3 Commander, does the date in Cmdr show 5 Jun 1940?
rudewarrior
11-14-12, 03:26 PM
I honestly don't know, unless it's something to do with the date that SH3 loads vs. the date that your patrol starts. When you load through SH3 Commander, does the date in Cmdr show 5 Jun 1940?
All it says is for the date is "After Sunday June 2, 1940." Technically I started the patrol on 2 Jun, but it shouldn't make any difference as that is still before 4 Jun.
Wreford-Brown
11-14-12, 06:01 PM
All it says is for the date is "After Sunday June 2, 1940." Technically I started the patrol on 2 Jun, but it shouldn't make any difference as that is still before 4 Jun.
Ok, so this is what it is not doing.What it is doing in this case: It is only loading the files from 19400601 and not the files from 19400604. Why?
If SH3 Commander says that the date is Sun Jun 2 1940 (box 4 on the right hand side of the initial SH3 Commander screen), it will load 19400601 and not 19400604 at it believes the date is 19400602.
rudewarrior
11-14-12, 06:18 PM
If SH3 Commander says that the date is Sun Jun 2 1940 (box 4 on the right hand side of the initial SH3 Commander screen), it will load 19400601 and not 19400604 at it believes the date is 19400602.
It appears to me then that SH3 Commander does not read the date in the patrol, as I had originally thought. In mid-patrol, I have never seen box 4 say anything other than "After <patrol start date>." Have you seen it say anything other than that in mid-patrol? I know that if you are in base, it will show a current date, and I think it shows "N/a" if you are lost. Other than that, I don't think it says anything else.
It may be WAD.
Wreford-Brown
11-15-12, 07:57 AM
It appears to me then that SH3 Commander does not read the date in the patrol, as I had originally thought. In mid-patrol, I have never seen box 4 say anything other than "After <patrol start date>." Have you seen it say anything other than that in mid-patrol? I know that if you are in base, it will show a current date, and I think it shows "N/a" if you are lost. Other than that, I don't think it says anything else.
It may be WAD.
I haven't saved mid-patrol for a long time, so unfortunately can't comment.
I agree with you though - I don't think that SH3 Commander reads dates mid-patrol but I also don't see this as an issue. You wouldn't be sent new charts mid-patrol but would continue to receive radio messages, which seems to fit in with what you are trying to achieve and improves the realism of your mod.
By the way - WAD?
rudewarrior
11-15-12, 09:48 AM
I don't think that SH3 Commander reads dates mid-patrol but I also don't see this as an issue. You wouldn't be sent new charts mid-patrol but would continue to receive radio messages, which seems to fit in with what you are trying to achieve and improves the realism of your mod.
It does work, but my original intent was for the orders templates, the ones that have the orders listed by text on draggable pages in the game, to be updated mid patrol. The reason for this is that during certain times of the year, the JFO! radio messages pile up in a couple of days. Plus if you use the Radio Log Extended Mod as well, that updated message that you received back at the beginning of the patrol 20 days ago is going to be tough to find by paging all the way back through all of the messages that you received since then.:nope:
What I am going to do is set up my JSGME such that I can add in the necessary files based on the current date of the patrol myself. That way my orders will always be up to date. There is just a lot of info on there that I would really like to have in game, which was the original point.:-?
We are working on a German version right now. When I release that I will update the readme to reflect the issues with SH3 Commander.
By the way - WAD?
WAD - Working As Designed
:salute:
Wreford-Brown
11-15-12, 01:17 PM
WAD - now I get it! :salute:
One potential way around the SH3 Commander problem is to have orders in the Date folder one month before they are to be implemented (I know of few people who have more than month-long patrols). You could then change the visible tab to say 'Kaleun Eyes only, not before 6 Jun 1941' or similar. That way they can 'open' their orders when they receive the radio message on the correct date.
Suboptimal, but workable...
La vache
11-17-12, 03:10 PM
Hello rudewarrior
I continue at work.
But a new question: this is a write error in the readme?
range of the G7e/TII to 3000 km - sure mean 3000 m (meters)
I have not found specification for Torpedo.sim
Which values should I?
rudewarrior
11-17-12, 04:00 PM
But a new question: this is a write error in the readme?
range of the G7e/TII to 3000 km - sure mean 3000 m (meters)
Yes, that is correct, it should be 3000 m.
I have not found specification for Torpedo.sim
Which values should I?
I'm sorry I am not sure I understand what you are asking me here. I don't know if you are using a translator, but I would suggest using Google translate (http://translate.google.com/). You could try and type it in the original German, I might be able to determine what you are saying.
If you are talking about editing the Torpedo.sim file, you need to use something like Silent 3ditor, and then edit property 19 which is for the TII. In the property tree under Speeds [1] it has an entry for [0], expand that and you can edit the range of the torpedo.
I hope this helps!:up:
La vache
11-17-12, 11:03 PM
Yes, but what values?
2.999m; 2.998m; ... 1.000m; 999m ...
27kn; 26kn; ... 10kn; 9kn ...
of course googel :nope:
rudewarrior
11-17-12, 11:08 PM
Yes, but what values?
2.999m; 2.998m; ... 1.000m; 999m ...
27kn; 26kn; ... 10kn; 9kn ...
of course googel :nope:
Oh, I get it, sorry! :oops:
Range = 3000 m
Speed = 28 kts
La vache
11-18-12, 05:35 PM
Hello rudewarrior
It confused me, I have in all Torpedo.sim type=II range=3000 and speed=28.
Also in my original backup. If this is not the stock value?
rudewarrior
11-18-12, 06:17 PM
Hello rudewarrior
It confused me, I have in all Torpedo.sim type=II range=3000 and speed=28.
Also in my original backup. If this is not the stock value?
The G7e/TII torpedo needed to be heated with a battery before being placed in the torpedo tube. When fully heated, the torpedo has a range of 5000 m and speed of 30 kts. The bigger mods, e.g. GWX, generally use these values. However, the torpedo would generally cool while in the torpedo tube, due to its proximity to the ocean and its typically lower temperatures. During a period of time, the torpedoes were not being heated due to the depth-keeping issue/torpedo crisis. An unheated torpedo had a range of 3000 m at 28 kts.:down:
This should be the torpedo setting for this time.
La vache
11-19-12, 10:22 AM
Thank you rudewarrior
Now a lot of light at the end of the tunnel.
Use these values, so that the mod makes sense.
Have posted in the topic Marine Sim (http://www.marinesims.de/wbb2/thread.php?postid=259704#post259704).
regards
rudewarrior
11-19-12, 04:39 PM
Thank you rudewarrior
Now a lot of light at the end of the tunnel.
Use these values, so that the mod makes sense.
Have posted in the topic Marine Sim (http://www.marinesims.de/wbb2/thread.php?postid=259704#post259704).
regards
Hi La vache,
It looks like in your comments, you are looking for some references, here are a couple:
uboat.net (http://www.uboat.net/technical/torpedoes.htm)
G7e T2 Electric 5000m/30kts *
* data for preheated state. Full effectiveness was obtained when the T2 was preheated electrically to 30 degrees Cent (86 F) before firing. Not preheated figures are 28 knots for 3000m.
uboataces.com (http://www.uboataces.com/torpedo-tiii.shtml)
A peculiar characteristic of the T III was that the batteries had to be pre-heated prior to launch. The T III had a maximum range of 5,000 meters at 30 knots, but the range would be reduced to 1,280 meters if the batteries not been pre-heated. This torpedo was also more fickle, and had to be serviced every three to four days.
Here is another with some specs:
http://www.navweaps.com/Weapons/WTGER_WWII.htm
Unfortunately, none of these sites give references for their information.
However, one of my key references in my research was Wright's Master's Thesis, Wolves Without Teeth. I was in email contact with him for a while, and he said his two most valuable sources were Eberhardt Rossler's Die Torpedos der Deutschen U-Boote and Heinz Trompelt's Eine Andere Sicht: Tatsachenbericht eines Torpedo-Obermech. und Fanricht z. S. Gefahren auf U-459 und U-172. They are both in German, and if you can get ahold of them and take a look at them, they might be of interest to us. From what I understand, they are highly technical, and if you are interested in wading through that, they might be of interest to the overall picture of the mod as well.
Viel Glück!:up:
sublynx
11-26-12, 12:47 PM
I was wondering about how to install the mod :timeout:
I haven't used JSGME with SH3Commander so I'm unsure how I should use it. Is this how it goes?
1. edit and renumber menu_1024_768.ini
2. copy the tga files to appropriate SH3 folder (data/menu/OLC)
3. install JSGME to SH3Commander's main folder
4. make a new folder called "mods" in SH3Commander's main folder
5. copy JFO's folder called "Date" to SH3Commander program's folder "mods"
6. Enable "Date" with JSGME
rudewarrior
11-26-12, 10:41 PM
I was wondering about how to install the mod :timeout:
I haven't used JSGME with SH3Commander so I'm unsure how I should use it. Is this how it goes?
1. edit and renumber menu_1024_768.ini
2. copy the tga files to appropriate SH3 folder (data/menu/OLC)
3. install JSGME to SH3Commander's main folder
4. make a new folder called "mods" in SH3Commander's main folder
5. copy JFO's folder called "Date" to SH3Commander program's folder "mods"
6. Enable "Date" with JSGME
Almost. Inside the "mods" folder, you need a folder called "JFO! Mod" or something like that. Then you copy the Date folder into that. If you do it the way you mentioned here, then you will have all the dated folders in the main directory for SH3 Commander. The file name in the mods folder should be called the actual name of the mod. You enable that, and it puts all the info inside that folder into the directory that jsgme is running in. So the way you have it listed right now means jsgme thinks that the name of the mod is "Date."
Hope this helps.:yeah:
sublynx
11-27-12, 11:55 AM
Yes this helps a lot! Thanks for clearing this out for me. I'll start installing the mod as soon as possible and expect to keep using this one for good.
I don't think people realise how much work this mod must have taken. All the reading and checking of BdU's war diary - it's a work load a historian would find heavy duty. Thanks again and I'm really happy Neal Stevens got this mod stickied :up:
sublynx
11-28-12, 12:08 PM
I now have the mod working with no problems :up:
If only I had some time to actually get some playing done...
rudewarrior
11-28-12, 03:35 PM
I now have the mod working with no problems :up:
Yay!:up:
If only I had some time to actually get some playing done...
