View Full Version : NEW VERSION OF IXB&IXC Type
fitzcarraldo
11-22-13, 04:38 PM
The models are awesome, I´m trying they now. I have the GWX problems of textures with Type VII and Type II; all seems nice in the sea, but in ports I have the black textures in conning towers and hulls. It seems the GWX fix only works for the Type IX. Or is it a problem with the flotillas.cfg?
Many thanks to the modders, great work!
Fitzcarraldo :salute:
The models are awesome, I´m trying they now. I have the GWX problems of textures with Type VII and Type II; all seems nice in the sea, but in ports I have the black textures in conning towers and hulls. It seems the GWX fix only works for the Type IX. Or is it a problem with the flotillas.cfg?
Many thanks to the modders, great work!
Fitzcarraldo :salute:
I can't understand what you're talking about. How about this ? I don't think that your flotillas.cfg is the reason. May be you're using my first fix that I made only for IX type ?
http://s5.postimage.org/ejikorw8j/SH3_Img_23_11_2013_17_16_7_359.jpg (http://postimage.org/image/ejikorw8j/) http://s5.postimage.org/e814c0fsj/SH3_Img_23_11_2013_17_17_41_62.jpg (http://postimage.org/image/e814c0fsj/)
fitzcarraldo
11-23-13, 11:02 AM
I can't understand what you're talking about. How about this ? I don't think that your flotillas.cfg is the reason. May be you're using my first fix that I made only for IX type ?
http://s5.postimage.org/ejikorw8j/SH3_Img_23_11_2013_17_16_7_359.jpg (http://postimage.org/image/ejikorw8j/) http://s5.postimage.org/e814c0fsj/SH3_Img_23_11_2013_17_17_41_62.jpg (http://postimage.org/image/e814c0fsj/)
Thanks Kovall!
Yes, I´m using the first GWX fix...:/\\!! Did you add a GWX fix in the new U boats? Today I will try without the fix and I will report the results.
Best regards.
Fitzcarraldo :salute:
EDIT: NOW I SEE A NEW GWX FIX. TRYING NOW...
Many thanks!
Can I make a suggestion?
If you add new mods can you create a new thread? The OP is very crowded and needs to be a bit more organized.
Can I make a suggestion?
If you add new mods can you create a new thread? The OP is very crowded and needs to be a bit more organized.
possibly you're right.. :hmmm: we'll think about it
Besides that everything is great in your work. I really enjoy it. I had to make some personal tweaks to work with my mod soup but everything is fine and dandy. I really like the new models.
Sepp von Ch.
11-24-13, 03:33 PM
Hello Wise, I have with my IXC in December 1941 this problem:
http://s22.postimg.org/kp48girzx/problem.jpg (http://postimg.org/image/kp48girzx/)
My IXC-U-Boat has the wooden deck-installation for a schnorkel...
Hello Wise, I have with my IXC in December 1941 this problem:
My IXC-U-Boat has the wooden deck-installation for a schnorkel...
You removed our file sensors.dat and now you ask us what is the matter ? :up:
Sepp von Ch.
11-24-13, 04:12 PM
Oh, OK, I forgot that the New IX mod is overwritten by MEP 4.2 visual sensors for GWX with Anvart´s FUMO mod. Sorry.
good things always need their time and will :up:
nobody is in a hurry Kovall :yep:
thank you very much
Try this, Mate. Replace Turm2D_1_hd.dat with this file
http://yadi.sk/d/f3UWZ50ZDFMjs
insidious
11-25-13, 11:53 AM
Hi guys :salute: Your work is amazing!!! :rock:
I decided to try your mod.Currently running patrol with type 7b.After this patrol want to take type 9.I downloaded from the first post Addition 1 and Addition 5 because I use GWX.Also use Waterstr+Exhaust-CombiV2.3(waterstreams by Rubini) but you say:
2 . Do not attempt to connect to the game together with the " nines " others, your favorite mods , similar to those found in our mod (eg , water streams or guns). It will lead to the conflicts
Is this means that i need to remove Waterstr+Exhaust-Combimod??? My second question is whether it is added exhaust in your mod or i need to use separate exhaust mod??? In post number #100 (http://www.subsim.com/radioroom/showpost.php?p=2108779&postcount=100)[/URL] picture of U-532i see exhaust. [URL="http://postimage.org/"]http://s20.postimg.org/pnr0dyr65/SH3_Img_31_8_2013_15_39_47_234.png (http://www.subsim.com/radioroom/showpost.php?p=2108779&postcount=100)
Hi guys :salute: Your work is amazing!!! :rock:
Is this means that i need to remove Waterstr+Exhaust-Combimod??? My second question is whether it is added exhaust in your mod or i need to use separate exhaust mod??? In post number #100 (http://www.subsim.com/radioroom/showpost.php?p=2108779&postcount=100) picture of U-532i see exhaust.
This is means that you don't need your Waterstr+Exhaust-Combimod at all. Our u-boats have Waterstream & Exhaust.
A couple days ago I downloaded a mod called "GermanU-boats" and I forgot where I downloaded it from or who made it.
In the .dat file the author is "mprunescu". I think its russian author, maybe Wise, kovall or Anvart?
It is a remake of all uboat models from 2 to 21. Could someone pleast tell me where I must have downloaded it form and who made it.
