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View Full Version : The winter mods thread !


Kendras
05-21-17, 10:25 AM
Hi ! :Kaleun_Salute:

I would like to make a list of all kind of mods which have something to do with winter, with the proper links for downloading them ! For example the frozen harbours, the winter u-boats' or ships' camo skins, special terrain mods with real snow, winter clothes for the crew, and so on ........

Please post the mods you know, with the author and the link if any !

Thank you !

:salute:

Kendras
05-21-17, 10:33 AM
- type VII (author = STEED) : http://www.subsim.com/radioroom/downloads.php?do=file&id=3040

- type IXC No.2 (GWX) (author = STEED) : http://www.subsim.com/radioroom/downloads.php?do=file&id=3012

- types VIIB/C/C3 U-408 (author = Wolfehunter) : http://www.subsim.com/radioroom/downloads.php?do=file&id=341

- type VII (author = Shaffer4) : ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/SHAFFER%204/Shaffer4s_Iced_Type_VII.rar

Kendras
05-21-17, 10:37 AM
- icebergs' new texture (author = Venatore) : http://www.subsim.com/radioroom/downloads.php?do=file&id=70 (http://www.subsim.com/radioroom/downloads.php?do=file&id=705)

Kendras
05-21-17, 10:56 AM
- frozen u-boat's turm (author = Tomi_099) : http://www.subsim.com/radioroom/show...ghlight=frozen (http://www.subsim.com/radioroom/showthread.php?t=161167&highlight=frozen)

Anvar1061
05-21-17, 11:45 AM
For example the frozen harbours...


http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
veers74
http://www.lsh3.com/public/banner/banner_v6_frozenharbors.jpg http://www.lsh3.com/dl/v5/LSH3_V5.1_Frozen-Harbors.7z
WIP
SNOW...its possible!
http://www.subsim.com/radioroom/showthread.php?t=190685

Kendras
05-21-17, 01:13 PM
Hey, is this mod (frozen harbours) compatible with vanilla game ? :)

Anvar1061
05-21-17, 01:54 PM
Hey, is this mod (frozen harbours) compatible with vanilla game ? :)
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
You can experience it.
http://www.subsim.com/radioroom/images/smilies/Kaleun_Rolf.gif

ivanov.ruslan
05-21-17, 03:06 PM
Fubars type VIIb and VIIc winter skin :03: ftp://hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/FUBAR/and http://www.subsim.com/radioroom/downloads.php?do=file&id=316 (http://www.subsim.com/radioroom/downloads.php?do=file&id=316)and http://www.subsim.com/radioroom/downloads.php?do=file&id=314
And my favorite skin type VIIC and B Fubars U-552 skin

Kendras
05-22-17, 06:29 PM
Will try to create a little mod with new birds' sounds, from this video ! :D

https://www.youtube.com/watch?v=bGWiat9ZBfc

Hitman
05-23-17, 08:33 AM
Nice stuff for a project I wanted to make long ago but lacked the time: Arctic war. I had planned a dedicated mini-campaign in arctic waters 1942-45, eliminating the rest of world traffic, cities, etc but adding high detail traffic, harbors, etc in the Artcic sea around Norway to play from the 11th and 13th flotillas with Luftwaffe cover, occasional support for Tirpitz/Scharhorst raids, etc. These add-ons would have just been brilliantf or it. :up:

mikey117us
05-23-17, 12:53 PM
Like Hitman I also Started an Arctic Campaign Mod. From Lots of Research. The Arctic Campaign Began to Coincide with Barbarossa, U-boats arriving in July 1941. Norway had not the facilities yet for a refit, repairs were made by support ships refits back in Kiel. here are the locations I added to GWX 3.0 to support U-Boats Operating against the entire length of the PQ Convoys Course, and the Locations U-Boats Operated against Soviet Arctic Shipping as far east as the Kara Sea in the two months a year it was Ice Free. ( which is also the Location of operation Wunderland and Wunderland II )
[Location 781] ;Kirkenes
Long=30.035698
Lat=69.727821
Heading=-0
OnLand=true
ShowOnMap=true
FileName=Industry
LocationName=Kirkenes Mines

