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View Full Version : Will the type IX and type II be playable?


Atis003
01-22-14, 12:29 PM
The stats are already modded in the game for the type IX, as far as i know, but what is the problem with the external model?
With GR2 Editor/Viewer modders can add 3d models to the game and there is already a type II model, why isnt these subs playable then?

Mikemike47
01-22-14, 02:07 PM
The stats are already modded in the game for the type IX, as far as i know, but what is the problem with the external model?
With GR2 Editor/Viewer modders can add 3d models to the game and there is already a type II model, why isnt these subs playable then?

IX and XXI are playable as far as depth, speeds, range and torpedo loadout goes. Graphically it is still the VII type. Loadouts may not show up fully especially when moving torpedoes around at the bunker, but will be fine when you start mission.

Links at bottom of this Open horizons link (http://www.subsim.com/radioroom/showpost.php?p=2157981&postcount=4533). Fromhell's links at bottom of thread are non-Open Horizons related.

Atis003
01-22-14, 03:25 PM
IX and XXI are playable as far as depth, speeds, range and torpedo loadout goes. Graphically it is still the VII type. Loadouts may not show up fully especially when moving torpedoes around at the bunker, but will be fine when you start mission.

Links at bottom of this Open horizons link (http://www.subsim.com/radioroom/showpost.php?p=2157981&postcount=4533). Fromhell's links at bottom of thread are non-Open Horizons related.

But the IX types have 2 torpedo tubes at back, i doubt that can be modded in only by modifying the stats, i modded sh3 & 4 and it wasnt enough there, torpedoes can not come from nowhere.

And IX is bigger with a VII submarine exterior isnt it unrealistic? I mean explosions, shells not reaching the hull as it should be with the much bigger u-boat.

I just dont understand why the exterior cant be changed, type II is already in the game!

Mikemike47
01-22-14, 03:30 PM
With GR2 Editor/Viewer modders can add 3d models to the game and there is already a type II model, why isnt these subs playable then?

I mean explosions, shells not reaching the hull as it should be with the much bigger u-boat.

I just dont understand why the exterior cant be changed, type II is already in the game!

Ubisoft ended further development by the programmers for a project that was not finished. That is why things do not work as they should. Money.
Time and understanding of how things work for us volunteer modders. That is how most of us have learned. Helping one another, a desire of one or more persons to work on a problem that bugs them. Please volunteer your time to use the GR2 Editor/Viewer.

Shells and explosions I believe are done by something called ??collision or damage spheres??. vdr1981 did a great job with reworked submarine damage for the VII. Perhaps he can simulate IX damage somehow, too. Ask Gap, too, who is a wealth of knowledge across many features of the game.

We all hope modders can change this someday with the time they have for II, IX or XXI subs, too.

Atis003
01-22-14, 03:49 PM
I follow the modding topic for a while and its impressive what they done so far. I know they added new models to the game and there is at least 2 interior model to the type VII, so this is why i dont get it why its not possible to add new sub exteriors.
I made an oath to myself: as long as there is no real type IX modded in im not going to play sh5, im gonna regret this, arent I? :/\\!!

Only moddifying the damage system wont be enough, because of the different shape, stern torpedo tube number.
http://img71.imageshack.us/img71/5215/image0065an.jpg

I know the game engine always limits the possibilities, but there has to be a way.
I heard that the GWX team helped to create sh5, is this really true?
Im pretty sure that someone know the answer from the developers, maybe with dll injection.

vdr1981
01-22-14, 04:04 PM
Yes i follow the modding topic for a while and its impressive what they done so far. I know they added new models to the game and there is at least 2 interior model to the type VII, so this is why i dont get it why its not possible to add new sub exteriors.
I made an oath to myself: as long as there is no real type IX modded in im not going to play sh5, im gonna regret this, arent I? :/\\!!

So, what's wrong with type VII?

Aktungbby
01-22-14, 04:09 PM
I made an oath to myself: as long as there is no real type IX modded in im not going to play sh5, im gonna regret this, arent I? :/\\!!Not at all! " All men lie when they are drunk, in love (with Uboats?) or running for office!"-Shirley MacClean as amended slightly for :subsim:. Welcome aboard on your first official day of posting Atis003!:Kaleun_Salute:

Atis003
01-22-14, 04:31 PM
So, what's wrong with type VII?

Its submerge too fast, i want to give those poor DD-s a fighting chance. :)

I see more potentional in type IX-s then VII
more fuel= more range
more torpedoes + 1 more aft tube + bigger deck gun = bigger destruction
it feels more like a predator, just dont get caught on the surface
it can stay longer submerged(with right number of crew), i think its looks more dangerous too
more crew = bigger parties
larger scale= bigger sonar contact


Not at all! " All men lie when they are drunk, in love (with Uboats?) or running for office!"-Shirley MacClean as amended slightly for :subsim:. Welcome aboard on your first official day of posting Atis003!:Kaleun_Salute:
Thank you! :Kaleun_Salute:

Madox58
01-22-14, 06:15 PM
I heard that the GWX team helped to create sh5, is this really true?