I am looking for a better 7 type skin. In the mod it is camo and not rusty. I like generic no-camo rusty skins. If anyone has one for this mod. I know this mod uses unique texture layout compared to stock/gwx u-boat textures.
Thanks.
All types of U-boats from Type II to Type XXI at present time. I express the gratitude Skwasjer, Privateer, Anvart, Rubini
http://yadi.sk/d/MDFxQ67bCQKEW
http://s5.postimg.org/oc0thluk3/SH3_Img_8_11_2013_4_31_51_390.jpg (http://www.subsim.com/radioroom/http://s5.postimg.org/oc0thluk3/SH3_Img_8_11_2013_4_31_51_390.jpg http://s5.postimg.org/ajmelz3sj/SH3_Img_8_11_2013_4_35_15_968.jpg http://s5.postimg.org/920yaez1v/SH3_Img_8_11_2013_4_39_14_781.jpg) http://s5.postimg.org/ajmelz3sj/SH3_Img_8_11_2013_4_35_15_968.jpg (http://postimg.org/image/ajmelz3sj/) http://s5.postimg.org/920yaez1v/SH3_Img_8_11_2013_4_39_14_781.jpg (http://postimg.org/image/920yaez1v/)
Ok, guys, I found it. It is this post I am quoting.
Kovall, do you have any rusty Type II and Type VII textures for this mod?
Great models.
... Our u-boats have Waterstream & Exhaust.
I always used obj_Funnel controller for exhaust.
I think it's more convenient way.
...
In the .dat file the author is "mprunescu". I think its russian author, maybe Wise, kovall or Anvart?
...
It's nick of the one member of Romania devs :03:.
... even for the new unit usually is used some existing dat-file(s), therefore it is not surprising to see the nicknames of the developers of the original game.
makman94
11-30-13, 08:54 AM
Try this, Mate. Replace Turm2D_1_hd.dat with this file
http://yadi.sk/d/f3UWZ50ZDFMjs
yea , this fixed it :up:
thank you very much Kovall :salute:
VONHARRIS
12-07-13, 01:28 PM
I am having a problem with steam smoke after installing this mod.
Screenshot :
http://i39.tinypic.com/2wnvf5v.jpg
Note the smoke of the explosion and the smoke coming out of the funnel.
Black smoke coming form coal powered vessels or factories in ports is OK.
I tried to install a smoke mod (Sobers real smoke) over this one but no results
If I remove the new IXB IXC mod , smoke returns to normal.
Any ideas?
Thank you.
Delete the Materials.dat file in the mod and activate it again.
VONHARRIS
12-07-13, 01:59 PM
Delete the Materials.dat file in the mod and activate it again.
Will do.
Thank you.
Hi all
Last night i tried to add through jsgme the u-505 skin, but nothing happen. My boat was as at the first patrol.
Secondly i want to ask about u-45 skin. Where i can find it?
cheers:ping::sunny:
@nik112 After connection to game of a skin of U-505 through jsgme, check your catalog of game. If among the folders "data", "documentation", "MODS", "Support" there is a "Skin U-505" folder, it is a mistake. So shouldn't be.This mistake is the result of duplication of folders at extraction of files from archive. Be attentive.
U-45... It not skin. It is mod VIIB. One of my early works when I didn't have enough experience. :har: Therefore, I didn't want it to represent here. :) However :hmm2:, if you wish, I can lay out it in the same thread in the first post. Imperceptible the link. :D
Hi pal
I tried again not u-505 (sorry my mistake**its for ixc) but u-532 and its ok.
As for viib u-45 i would like to have it.
Thanks for the magnificent subs you offered to us:arrgh!::/\\!!
cheers
VONHARRIS
12-11-13, 01:48 PM
Delete the Materials.dat file in the mod and activate it again.
Problem solved without collateral damages.
Thank you
http://s20.postimage.org/7tqn7nrt9/image.jpg (http://postimage.org/)
http://s20.postimage.org/6sqeijatp/image.jpg (http://postimage.org/)
http://s20.postimage.org/u88bnvukt/7b45_2.jpg (http://postimage.org/)
http://s20.postimage.org/4174rxcb1/image.jpg (http://postimage.org/)
http://s20.postimage.org/m5a5ck9zh/image.jpg (http://postimage.org/)
http://s20.postimage.org/lh1atmb9p/7b45.jpg (http://postimage.org/)
http://s20.postimage.org/vfm9g3kp9/7b45_1.jpg (http://postimage.org/)
http://s20.postimage.org/lwckmmx71/image.jpg (http://postimage.org/)
Post#1 updated. Explanations in the same place. Before to download, reflect, whether this is necessary to you mod)) Because, in the future, I hope to make here it:
http://s20.postimg.org/p6m8ejl3h/image.png (http://postimg.org/image/n21vdgjgp/full/)
http://s20.postimg.org/th0wa4q6l/image.png (http://postimg.org/image/c3qlv9uvd/full/)
kurfürst
12-13-13, 03:19 AM
Hello Wise,
these are great news! A new type VII!
With your eye on detail and your skills as a modeller, this will be a fantastic new
U-Boat! Which variants of VII will you do?
Anyway, thank you for this early Christmas present!
All the best, Kurfürst
Thanks pal!!!
Great job:O::hmph:
@kurfürst
Which variants of VII are you planning to do?