I know what you mean. I am working with La vache to get a German version for the mod, and I am learning enough C++ to write a program that will move the appropriate files into the game based on a date that you enter. That way it will always be up to date in the game. Hopefully, I can get that done and then start playing, too.:03:
sublynx
11-29-12, 12:43 PM
I am learning enough C++ to write a program that will move the appropriate files into the game based on a date that you enter.
That's great news :)
And who knows what else could be done to SH3 modwise if there are modders with programming skills around :ping:
La vache
11-29-12, 03:21 PM
Hello rudewarrior
Sorry for long silence, I Travelled. Short Update.
Notes and messages translated. I sent them the day as a data packet.
Commander templates empty without swastika prepared.
Change Torpedo.sim by Randomised events.
It works very well activation without JSGME.
Interresting maybe for you? Different mods have different Torpedo.sim = hex addresses. You have to see if it works.
La vache
rudewarrior
11-30-12, 12:24 PM
Hello rudewarrior
Sorry for long silence, I Travelled. Short Update.
Notes and messages translated. I sent them the day as a data packet.
Commander templates empty without swastika prepared.
Change Torpedo.sim by Randomised events.
It works very well activation without JSGME.
Interresting maybe for you? Different mods have different Torpedo.sim = hex addresses. You have to see if it works.
La vache
Hi La vache,
I have been traveling, too. However, I have not received your email. Please send it again when you get a chance.
I am aware of the ability to use Commander's Randomized Events to edit the torpedo settings, however, it does not read it for the current patrol, only for the starting patrol date. I will write it in as an option to the next readme for people who are not as picky as me.:smug:
La vache
12-01-12, 01:06 PM
Hello rudewarrior
Email sent. Please see what you can use.
Zitat von rudewarrior
Events to edit the torpedo settings, however, it does not read it for the current patrol, only for the starting patrol date.
It works even in the patrol.
La vache
rudewarrior
12-01-12, 03:21 PM
Hello rudewarrior
Email sent. Please see what you can use.
I received your email, I will take a look.
It works even in the patrol.
Ok, this is some really strange behavior by SH3 Commander. It updates the changed value for the TII ranges and speeds based on the date in the patrol, but it does not update the orders templates based on the date in the patrol.
I find this rather surprising. :hmmm:
In all honesty this doesn't make any sense from a programming standpoint.
La vache
12-01-12, 06:29 PM
Zitat von rudewarrior
Ok, this is some really strange behavior by SH3 Commander. It updates the changed value for the TII ranges and speeds based on the date in the patrol, but it does not update the orders templates based on the date in the patrol.
I see. SH3 Commander can only be read on the date of beginning Patrol.
JSGME activation is accurate solution.
La vache
rudewarrior
12-01-12, 07:47 PM
I see. SH3 Commander can only be read on the date of beginning Patrol.
JSGME activation is accurate solution.
La vache
Ok, I was hoping that was the case otherwise I was going to be very confused. I will go ahead and include the option in the readme for the next release, just so people are aware that it is an option.
I got your email. I have looked at what you've done so far, it looks pretty good.:up:
The Wanze reference has been a problem for me for some time. The first time it is issued is on 2 Aug 43 with the opening of the Piening route. Then on 29 Aug 43, BdU restricts entry into certain grids, without actually closing the Piening route. Then on 31 Aug 43 BdU "opens" it again (or removes the grid restrictions, depending on how you look at it). What I did with the actual orders templates is I removed the grid restrictions from the SOP template for 31 Aug 43, but I didn't include a message from BdU. I don't know if this is the best solution, but the real problem is that Wanze is not actually simulated anywhere in the game. The RWR's simulated before and after are FuMB-7 Naxos and FuMB-10 Borkum, respectively. How about translating this for me instead for a transmission on 31 Aug 43:
The grid restrictions for entry into the Piening route are no longer in effect.
That way I can hopefully refer to Wanze as little as possible.:yep:
A couple of issues:
First, it seems that the image manipulation program that you are using is creating some errors in the overlay templates. I have included a screen cap of some examples.
http://i50.photobucket.com/albums/f311/rudewarrior/Errors.jpg
In addition, I am going to stick to the blue background. It is easier to work with, since I already have it that way. Also, there are several reasons I went with a darker background. One is that the blue is supposed to somewhat match the ocean background. In addition, a lighter color over such a large space can be quite blinding, especially if you are playing in the dark. :cool: Feel free to edit it to suit your purposes.
Also, when I do the orders templates, I will be keeping a similar tab to what I originally had in the lower right hand corner, as I essentially modeled it on makman's GUI, and I will be maintaining that format. Also, I will release a set of German orders where one has the swastika and one does not. That way people can use it as they see fit.:up:
I'm hoping that you don't feel like you wasted your time on the graphics stuff, I was hoping that I had communicated that a little better up thread, since I have all the graphics stuff well in hand. If you could just do the translating, I'll take care of the rest. It will probably be easiest for me to manipulate the graphics stuff since I made it all and I still have the original files to work with my image program.:know:
Good luck and keep up the good work!:salute:
La vache
12-02-12, 05:36 AM
Sorry for the graphic errors. Use as you wish. It's their thing.
Zitat von rudewarrior
Also, I will release a set of German orders where one has the swastika and one does not. That way people can use it as they see fit.
It is German law no swastikas, not used in historical replicas.
In the register I wanted a reference to the radio messages.
SOP = "Befehle" / Standard Operating Procedures = Einsatz Befehle
"Standardarbeitsverfahren" Is too long a word and was not used.
Let me know if you need anything else. La vache
La vache
12-07-12, 06:41 AM
Hello rudewarrior
What font you use, for optimal radio message?
I tried Alt Msg Font Typewriter of danurve. Have had good results, messages summarized. Did not have an overview over all mod fonts.
regards
rudewarrior
12-10-12, 10:04 PM
Hi Everyone,
If you haven't noticed, La vache and I are completing a German version of this mod. Hopefully, we will be able to finish that sometime.
However, I have also been unsatisfied with how SH3 Commander actually places the orders templates in the game. Specifically, it only puts orders in based on the date of the patrol start in to the game, so they are never updated throughout the entire patrol.:down:
So I have started coding a small program using visual basic that would allow you to update the orders in the patrol based on the current date of the patrol. The program is basically finished, but I have run into a small snag. I did the program in Microsoft Visual Studio Express 2012. The big problem with this is that I have no way to actually deploy it. Unfortunately, I didn't figure that out until I had finished. :/\\!! However, I was very good about commenting, and the program really isn't that complex. It just finds appropriate files and then copies them to the appropriate SH3 directory. I need to find a way to write this code into something that allows me to deploy it. Since the code is really quite simple, converting to another language shouldn't be too difficult for me if I need to.
Does anyone, preferably a coder, have some sort of advice for me on how to proceed?
Thanx in advance.
What font you use, for optimal radio message?
I sent you an email on this.:salute:
Leitender
12-20-12, 08:32 AM
Let's say I start a patrol on 1 Jun 40. It will load a file in the folder SH3 Commander/Date/19400601. I patrol until 5 Jun 40, then save and quit the game completely. Lets say I have a file in SH3 Commander/Date/19400604. I run SH3 Commander and start the game again. Which file is it supposed to load? 19400601 or 19400604?rudewarrior
if you want to force SH3 Commander to load your file which ist stored under 19400604, start again the Commander. Your patrol starting date "01.06.40" should be displayed on the starting screen of the Commander (Box 4). Then add the numbers of days in sea, (in this case: 4) via:
options|career options|set numbers of days spent in base to: 4
Now SH3 Commander should load all files til "05.06.40".
"After Sunday June 2, 1940.":
I agree to Wreford Brown´s statement, that neither SH3 nor SH3 Commnander store any mid-patrol data besides the player´s own saves. But these saves were used by none of both, that´s why information ist restricted to "After...".
But obviously, SH Commander adds the numbers of days in base to that patrol date, what i found out when i was messing around with your torpedo.sim and La Vache´s code lines for the radomized_events.cfg.
In general, i would prefer the idea which stands behind SH3 commander because of the automatism instead of manual using JSGME every time, when files have to be exchanged. As most of us see and play SH3 as a sim, few will finish a whole patrol in one evening, so you have to quit and thus to save the game anyway after some ingame days. So updating the Commander isn´t a big thing when restarting the game.
Btw. La vache´s controling of the torpedo.sim via Commander "WAD" :yeah: if you use the above mentioned updating procedure.
Yours sincerely
Leitender
rudewarrior
12-20-12, 10:15 AM
rudewarrior
if you want to force SH3 Commander to load your file which ist stored under 19400604, start again the Commander. Your patrol starting date "01.06.40" should be displayed on the starting screen of the Commander (Box 4). Then add the numbers of days in sea, (in this case: 4) via:
options|career options|set numbers of days spent in base to: 4
Now SH3 Commander should load all files til "05.06.40".
"After Sunday June 2, 1940.":
I agree to Wreford Brown´s statement, that neither SH3 nor SH3 Commnander store any mid-patrol data besides the player´s own saves. But these saves were used by none of both, that´s why information ist restricted to "After...".
But obviously, SH Commander adds the numbers of days in base to that patrol date, what i found out when i was messing around with your torpedo.sim and La Vache´s code lines for the radomized_events.cfg.
In general, i would prefer the idea which stands behind SH3 commander because of the automatism instead of manual using JSGME every time, when files have to be exchanged. As most of us see and play SH3 as a sim, few will finish a whole patrol in one evening, so you have to quit and thus to save the game anyway after some ingame days. So updating the Commander isn´t a big thing when restarting the game.
Btw. La vache´s controling of the torpedo.sim via Commander "WAD" :yeah: if you use the above mentioned updating procedure.
Yours sincerely
Leitender
Hi Leitender,
Thanx for the input, but I have managed to deduce all of this, and as a result, I am going to be implementing a fix for JFO! v 2.0. I have written a small .exe that will place the appropriate .tga files into a directory you choose based on the current save game you want to use. The code is basically finished, and I am currently testing it to make sure it works. Once La vache has finished his German translation, and I have incorporated it into the mod, I will be releasing the new version.:sunny:
Thanx for the input! I hope you like the mod!:salute:
rw
von faust
12-27-12, 10:01 AM
Great MOD !!! :up:
Cause my bad English I did not understand a thing.
The entries of Your "message_en.txt" must be copied and pasted in the text queue of original (or modded) message_en, replaced or what ? :hmmm:
Thanks again !!!
rudewarrior
12-27-12, 12:56 PM
Great MOD !!! :up:
Cause my bad English I did not understand a thing.