[Location 782] ;Hornøya/Vardø
Long=31.13586
Lat=70.399429
Heading=30
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Hornöya/Vardö lighthouse

[Location 783] ;Vardö
Long=31.094353
Lat=70.377846
Heading=-0
OnLand=false
ShowOnMap=true
FileName=KielCanaldock
LocationName=Vardö

[Location 784] ;Kjelmoy lighthouse
Long=30.076298
Lat=69.881973
Heading=30
OnLand=true
ShowOnMap=true
FileName=Lighthouse
LocationName=Kjelmoy lighthouse

[Location 785] ;Hammerfest
Long=23.665741
Lat=70.660561
Heading=327
OnLand=false
ShowOnMap=true
FileName=KielCanalPort
LocationName=Hammerfest

[Location 786] ;Kap Gorodetzki
Long=40.945423
Lat=67.712814
Heading=180
OnLand=true
ShowOnMap=true
FileName=Woodpier
LocationName=Kap Gorodetzki

[Location 787] ;Kap Tscherny
Long=38.643223
Lat=68.369774
Heading=180
OnLand=true
ShowOnMap=true
FileName=Woodpier
LocationName=Kap Tscherny

[Location 788] ;Swjatoi Noss
Long=39.737011
Lat=68.158943
Heading=180
OnLand=true
ShowOnMap=true
FileName=Woodpier
LocationName=Swjatoi Noss

[Location 789] ;Kanin Noss
Long=43.255665
Lat=68.663025
Heading=180
OnLand=true
ShowOnMap=true
FileName=Woodpier
LocationName=Kanin Noss

[Location 790] ;Bökfjord Lighthouse
Long=30.199564
Lat=69.882492
Heading=-0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Bökfjord Lighthouse

[Location 791] ;Vadsö village
Long=30.114033
Lat=70.074387
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr_NO_Trees
LocationName=Vadsö

[Location 792] ;Vardö Town
Long=31.102654
Lat=70.378555
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr_NO_Trees
LocationName=Vardö Village

[Location 793] ;Makkaur Lighthouse
Long=30.072950
Lat=70.7054421
Heading=-0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Makkaur Lighthouse

[Location 794] ;Kjolnes Lighthouse
Long=29.232226
Lat=70.852628
Heading=-0
OnLand=true
ShowOnMap=true
FileName=Lighthouse
LocationName=Kjolnes Lighthouse

[Location 795] ;Slettnes Lighthouse
Long=28.215965
Lat=71.0881983
Heading=-0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Slettnes Lighthouse

[Location 796] ;Helnes Lighthouse
Long=26.212605
Lat=71.056328
Heading=-0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Helnes Lighthouse

[Location 797] ;Nord Kap
Long=25.813967
Lat=71.168839
Heading=-0
OnLand=false
ShowOnMap=true
FileName=Nord Kap
LocationName=Nord Kap

[Location 798] ;Vadsö Harbor
Long=30.108633
Lat=70.078644
Heading=228
OnLand=false
ShowOnMap=true
FileName=Norway
LocationName=Vadsö Harbor

[Location 799] ;Batsfjord Harbor
Long=29.710674
Lat=70.629890
Heading=180
OnLand=false
ShowOnMap=true
FileName=KielCanaldock
LocationName=Batsfjord Harbor

[Location 800] ;Batsfjord Town
Long=29.777382
Lat=70.665886
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr_NO_Trees
LocationName=Batsfjord Town

[Location 801] ;Batsfjord Harbor
Long=29.749466
Lat=70.638054
Heading=180
OnLand=false
ShowOnMap=true
FileName=KielCanaldock
LocationName=Batsfjord Harbor

[Location 802] ;Petsamo
Long=31.119228
Lat=69.538555
Heading=45
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr_NO_Trees
LocationName=Petsamo

[Location 803] ;Liinahamari
Long=31.382210
Lat=69.651642
Heading=180
OnLand=false
ShowOnMap=true
FileName=KielCanaldock
LocationName=Liinahamari

[Location 804] ;Heinasaaret Insel
Long=31.566039
Lat=69.835565
Heading=-0
OnLand=true
ShowOnMap=true
FileName=Heinasaaret Insel
LocationName=Heinasaaret Insel