Plans big. Types VIIB,VIIC,VIIC-41, taking into account modifications of towers and the hull (VIIC-41) by years. But, it only plans. Front of work-big. As it will turn out, life will show. Therefore, we will be limited while only to that on a screen. I.e. VIIC of a sample 1940.
Anyway, thank you for this early Christmas present!
Don't hurry, my friend! By a Christmas holiday I precisely won't be in time. ))
@kurfürst
Plans big. Types VIIB,VIIC,VIIC-41, taking into account modifications of towers and the hull (VIIC-41) by years. But, it only plans. Front of work-big. As it will turn out, life will show. Therefore, we will be limited while only to that on a screen. I.e. VIIC of a sample 1940.
Don't hurry, my friend! By a Christmas holiday I precisely won't be in time. ))
Can you upload all your Type VII skins? I like the skins that are a bit worn or rusty, like the images above. Thanks. :rock:
Jimbuna
12-13-13, 04:51 PM
Check out the skins by Fubar...I can post them all if you like.
Check out the skins by Fubar...I can post them all if you like.
Are the skins for the updated VII models that have ambient occlusion?
Jimbuna
12-14-13, 07:20 AM
Some of them date back to 2006.
@areo16
Are the skins for the updated VII models that have ambient occlusion? At mod of U-45 there is no ambient occlusion.
Can you upload all your Type VII skins? I laid out everything that at me is.
P.S. I forgot to add... FUBAR skins to mod of U-45 are inapplicable
I believe that kovall has skins for type VII.
I also would like to have them.
http://www.subsim.com/radioroom/showpost.php?p=2141510&postcount=173
I believe that kovall has skins for type VII.
I also would like to have them.
http://www.subsim.com/radioroom/showpost.php?p=2141510&postcount=173
Yes this. Preferably one without the camo. But I will take what I can get.
Thanks.
Is anyone interested in creating rusty textures for the ambient Occlusion Type VII skins?
Tychsen
01-03-14, 02:34 PM
This is really amazing work , that guys have potential in 3D modeling
THX very much and good luck for the future :salute: :rock:
Sepp von Ch.
01-04-14, 10:52 AM
Wise, is please possible to make a modded realistic (late war) VIIC´sconning tower with enhanced armour?
http://www.subsim.com/radioroom//showthread.php?t=191526
Hi
i have a prob with u-45. When i start a mission the 2 periscopes are destroyed. Had anybody faced the same ?
cheers:wah:
No periscopes works normal, but for example my radar warning receiver
are destroyed immediately after start (no matter what sort). I think
the reason is that U-45 use an different type of Turm7b..
No periscopes works normal, but for example my radar warning receiver
are destroyed immediately after start (no matter what sort). I think
the reason is that U-45 use an different type of Turm7b..
That's a failure in the Basic.cfg!
That's a failure in the Basic.cfg!
Not necessarily. It could also be a .zon file error. Ensure that your radar nodes in the .dat file ids match the ids in the .zon file. If not, then the equipment will be destroyed at mission start.
@padi:
U-45 dosn't include any Basic.cfg and the "manipulation" was made via
career equipment panel in SH3.
@areo16:
i have tried to find radar-waring-receiver nodes, but wasn't able hmmm?
this one.. MODS\U-45-Rusty\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.dat
or this one? MODS\U-45-Rusty\data\Objects\Turm7b_1_hd.dat
@padi:
U-45 dosn't include any Basic.cfg and the "manipulation" was made via
career equipment panel in SH3.
@areo16:
i have tried to find radar-waring-receiver nodes, but wasn't able hmmm?
this one.. MODS\U-45-Rusty\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.dat
or this one? MODS\U-45-Rusty\data\Objects\Turm7b_1_hd.dat
In the Turm dat your gonna want to look for CO1 in the name of the node. That is the radar warning receiver. Ensure that it is there.
The radar warning receiver is metal poll with a basket at the top of it. The older kind looks like a pull with a diamond shape antenna at the top.
I just looked. radar warning is not in .zon. Compare your basic.cfg file with GWX and see if it is different. you may have a modded basic.cfg. Use winmerge to compare files.
Jimbuna
02-03-14, 02:32 PM
Welcome :salute:
Beautiful babe indeed ! :88)
WilhelmSchulz.
10-18-14, 12:18 AM
I don't need it... I don't need it... I don't need it .......... I NEED IT!!!!!!!!! :up:
Are the links on the main post for the IX or for the Merchant?
I don't need it... I don't need it... I don't need it .......... I NEED IT!!!!!!!!! :up:
Are the links on the main post for the IX or for the Merchant?"M04B-MX04B", "U-45" are separate mods. They have no relation to IX. To mod of "NEW VERSION OF IXB&IXC Type" are related:
Addition№3. (Skins)
Addition№4. (Narrow-IXC-40)
Addition№5. (FixAllSubGWX)
P.S. Mod "U-45" I don't recommend to use at all. I presented it only at requests here. It is my first inexperienced work. There are a lot of mistakes. Besides, in the future (I hope), there will be new U-45 which it is possible to see on screens in the subject "The types VIIB, VIIC,VIIC-41 from 1939 to 1945".
WilhelmSchulz.