The entries of Your "message_en.txt" must be copied and pasted in the text queue of original (or modded) message_en, replaced or what ? :hmmm:
Thanks again !!!
You can do either. If you want to keep all of your original Radio Log messages, cut and paste it in, just don't copy over the first line as that is already there. If you want to replace it with just JFO! messages, then replace the whole file. I would recommend cut and pasting them into your current messages_en.txt as the number of messages drops off significantly toward the latter stages of the war, and if you want more messages it will be boring pretty quick.:03:
La vache
12-30-12, 02:39 PM
Hello rudewarrior
Because torpedo restriction is very confusing, I have this controlled via SH3 Commander. Restrictions for North Sea Boats November 44 could perhaps be controlled by Flotilla. Since Basic.cfg very differently, you would have to add this for every major mod.
regards La vache
von faust
12-31-12, 02:30 AM
Hi,
I'm a bit confused on my list, I'm not sure if it's correct the activation seuqence.
I have:
- SH3 + GWX Gold
- SH3 Commander + Cfg file installer for GWX + JFO! "date" folder activated with JSGME
and this MODS list:
GWX - Captain America's Officer Icons
GWX - VIIC41 Player Sub
GWX - Open Hatch Mod
FM_NewInterior_V1.0
MaGui F
FM_NI_Fix_for_MaGui F
Radio Deutschland
SH-5 Water For SH-3 Ultimate V10 16 Km
Supplement to V16B1 (JSGME)
JFO!
What do you think?
EDIT: SH3 (launched with SH3 commander) load only the file present in the date folder "19390801" of JFO! (the first folder), I see it in nav map but the templates don't change with the increase of the days, any ideas ?
HAppy New Year to all :woot:
rudewarrior
01-01-13, 12:03 AM
Hello rudewarrior
Because torpedo restriction is very confusing, I have this controlled via SH3 Commander. Restrictions for North Sea Boats November 44 could perhaps be controlled by Flotilla. Since Basic.cfg very differently, you would have to add this for every major mod.
regards La vache
Hi La vache,
I'm just going to leave this up to the player. Trying to rig up something to force compliance really isn't how I intended the mod. Makes it flexible all the way around. I just make sure I understand the orders and then choose to comply.
Hi,
I'm a bit confused on my list, I'm not sure if it's correct the activation seuqence.
I have:
- SH3 + GWX Gold
- SH3 Commander + Cfg file installer for GWX + JFO! "date" folder activated with JSGME
and this MODS list:
GWX - Captain America's Officer Icons
GWX - VIIC41 Player Sub
GWX - Open Hatch Mod
FM_NewInterior_V1.0
MaGui F
FM_NI_Fix_for_MaGui F
Radio Deutschland
SH-5 Water For SH-3 Ultimate V10 16 Km
Supplement to V16B1 (JSGME)
JFO!
What do you think?
EDIT: SH3 (launched with SH3 commander) load only the file present in the date folder "19390801" of JFO! (the first folder), I see it in nav map but the templates don't change with the increase of the days, any ideas ?
HAppy New Year to all :woot:
I was wrong about how SH3 Commander worked. It will only load the orders associated with the start date of the patrol. It won't update in mission. When you start a new patrol, you will get a new set of orders.
For the next release, I will have a small .exe file that will allow you to update the orders mid-patrol.
Have a Happy New Year everyone!:woot:
max-peck
01-21-13, 03:33 PM
Hi Rudewarrior
Haven't posted on here for a while but just had to log on to say this is an awesome piece of work.
Had to reinstall SH3 to check it out.
Good work mate :up:
rudewarrior
01-26-13, 03:48 PM
Hi Everyone,
Just to let you know, we are just a few days from releasing the "JFO!" Mod v2.0. :woot: There are two main features to the new version. First, it is being offered in a German translation. Second, it now features a small executable that will update the orders displayed in the game based on the save game (or date) of your choice. It will be run external to the game, so you must quit the game to update the orders. However, it makes the mod much easier to implement accurately.
The only thing left to do is a German translation of the readme, which is currently in progress. Once done, the mod will be released.:yeah:
As a housekeeping measure. If any moderators happen to read this post:
Is it better to release the new version by editing the first post of this thread, or should I make an new thread altogether? :hmm2: I've seen it done both ways. Which would you prefer?
Haven't posted on here for a while but just had to log on to say this is an awesome piece of work.
Had to reinstall SH3 to check it out.
Good work mate :up:
Thanx! I'm glad you liked it! :up:
Wreford-Brown
01-26-13, 03:56 PM
Hi Everyone,
Just to let you know, we are just a few days from releasing the "JFO!" Mod v2.0.
I've been waiting for this one for a while! :yeah: :salute:
fitzcarraldo
01-26-13, 05:54 PM
I've been waiting for this one for a while! :yeah: :salute:
+1...Waiting the orders!
Regards.
Fitzcarraldo :salute:
Has anyone got this working with MaGui 3.4 Widescreen?
If so, what "positions" of the templates etc do I need to use?
Thanks
Vermin
rudewarrior
02-10-13, 04:30 PM
Released: The “Just Follow Orders!” Mod v2.0
See the first post for additional info.
Download here (http://www.subsim.com/radioroom/downloads.php?do=file&id=3943).
Has anyone got this working with MaGui 3.4 Widescreen?
If so, what "positions" of the templates etc do I need to use?
Thanks
Vermin
I don't know what the positions are. However, what I would do is create a "bare bones" version of an install of SH3 with just the MaGui mod enabled to minimize load times. Then I would start screwing around with the positions, should make life a little easier.
fitzcarraldo
02-10-13, 05:13 PM
Downloading now...
I will install the mod in my SH3 GWX with WS MaGUI 3.4. Feedback soon...
Many thanks for the great work. It seems a must have!
Best regards.
Fitzcarraldo :salute:
I look forward greatly to your results!
Regards
Vermin
sublynx
02-17-13, 01:45 AM
Great to hear about a version 2.0 :D The ability to receive new orders mid-patrol via saving adds to the excitement and is especially important for those people who play with type IX's and can be at sea for months. A German version is something I want to try too.:up:
max-peck
02-17-13, 04:41 AM
Outstanding.
I really enjoyed my first patrol running version 1 of JFO, and have been holding off starting my second patrol because I knew version 2 was imminent.
Well - I know what I'm going to be doing today :D
Thanks Rudewarrior :salute:
Getting there:
Zones and Antar templates show up.
What screen/station should I find the convoy tactics and prize rules etc information on?
Are they all dragable items on the on the navigation map?
Thanks
Vermin
rudewarrior
02-21-13, 09:54 AM
Getting there:
Zones and Antar templates show up.
What screen/station should I find the convoy tactics and prize rules etc information on?
Are they all dragable items on the on the navigation map?
Thanks
Vermin
I put them all on the navigation map. I guess it could make sense to put them in different places, but it works better for me to just have them all in one place.:cool:
Thanks!
That means I've hidden them under something. I will try playing with positions.
BTW when using the nav map at night, some of the colours and grey shades are pretty close to each other.
It may just be my monitor settings but could the colour and grey distinctions be differnetiated a bit more (no idea whether this is feasible).
Otherwise this is looking outstanding!
Gracias!
raymond6751
02-22-13, 06:15 AM
Brilliant idea and work. SH3 lives on...and on...and on...
Clever implimentation, sir.
Well I just can't get anything other than the antar and zones templates to show up.
I checked correct location and id of crp for save file and ShIII folder "containing data folder" and this part worked fine - or said it did!
I set the coordinates of all the other orders and convoy instructions etc in the menu file to be the same as for the antar template so they would be in the same position even if on top of each other. Still no show
I'm guessing, that the issue is not the menu file (otherwise no antar and no zones template) but that the other files are not where they should be.
I'm also guessing that the only reason the executable is pointed at the crp file is to get a date.
Which implies that the path in which it copies the updated standing orders etc to is where the issue is.
I set it to my shiii folder because that is where my data folder is. Is there another folder containing a data folder somewhere else?
For some strange reason I now have another data folder in my menu folder. This data folder contains two folders as "Damage" and "ofAces" plus some files. I say strange because i never notice this second data folder before.
any help appreciated - my remaining grey hairs are running out fast!
rudewarrior
02-22-13, 10:55 AM
That means I've hidden them under something. I will try playing with positions.
BTW when using the nav map at night, some of the colours and grey shades are pretty close to each other.
I chose the color scheme based on the idea that it should stand out enough during day viewing, without it being blinding during night viewing. The problem is, if I start making the colors too bright, then if you are playing in low light your home, they start to become blinding.
Try to rely on the borders and the dates/messages to fully understand what is happening. I also tried to use authentic color schemes based on my references. Plus, if I start to make the shading too dark, then you can't see through the regions to properly see positioning. :doh: There is a logical progression to how they rolled out the regions, try using that progression to help you understand what is going on. :hmmm:
Ultimately, you can edit them any way that you want. Just use GIMP or any other layering program to edit. It's not particularly difficult. :up:
Well I just can't get anything other than the antar and zones templates to show up.
I checked correct location and id of crp for save file and ShIII folder "containing data folder" and this part worked fine - or said it did!
I set the coordinates of all the other orders and convoy instructions etc in the menu file to be the same as for the antar template so they would be in the same position even if on top of each other. Still no show
I'm guessing, that the issue is not the menu file (otherwise no antar and no zones template) but that the other files are not where they should be.
I'm also guessing that the only reason the executable is pointed at the crp file is to get a date.
Which implies that the path in which it copies the updated standing orders etc to is where the issue is.
I set it to my shiii folder because that is where my data folder is. Is there another folder containing a data folder somewhere else?
For some strange reason I now have another data folder in my menu folder. This data folder contains two folders as "Damage" and "ofAces" plus some files. I say strange because i never notice this second data folder before.
any help appreciated - my remaining grey hairs are running out fast!
Ok, so I'm not a programmer, I am a scientist. :know: But one principle remains the same. Take a bare bones SH3 install and try to get a single orders template to appear on the screen where you want it. Then try to get all four orders templates to appear on the screen. When doing this I would go into JFO! Mod and copy over some random templates to work with. This way when I try to update, I can see if the update is working. Then move everything you've done to the full install.