[Location 805] ;Vaiiolahti
Long=31.943181
Lat=69.937021
Heading=-0
OnLand=true
ShowOnMap=true
FileName=Vaiiolahti
LocationName=Vaiiolahti

[Location 806] ;Pummanki
Long=31.777954
Lat=69.819538
Heading=-0
OnLand=true
ShowOnMap=true
FileName=Pummanki
LocationName=Pummanki

[Location 807] ;Tarnet
Long=30.418653
Lat=69.671646
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr_NO_Trees
LocationName=Tarnet

[Location 808] ;Severomarsk
Long=33.4047869
Lat=69.033607
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr_NO_Trees
LocationName=Severomarsk Airfield

[Location 809] ;Yagodnik
Long=40.888611
Lat=64.402778
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr_NO_Trees
LocationName=Yagodnik Naval Airbase

[Location 810] ;Megra River
Long=41.555500
Lat=65.475600
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr_NO_Trees
LocationName=Megra River Airfield

[Location 811] ;Matochkin Straight
Long=55.258118
Lat=73.368881
Heading=-0
OnLand=false
ShowOnMap=false
FileName=Matochkin Straight
LocationName=Matochkin Straight

[Location 812] ;Port Dikson
Long=80.531021
Lat=73.480301
Heading=270
OnLand=false
ShowOnMap=true
FileName=PolarPort
LocationName=Port Dikson

[Location 813] ;Dikson
Long=80.548355
Lat=73.485550
Heading=-0
OnLand=true
ShowOnMap=false
FileName=City_Fr_Gr_NO_Trees
LocationName=Dikson

I beta tested adding Pack Ice, Ice Fields, and Ice Chunks to the Iceberg Models in GWX 3.0 with success. I stopped as work was lost in January 2017 due to a HDD Failure. and anything I had worked on was backed up, but not enough to replace 3 months worth of work. I am still browsing data to see what exists.
Kirkenes was the main forward operating base for U-boats, S-Boats ( withdrawn due to lack of success ) and the 6th Z-Flotilla of German Destroyers, and was the Base they were using to find and attack PQ 5, the most famous U-Boat encounter while operating from Kirkenes was PQ-17. Kirkenes was downgraded to Re-supply only in 1943, with the Formation of 13th U-Flotilla Narvik in March of 1943. This is when the 11th U-Flotilla Headquarters was moved to Bergen. The 11th was nearly destroyed in Black May ( 1943 ) when its Arctic Boats were diverted to The Atlantic Campaign and the U-Boat war changed dramatically as 45 boats were sunk in May 1943 forcing a complete abandonment of the Atlantic Campaign.
Reviewing some of my written notes I found several locations absent that I had lost in the HDD failure, they are important locations after the Petsamo-Kirkenes Offensive, when Finnmark changed hands to the Soviets. I think it is Lysingheit? ( spelling wrong ) the last small harbor north held until wars end. I know U-995 ( museum boat Laboe ) Passed here outbound for her last war patrol in Soviet waters, was a Secret Operation, U-995 still had a deck gun, and no Snorkel and bombarding shore facilities and landing special ops to interrogate locals and gather intel was the Orders they followed, U-995 operating close inshore and waiting till half the batteries were drained to surface and recharge, mission as ordered was successful and U-995 returned to Narvik for a much needed refit and to get her snorkel. At wars end U-995 was still waiting in the que for her snorkel and refit. The snorkel was finally added but after the war.

Kendras
05-23-17, 01:10 PM
@mikey117us : thank you very much ! :)

What are these files ?

- City_Fr_Gr_NO_Trees
- Nord Kap
- Norway
- Heinasaaret Insel
- Vaiiolahti
- Pummanki
- Matochkin Straight
- PolarPort


The snorkel was finally added but after the war.