No.

Mikemike47
01-22-14, 06:27 PM
Im pretty sure that someone know the answer from the developers, maybe with dll injection.

IIRC, TDW talked about dll injection. Maybe it was in his [TEC] SH5.exe patches to fix bugs and add functionality (http://www.subsim.com/radioroom/showthread.php?t=181433) thread.

TheDarkWraith
01-22-14, 06:49 PM
IIRC, TDW talked about dll injection. Maybe it was in his [TEC] SH5.exe patches to fix bugs and add functionality (http://www.subsim.com/radioroom/showthread.php?t=181433) thread.

No reason to do DLL injection. My Generic Patcher takes care of that and more :D I can do DLL injection but no reason/need to.

Atis003
01-22-14, 07:21 PM
No reason to do DLL injection. My Generic Patcher takes care of that and more :D I can do DLL injection but no reason/need to.

If new models and interior can be modded already, then what is the problem with exterior?
There is an AI type II with the perfect 3d model, why can't someone just swap the interior?
As far as i know conversion from sh4 to sh5 is not possible and no type IX sh5 model is exist at the current moment.
What about copying the polygons from an older model?

Madox58
01-22-14, 07:39 PM
TDW is doing great work on his GR2 program.
NOWHERE BY ANYONE has such a program been brought this far for modding GR2 files that I've ever seen.

You must remember. All modders here are doing what they can, when they can, for a total payment of NOTHING!

So TDW, like me and others, has to go earn real pay to just stay alive and pay the bills.
That real life work is more important then any hobby mod work.

TheDarkWraith
01-22-14, 08:00 PM
If new models and interior can be modded already, then what is the problem with exterior?
There is an AI type II with the perfect 3d model, why can't someone just swap the interior?
As far as i know conversion from sh4 to sh5 is not possible and no type IX sh5 model is exist at the current moment.
What about copying the polygons from an older model?

It's not as easy as you may think it is. Open any sub from SH5 up in Goblin editor and look at how many things are involved in it. You'll notice that Goblin 'links in' all the references that are set in the various lnk, LNK@, prt, etc. files and references. You have tunnel vision just on one object - that one object is comprised of many other objects and everything relies on each other.

The GR2 Editor/Viewer currently doesn't support the adding of entirely new meshes (yet). I have functionality in it that will let you take an existing mesh and make it something new (by giving it new vertices). You can add/remove subsets from a mesh also. What's holding up the adding of new meshes? Time. It takes time to code this stuff. I'm playing in no-man's land currently - uncharted territory. I'm blazing my own path. I make assumptions as to how I think a certain part of the GR2 file works and most of the time those assumptions are correct. Sometimes they are partly correct and honesty those are the worst times. I don't know which part of the partly correct is correct :doh: Eventually I will get the app to the point where new meshes can be defined. I just need work to quit yanking me out of the country for these extended periods abroad.

That all being said if someone has the determination and the skill they could use my GR2 Editor/Viewer to make a new sub. Hope you got lots of time though as you'll also be blazing a new trail :D

Atis003
01-22-14, 09:41 PM
TDW is doing great work on his GR2 program.
NOWHERE BY ANYONE has such a program been brought this far for modding GR2 files that I've ever seen.

You must remember. All modders here are doing what they can, when they can, for a total payment of NOTHING!

So TDW, like me and others, has to go earn real pay to just stay alive and pay the bills.
That real life work is more important then any hobby mod work.
I know and i respect all modders work, im just curious.
You guys doing a superb job, i know programming and modding takes a lot of time and from that so little can be seen to a normal user, but creating something that others are enjoying its always feels good.
There is no expection, but what you guys are creating is always a gift.

It's not as easy as you may think it is. Open any sub from SH5 up in Goblin editor and look at how many things are involved in it. You'll notice that Goblin 'links in' all the references that are set in the various lnk, LNK@, prt, etc. files and references. You have tunnel vision just on one object - that one object is comprised of many other objects and everything relies on each other.

The GR2 Editor/Viewer currently doesn't support the adding of entirely new meshes (yet). I have functionality in it that will let you take an existing mesh and make it something new (by giving it new vertices). You can add/remove subsets from a mesh also. What's holding up the adding of new meshes? Time. It takes time to code this stuff. I'm playing in no-man's land currently - uncharted territory. I'm blazing my own path. I make assumptions as to how I think a certain part of the GR2 file works and most of the time those assumptions are correct. Sometimes they are partly correct and honesty those are the worst times. I don't know which part of the partly correct is correct :doh: Eventually I will get the app to the point where new meshes can be defined. I just need work to quit yanking me out of the country for these extended periods abroad.