One rule that I know is the same in both natural sciences and computer sciences:
In general, the best way to solve a problem is to start thinking from the ground up, rather than trying to fix everything that is going wrong right where you are. Starting from the bottom makes sure you are fixing it by building anew as opposed to retrofitting and repairing, because then you are more likely to implement a "fix" that messes something else up. Try to carefully think out the order in which you need to fix each distinct problem. It will take more time, but be much easier in the long run. :yeah:
Now based on what you are saying, there are several things that can be going wrong here. If they are not appearing at all, that most likely means one of two things. Either you have set the coordinates such that they are completely off the page, or you have the menu calling the files from someplace that they are not.
One thing to understand is that the coordinates for the Antar template and the orders template will be different. By how much exactly, I don't know, but I do know that the dimensions of the two objects are different. As a result the starting coordinates for their positions are going to be different. Instead of trying to make just a small part of the orders template appear, try and make it show up such that 1/4 or 1/2 of the template starts out on the screen. Then you can see it and start tinkering with the numbers to see how they work.
The executable sends the files directly to the data/menu/OLC folder. If you do not have your menu.ini entry set to call from that folder, then they will not appear no matter what you do. :nope:
Brilliant idea and work. SH3 lives on...and on...and on...
Clever implimentation, sir.
Thanx for the compliments! Thanx for all the support, everyone! :salute:
Success!
I had indeed set the coordinates such that the "missing" pages were entirely off screen. :oops:
Thankyou for your patience and assistance. Now I can really enjoy this mod!
Not only is it pretty - it adds a whole new depth to SHIII.
Thanks again!
Vermin
rudewarrior
02-23-13, 03:01 AM
Success!
:up:
veers74
03-01-13, 08:57 AM
Hello Kaleuns.
Thank you for this great mod.
My englisch is bad but i have a question.
I want to use the JFO Mod with Rubinis WS GUI.
Can anyone tell me the changings for the menu_1024_768.ini (Rubini WS)?
Thank you and regards
Wreford-Brown
03-01-13, 02:20 PM
It's taken me a while to get around to trying this mod, but what an awesome addition! A little bit of messing around with x/y values, but well explained in the Readme and the mod itself really adds to the realism.
Thank you rudewarrior :salute:
Good job again, thread title updated :shucks:
rudewarrior
03-01-13, 06:48 PM
Thank you rudewarrior :salute:
Couldn't have done it without you! :salute:
You're welcome!
Good job again, thread title updated :shucks:
Kewl, thanx! I wasn't sure about how to get that done. :up:
Robin40
03-02-13, 05:46 AM
awesome mod
plz tell me whether th following procedure is correct
no copying all of the date folders from the appropriate Orders folder into the SH3 Commander Date folder
started new patrol via SH3Commander
save and exit
running JFO.exe
loaded the saved file via SH3Commander
moreover
1)anytime you load the saved file, do you have to run JFO.exe?
2) when you say
Copy the entries from the messages_en.txt file located in the Xtras folder into the file in your installation under the same file name (located in the data/Campaigns/Campaign directory).
do you mean to append the Xtras folder entries to the entries in our own installation?
rudewarrior
03-02-13, 11:02 AM
no copying all of the date folders from the appropriate Orders folder into the SH3 Commander Date folder
started new patrol via SH3Commander
save and exit
running JFO.exe
loaded the saved file via SH3Commander
moreover
1)anytime you load the saved file, do you have to run JFO.exe?
Let me try to address this from the beginning.
SH3 Commander will write the files in its Date folder into the SH3 installation based on the start date of your patrol. So if you start a patrol on 2 Nov 1939, and your most recently dated folder is for 1 Nov 1939, then the files from the 1 Nov 1939 folder are written in to SH3 regardless of what is already there.
This means that if you have the JFO! Mod files in the date folder for SH3 Commander, JFO! Mod.exe is essentially useless. If you use the .exe to write files into the SH3 installation based on your current save game, when you run SH3 Commander, it will then overwrite those files based on the first date of your patrol.
Using the example above:
If you start your patrol on 2 Nov 1939, then SH3 Commander will load the files from 1 Nov 1939. You then patrol for a several days and save the game on 10 Nov 1939 and exit. You then run JFO! Mod.exe. It will place the template files from 8 Nov 1939 into your installation. However, if you load the save game using SH3 Commander, it will write the files from 1 Nov 1939 back into the game, since it is running off the date of the start of your patrol. :o
Essentially, unless you are a seasoned modder, you either want to use SH3 Commander or use JFO! Mod.exe, not both. :down:
However, if you want to go a more sophisticated (and/or anal :smug: ) route, then set up the files such that they can be enabled by JSGME into your SH3 Commander Date folder. Then do the following sequence:
When you start a new patrol, enable your JFO! Mod files into SH3 Commander using JSGME.
Start a new patrol.
Save and exit.
Disable the files from SH3 Commander using JSGME.
Run JFO! Mod.exe
Run the game. Save and exit. Repeat #5 and #6 until you return to port.
Once you have returned to port, see #1.
Hope this helps!
2) when you say
Copy the entries from the messages_en.txt file located in the Xtras folder into the file in your installation under the same file name (located in the data/Campaigns/Campaign directory).
do you mean to append the Xtras folder entries to the entries in our own installation?
Yes.
Or you can enable it by using JSGME as always. :up:
Robin40
03-02-13, 12:45 PM
@rudewarrior
thx
OK...so I will use only JFO.exe
but
anytime you load the saved file, do you have to run JFO.exe?
however take care of
my sh3commander Date files are only MFM skins files, no JFO files in Date folder of sh3commander
so I don't think of any overwriting if I use both sh3commander and jfo.exe
rudewarrior
03-02-13, 03:33 PM
anytime you load the saved file, do you have to run JFO.exe?
Yes. This updates the orders templates as you see them in the game. :up:
Great work, rudewarrior :up:
Just one suggestion: You can give the TII and TIII torpedo in torpedo.sim a second speed setting with the range and speed corresponding to a pre-heated torpedo. Thus, you can easily switch between non-heated and pre-heated torpedo settings.
Regards, LGN1
rudewarrior
03-04-13, 02:43 PM
Great work, rudewarrior :up:
Just one suggestion: You can give the TII and TIII torpedo in torpedo.sim a second speed setting with the range and speed corresponding to a pre-heated torpedo. Thus, you can easily switch between non-heated and pre-heated torpedo settings.
Regards, LGN1
Hi LGN1,
Thanx for the suggestion, but I know ill just screw myself up doing that. That will mean that the one of the speed settings for the TII/TIII won't correspond to the speed settings for the TI, and that will confuse me. :doh:
Better for me to do it the other way. But I'll put your method in the readme for 2.1. :up:
If I sink a neutral ship in an area permitted by JFO, will BDU still string me up? (and I lose renown).
Thanks
Vermin
rudewarrior
03-07-13, 11:35 PM
If I sink a neutral ship in an area permitted by JFO, will BDU still string me up? (and I lose renown).
Thanks
Vermin
The "JFO!" Mod essentially has no effect on game play. So whatever happens when you sink a ship with or without the "JFO!" Mod remains unchanged. :smug:
I'll just have to hope the firing squad misses!
Query re:
23 Nov 39: All tankers, other than [invalid targets] may be attacked in the American safety zone West of 2° E. When attacking neutral tankers, U-boats are to remain unobserved, e.g. do not engage with deck gun, and to use electric torpedoes, whenever possible, in order that the illusion of internal explosion may be created.
2 degrees East would be a line roughly just West of Paris?
Am I reading this right? All neutral tankers are fair game if West of the above line?
IIRC, the original Pan-American safety zone was 300 miles wide off the coast of the Americas.
I'm already in enough trouble with BdU - don't want to make it worse! :D
Thanks
Vermin
rudewarrior
03-12-13, 11:27 AM
I'll just have to hope the firing squad misses!
Query re:
23 Nov 39: All tankers, other than [invalid targets] may be attacked in the American safety zone West of 2° E. When attacking neutral tankers, U-boats are to remain unobserved, e.g. do not engage with deck gun, and to use electric torpedoes, whenever possible, in order that the illusion of internal explosion may be created.
2 degrees East would be a line roughly just West of Paris?
Am I reading this right? All neutral tankers are fair game if West of the above line?
IIRC, the original Pan-American safety zone was 300 miles wide off the coast of the Americas.
I'm already in enough trouble with BdU - don't want to make it worse! :D
Thanks
Vermin
Ok, so let me break this down step-by-step.
The bracketed statement, [invalid targets], is removing the references to American (see below), Japanese, Italian, Russian, and Spanish targets. There is a period of time when these ships "were not to be stopped." The reason I left this out is that Japanese are already allies, Italian ships are allies until late in the war (when this stuff no longer applies), and the Spanish were always "neutral" (air quotes really meaning sort-of allies).
The Russians are a special case being "allies" in the beginning and enemy after May '41. I left the references to all this out in order to simplify communication as this mod is complex enough. To make a long story short, scripting and ship configurations (even if using the MFM) resulted in a very low probability of you coming across one of these ships as a neutral that is eligible for attack. The only possibility with this combination is a Russian ship, and it is very rare indeed, so I left this out for simplification.
Also under the heading of [ineligible targets] are American ships.
So don't attack any [ineligible targets]. Simple, amirite? :know:
I think you are beginning to appreciate the confusing orders that the u-boat commanders had to endure. To make the clarification as concise as possible, American shipping was being given extra privileges by German high command that effectively placed them in a separate category from neutral shipping as dictated by the Prize Rules. So they enjoyed a privileged status up until the German declaration of war on 9 Dec '41. Hitler believed the war with Russia was going to be quick ( :rotfl2: ), and wanted to make every effort possible to keep the USA out of the war until a time of his choosing.
I may be wrong about this, but IIRC, the Pan-American safety zone and the American safety zone are two different things. I think the Pan-American safety zone was an invention by the USA to protect "their" waters (and interests). The American safety zone was terminology invented by the Germans to designate where American ships were safe from attack. At the beginning of the war this included all of Britain.
Now to clarify the statement. What I put in the actual orders is more or less an exact quote. However, based on the map included in the reference, reproduced as closely as possible in the Zones template, the actual western boundary was 20° W, the same as the western edge of the darkened ships boundary.