:k_rofl:

mikey117us
05-23-17, 03:47 PM
Dat. Files created for Finnmark, No Trees grew there only Reindeer Moss, if those who build Models with Plants know Reindeer Moss as Lichen. So I removed trees, I reduced towns to very small for Norway/Russia, of course the Lighthouse mod would be great for these Lighthouses. Nord Kap is German for North Cape the utmost Peak Land Corner of Norway where Scharnhorst was Sunk. and provided to those that need Landmarks for Navigation.
- Heinasaaret Insel = Island
- Vaiiolahti
- Pummanki These are Finnish Locations occupied by Germans right on the Soviet Front lines and are provided for Surface Support Traffic of the German Landing Crafts I am Building. They are also the sight of Soviet Landings in the Petsamo-Kirkenes Offensive in the summer of 1944 to Support the right flank of the Soviet ground invasion. Therefore a Map Reference for U-Boats operating on the Coastal Front of an Embarkation Line to Hostile Seas East. Matochkin Straight is a undefended Navigable Waterway ( U-boat Shortcut and target for mining operations ) dividing North Novaya-Zemlya and South Novaya-Zemlya The Peninsula dividing the Barents Sea mostly Ice Free due to the Gulf Stream and the Kara Sea Ice Free for two Months every summer and Soviet Ice Breakers would escort small convoys from the North Siberian Passageway stopping over at Port Dikson and continuing through the Kara Straights or Yugor Straights Passed Kanin Noss ( cape ) to Archanglesk. therefore when PQ/QP Conoys Halt there is still convoys east, or single Soviet ships mad dashing to Iceland. Many of my Locations got lost that should be in there. that HDD Failure took the wind ut of my sails and I stopped any Mod/3D modeling for three months in Protest against my Computer. Lastly Polar Port, this is a .dat as a Placemark for future 3D Harbors I need to model. Think 1899 Alaska Gold Rush type Harbors. Unpainted cut Timber Wharves and Piers, Wooden Wharehouses, old time Ore Docks. I planned to ad to the Harbor_Kit.dat suitable models. This was a crazy task for one person to do. That said I have not Played a Campaign since 2016, Every EEL would Miss! if I can Collaborate I Will find time, everything I was working on was based in GWX 3.0 Gold, Locations are probably different for every mega mod. Some Important Locations I lost in HDD Failure. Pummanki is Located on the Srednii Peninsula the Connector to the Rybachii ( Fisher ) Peninsula this is the Eastern Front Lines on the Barents Sea Coast. The Opposing Lines held Titovka an Inlet from Motovskii Bay, next is Kola Bay Entrance to Murmansk and Next is Poliarnyia Naval Base ( Submarines )

mikey117us
05-23-17, 08:46 PM
*SCREENSHOTS ICEBERGS REVISED*
Here I resurrected part of my prior mod that was eaten into vaporware by the HDD Failure. I found phase I of the Iceberg/drift Ice/Ice Pack Beta that was left on my back-up Drive. Nothing is any different than when I first started it in summer of 2016.
Ice Floe:http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img23-5-2017_18.0.9_759_zps4snbk84r.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img23-5-2017_18.0.52_652_zpspt1q9qdp.jpg
Ships Passing Through Ice:
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img23-5-2017_18.2.48_524_zpsjekau0jg.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img23-5-2017_18.2.19_351_zpswqg18vcl.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img23-5-2017_18.2.1_49_zpsyfc1i1go.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img23-5-2017_18.3.19_648_zps3zlnetxf.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img23-5-2017_18.3.13_377_zpsnzygu3sb.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img23-5-2017_18.5.10_187_zpseylmdhpj.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img23-5-2017_18.3.2_346_zps72dospzi.jpg

Hitman
05-25-17, 09:11 AM
mikey117us :Kaleun_Cheers: There is lots of good stuff there, coupled with a properly tuned sky dome for the arctic nights this would be so awesome to have!!!! :Kaleun_Wink:

Kendras
05-25-17, 09:20 AM
There is lots of good stuff there, coupled with a properly tuned sky dome for the arctic nights this would be so awesome to have!!!!