10-19-14, 01:14 AM
I noticed when starting a new carear in 44 that the 1st gen radar that's given to you spawns itself where the rotating radar would go.
I noticed when starting a new carear in 44 that the 1st gen radar that's given to you spawns itself where the rotating radar would go. It is in this situation difficult for me to judge.
Possibly, you play GWX.
In the mod IX the Basic.cfg files. and Sensors.dat. They are strongly interconnected and adjusted according to historical data. As far as I know, similar files in GWX have other settings.
Perhaps, you made the changes to ours mod. For example, you removed our files, or made their adjustment on the discretion. Or, perhaps, after mod IX, you included any another of fashions in which also, there are above-named files, and they blocked themselves files IX.
I can only recommend strongly to use files mod IX. Not to make to them any changes and attentively to read instructions of Readmy. Otherwise, adequacy of work mod IX isn't guaranteed.
WilhelmSchulz.
10-19-14, 11:36 AM
Ok so its a CFG conflict between GWX and the mod. Thanks Wise.
WilhelmSchulz.
10-21-14, 07:21 PM
Dose this mod affect the crews effeciny to see at all?
Dose this mod affect the crews effeciny to see at all?
yes, it is. change of watch-time increased in comparison with the original version SH3
GilligansBoat
10-25-14, 07:27 PM
looks a little choppy on the rendering in game
looks a little choppy on the rendering in gameWe did not encounter such a problem. Probably, your computer does not have sufficient resources. And also, you may make sense to use 4Gb-patch.
Someone else has a similar problem?
kurfürst
10-29-14, 01:52 PM
No, my friend!
my type IX U-Boats run in game like a knife through butter!
No stuttering, no problems with rendering, just a smooth display.
Beste Grüsse, Kurfürst
diesel97
10-29-14, 03:12 PM
No issues with the IX's here - I agree, may be a PC system resources problem.
makman94
10-30-14, 08:23 AM
looks a little choppy on the rendering in game
hello GilligansBoat,
seems to me that you may need to adjust your AA settings on card.
can you post a screen showing the issue ?
Kptlt. Jurgen Stumpff
11-12-14, 04:16 PM
For the main mod (Type IXB IXC Fix) The Link Appears To Be Broken. Due To A Redirection Loop Error, I Have Tried Clearing My Browsing History To remove All 'Cookies' However The Link Still Seems To Fail. Does Anybody Else Have A Link To This Great Mod?. I Would Be Very Appreciative To Anyone Who Can Point Me In The Right Direction.
Good Hunting!
Stumpff-
For the main mod (Type IXB IXC Fix) The Link Appears To Be Broken. Due To A Redirection Loop Error, I Have Tried Clearing My Browsing History To remove All 'Cookies' However The Link Still Seems To Fail. Does Anybody Else Have A Link To This Great Mod?. I Would Be Very Appreciative To Anyone Who Can Point Me In The Right Direction.Post #1, all links work. Perhaps, for you it makes sense to install other browser or to update the current. And also, to check settings of Internet access, the proxy server, etc.
Jimbuna
11-13-14, 02:02 PM
For the main mod (Type IXB IXC Fix) The Link Appears To Be Broken. Due To A Redirection Loop Error, I Have Tried Clearing My Browsing History To remove All 'Cookies' However The Link Still Seems To Fail. Does Anybody Else Have A Link To This Great Mod?. I Would Be Very Appreciative To Anyone Who Can Point Me In The Right Direction.
Good Hunting!
Stumpff-
Links are fine using Google Chrome.
Fubar2Niner
11-13-14, 04:41 PM
For the main mod (Type IXB IXC Fix) The Link Appears To Be Broken. Due To A Redirection Loop Error, I Have Tried Clearing My Browsing History To remove All 'Cookies' However The Link Still Seems To Fail. Does Anybody Else Have A Link To This Great Mod?. I Would Be Very Appreciative To Anyone Who Can Point Me In The Right Direction.
Good Hunting!
Stumpff-
I concur with both Jim and Wise, links working fine using both Firefox and IE :up:
Best regards.
Fubar2Niner
Kptlt. Jurgen Stumpff
11-27-14, 02:19 PM
Very sorry to report that despite using countless web browser (Firefox, Chrome, IE) The link still does not seem to work for me, I know it may be a bit of bother but does anybody else have an alternate link to this mod?
If so i would be very grateful, Sorry-
Good Hunting!-
Stumpff
ReallyDedPoet
11-27-14, 02:35 PM
Here (http://www.subsim.com/radioroom/showthread.php?t=171019)
From Maik's Archives, located in the stickies section ( SHIII Mods ). Look under Wise.
Just wanted to check and see if anyone has done a GWX merge patch for this yet? or even if it works fine in GWX on its own?
Fubar2Niner
12-17-14, 02:54 AM
Just wanted to check and see if anyone has done a GWX merge patch for this yet? or even if it works fine in GWX on its own?
Yasti
I have it running fine with GWX, just use the fix in the first post (Allsubsfix. I think) and enable at the end of your mod list.
Best regards.
Fubar2Niner
Thanks Fubar. Just tested in game :)
Just another quick question.
I noticed, when I tested in port at least, that the rf antenna wasn't up. The mod didn't come with a readme or commands.cfg. Does it come up on it's own at some point or have I missed something?
The direction finder antenna comes up with key stroke Shift + V.