On 17 Aug 1940, the darkened ships area, more or less, essentially becomes a blockade and all shipping in the region becomes eligible for attack, including American shipping. It is then extended on 1 Apr 1941 to enclose Iceland, since it was realized that Greenland was being used as a staging area for US forces. However, by the time these blockades were put in force, pretty much all American shipping that was heading to war zones was under some sort of escort. I can't verify that this was absolutely the case, but it seems to be the logical progression. Germany was being very clear by going above and beyond the rules when it came to attacking American shipping so America would not have an excuse to enter the war. In addition, Britain (and America) wanted to do everything it could to ensure safe transit of American shipping as it lie in their collective best interests. I don't actually know how the game scripts it, but I find it very unlikely you will find unescorted American shipping heading to England around that area once you get fully into the "meat" of the war period. In addition, the blockaded area started being very heavily patrolled by British ASW units that were being manufactured as well as "lend-leased." Also, wolf-pack tactics started becoming more refined, so it was much more effective to concentrate attacks in the North Atlantic, where there were big juicy convoys with the lowest possible escort level, or in areas where shipping hadn't got to the "hot zone" yet, such as the Caribbean or the South Atlantic, e.g. Freetown or South Africa.
Hope this helps.
Good luck! :up:
Thanks Rudewarrior,
I really appreciate the explanation and rationale. I pity the real life Kaleuns trying to make sense of the orders whilst also trying to identify the ships at night, in bad weather and without getting themselves killed!
You are of course correct, I was confusing the Pan-American and American safety zones.
There is a perverse satisfaction in locating and pursuing a ship only to discover it is not a valid target!
The mod is brilliant.
Thanks again. :salute:
Vermin
rudewarrior
03-13-13, 09:22 AM
You are of course correct, I was confusing the Pan-American and American safety zones.
No worries, this screwed me up, too. It's times like this that I am glad I am a scientist. I kept reading about the Pan-American safety zone and the American safety zone and I couldn't reconcile the two. Then my scientist brain clicked into gear and I actually said out loud, "Wait a minute! What evidence do I have that they are actually the same thing?" Then it all made sense. It was bolstered by the fact that the "American safety zone" is only referred to in my German sources. So that's the conclusion I have right now. :yep:
The mod is brilliant.
Thanks again. :salute:
You're welcome! :up:
sharkbit
03-15-13, 01:40 PM
I've been away from Silent Hunter for almost a year now. The call of the cold, grey Atlantic has called me back.
I'm not sure this is the place to gripe about this since it is really a computer problem and not a mod problem, but....I've been dying to try this mod since it came out, so I downloaded it last week and started through the install instructions and ran into a problem.
For some reason, the .exe file doesn't work. It is like my computer doesn't even recognise the file. It is just a box. All the other files in the mod are there. I tried redownloading it and unzipping with the same result.
I downloaded it onto my laptop and the file is there with the little captain's hat logo on the .exe file and it opens fine so I put the file onto a flash drive and tried to load it onto my desktop computer with the same result. It doesn't even recognise it on the flash drive so I know it is a issue with my computer and not the mod or the download.
Judging from some of my google searches and limited computer knowledge, I thought it might be a registry problem. I tried a few things that I found during my searches with no luck.
The last thing I tried was a Windows Repair from the Windows XP disc where it reinstalls the Windows files but doesn't erase all of your files. No joy though. :/\\!!:/\\!!:/\\!!:/\\!! Plus it turned into a somewhat longer experience than what I had hoped when some of my drivers disappeared and I had to find them on the internet using my laptop, putting them on a flash drive, then loading them back onto my desktop. :/\\!!:/\\!!:/\\!!:/\\!!
The game runs fine otherwise and I have not noticed any other issues with other programs so I'm left wondering why my computer is having issues with this .exe file and no others, at least as far as I can tell.
My computer is getting up there in age and my wife is not buying into getting a new computer "...just so you can play that damn submarine game!!!"
Any ideas are appreciated. For now I am probably going to figure out how to use the orders manually. Either put them on a Word document and just follow them as they apply or try to come with some mini-mod that I can use. We'll see.
It looks like a great mod though. Thanks for the hard work you have put into it. :salute:
:)
rudewarrior
03-15-13, 02:14 PM
I've been away from Silent Hunter for almost a year now. The call of the cold, grey Atlantic has called me back.
I'm not sure this is the place to gripe about this since it is really a computer problem and not a mod problem, but....I've been dying to try this mod since it came out, so I downloaded it last week and started through the install instructions and ran into a problem.
For some reason, the .exe file doesn't work. It is like my computer doesn't even recognise the file. It is just a box. All the other files in the mod are there. I tried redownloading it and unzipping with the same result.
I downloaded it onto my laptop and the file is there with the little captain's hat logo on the .exe file and it opens fine so I put the file onto a flash drive and tried to load it onto my desktop computer with the same result. It doesn't even recognise it on the flash drive so I know it is a issue with my computer and not the mod or the download.
Judging from some of my google searches and limited computer knowledge, I thought it might be a registry problem. I tried a few things that I found during my searches with no luck.
The last thing I tried was a Windows Repair from the Windows XP disc where it reinstalls the Windows files but doesn't erase all of your files. No joy though. :/\\!!:/\\!!:/\\!!:/\\!! Plus it turned into a somewhat longer experience than what I had hoped when some of my drivers disappeared and I had to find them on the internet using my laptop, putting them on a flash drive, then loading them back onto my desktop. :/\\!!:/\\!!:/\\!!:/\\!!
The game runs fine otherwise and I have not noticed any other issues with other programs so I'm left wondering why my computer is having issues with this .exe file and no others, at least as far as I can tell.
My computer is getting up there in age and my wife is not buying into getting a new computer "...just so you can play that damn submarine game!!!"
Any ideas are appreciated. For now I am probably going to figure out how to use the orders manually. Either put them on a Word document and just follow them as they apply or try to come with some mini-mod that I can use. We'll see.
It looks like a great mod though. Thanks for the hard work you have put into it. :salute:
:)
I used MS Visual Studio 2012 to write it, and a freeware compiler called Sharpdevelop to compile it. Keep in mind that I am not an expert, but there seemed to be a lot of references to .NET framework. Try updating .NET framework to the newest version possible and see if that helps. After that, I'm out of ideas.
Hope this helps!
:03:
sharkbit
03-15-13, 10:25 PM
Thanks for the tip but it didn't work. I'm officially stumped. :wah:
:)
Try running it as administrator is the only thing I can think of.:hmmm: It's been along time since I had XP so I do not even know if that is an option though.
:subsim:
sharkbit
03-15-13, 10:44 PM
Didn't work either. Thanks though.
:)
rudewarrior
03-15-13, 11:33 PM
Any ideas are appreciated. For now I am probably going to figure out how to use the orders manually. Either put them on a Word document and just follow them as they apply or try to come with some mini-mod that I can use. We'll see.
If you want to update save game by save game, there is a brute force method that I used while I was writing the program. You can have all of the files set up by date in JSGME. Then just initialize the appropriate date. However, you would have to make sure that there are copies of each of the four templates in somewhere in each of the date folders. The reason is that the dated folders only have the template that is being updated because the .exe file counts backwards. Just copy the templates to the next date forward starting at 19390801. Just don't overwrite any files each time you copy forward and you will have an up-to-date set of four. Then you can just enable the templates by date before loading a save game. Ugly, but effective.
Maybe this will work for you. :hmmm:
Lanzfeld
10-13-14, 01:20 PM
Rudewarrior,
This mod looks so great. Nice job. I want to use it but it occurred to me that I don't actually have to try and install it. Can you upload PDF's of all the orders and maps so I can just print them out and have them "in hand" instead of in game? I can just look at the dates to see when they apply and have them in a stack next to my computer.
Thoughts?:hmmm:
Can you upload PDF's of all the orders and maps so I can just print them out and have them "in hand" instead of in game?
Look in folder: JFO!_Mod_v2\Documentation\English\Notes\
Not pdf but txt files:
Route Antar Restrictions.txt
Standard Operating Procedures.txt
Tactical Convoy Procedures.txt
Target Attack Restrictions.txt
Torpedo Setting Procedures.txt
Lanzfeld
10-13-14, 03:48 PM
Look in folder: JFO!_Mod_v2\Documentation\English\Notes\
Not pdf but txt files:
Route Antar Restrictions.txt
Standard Operating Procedures.txt
Tactical Convoy Procedures.txt
Target Attack Restrictions.txt
Torpedo Setting Procedures.txt
That's a start Tycho thanks!
Hmmm...still need those maps. I really want this mod but really don't want to install all that stuff you know? A PDF of those chart would allow people to use this excellent mod without messing with the 1024 file.
rudewarrior
10-14-14, 06:47 AM
Hmmm...still need those maps. I really want this mod but really don't want to install all that stuff you know? A PDF of those chart would allow people to use this excellent mod without messing with the 1024 file.
It's really worth it to install! :up: Plus the maps won't help you in a pdf format. They are all overlays, meaning, they are designed to be dragged over the map to work. Look at the first post and look under entry number 2. You can see how the overlay works, so having a pdf of the map probably won't help.
However, if you are compelled to print something out, print out the pictures under entries 2 and 3 in the first post, that is about the best you're gonna get.
Good luck!:salute:
3catcircus
10-19-14, 08:36 AM
It's really worth it to install! :up: Plus the maps won't help you in a pdf format. They are all overlays, meaning, they are designed to be dragged over the map to work. Look at the first post and look under entry number 2. You can see how the overlay works, so having a pdf of the map probably won't help.
However, if you are compelled to print something out, print out the pictures under entries 2 and 3 in the first post, that is about the best you're gonna get.
Good luck!:salute:
So I've been trying to figure out your install instructions too. The problem I see (as apparently do others) is it is just too confusing for anyone but advanced users.
I gotta manually edit an .ini file (not knowing what the actual x/y positions should be) and manually move some .tga files into a certain folder? I gotta figure out whether I should use JSGME or SHCommander or do both or run the JFO executable or all three? What if I already have JSGME installed somewhere else? Now I gotta install it a second time into SH3Commander? And then I gotta exit the game and re-run it or something?
Between the readme and the forum thread, there appears to be at least three (possibly) four different ways of activating this mod (and thus, at least as many ways for an inexperienced user to screw it up).
Is there a fool-proof method of activating the mod, given the following boundary conditions:
GWX3 installed with the Integrated Orders and Contact Color mods
SH3Commander installed
A single JSGME install, not in SH3Commander
sublynx
10-19-14, 09:18 AM
Printing the text files and following the orders from the prints is the easiest solution. You can also have a print of the maps in order to follow the Prize rules and route Antar.
rudewarrior
10-19-14, 10:35 AM
So I've been trying to figure out your install instructions too. The problem I see (as apparently do others) is it is just too confusing for anyone but advanced users.
