View Full Version : [REL] "new" Hunt destroyers
the_frog
05-26-13, 10:30 AM
Hello,
since among the most ugly stock SH3 models, I made new ones.
http://www.mediafire.com/convkey/b02b/r2fc435ir0wgi446g.jpg
In case someone may wonder, their draught is set to 3.9 m, which refers to full load displacement.
Download:
http://www.mediafire.com/download/ba8d8g14jaaplaw/Hunt_I_to_III_mod.7z
And again, there is a mistake with an optical sensor. The HuntIII uses the "AII_Visual" instead of the "AI_Visual" sensor. AII_Visual is a sensor used by LSH5 and CCoM but does not exist elsewhere.
Here's the correct file:
http://www.mediafire.com/download/g5ct7pxnayvqwxs/NDD_HuntIII_sensor_fix.7z
Please, copy that file into the data/sea/NDD_HuntIII folder of the game.
:salute:
the Frog
Sepp von Ch.
05-26-13, 10:41 AM
Simply splendid the_frog! Many thanks!:yeah:
Anvar1061
05-26-13, 12:17 PM
SSS
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
VONHARRIS
05-26-13, 12:28 PM
An other marvelous piece of work.
Thank you for sharing
Will install after returning to base.
A6Intruder
05-26-13, 12:34 PM
Great work!. Many thanks, highly appreciated.:up:
Best regards:salute:
Missing Name
05-26-13, 02:30 PM
Just when I think I've seen last of it, there's more beauty to be had!
desertstriker
05-26-13, 03:03 PM
Great work the_frog Cheers to ya:Kaleun_Cheers:
Jimbuna
05-26-13, 03:19 PM
They look great http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Wonderful job!
They have a very tight turning radius so it can be very hard to SHAKE them:woot:.
Thank you your efforts.
Railer
Borgneface
05-27-13, 09:00 AM
S!
Yes indeed they do look great!:yeah:
Just downloaded it and will install next time I call in homebase.
Merci for sharing with us!
Nice work!:up: I tend to think all destroyers are ugly when they are bearing down on me with evil intentions.:O:
:subsim:
Splendid work! :yeah:
Added to the "Essentials" sticky thread :shucks:
the_frog
05-27-13, 12:37 PM
HW3, why not just sinking them?
HW3, why not just sinking them?
If there is just one, I might try depending on the conditions. Usually I go deep and try to outwit them. I just hate using a torpedo on a destroyer, when I could save it for a merchant instead.:salute: I do love your destroyers, great work! Thank you for doing them.:yeah:
:subsim:
AOTD_MadMax
05-28-13, 02:25 AM
Hello,
thats another Masterpiece from you the_frog ! :up:
I cant understand why ubi didnt pay people like you for creating 3D-models as an freelancer to get an better sh-game.
Thanks for this nice ships.
Regards
Maddy
Montekidlo
05-28-13, 03:08 AM
I'm anxious wether it's safe to overwrite all Library files ? Perhaps it will spoil something for other ships ? JSGME shows me lots of conflicts there when I try to enable these destroyers.
Perhaps I should enable Sea folder only, to avoid conflicts ?
JapLance
05-28-13, 05:34 AM
I just can't keep your pace, you produce new ships faster than I can transfer them to my SH4 harbours. I'm still tangled with the Tribals :haha:.
Just joking... They look just as great as the rest of your "little" destroyer flotilla
Bravo :up:
irish1958
05-28-13, 08:51 AM
I'm anxious wether it's safe to overwrite all Library files ? Perhaps it will spoil something for other ships ? JSGME shows me lots of conflicts there when I try to enable these destroyers.
Perhaps I should enable Sea folder only, to avoid conflicts ?
Shouldn't be a problem. If you don't like the result, just deactivate the mod and you are good to go with no harm done.
Leitender
05-28-13, 11:24 AM
Hi the_frog,
wonderful models, so the warship fleet is almost completed, isn´t it? By the way, i created a small table including all of your and all other UUW modder´s mods, sorted by date, so it should match with all those library files updates, having been integrated from time to time. I will upload it tonight.
Finally, we got a realistic model of the british type 286 radar antenna, which is used in SH3 by standard.
Really nice.
the_frog
05-28-13, 12:17 PM
(answers in the order of the original posts)
@Maddy:
... likely, Ubi noticed that I dislike ambient occlusion, which has become a must in modern rendering :doh:
@Montekildo:
... the library files include the gun_uk library I have been maintaining since a while, as well as the lookout library, another of my toys. Actually, it's better to use these versions, otherwise the Hunts may not work well. The shells_SB library is an old creation by sergbuto; some items in the guns_uk make use of shells defined therein. The files are the original ones, except for the shells_SB.sim. There, I corrected a small error.
See also the comment by Irish1958.
@JapLance:
:) Likely, it will a take a bit longer until I can present the next model because it's not another RN vessel.