And Northern Lights ! :wah:

http://www.subsim.com/radioroom/showthread.php?p=2467858#post2467858

mikey117us
05-25-17, 02:37 PM
Better Lighting Conditions than the Endless Arctic Night and a fair amount of ice coverage, then I killed it by adding more ice below in the Arctic Night Pics:
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_17.4.25_814_zpsilpxnsh9.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_17.4.33_985_zps8ucgfmqh.jpg
Back in the Endless Arctic Night in January 1942 at 09:00 A.M. Local Time Survivors in the Icy Water:
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_19.20.58_204_zps5o5bxhg5.jpg
Adding over 7-10km+ More Pack Ice Experiment, Convoy Frozen in
place Taking One Hour Real Time to Break Free ( therefore an undesired result Convoys moved off when Ice Exceeds 3-5/10s coverage due to damage or sinking of ships )
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_19.19.7_134_zpscwe5zagx.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_19.20.8_580_zps3kfbg979.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_19.18.49_42_zpsintyqolo.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_18.35.37_505_zpsumwdjxm8.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_18.30.39_406_zps36mdb20k.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_18.29.31_640_zpsluhntlvi.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_18.30.4_243_zpsvod97see.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_18.29.20_379_zpsppbckc1d.jpg
A Wise New U-Boat Type IXC/40 Under Ice:
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_17.6.16_515_zps9n3wgn8g.jpg
Another Stuck mikey117us Flower Class Corvette "The Cruel Sea" Mod Stuck in Pack Ice:
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3Img24-5-2017_18.29.57_12_zpsgji7d0iq.jpg
I need to Fine Tune 3D Models and Sizes to get a coverage that is passable for ships if encountered but U-Boats Technically would go around the long way to avoid Torpedo door jamming, dive plane, rudder and prop damage.
This as a mod is very easy to use if there are scripted icebergs in the scripted campaign they overwrite them and add the drift ice. Kendras if you can think of other things and create them this could be a good collaboration mod. I like the thought completely.

Kendras
05-26-17, 09:29 AM
I like the idea of large ice fields ! :yep:

Hitman
05-28-17, 09:12 AM
Man that looks so awesome!!!! :ping::salute:

ivanov.ruslan
05-28-17, 10:33 PM
I almost forgot :03: ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/BRETT25/B25_ConningTower_Arctic.7z

Kendras
05-29-17, 12:07 PM
I've found a sound to add to the icefields : http://www.hnsa.org/wp-content/uploads/2014/07/track19.mp3

mikey117us
05-30-17, 11:50 AM
@Kendras been experiencing CTDs in Beta testing of Ice Fields. Only during an increase in size of ice fields to larger than those in the screenshots. To me it would seem better that they remain as they are
As depicted in the screenshots ( for now ). Other anomalies experienced: inability of the game engine to recognize an obvious ship 5000m away as the size of an iceberg 3D model now with Drift Ice has a footprint of several thousand meters. Remedy would be to attach the ice as a child node to the model in s3d. This resulted in the ice rising and falling many meters out of the water as the icebergs rise and fall, therefore undesirable. Ships become stuck in drift ice. And as expected Torpedos detonate at about 1/2 there initial run. I will Therefore this week upload a BETA version for testing purposes in this thread. I Use GWX and have two single missions Ice ice baby I and II I use them for Beta testing, maybe someone could test in a campaign too. Stay tuned for Beta mod.

Anvar1061
05-30-17, 02:11 PM
Stay tuned for Beta mod.http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

mikey117us
06-06-17, 05:45 PM
*DRIFT ICE BETA*
TESTERS WANTED!
https://www.mediafire.com/?hx3aa2zklm34r14