Fubar2Niner
12-18-14, 03:45 AM
Just another quick question.
I noticed, when I tested in port at least, that the rf antenna wasn't up. The mod didn't come with a readme or commands.cfg. Does it come up on it's own at some point or have I missed something?
Yasti
If you're referring to the radio(?) antenna positioned to the left of the turm, I see no way of raising it either. However these models are too good to not use, because the antenna doesn't work.:arrgh!:
Best regards.
Fubar2Niner
It was the DF antenna on the right hand side. Just noticed i missed the commands.cfg as a separate download. Merged and now antenna working :D
sik1977
02-18-15, 02:52 PM
First of all, thank you so much for these amazing looking Type IXs.
Secondly, I have read the whole post and instructions, but have some questions regarding some stuff I am not clear about. I would appreciate if someone can help me:
1. The merchant models (M04B related files) are for a specific mod or can they be used by anyone using GWX etc.? If so, which merchants do these replace? like in GWX we have small/medium/large merchants, and large cargo, etc.
2. I am not sure what the author is saying about issues with Turms for IXs... I have IXB at the moment in my current career, with IX/1 Turm. But I plan to get the IX/2 Turm and so on as they become available. Am I suppose to skip the upgrades? or what am I supposed to do for missions (not that I play missions much)?
3. The additional skins are for all types of IXs? or only for one of IXB/C/D2?
4. Does this mod include IXD2 as well, as its mentioned somewhere in the Turms section?
5. Whats the 'Narrow IXC'? Is it an alternative skin for IXC?
6. (Edit) There are Basic.cfg and Flotilla.cfg files in this mod, why do i need these? (I have modded basic.cfg, so don't want to mess with that and will Flotilla.cfg file mess with my GWX install or existing career)
Thanks for all the help.
danasan
02-19-15, 05:25 AM
First of all, thank you so much for these amazing looking Type IXs.
SNIP
5. Whats the 'Narrow IXC'? Is it an alternative skin for IXC?
SNIP
That narrow IXer represents the few boats with the "Schnelltauchback (http://www.subsim.com/radioroom/showthread.php?t=173669)" which served in the late war.
First of all, thank you so much for these amazing looking Type IXs.
Secondly, I have read the whole post and instructions, but have some questions regarding some stuff I am not clear about. I would appreciate if someone can help me:
1. The merchant models (M04B related files) are for a specific mod or can they be used by anyone using GWX etc.? If so, which merchants do these replace? like in GWX we have small/medium/large merchants, and large cargo, etc.
2. I am not sure what the author is saying about issues with Turms for IXs... I have IXB at the moment in my current career, with IX/1 Turm. But I plan to get the IX/2 Turm and so on as they become available. Am I suppose to skip the upgrades? or what am I supposed to do for missions (not that I play missions much)?
3. The additional skins are for all types of IXs? or only for one of IXB/C/D2?
4. Does this mod include IXD2 as well, as its mentioned somewhere in the Turms section?
5. Whats the 'Narrow IXC'? Is it an alternative skin for IXC?
6. (Edit) There are Basic.cfg and Flotilla.cfg files in this mod, why do i need these? (I have modded basic.cfg, so don't want to mess with that and will Flotilla.cfg file mess with my GWX install or existing career)
Thanks for all the help.
1. The merchant models (M04B related files) - it's standalone mod and you can use it wherever you want. It's medium cargo
2. If You plan to get the IX/2 (IX/3) Turms as soon as it become available in carrier - you'll have no problems. But in single mission you should use a boat of the same year as the year of the mission
3. IXB, IXC
4. Yes,it is
5. This mod covers original IXC ( use it after 43 )
6. Basic.cfg - changed the dates of the appearance of boats' type and equipment. Flotilia.cfg - you can use yourown file (but possible that in your flotillia.cfg at the start of the prescribed type of boat that is not yet in the Basic.cfg)
sik1977
02-19-15, 09:05 AM
That narrow IXer represents the few boats with the "Schnelltauchback (http://www.subsim.com/radioroom/showthread.php?t=173669)" which served in the late war.
1. The merchant models (M04B related files) - it's standalone mod and you can use it wherever you want. It's medium cargo
2. If You plan to get the IX/2 (IX/3) Turms as soon as it become available in carrier - you'll have no problems. But in single mission you should use a boat of the same year as the year of the mission
3. IXB, IXC
4. Yes,it is
5. This mod covers original IXC ( use it after 43 )
6. Basic.cfg - changed the dates of the appearance of boats' type and equipment. Flotilia.cfg - you can use yourown file (but possible that in your flotillia.cfg at the start of the prescribed type of boat that is not yet in the Basic.cfg)
Thank you for the explanations. I removed the basic.cfg and flotilla.cfg files, as well as sensors.dat from this mod.
Regarding the sensors.dat file, I am currently using slightly modified GWX sensors.dat (for 20km MEP V5), and don't want to replace that without knowing what changes are in this mod's sensors.dat or how would that effect my game. BTW, why is the Sensors.dat file so big in this mod? its like 30 MB compared to the 1MB regular sensors.dat file?
Thanks and regards.
BTW, why is the Sensors.dat file so big in this mod? its like 30 MB compared to the 1MB regular sensors.dat file?