That all being said if someone has the determination and the skill they could use my GR2 Editor/Viewer to make a new sub. Hope you got lots of time though as you'll also be blazing a new trail :D

If i understand it correctly the interior and exterior is in one file and the already existing type II model cant be copied and replace the VII exterior.
The easiest way would be modify the VII exterior model from polygon to polygon, well that would be a realy hard job. I hope you can extend your program to copy meshes and one day we can witness the true firepower of a fully armed and operational type IX u-boat!
Thank you for your hard work and for giving hope.

TheDarkWraith
01-23-14, 05:30 PM
If i understand it correctly the interior and exterior is in one file and the already existing type II model cant be copied and replace the VII exterior.
The easiest way would be modify the VII exterior model from polygon to polygon, well that would be a realy hard job. I hope you can extend your program to copy meshes and one day we can witness the true firepower of a fully armed and operational type IX u-boat!
Thank you for your hard work and for giving hope.

Sounds like you need to start playing with my GR2 Editor/Viewer and get familiar with it. Then you need to start playing around with your idea. The only way you learn is by trying. You never fail, you merely find ways of how not to do something :D

gap
01-23-14, 05:34 PM
The only way you learn is by trying. You never fail, you merely find ways of how not to do something :D

:sign_yeah:

Atis003
01-25-14, 02:12 PM
Sounds like you need to start playing with my GR2 Editor/Viewer and get familiar with it. Then you need to start playing around with your idea. The only way you learn is by trying. You never fail, you merely find ways of how not to do something :D

I definitely will when I have more time.

GT182
01-29-14, 10:07 PM
Atis003, the mod "sort of. IX BOAT MOD v1a" is close to the Type IX, except for the external visuals, only one stern tube, and a few other minor things. It's not all that bad. I used to before my HDD crashed on me and will install it again. If you decide to play SH5 with it installed you will have to start a new career after it's installed. Give it a chance and get started playin SH5. You will be amazed on how good it is now with all the mods that are out to choose from.

bell117
03-07-14, 10:50 AM
actually I found a type IX uboat mod, but the guy never gave a link

http://www.gpforums.co.nz/threads/373596-What-are-you-currently-playing-(screenshots)/page21

Mikemike47
03-07-14, 12:58 PM
actually I found a type IX uboat mod, but the guy never gave a link[/URL]

for Open Horizons
IX for campaign MG - by fromhell
Add this to your mod list when in the bunker at the start of Camapign Monsun Gruppe
Remove in bunker at the end of campaign/start of next
[URL="http://www.subsim.com/radioroom/downloads.php?do=file&id=4065"]DOWNLOAD (http://www.gpforums.co.nz/threads/373596-What-are-you-currently-playing-(screenshots)/page21)

Other subs, etc.
Fromhell's profile and his download section:
http://www.subsim.com/radioroom/down...o=file&id=3712 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3712)
http://www.subsim.com/radioroom/down...o=file&id=3713 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3713)
http://www.subsim.com/radioroom/down...o=file&id=3452 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3452)
http://www.subsim.com/radioroom/down...o=file&id=3725 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3725)

tonschk
03-07-14, 02:06 PM
:yeah:

The only way you learn is by trying. You never fail, you merely find ways of how not to do something :D

GT182
03-11-14, 02:16 PM
If it was possible to get the Type IX working for the Camapign Monsun Gruppe, why then isn't it possible to use it for all the other campaigns?

Targor Avelany
03-11-14, 02:31 PM
http://www.subsim.com/radioroom/showpost.php?p=2184583&postcount=7

That is all I'm gonna say. Not gonna type again.

Now, answering question by GT182:

You can. You just will not be able to ever use VII with it. The mod doesn't replace the indication for the GAME, just the stats. For the game: you still are driving type VII. Just a very special one :P

GT182
03-11-14, 02:45 PM
I understand now TA. ;) It's still the "sort of IX". I thought he had built a full blown Type IX that we didn't know about, but was special and only playable in the Camapign Monsun Gruppe.

Targor Avelany
03-11-14, 02:49 PM
I understand now TA. ;) It's still the "sort of IX". I thought he had built a full blown Type IX that we didn't know about, but was special and only playable in the Camapign Monsun Gruppe.

I mean, I never gotten to that point, so anything is possible :)))))

But yeah, it is, from what I understand, is a "sort of IX".

GT182
03-14-14, 04:37 PM
I made an oath to myself: as long as there is no real type IX modded in im not going to play sh5, im gonna regret this, arent I? :/\\!!


Honest answer to your question. YES you are going to regret it. ;) You can us the "sort of. IX BOAT MOD v1a" mod to simulate fuel and range, and also torpedo amount carried. But no, no 2 aft torpedo tubes, and visually it's a VIIC/41. Someone was working on a Type IX for SH5 but no word on what's happening with it as far as I know. It might have been TDW, but I can't remember if it was or not.

Thanks Taylor. In mind I thought that was the case, but had to ask anyway. ;) I wonder if there'll be a problem, if I ever get that far, with the IX mod I'm now using from the start of my campaign.