@leitender:
... the Type 286 came already with the Tribals :03:
Montekidlo
05-28-13, 12:32 PM
Thanks for the answer The_Frog. I tried to enable your new Tribal without Library folder and it seemed to look ok in Museum. I made a testing mission where Tribal was shooting at me with it's deck guns, and was droping DC later. So I assume these models can work easily without Library files ?
JapLance
05-28-13, 01:18 PM
(answers in the order of the original posts)
@JapLance:
:) Likely, it will a take a bit longer until I can present the next model because it's not another RN vessel.
Thank God :haha:.
I couldn't resist temptation and loaded the Hunts in SH4, just to have a quick glance :D.
I noticed that the rangefinder in all three classes is rotated astern:
http://i188.photobucket.com/albums/z92/JapLance/SH4%20WDAD%20Med/HuntRF_zpse62acb3b.jpg (http://s188.photobucket.com/user/JapLance/media/SH4%20WDAD%20Med/HuntRF_zpse62acb3b.jpg.html)
Is there any particular reason for that or is it just a minor glitch?
Great work, the_frog :up:
Did you change the length and/or mast height of the Hunt/Tribal destroyers? And the *.sim values (speed,...)?
Regards, LGN1
the_frog
05-28-13, 03:30 PM
@Montekildo:
Did you enable the Tribals after the Hunts? In that case, you did absolutely right because otherwise you would use an older version of the guns_uk. Always use the most recent version.
@JapLance:
Turning the rangefinder/director away from the spray was common practice on the Hunts (just have a look at photographs). In turn, exposed aft guns were often turned forward in order to deflect the spray (see also Tribals and J to Z classes).
@LGN1:
Yes, I followed plans and specifications; the *.cfg files have been changed accordingly.
Montekidlo
05-29-13, 01:35 AM
Ok this is how it was:
I have added following destroyers to my campaign: E&G; G&H; Havant; I; Vasiliefs_Georgios; NMS_Algerine.
WITH LIBRARY FILES THAT CAME WITH THEM.
Then I enabled Tribal without it's Library folder (Sea folder only) By doing so I assume I just have enabled new model for Tribal, leaving GWX based configuration for it ?
Now I'm trying to enable Hunt_I_to_III_mod and I'm getting this:
http://img855.imageshack.us/img855/4055/clipboardydw.jpg (http://imageshack.us/photo/my-images/855/clipboardydw.jpg/)
I do understant that Library files has to be overwritten with latest release which comes with your every new model right ?
If so I'm now anxious about those other few conflicts. Is it ok to overwrrite those ? :doh:
Thanks in advance!
the_frog
05-29-13, 02:05 AM
Montekildo, the Tribal's configuration differes from that in GWX only by the suite of weapons and a slightly different damage model. The latter is not affected by any library file.
The reasons why the Tribals partially worked are that some of the items used (i) come from standard library files, and (ii) are in the older version of the guns_uk that came with the Algerines.
So, your Tribal misses the 4-barrel .5 inch machine guns up to mind-1942. That will be fixed upon installation of the newest version of the guns_uk coming with the Hunts.
In case of the library files created by me (guns_uk.*, lookouts.*) use always the newest version. i.e., overwrite the older ones.
Overwriting the files changed by the LifeBoat&Debris Mod may affect the debris produced by the Hunts, however, you have to do overwrite them because otherwise the new Hunt models will not work correctly.
The only file you better remove from the library folder of the Hunt mod before installing is Shells_SB.zon, because that has been alter by another mod.
Montekidlo
05-29-13, 02:25 AM
:up: Now I get it. will do some testings to see if debris appears :)
Montekidlo
05-29-13, 05:26 AM
The Debris can still be seen after sinking HUNTS.
I noticed that Hunt III will fire last on enemy in the group of taskforce formed of: Tribal, Hunt I and Hunt II.
Does this mean Hunt III sensors are less sensitive then others ?
Or did this happened because I removed Shells_SB.zon from Library folder ?
JapLance
05-29-13, 05:31 AM
@JapLance:
Turning the rangefinder/director away from the spray was common practice on the Hunts (just have a look at photographs). In turn, exposed aft guns were often turned forward in order to deflect the spray (see also Tribals and J to Z classes).
Thank you for the answer. It looks a bit odd to me, but it can be easily changed :03:.
the_frog
05-29-13, 01:43 PM
Montekildo, you found an mistake:
The HuntIII is actually blind because it uses the "AII_Visual" instead of the "AI_Visual" sensor. AII_Visual is a sensor used by LSH5 and CCoM but does not exist elsewhere.
It's annoying, that mistake occurred already before ...
Here's the correct file:
http://www.mediafire.com/download/g5ct7pxnayvqwxs/NDD_HuntIII_sensor_fix.7z
Just copy that file into the data/sea/NDD_HuntIII folder of the game.
Looks very good !
Time to copy/paste the new ship in the game files. :)
Montekidlo
05-30-13, 12:29 AM
The_Frog, glad to be in assistance unknowingly. I'm currently in the mid patrol, after I get back to base I'll make another test and let you know if something strange pops out.
the_frog
05-30-13, 12:12 PM
Montekildo, all feedback on possible flaws is highly welcome :yeah:
Hari123
05-30-13, 12:37 PM
Hello!