See first post:
**THIS MOD ULTIMATELY IS NOT DIFFICULT TO IMPLEMENT, BUT THERE ARE SOME CONSIDERATIONS THAT MAKE THIS SOMEWHAT OF AN ADVANCED MOD.**
I gotta manually edit an .ini file (not knowing what the actual x/y positions should be) and manually move some .tga files into a certain folder? I gotta figure out whether I should use JSGME or SHCommander or do both or run the JFO executable or all three? What if I already have JSGME installed somewhere else? Now I gotta install it a second time into SH3Commander? And then I gotta exit the game and re-run it or something?
This is why. It takes time and research to understand how the menu_1024_768.ini file works. We (as in the modding community) can explain it to you, and we will be happy to assist you in understanding it, but it takes time and patience to learn how to edit it. There are many resources on this forum to help with it. You can start here (http://www.subsim.com/radioroom/showthread.php?t=202496). Ultimately, it takes research to figure out how it works and it takes time to implement the changes and make sure they are working correctly. Every mod requires some alteration to your system and takes time and patience to implement properly. In fact my menu.ini file is actually overwritten 4 times in my particular "mod soup" and each iteration has several different edits to that particular file. :o
Between the readme and the forum thread, there appears to be at least three (possibly) four different ways of activating this mod (and thus, at least as many ways for an inexperienced user to screw it up).
And experienced users as well. :03: Now think about how many times I screwed it up trying to write it. :wah:
Is there a fool-proof method of activating the mod, given the following boundary conditions:
GWX3 installed with the Integrated Orders and Contact Color mods
SH3Commander installed
A single JSGME install, not in SH3Commander
Yes, I have it set up that way, but the key is to install SH3 Commander directly into the GWX folder. This allows you to use one JSGME install, and thus you can title your mods things like: SH3 Cmdr_Insert Super Cool Mod Title Here. That way everything is in one place and you can take care of it all at once.
I took a very long time to write a very long readme on how to install this mod. In fact I would say that the ratio of the size of the readme compared to the actual size of the mod may actually be the largest on this forum. I knew it would be complex, so I wrote the readme as explicitly as I had to when I was writing up experiment procedures when I was working on my Physics PhD. However, it still requires a certain amount of base knowledge which you will have to acquire before you can implement it. I suggest that you should start becoming very familiar with the menu.ini file, since the vast majority of the more complex mods work with it.:yep:
Hope this helps!:salute:
3catcircus
10-19-14, 12:40 PM
Thanks! It'll take me a while to digest (and probably as much time doing trial-and-error testing) before I figure out if I've done it correctly.
See first post:
**THIS MOD ULTIMATELY IS NOT DIFFICULT TO IMPLEMENT, BUT THERE ARE SOME CONSIDERATIONS THAT MAKE THIS SOMEWHAT OF AN ADVANCED MOD.**
This is why. It takes time and research to understand how the menu_1024_768.ini file works. We (as in the modding community) can explain it to you, and we will be happy to assist you in understanding it, but it takes time and patience to learn how to edit it. There are many resources on this forum to help with it. You can start here (http://www.subsim.com/radioroom/showthread.php?t=202496). Ultimately, it takes research to figure out how it works and it takes time to implement the changes and make sure they are working correctly. Every mod requires some alteration to your system and takes time and patience to implement properly. In fact my menu.ini file is actually overwritten 4 times in my particular "mod soup" and each iteration has several different edits to that particular file. :o
And experienced users as well. :03: Now think about how many times I screwed it up trying to write it. :wah:
Yes, I have it set up that way, but the key is to install SH3 Commander directly into the GWX folder. This allows you to use one JSGME install, and thus you can title your mods things like: SH3 Cmdr_Insert Super Cool Mod Title Here. That way everything is in one place and you can take care of it all at once.
I took a very long time to write a very long readme on how to install this mod. In fact I would say that the ratio of the size of the readme compared to the actual size of the mod may actually be the largest on this forum. I knew it would be complex, so I wrote the readme as explicitly as I had to when I was writing up experiment procedures when I was working on my Physics PhD. However, it still requires a certain amount of base knowledge which you will have to acquire before you can implement it. I suggest that you should start becoming very familiar with the menu.ini file, since the vast majority of the more complex mods work with it.:yep:
Hope this helps!:salute:
BigWalleye
10-19-14, 01:56 PM
Thanks! It'll take me a while to digest (and probably as much time doing trial-and-error testing) before I figure out if I've done it correctly.
Once upon a time, I taught basic computer skills to graphics arts students, many of whom had never touched a computer. The first thing I taught them was how to break a computer. "Pick it up, hold it over your head, and smash it on the floor. Whatever else you do, you may make a mess, but you won't break anything."
The same applies here. Make backups of files before you change anything. Keep a copy of the original download zip for every mod you use. Be prepared to go back and uninstall, then reinstall everything. This takes maybe half an hour. THAT is the worst damage you can do. So relax and give it a try.
Aquelarrefox
05-01-16, 08:52 AM
hi im very interested of making a spanish version of this mod. Could be posible to get the text of the pages?
its very interesting , and the inmmersion is one of the most important thing in this game. as a captain in u-bouts rules are very important in vouyage.
im slowly traslating it
Aquelarrefox
05-04-16, 05:56 AM
what means "darkened ship" exactly?
rudewarrior
05-04-16, 07:20 AM
hi im very interested of making a spanish version of this mod. Could be posible to get the text of the pages?
Yes, we can do this, but I won't be able to address it until later this month. My school year is wrapping up and it is a bit hectic right now. I will PM you about it in a few weeks.
what means "darkened ship" exactly?
Ships running under a neutral banner from one neutral country to another generally traveled well lit. Ships running somewhere that would be deemed sinkable by u-boats ran without any lights, in the hope that they wouldn't be seen. So Germany just assumed they were sinkable when they ran without lights. Ultimately, depending on which mods you run, you have to be somewhat careful in your target choices, especially in the beginning of the war.
Good luck! :salute:
Aquelarrefox
05-04-16, 11:32 AM
Yes, we can do this, but I won't be able to address it until later this month. My school year is wrapping up and it is a bit hectic right now. I will PM you about it in a few weeks.
Ships running under a neutral banner from one neutral country to another generally traveled well lit. Ships running somewhere that would be deemed sinkable by u-boats ran without any lights, in the hope that they wouldn't be seen. So Germany just assumed they were sinkable when they ran without lights. Ultimately, depending on which mods you run, you have to be somewhat careful in your target choices, especially in the beginning of the war.
Good luck! :salute:
thanks the text were in documentation, but editing images in ps is a problem, how you get transparence.
i was looking and traslating, and i have some cuestion about torpedo setting: 1) whats exactly the port set from aug 39, isnt in text, 2) as you said if you change pistol type is not as tdc data, instantly. How much time could take it (playing as own players rules to simulate extract and reinsetion into the tube). 3)about the warming electric torpedos, in real operation, how time it would take? to emulate in game.
thanks
i found this
The standard procedure for heating was as follows:
four electric torpedoes loaded into torpedo tubes are connected with four control boxes ("Schaltbild 1" on Drawing 13) for single heating. The temperature of the battery reaches 30 °C (from starting 15 - 18 °C) after 3.5 - 4 h (the total weight of the electrolyte in the battery is almost 100 kg).
After the current was automatically cut off, torpedoes in the tubes are connected in pairs to two control boxes. Two times less current maintains the battery's temperature at 30 °C. The other two boxes are connected to the four reserve torpedeos stowed in torpedo room ("Schaltbild 2" on Drawing 13). The time to heat reserve torpedo's batteries up to 30 °C is about 20-25 hours.
rudewarrior
05-04-16, 10:34 PM
thanks the text were in documentation, but editing images in ps is a problem, how you get transparence.
You probably don't want to get too far into this. I have just finished editing all of the files to come out with a new version, 2.1. On the whole, there isn't a lot of very large changes, mainly grammar and really small changes, but you probably don't want to put a lot of work into that until I get finished with everything. Right now the version that is released is somewhat different from the completed version that I have on my computer, and I don't want you to waste time on something that isn't finished right now. In addition, don't worry about trying to do the templates. I did the German translation with another individual, and based on that experience, it is best to have you translate the text and then let me actually edit the template itself. Since I am so familiar with it, editing it works much more smoothly if I do it, since I have it set with layering software, etc.
i was looking and traslating, and i have some cuestion about torpedo setting: 1) whats exactly the port set from aug 39, isnt in text
I'm not sure if I understand your question, so I will kind of overanswer it.
When the war started, the Germans did not have a pistol that was switchable between impact and magnetic. They were fitted at the base and could not be changed. A month later, they came out with a pistol that could be switched, but, as Dönitz stated, "The change-over of the pistols was always a task accompanied by much wearisome and often quite impracticable re-loading of torpedoes." Now to cover the other possibility that I see in your question, you may be asking me what the loadout ratio actually was. I never actually came across the ratio of magnetic to impact torpedoes in my research, but I got the impression that they had more magnetic torpedoes than impact as it was newer technology, and they really wanted that to work. So I am guessing it was somewhere around 60/40 to 75/25 magnetic to impact. I hope this answers your questions.
2) as you said if you change pistol type is not as tdc data, instantly. How much time could take it (playing as own players rules to simulate extract and reinsetion into the tube).
Other than the Dönitz quote, I never found any sort of time listed on how long it took to actually extract a torpedo, change the pistol (which required removing it, altering it somehow and reattaching it), and reload the torpedo. I just assumed it would take an hour to do the whole thing as a nice round number, since the game has torpedoes load/unload in ~11 minutes or so that would leave ~40 minutes or so to get it done, which seemed reasonable. I don't have anything to base that on other than my own general mechanical experience. As a result, I chose not to offer any suggestions in the mod. I gave the player all the info I had, and I figured they could come to their own conclusions.
3)about the warming electric torpedos, in real operation, how time it would take? to emulate in game.
I never saw anything about that either. I am curious about your source though. I am always interested in any sources that could shed light on the scope of my mod.
Your quote gives me the impression that the temperature of the torpedoes could be maintained. However, I do know that the electric torpedoes had lots of regular maintenance that had to be performed on a daily basis, so I suspect the temperature couldn't be maintained while the torpedoes were being serviced. However, I do suspect that when they went into a combat situation, all servicing would be reduced and/or halted. And since temps could be maintained (at least from what I have gathered in your quote) my best guess is that there would be no need to actually simulate it in the game since the times don't really seem to be incompatible with the amount of time I usually use to position before attack.