Sensors.dat file 30 MB because, better textures and models are used there. Besides, in it introduced additional textures and models which aren't present in the original Sensors.dat 1MB file
sik1977
02-21-15, 03:47 PM
Sensors.dat file 30 MB because, better textures and models are used there. Besides, in it introduced additional textures and models which aren't present in the original Sensors.dat 1MB file
Thank you for the reply Wise. Great work on the IXs mate.
Is there a GWX version for your Sensors.dat? I don't want to mess with the GWX settings.
Thanks and regards.
Is there a GWX version for your Sensors.dat?
Unfortunately no. I have no GWX and I never used it.
HundertzehnGustav
03-01-15, 05:52 AM
Hi all.
Am back, because... because a Good game does not get kicked in the Trash bin.
I am very excited because i have found this mod - Thanks Wise & all your friends, team mates and collaborators.
I base my game(+mod packs) on the GWX super Mod (nostalgia)
The "nine" is for me the only submarine that i consider worth playing... :yeah:
the "two" is for training, :know:
the "seven" is a classic, but i do not like classics...:shifty:
the "nine" is where i am at home.:rock:
so i was finally able to try the "B-nine" in GWX and... first: argh! No! two submarine Models create visual problems. :down::down:
...very :D... then very :wah:
But i see you guys have also gone, and changed the "problem created by GWX" (+ lot of controversy)
so i installed the "fix for GWX"...
Submarine Porn!
This is one of the "instant Classic" mods for me.
http://s1.postimg.org/k0722mcr3/sh3_2015_03_01_11_47_58_51.jpg
On the controversy subject:
GWX was BIG.
i think today in 2015 it still is.
i do not think in terms of "responsabilities" but i think in terms of "distribution" and "effectiveness"
I think it is smart, and it is effective, to make small(?) adaptations to bring the "nines" to many many more installations (multiply by 2, by 3...5...10?)
so thank you for the nines.
And thank you for the effectiveness to push the nines into many GWX installs around the world.
:yeah::rock:
RushTheBus
03-02-15, 09:51 PM
How did you get this puppy working w/ GWX?
HundertzehnGustav
03-03-15, 03:33 AM
just as they saidin the readme file...
grab the boatput her in your jsgme folder.
grab the "fix" put it in the jsgme folder
activate.
Bam.
i, i did itin another way, because i know this boat must stay in my game... at all cossts.
so i installed the "nines" and the "fix" directly, not via jsgme.
after 4 years away from this, i got it right the first time, too, so it really aint complicated.
top notch customer service.
RushTheBus
03-03-15, 09:16 AM
I understand the installation instructions and everything. My concern is that apparently this overwrites GWX files. I'm curious if you have discovered any issues playing w/ GWX and this model as the OP doesn't have GWX to test.
HundertzehnGustav
03-03-15, 11:00 AM
well i am still in 40, August, messing around in the channel and watching the Lolwaffle go nuts on anything british... - and still in W'hafen, so i havent encountered an AI IX yet.
this fix, if i understand right, does one thing: separates the AI IX from the human IX.
so the AI IX will continue to use the "stock"[gwx] models, while you get the updated stuff.
at least that's how i interpreted my last visit to the museum. :)
sik1977
03-04-15, 01:23 AM
I understand the installation instructions and everything. My concern is that apparently this overwrites GWX files. I'm curious if you have discovered any issues playing w/ GWX and this model as the OP doesn't have GWX to test.
See posts 322-328 above in this thread, you'll get an idea which files may be removed from this mod prior to installation without effecting GWX files (the ones that matter, not the graphics related stuff).
RushTheBus
03-10-15, 02:34 PM
I just want to confirm the instructions to ensure GWX compatibility (i think i'm confused due to the wording of the OP).
If i'm understanding this all correctly:
1) Download Addition #2: New Version IXB & IXC
2) Download Commandscfg.rar and extra the commands.cfg to the CFG folder of the New Versions IXB & IXC mod.
3) Download FixAllSubGWX
4) Enable the New Verions of IXB & IXC via JSGME
5) Enable the FixAllSubGWX via JSGME
I just want to confirm the instructions to ensure GWX compatibility (i think i'm confused due to the wording of the OP).
If i'm understanding this all correctly:
1) Download Addition #2: New Version IXB & IXC
2) Download Commandscfg.rar and extra the commands.cfg to the CFG folder of the New Versions IXB & IXC mod.
3) Download FixAllSubGWX
4) Enable the New Verions of IXB & IXC via JSGME
5) Enable the FixAllSubGWX via JSGME Just so.:yep:
RushTheBus
03-10-15, 03:44 PM
Thanks for the confirmation Wise. Is there any particular order in terms of mod soup this should be in (ie: towards the bottom, etc)? Thanks again for this stunning work.
Is there any particular order in terms of mod soup this should be in (ie: towards the bottom, etc)? At first FixAllSubGWX, after, New Version IXB & IXC. And before it to place commands.cfg to the CFG folder of the New Versions IXB & IXC mod.
But, apropos FixAllSubGWX...as I said in the first post, it is extremely recommended to replace wrong files in GWX directory tightly(unassisted JSGME), since errors of these files influence not only textures and models, but also for operation of navigation devices.
RushTheBus
03-31-15, 10:29 PM
just re-installed these as i got the IXB in my career and now just constant CTDs :oops:
@ RushTheBus Do, please, screen JSGME
KaleunU83
08-06-15, 07:13 AM
Is it possible to use the MODs for LSH 2015? Thanks for your help!!