Excellent work, I have tried your new Tribal/Hunt destroyers. It may sound a little bit weird as a captain of a sub, but its always nice to see your detailed destroyers!
I hope for more new models(Black Swan, River...)!
the_frog
05-30-13, 03:47 PM
@Hari123:
Sorry, the NFF_RiverClass was one of the first modded ships. It is, thus, a historical landmark and cultural heritage. So, no way to replace it :hmph:
Sepp von Ch.
05-30-13, 04:33 PM
Thanks for the fix.
machiavelli
05-31-13, 08:38 AM
Thanks for this frog. Can't wait to plug em in.
Leitender
05-31-13, 01:15 PM
use always the newest version. i.e., overwrite the older ones.
That´s why i made a table with all real vessels created by the UUW modders :03::
Mod________________________numberofunits___author_ ______________date
Arethusa Klasse______________1_______________Frosch________ _______28.11.10
County Class Multi-texture______3_______________Gerome73/Frosch______18.10.10
HMS Bellona V2______________1_______________Frosch____________ ___25.12.10
HMAS Perth_________________1_______________Frosch______ _________04.02.11
SH5 Schiffe V2_______________6_______________Rowi58___________ ___26.02.11
USS Porter 2.0_______________1_______________MadMax/Molke/Rowi____20.03.11
USS Bagley_________________1_______________MadMax/Frosch________23.03.11
HMS Leander (Full)___________1_______________Frosch___________ ____16.04.11
HMS Terror new______________1_______________Alex/Pegasus_________15.05.11
Appalachian + Middleton_______2_______________Rowi58____________ ___20.05.11
HMS Erebus 1.1_____________1_______________Alex/Pegasus_________05.06.11
FW190____________________(1)______________TBFTB___ _____________11.06.11
IL2_______________________(1)______________TBFTB__ ______________15.06.11
US Zerstörer Paket 1.1________3_______________MadMax/Frosch________25.07.11
SH4-US-Cruisers refitted_______4_______________Frosch_____________ __12.11.11
USS Iowa___________________1_______________Frosch_____ __________30.12.11
HMS Queen Elisabeth_________1_______________Frosch__________ _____03.02.12
A to I Class_________________8_______________Frosch______ _________19.02.12
GunsSH5ver7_______________-_______________Frosch_______________08.04.12
Guns_SH4__________________-_______________Frosch_______________09.04.12
RHN Vasilefs Georgios_________1_______________Frosch___________ ____01.04.12
HMS Algerine________________1_______________Frosch____ ___________25.05.12
J to Z Class_________________10______________Frosch______ _________15.12.12
Guns_UK update_____________-_______________Frosch_______________22.12.12
J to Z Class visual fix*_________-_______________Frosch_______________11.02.13
Tribal Class_________________1_______________Frosch______ _________12.05.13
Hunt Class_________________3_______________Frosch______ _________26.05.13
NDD_HuntIII_sensor_fix*______-_______________Frosch_______________29.05.13
Total___________________52 (!)
*visual fix for non-lsh-players
I hope all is right. Greetings.
Hi the_frog,
thanks a lot for the beautiful ships :up: I like them a lot.
I have a question concerning your 'older' ships. I would like to replace the stock NDD_C&D and NDD_V&W with the NDD_D and NDD_W from your destroyer packs. Does that make sense? Can I do it by just renaming your files and adjusting the ClassName in the *.cfg file or do I have to change other things, too?
Regards, LGN1
the_frog
06-16-13, 01:45 PM
Hello LGN1,
Ubisoft used what they called NDD_C&D as a stand-in for all destroyers classes C to I. So, if you wish to replace the NDD_C&D with one of the A-to-I models, just pick one of them. Then proceed as you described: rename files and edit the respective *.cfg file.
I wouldn't recommend replacing the V&W by the W class. The V&Ws were 50+ destroyers entering serivice from 1917 to 1920 and the W class was a group of 8 ships entering service from late 1943 to mid 1944.
Thanks for the reply, the_frog! I didn't know about the difference between the V&W and W class :oops:
So no new nice model for the stock V&W destroyer :cry:.
Regards, LGN1
Edit: Any recommendation which ship to use to replace the stock NDD_C&D?
the_frog
06-16-13, 03:25 PM
LGN1, Ubisoft's NDD_C&D resembles the D class; personally I like E&F and G&H better. Pick what you like best.
Thanks for the reply. Just one last question: Can I scale down (change the resolution of) the different skin files without too many side effects? The 4Mb skins are quite large.
Regards, LGN1
the_frog
06-18-13, 12:46 PM
The only side effect of scaling them down linearly will be a coarser look, especially of pennat numbers.
Thanks for the reply, the_frog!
Ktl_KUrtz
04-17-21, 01:06 PM
Simply the best!
Many thanks.
:Kaleun_Cheers:
KUrtz
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