Hope this helps! :salute:
Aquelarrefox
05-05-16, 02:44 AM
You probably don't want to get too far into this. I have just finished editing all of the files to come out with a new version, 2.1. On the whole, there isn't a lot of very large changes, mainly grammar and really small changes, but you probably don't want to put a lot of work into that until I get finished with everything. Right now the version that is released is somewhat different from the completed version that I have on my computer, and I don't want you to waste time on something that isn't finished right now. In addition, don't worry about trying to do the templates. I did the German translation with another individual, and based on that experience, it is best to have you translate the text and then let me actually edit the template itself. Since I am so familiar with it, editing it works much more smoothly if I do it, since I have it set with layering software, etc.
I'm not sure if I understand your question, so I will kind of overanswer it.
When the war started, the Germans did not have a pistol that was switchable between impact and magnetic. They were fitted at the base and could not be changed. A month later, they came out with a pistol that could be switched, but, as Dönitz stated, "The change-over of the pistols was always a task accompanied by much wearisome and often quite impracticable re-loading of torpedoes." Now to cover the other possibility that I see in your question, you may be asking me what the loadout ratio actually was. I never actually came across the ratio of magnetic to impact torpedoes in my research, but I got the impression that they had more magnetic torpedoes than impact as it was newer technology, and they really wanted that to work. So I am guessing it was somewhere around 60/40 to 75/25 magnetic to impact. I hope this answers your questions.
Other than the Dönitz quote, I never found any sort of time listed on how long it took to actually extract a torpedo, change the pistol (which required removing it, altering it somehow and reattaching it), and reload the torpedo. I just assumed it would take an hour to do the whole thing as a nice round number, since the game has torpedoes load/unload in ~11 minutes or so that would leave ~40 minutes or so to get it done, which seemed reasonable. I don't have anything to base that on other than my own general mechanical experience. As a result, I chose not to offer any suggestions in the mod. I gave the player all the info I had, and I figured they could come to their own conclusions.
I never saw anything about that either. I am curious about your source though. I am always interested in any sources that could shed light on the scope of my mod.
Your quote gives me the impression that the temperature of the torpedoes could be maintained. However, I do know that the electric torpedoes had lots of regular maintenance that had to be performed on a daily basis, so I suspect the temperature couldn't be maintained while the torpedoes were being serviced. However, I do suspect that when they went into a combat situation, all servicing would be reduced and/or halted. And since temps could be maintained (at least from what I have gathered in your quote) my best guess is that there would be no need to actually simulate it in the game since the times don't really seem to be incompatible with the amount of time I usually use to position before attack.
Hope this helps! :salute:
I have traslate manly all, I have to work in ai to get templates. But I can wait a little until you get new to add new things.
About electric torpedo, well, there's an article about launch tubes quick spoke about that, later I will try to find it. I think, the recommendation would be set no less than 2 sailors in tubes room every time if you have electric torpedoes, else one sailor. If you don't have an anyone for a time, wait almost 1 hour to shoot when you put they into the room again. Maybe a rule fit having almost 4 sailors into room to shoot. I think less than 4 couldn't be possible shoot it.
I fiend little references about time.yt? It Said, a torpedo with maintenance, would need from 10 to 15 minutes. So a pistol change could take about 25 to 35 minutes, I think because it shouldn't be much complex than extract, change and pull into again. What you think?
mikey117us
05-05-16, 12:28 PM
I will add that from u-boat KTBs during the first 10 days of transit the U-boat would during a dive to A -30 ( 30 meters ) withdraw and "Level" torpedos ( for accurate Depth keeping of torpedos ) charge the batteries, degaussing with vasaline and Self-ventilate after charging for 15 minutes. This ventilation occurred in the tubes only. Also leaving for patrol Tube 1 was empty, tubes 2-4 were stored torpedos "not ready. 3 were stored Port. 3 starboard. 2 under the floor. And one air torpedo to be "quick readied" for opportunities for tube 1. Later I will post a link to some documents. For certain procedures. But like I said reading KTBs is very helpful as Kaluens wrote usually dived to A-30, Torpedo Maintenance. Das Boot accurately showed part of this procedure. At least tube 3 in this scene was a TI as they inserted Boat Air Supply.
rudewarrior
05-05-16, 01:25 PM
I fiend little references about time.yt? It Said, a torpedo with maintenance, would need from 10 to 15 minutes. So a pistol change could take about 25 to 35 minutes, I think because it shouldn't be much complex than extract, change and pull into again. What you think?
That was my thinking as well. I would think that removing/replacing the pistol would be a series of bolts and replacing a gasket, based on my own experience working on motorcycle engines. Then the pistol would have to be modified. I would guess that you would want to build a piece of equipment for combat deployment that can be switched with minimal training and necessary equipment, since it would be happening in the field. This is just my own opinion based on how things like this were done in my own, albeit 90's era, military experience.
I will add that from u-boat KTBs during the first 10 days of transit the U-boat would during a dive to A -30 ( 30 meters ) withdraw and "Level" torpedos ( for accurate Depth keeping of torpedos ) charge the batteries, degaussing with vasaline and Self-ventilate after charging for 15 minutes. This ventilation occurred in the tubes only. Also leaving for patrol Tube 1 was empty, tubes 2-4 were stored torpedos "not ready. 3 were stored Port. 3 starboard. 2 under the floor. And one air torpedo to be "quick readied" for opportunities for tube 1. Later I will post a link to some documents. For certain procedures. But like I said reading KTBs is very helpful as Kaluens wrote usually dived to A-30, Torpedo Maintenance. Das Boot accurately showed part of this procedure. At least tube 3 in this scene was a TI as they inserted Boat Air Supply.
Yes, the KTBs are an excellent source of info. I used them for reference.
In addition to what you mention there were a host of other maintenance tasks to be performed for the boats, e.g. they had to dive every 24 hours and "trim" (level) the boat by transferring fluids fore and aft. The vast majority of this stuff is beyond the scope of this mod. I tried to put as much info into the players hands as possible such that they can make their own decisions on what to impose on themselves. Every person plays their own way, and I tried to give players as much freedom to implement stuff from the mod as they wish.So, when I made the mod, if I could find a way to effect the game, then I put it in the mod. If I couldn't, I gave the player the tools and info to make their own semi-informed decision.
For me personally, I can't see myself implementing anything from this dive info into my gameplay as it would require me to dive for a period of time that ultimately would be a guess and...that's it. Considering we can compress time and distance is a mess because we use a cartesian map instead of a globe, I feel ok with not diving for a period of time every 24 hours without sacrificing any "realism" and/or opening a wormhole in the space-time continuum. :)
mikey117us
05-05-16, 04:15 PM
Here are some Essential Links to anyone interested.
No.1: The Diving Regulations: ( Translated Into English ) Including Dockside Tests, Trimming and Regulating The Boat, Proper Commands, Etc.
http://www.uboatarchive.net/Diving/DivingRegulations.htm
in German:http://www.uboatarchive.net/Diving/DivingRegulationsGerman.htm
No.2: U Bootskunde für U Boote Bauart VII C, Stand vom 15.07.40, M.Dv. 371, 181 ( U-boat Information for U-boat Type VII C, Effective 15.07.40, Navy Off. Inst. 371, 181 ) All Essential Information on the Type VIIC not available in Wikipedia, or many places elsewhere other than U-boat Archive.
http://www.uboatarchive.net/Manual/Manual.htm
Aquelarrefox
05-08-16, 09:15 PM
the link
http://www.ubootwaffe.pl/en/u-boats/equipment/torpedo-tubes-of-german-u-boats
i think the pistol were removed by other as i read the mecanism is totaly diferent, i didnt read explicit, but i undestand the pistol are phisicaly diferent and a change means remove and insert.
if you have new version of text please send me it, you can send a mp, thanks for great work.
i was traying to use the "change pistol rule" (to change pistol, 15 min, no silent run, once a time) (in type ii configuered with 2 impact one magnetic) and the game changes so you are more conditionated, for exampe (using hsie fixes) is close to imposible break a destroyer as a hunter or letter type with impact, then you hav only one shoot. this really get the game more interesant, and using 2 men fix in torpedo with fatigue gets them down drasticaly, more rotation. Incredible, i love this ****-metal-can, :D
addition, once open the tube i think its imposible to change the pistol. What happens with the water into tubes once the fish was launched. There was a extraction system? curiosity.
RUDE: how you get and empty torpedo slot (as you said in your mod for vii) when you are sailing from bases?
There was ealy recomended torpedo configurations for torpedos and tubes? like you added at middle 43, would be a good adittion for next version.
Aquelarrefox
05-15-16, 12:49 AM
a change of plans, i have changed from gwx to nygm for several reasons. aniway i use magui and caws.
Theres no traduction to nygm, so i will merge JFO to my version of casw in english.
later mybe i can use the text i traslated in a spanish version.
Any way mybe if you are thinking in a newer version you can think about this way to build images.
I will aplly a 4 fold pages joined tga, and i will apply an pop on screen as i made with speeds tables in my version of caws. posible i will rebuild the manu file becose i have an error mesage on loading but it works.
when i have an example i will show you. all info will be showed in single tga, lees files, better to use sh3 commander.
rudewarrior
04-12-17, 12:20 PM
Hi Everyone,
I have released a new version of the mod, v2.1. :up: It is in the download section, and there is a link to it placed at the bottom of the first post. If you wish to upgrade from v2.0->v2.1, please follow the instructions in Section 4.3 of the ReadMe. From there it should work just the same.
With that, I believe the mod is finished. Regretfully, I may be finished with SH3 as well. I have a new computer and it seem to be almost too good to run SH3. I use Steam, and I can get it to run with my mod soup, but it crashes almost immediately. In addition, I can't seem to get the Steam version to run with SH3 Commander.
I have a new child, and he is taking up most of my time. Trying to get SH3 to run on my computer seems like it would be a project in itself that I just don't have time for. So I will probably be playing games that I enjoy that are much easier to maintain, because of the time constraints involved.
Finally, if one of the powers that be could update the title of the thread to say v2.1, that would be great!
Good luck to you all!
P.S. I will check back here and there to make sure there are no issues with the mod, and also if someone has implemented a simple Steam solution that works for me, I will hang around. If that all works and I can keep the game from crashing, we'll see how it goes. Peace.
:subsim:
Kendras
04-12-17, 12:48 PM
Hi Everyone,
I have released a new version of the mod, v2.1. :up: It is in the download section, and there is a link to it placed at the bottom of the first post. If you wish to upgrade from v2.0->v2.1, please follow the instructions in Section 4.3 of the ReadMe. From there it should work just the same.