I don't object. Good luck.
This might be totally the wrong place, but I've been searching for the past two hours.
What are those 4 tubes on the conning tower?
kurfürst
08-10-15, 10:43 AM
These are pressure tight containers for anti-aircraft ammunition.
Beste Grüsse, Kurfürst
I don't object. Good luck.
Question, where do all the russian modders hang out for SH3?
What russian forum is good for sh3 mods?
I'd like to talk to a few 3d modellers like kovall to ask him some questions.
Thanks.
Anvar1061
08-15-15, 10:07 PM
Question, where do all the russian modders hang out for SH3?
What russian forum is good for sh3 mods?
I'd like to talk to a few 3d modellers like kovall to ask him some questions.
Thanks.
SSS
http://www.redrodgers.com/forums/forumdisplay.php?f=99
https://m.vk.com/subsim
I'd like to talk to a few 3d modellers like kovall to ask him some questions.
Thanks.
what questions?
what questions?
My questions concern exporting GR2 files from SH5, and importing them into S3D for SH3.
I can export them using GR2 editor. I then know how to extract the uv2 map channel 2 using 3ds max. But, here is the problem:
I am trying to export the SH5 VII aft torpedo room. It has 13 subsets in one obj file. When I export it in GR2 editor it comes out with .obj file, AO .obj file, and then the .mtl file and the textures. I then convert the AO .obj into uv2 files using 3ds max. But this splits up all the subsets into each part. So now I have 1 .obj file base from GR2 editor, and then all the 13 uv2 files from 3ds max. How to I import one subset at a time using their corresponding uv2 file?
S3D says the vertices do not match up between .obj and uv2 file, because the uv2 files are smaller because they represent each individual subset, while the .obj file represents all 13 subsets in 1 file.
Make sense? The problem is the subsets.
Could you post the steps please? A tutorial perhaps. Thanks! :salute:
We need VII aft torpedo room for SH3. If i could just get the models in S3d with uv2 mapping, I know how to do the rest for nodes and controllers and such.
I'm a programmer not a modeller. I'm just surprised no one hasn't imported the SH5 afttorpedo room into SH3 yet.
And if I try to split the .obj file into subsets of 13 .obj files and try to load into S3D, I get error "Start index cannot be less than zero." So I don't know what to do. The only way I can import into S3D is to have 1 obj file with the 13 subsets in it. But having this I cannot import uv2 files beccause of the vertices do no match because they represent only 1 subset.
SSS
http://www.redrodgers.com/forums/forumdisplay.php?f=99
https://m.vk.com/subsim
Thanks for this! :up:
My questions concern exporting GR2 files from SH5, and importing them into S3D for SH3.
I'm just surprised no one hasn't imported the SH5 afttorpedo room into SH3 yet.
which file you are interested in ?
NSS_Uboat7a.TRA.GR2 ?
which file you are interested in ?
NSS_Uboat7a.TRA.GR2 ?
Well, NSS_Uboat7c.TRA.GR2 first. 7a is not as popular.
I have good news. I got it in S3D. These are my steps:
1. Export meshes using GR2 Editor version 1.1.272, with textures.
2. Extract each subset using 3ds max to individual obj file. Make sure textures are found on import.
3. Extract each subset AO using "Unwrap UVW" in 3ds max to individual uvw file.
4. Rename uvw file to "object file name"-uv2.uvw
5. Create node in S3D with label exactly same name as obj file and import into S3D. Make sure textures are found on import.
6. Success with convert from SH5 GR2 to S3D obj with uv2 mapping!:rock:
But now I have other problem. I am having a hard time matching up the ambient occlusion and Normal\Bump textures in S3D. I know what textures that go with each mesh as they are listed in the .mtl file. But in mtl file exported from GR2 Editor is listed for example this format:
map_Ka (base texture?)
map_Kd (base texture?)
map_Ks (base texture?)
map_d (ambient occlusion?)
map_bump (Normal\Bump?)
bump (Normal\Bump?)
Am I labeling them correct? Ka, Kd, Ks = base texture. d = AO, bump = Normal\Bump ???
Problem: Ambient Occlusion texture is rendering black for mesh. Or the ambient occlusion is appearing on surface wrong. Or mesh will appear in game with only base texture and no AO.
Thanks.
EDIT:
fixed AO texture problem. You have to invert normals in 3ds max for AO obj, before the Unwrap UVW. Now everything works great!
Cheers!
HanSolo78
08-16-15, 06:23 PM
Sounds like a breakthough :up::up::yeah::rock:
which file you are interested in ?
NSS_Uboat7a.TRA.GR2 ?
I do have one question for you about too many texture coordinates on S3D import. I sent you a PM.
Oh, and I tried optimization in 3ds to reduce coordinates, but this screws up the ambient occlusion texture. What is the remedy?
Thanks.
HanSolo78
08-17-15, 12:13 AM
@aero16
Dont see a PM with your question.
In case of too much data fir S3D you have to split the data in more .dat files. Make nodes and combine them with the parent IDs.
@aero16
Dont see a PM with your question.
In case of too much data fir S3D you have to split the data in more .dat files. Make nodes and combine them with the parent IDs.