With that, I believe the mod is finished.
Perfect. I never tried this mod but always wanted to. So, that's a good opportunity to start ! ... :up:
Fubar2Niner
04-12-17, 02:37 PM
Hi Everyone,
I have released a new version of the mod, v2.1. :up: It is in the download section, and there is a link to it placed at the bottom of the first post. If you wish to upgrade from v2.0->v2.1, please follow the instructions in Section 4.3 of the ReadMe. From there it should work just the same.
With that, I believe the mod is finished. Regretfully, I may be finished with SH3 as well. I have a new computer and it seem to be almost too good to run SH3. I use Steam, and I can get it to run with my mod soup, but it crashes almost immediately. In addition, I can't seem to get the Steam version to run with SH3 Commander.
I have a new child, and he is taking up most of my time. Trying to get SH3 to run on my computer seems like it would be a project in itself that I just don't have time for. So I will probably be playing games that I enjoy that are much easier to maintain, because of the time constraints involved.
Finally, if one of the powers that be could update the title of the thread to say v2.1, that would be great!
Good luck to you all!
P.S. I will check back here and there to make sure there are no issues with the mod, and also if someone has implemented a simple Steam solution that works for me, I will hang around. If that all works and I can keep the game from crashing, we'll see how it goes. Peace.
:subsim:
@rude
Perhaps checkout Blitkriegs thread regarding steam installs here;
http://www.subsim.com/radioroom/showthread.php?t=218598
Really hope this helps, we all owe you much. Hope all goes well, if not, thankyou for your contributions :Kaleun_Salute:
Best regards.
Fubar2Niner
Congrats on the birth of the youngun :Kaleun_Applaud:
rudewarrior
04-13-17, 08:46 AM
@rude
Perhaps checkout Blitkriegs thread regarding steam installs here;
http://www.subsim.com/radioroom/showthread.php?t=218598
Thanx for the advice.
Actually BK and I have been in semi-direct contact lately. I will probably look at this sometime, but our baby (We call him The Overlord) is a bit time consuming lately.
La vache
04-13-17, 01:05 PM
Thanks rudewarrior for v2.1
It would be a shame if they could not have more SH3. A great idea donor would be missing.
Is it compatible with WAC5.2?
rudewarrior
11-06-19, 11:18 AM
Is it compatible with WAC5.2?
It is a stand alone mod, but I recommend using it with a supermod.
John Pancoast
01-02-21, 05:11 PM
This is a great, great mod. Highly recommended !
rudewarrior
01-04-21, 12:27 PM
This is a great, great mod. Highly recommended !
:Kaleun_Cheers:
Mad Mardigan
01-25-21, 06:07 PM
Ahoy...:Kaleun_Cheers:
Will keep this brief... want to use this, but am having difficulty in figuring out just what to do to get it to work with 2 versions of SH3.
Have the basics of it already done with the JFO.exe, it is in attempting to finalize the rest, in a jsgme format, is where I am having the fun with...
The versions in question are with CCoM v12 & the other being 1Alex's SH3 set up...
If any have this done, would appreciate knowing what to do to finish up using JFO with them, or if possible, maybe seeing of a copy being shared that would be able to be simply added in easily, with jsgme.
Thanks...
M. M.
:Kaleun_Salute:
John Pancoast
01-25-21, 06:25 PM
Ahoy...:Kaleun_Cheers:
Will keep this brief... want to use this, but am having difficulty in figuring out just what to do to get it to work with 2 versions of SH3.
Have the basics of it already done with the JFO.exe, it is in attempting to finalize the rest, in a jsgme format, is where I am having the fun with...
The versions in question are with CCoM v12 & the other being 1Alex's SH3 set up...
If any have this done, would appreciate knowing what to do to finish up using JFO with them, or if possible, maybe seeing of a copy being shared that would be able to be simply added in easily, with jsgme.
Thanks...
M. M.
:Kaleun_Salute:
If you haven't you have to create a folder in the game (mod for jsgme) with a path of data\menu\olc. See the instructions for what goes in it.
Also your 1024_768_menu.ini needs to be edited if you haven't done that.
Its actually very easy to setup for any install but may take a couple reading of the instructions.
Mad Mardigan
01-25-21, 06:32 PM
If you haven't you have to create a folder in the game (mod for jsgme) with a path of data\menu\gui\olc. See the instructions for what goes in it.
Also your 1024_768_menu.ini needs to be edited if you haven't done that.
Its actually very easy to setup for any install but may take a couple reading of the instructions.
Ahoy, John... :Kaleun_Cheers:
Yeah, I know about the menu.ini changes & how to do them... understanding that aspect of it. it is with fully understanding the changes with regards to the messages_en primarily... that is throwing Me for a loop.
Don't have the read me open right now.. & yes, I do have a MODS folder set up along with having jsgme in the main folder... as well as 1 in the SH3Cmdr folder for date associated changes to be implemented as needed... as iI know some mods are relegated for use with SH3Cmdr... :yep:
M. M.
:Kaleun_Salute:
John Pancoast
01-25-21, 07:03 PM
Ahoy, John... :Kaleun_Cheers:
Yeah, I know about the menu.ini changes & how to do them... understanding that aspect of it. it is with fully understanding the changes with regards to the messages_en primarily... that is throwing Me for a loop.
Don't have the read me open right now.. & yes, I do have a MODS folder set up along with having jsgme in the main folder... as well as 1 in the SH3Cmdr folder for date associated changes to be implemented as needed... as iI know some mods are relegated for use with SH3Cmdr... :yep:
M. M.
:Kaleun_Salute:
Ah, ok. The messages are simply copied onto the end of your existing messages_en.txt file. I need to correct my earlier post; the path for the OLC folder is data\menu\olc.
Edit on the way.......:)
Mad Mardigan
01-25-21, 07:10 PM
Ah, ok. The messages are simply copied onto the end of your existing messages_en.txt file. I need to correct my earlier post; the path for the OLC folder is data\menu\olc.
Edit on the way.......:)
Ok, now I have a clearer understanding.. thanks for that info..
M. M.
:Kaleun_Salute:
John Pancoast
01-25-21, 07:23 PM
Ok, now I have a clearer understanding.. thanks for that info..
M. M.
:Kaleun_Salute:
:up: Give a yell if anything else is needed.
rudewarrior
01-25-21, 10:47 PM
Hi guys,
Just saw this conversation, but it looks like JP got you on the right track. :Kaleun_Thumbs_Up:
Mad Mardigan
01-25-21, 11:15 PM
Hi guys,
Just saw this conversation, but it looks like JP got you on the right track. :Kaleun_Thumbs_Up:
Thanks, RW... just needed a bit of clarification & got it...
Am back oon track for getting the JFO finalized & ready to test it to ensure I got it all set up to implement.
Thanks, for the work you did to use this in game... :Kaleun_Thumbs_Up:
& a thanks to John for their assistance, as well... :Kaleun_Thumbs_Up:
M. M.
:Kaleun_Salute:
Mad Mardigan
01-26-21, 01:28 AM
Ahoy...:Kaleun_Cheers:
Just a quick update...
With the info provided, was able to get the JFO modifications to the messages_en & the menu.ini modifications finished up & done with 1Alex mod, one & done...
Some tweaks needed to be done, but the final end results are acceptable with it... some manual moving the moveable add on templates about, after loading from SH3Cmdr, after running the JFO.exe to get them up to date, but... outside of that minor issue, I can live with it. Can look into what modifications further will be need to be made to keep them where I would like for them to be... but, I can look into that a bit later on... for now, they are there, they are usable...
With the info gleaned, will see of doing what is to be done with the CCoM v12 to get that 1 with JFO finalized add in work, tomorrow...
Thanks again to RW, for their work in putting JFO together & John Pancoast, for their timely assistance... :Kaleun_Applaud: :Kaleun_Thumbs_Up:
M. M.
:Kaleun_Salute:
John Pancoast
01-26-21, 04:43 AM
Ahoy...:Kaleun_Cheers:
Just a quick update...
With the info provided, was able to get the JFO modifications to the messages_en & the menu.ini modifications finished up & done with 1Alex mod, one & done...
Some tweaks needed to be done, but the final end results are acceptable with it... some manual moving the moveable add on templates about, after loading from SH3Cmdr, after running the JFO.exe to get them up to date, but... outside of that minor issue, I can live with it. Can look into what modifications further will be need to be made to keep them where I would like for them to be... but, I can look into that a bit later on... for now, they are there, they are usable...
With the info gleaned, will see of doing what is to be done with the CCoM v12 to get that 1 with JFO finalized add in work, tomorrow...
Thanks again to RW, for their work in putting JFO together & John Pancoast, for their timely assistance... :Kaleun_Applaud: :Kaleun_Thumbs_Up:
M. M.
:Kaleun_Salute:
Great ! I moved the templates around a bit on the screen too since I'm using a 1366/768 gui but thats easy enough to do.
rudewarrior
01-26-21, 09:31 AM
Great ! I moved the templates around a bit on the screen too since I'm using a 1366/768 gui but thats easy enough to do.
Yeah, I'd say getting the templates into the game is probably the most challenging aspect of implementing this mod.
Most of the rest of it is just putting files in place.
Good luck to you both! :Kaleun_Cheers:
John Pancoast
01-26-21, 09:35 AM
Yeah, I'd say getting the templates into the game is probably the most challenging aspect of implementing this mod.
Most of the rest of it is just putting files in place.
Good luck to you both! :Kaleun_Cheers:
You too, thanks !
Looking great but i can`t get it to work. Files edited as in the instructions, but what now ? I`ve read the instructions several times but still have no idea.
May someone post short instructions what to do now ? Where the .tga s go?
What to copy, and what ot activate via jgsme?
Thanks! :subsim:
rudewarrior
10-10-22, 04:57 PM
Looking great but i can`t get it to work. Files edited as in the instructions, but what now ? I`ve read the instructions several times but still have no idea.
May someone post short instructions what to do now ? Where the .tga s go?
What to copy, and what ot activate via jgsme?
Thanks! :subsim:
Hi, I am the mod author. I really don't know what to tell you. I really made an effort to pour everything out into the instructions so that it would be as complete a procedure as possible. You really have to take your time to implement this mod, it is not an easy thing to do. I do know that all of the questions you have asked are answered in the read me. If you want to get into specific questions, I might be able to help, but you really have to parse out the manual to get it right.
Good luck!
:Kaleun_Salute:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.