PM sent to kovall.
I'm talking about .obj files. Too many texture coordinates. I'd have to split the meshes into multiple parts. What is the easiest way to do it when there are many little items in the meshes and selecting the exact same vertices for both base and AO is nearly impossible.
Anvar1061
08-18-15, 01:17 AM
I'm just surprised no one hasn't imported the SH5 afttorpedo room into SH3 yet.
SSS
http://www.youtube.com/watch?v=AbgOsqjX0BY
http://shmf.larsbundgaard.dk/Smileys/extended/download.gif (http://www.mediafire.com/download/snli8y2ihr4caq4/CCoM_8.x_Bug_Hecktorpedoraum_v1.0.7z)
SSS
http://www.youtube.com/watch?v=AbgOsqjX0BY
http://shmf.larsbundgaard.dk/Smileys/extended/download.gif (http://www.mediafire.com/download/snli8y2ihr4caq4/CCoM_8.x_Bug_Hecktorpedoraum_v1.0.7z)
Dude wtf?
Yes it has been in CCoM since v8. I would guess that is one of the reasons why flakmonkey stopped working on his mod, its been done.
Anvar1061
08-18-15, 02:11 AM
Dude wtf?
Wurmonkel
In readme of this mod is written that it's "nearly finished".
So, is it completed and fully functional or need some polish by creators?
I'd like to use it, looks wonderful.
guys I am so sorry...
Found this Beauty and decided to install it ...
again gave me the same problem as the VII install disables the Open hatch mods and FM Interiors on the VIIB/C...
My mod load order
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]
GWX - Merged Campaign
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V6
GWX - Axis Mediterranean Aircraft Skins
Aces' Super Pens v4 GWX3 Version
Hunt_I_to_III_mod
Konrad_Krumm_VIIc_U201
VIIB-VIIC[1939-1941]-transit
GWX - Late War Sensors Snorkel Antennas
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior v2.1D
DD_OH_V3.09_20091209162038
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Materials file for Aces' multi-mod v1.3
Aces_Multimod_compatability_fix_release_v1.3
Aces' Super Turms v6 for GWX
b25_SF_Grass_Full_V2
SH-5 Water for SH-3 20 Km V84 Optional Fog take
Sh3_volumetric_clouds&fog_V2.2
Merchant_Fleet_Mod_3.2
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19390901
MFM-v3-US+UK_Skins19400601
MFM-v3-US+UK_Skins19401101
MFM3.2 displacement correction mod
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 2x MG-34 version for GWX
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Rapt0r's Uniforms V2.0 [Grey]
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch
Rubini´s Underwater dust&plancton v1_no blur
Aces' Torpedo Rooms Camera Fix v2.2 for CCom Mod
From Aces Try This
Foam 512x512
VIIB-VIIC[1939-1941]-transit test
7b-1940-Weiss
Wolfehunter_VIIB_Final
b25_SF@Grass_1024
External Cargo from SH5
SH5-Ships_V2
Ahnenerbe WideGui 1920 x 1080 Final
JCW Up-date
GWX - ModPack April2010 (Harbor)
Rbs1_SH4_Effects_GWX_30_71
KB's Diesel Sound Mod
FLAGS MOD
Ships addon
STP - IIA Clean [New]
M04B-MX04B
If I install this file at last it gives me problems above described...
Can someone give me any advise on how to install it...:salute:
Beqanyc
09-02-15, 10:11 PM
This looks amazing :up:
Hi there guys..
I would love to know if there are some procedures to install this with GWX 3 installed and the Other VII B / C transit install that I am using in the game...
I say this cause every time I install this a pop up message comes at the start of the patrol saying that I have changed flotilla and thats ok but then the game simply CTD... I am using SH3Commander ...
This is my install order and Mods I am using...
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS]
GWX - Merged Campaign
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V6
Aces' Super Pens v4 GWX3 Version
GWX - ModPack April2010 (Harbor)
GWX - Late War Sensors Snorkel Antennas
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior v2.1D
DD_OH_V3.09_20091209162038
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
Aces_Multimod_compatability_fix_release_v1.3
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
VIIB-VIIC[1939-1941]-transit
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Aces' Torpedo Rooms Camera Fix v2.2 for CCom Mod v.2
SH-5 Water for SH-3 20 Km V84 Optional Fog take
Sh3_volumetric_clouds&fog_V2.2
Foam 512x512
Rubini´s Underwater dust&plancton v1_no blur
b25_SF_Grass_Full_V2
Merchant_Fleet_Mod_3.2
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19390901
MFM-v3-US+UK_Skins19401101
MFM3.2 displacement correction mod
M04B-MX04B
7b-1940-Weiss
External Cargo from SH5
Rbs1_SH4_Effects_GWX_30_71
Ahnenerbe WideGui 1920 x 1080 Final
JCW Up-date
This last one its simply Graphic mods that I have packed in a single file...
Now the game works fine with all this but when install this sub NEW VERSION OF IXB&IXC Type that is when this happens !
If someone haves any idea what its the conflict or problem please help me pinpoint my error or way to make it work...
Thanks:salute:
Oberleutnant nederlander
09-22-22, 05:45 PM
fantastic work, so am i reading this right that a better lower hull texture will come in future for the IXD2???
Did i read that right????
confused.com?
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