Hello Fans of Kendras Thread Winter Mods!
As seen in Screenshots I had a WIP of Ice Floes added to the Iceberg models.
No further work can proceed until Beta Testing by others in this thread can report in results and CTDs. ( Please read Readme txt ) CTDs can happen if RAM like my machine is not to the required 8gb. ( I only have 6gb! ) my resource monitor is showing SH3*32.exe pegged at betwen 3.6 and 3.7gb at the time of CTD. ( usually at a sound event, torpedo impact, or using the Crew Management GUI ).
My desire is that anyone has these same results but with a Machine with better resources than I, can let me know and a remedy Beta version will then be Uploaded until the right combination of large footprint Ice Floe, Drift Ice, Iceberg models is attained.
*Known Anomalies: AI Ships Stuck in Ice. It can take minutes or up to one hour real time in some cases for AI to release itself from an Ice Hazard. In this Beta Version this time is now reduced but in the modified GWX 3.0 Single Mission Ice Ice Baby 1, Th convoy and the U-boat may spawn at a different location than the waypoints.
Single Mission has ( or should ) Vanilla ships ( as per GWX 3.0 gold ) if not may not even load for you. ( errant ship could be His Majesty's Trawler/ASW Trawler ) Escorts are V&W Destroyers and a Black Swan Class Frigate.
This mission had over 35 Icebergs in it. I greatly reduced this number to relieve the strain on my resources, however it did not really change my CTDs.
Ice Hazard and Damage. Yes the Icebergs are Collisionable Objects, the ice around them in Drift form can mess up your Boat. Thinner single plane Ice floe is safe to dive/surface, and use periscope. I hunt at 18m Depth and use my Sky/night observation periscope for low ice, or free of ice conditions to surface or to attack.
Use of 1WO to carry out his duties as weapon officer and render assistance. You will see the word (null) alot in your periscope and lock on is impossible, as the iceberg models are many kilometers in size now an obvious ship even at close range cannot be locked onto watch for Ice Free Patches. Those that use Manual Targeting should shoot in an Ice Void patch of sea after identification, speed and range estimates done in an Ice Hazard double check these estimates. Your Torpedoes can and will detonate because of the ice if not all of it is observed at longer range, Set the Depth at 5-6m for larger Merchants and Tankers and 3mfor escorts and let the enemy manoeuvre to your chosen ice free patch. Escorts Hunting ability and ASDIC Performance is reduced. ( so is the Hydrophone be aware of this those that use manual targeting and speed estimates of ships based on hyrdrophone all-around- listening and timing the screws per minute/ degrees of travel on the Hydrophone ) Please read the read me, and let me correct the beta soon if necessary Thanks!

Anvar1061
06-08-17, 09:19 AM
@mikey117us https://pp.userapi.com/c837738/v837738649/3f049/B0SdkG98rSo.jpghttps://pp.userapi.com/c837738/v837738649/3f052/qsPRlomdGtY.jpghttps://pp.userapi.com/c837738/v837738649/3f05b/ex2H2Jds7dA.jpghttps://pp.userapi.com/c837738/v837738649/3f148/3wU00UcOv08.jpg

mikey117us
06-08-17, 03:44 PM
@anvar1061 Thank You !
All input welcome! Looking good, wanting others reports I hope soon.
Meanwhile,,,,,,,I wait for a stick of ram,
A general update forthcoming after its arrival and install. I must remember now this is Beta only not general release, wait for general release and updated readme for terms related to mod and useage. I must also make a new ice texture. Currently the ice texture is not mine, it's use is temporary and will be replaced. Easter Eggs will be added to the Final Mod. @kendras icebergs have an audible hydrophone sound but no .dsd files.

ivanov.ruslan
06-08-17, 10:31 PM
Realy nice!:up:

gap
06-09-17, 01:48 AM
*DRIFT ICE BETA*

Very atmospheric mod mikey, well done! :Kaleun_Applaud:

I've found a sound to add to the icefields : http://www.hnsa.org/wp-content/uploads/2014/07/track19.mp3

Nice sound effect, but that engine background noise needs to be filtered. Two more ice cracking effects:

https://www.youtube.com/watch?v=N_YwYBny9BA
Above the surface

https://www.youtube.com/watch?v=t3v0UzYDV3o
Underwater

Possibly, two or more sound effects can be combined on the same model or on separate models, for adding more variety :03:

...anomalies experienced: inability of the game engine to recognize an obvious ship 5000m away as the size of an iceberg 3D model now with Drift Ice has a footprint of several thousand meters. Remedy would be to attach the ice as a child node to the model in s3d. This resulted in the ice rising and falling many meters out of the water as the icebergs rise and fall, therefore undesirable

IIRC there should be a floating object controller. You could try and attach it to each child node, or you could place drift ice models -each with its own FloatingObject controller- in a library file, and attach them to the main iceberg unit through an eqp file. :hmm2:


This mission had over 35 Icebergs in it. I greatly reduced this number to relieve the strain on my resources, however it did not really change my CTDs

To reduce strain on our machines, you could split complex ice patch models into a few basic meshes, and reiterate/combine them over and over. If you manage setting ice floes as equipments, you can link the same model multiple times (as if it was a gun). Otherwise, if the ice floes must be stored in the same file as the main iceber gunit, you could add many child nodes to it, and specify for all of them the same model Id (this way you import each basic element only once) :yep:

the_frog
06-09-17, 11:55 AM
To reduce strain on our machines, you could split complex ice patch models into a few basic meshes, and reiterate/combine them over and over. If you manage setting ice floes as equipments, you can link the same model multiple times (as if it was a gun). Otherwise, if the ice floes must be stored in the same file as the main iceber gunit, you could add many child nodes to it, and specify for all of them the same model Id (this way you import each basic element only once) :yep:

The multi instance approach takes much load from the game engine. Strongly recommended !!! :yep:

mikey117us
06-09-17, 02:18 PM
@Gap & @The_Frog
Thank you for Input. I know of model instancing in other gaming platforms, it had not crossed my mind as necessary when the concept was arrived at in the summer of 2016. Now it is absolutely IN THE WORKS! ( 3 individual .dat, .sim , .zon files in Library Folder ) I will attach to the .eqp file as cfg#x01, x02, etc. and beta test performance as of this post. Update Pending.

the_frog
06-09-17, 02:54 PM
Probably, working with separate library files is more complicated than just having copies of models within one *.dat file. Examples you can find in the seaforts by privateer (see GWX; I think these were the first items using that technique) or the directors, boats, bridge equipment in the *.dat files of Southhampton and Fiji I did recently.

gap
06-09-17, 03:12 PM
Probably, working with separate library files is more complicated than just having copies of models within one *.dat file. Examples you can find in the seaforts by privateer (see GWX; I think these were the first items using that technique) or the directors, boats, bridge equipment in the *.dat files of Southhampton and Fiji I did recently.

A bit more complicated, yes, but there is an advantage in having single ice floes in a library file: if need be, you can link them to more than one ice patch "unit" without need of reimporting them in multiple dat files. I.e. even lesser burden for our systems :yep:

the_frog
06-09-17, 03:15 PM
Right, and it offers the opportunity of having different types of ice floes by simply re-combining them.

mikey117us
06-09-17, 03:20 PM
Another Item yet to address. When Drift Ice collides with any part of another iceberg model and nodes. Damage is spawning numerous Lifeboats and Debris. I need to set up something in the Zone file to give the Iceberg damage its own unique ice looking debris separate and non-interfering with other Ships Damage. Possible? Not worried quite yet building a new Beta version but in the future.

gap
06-09-17, 03:42 PM
Right, and it offers the opportunity of having different types of ice floes by simply re-combining them.

Exactly :up:

Another Item yet to address. When Drift Ice collides with any part of another iceberg model and nodes. Damage is spawning numerous Lifeboats and Debris. I need to set up something in the Zone file to give the Iceberg damage its own unique ice looking debris separate and non-interfering with other Ships Damage. Possible? Not worried quite yet building a new Beta version but in the future.

Lifeboats only spawn when an unit is destroyed. For drift ice not to spawn them, you should make them undestroyable. Either remove damage boxes from their collisionable object controller (but not collision spheres, otherwise the will become uncollisionable!), or give them an extremely high number of hit points. There might be other methods to solve the issue, but those are the first ones coming to my mind.

Anvar1061
06-10-17, 07:29 AM
@mikey117us

After some tests with icebergs, I get CTD.
Win7x64 8 Gb RAM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
I have too many icebergs. I'll wait for the final version.

mikey117us
06-10-17, 01:45 PM
I am testing a new library.dat file and surrounding the icebergs with different models using Placement. Also simplified drift ice models will be made. I tried.eqp as well. The placement approach and .eqp approach work the same. Placement is the easiest to manage. Until I lighten the drift ice load the CTDs will occur.

mikey117us
06-25-17, 12:44 AM
Stand by for update! Minor Tweaks to the Beta Mod only left to do.Stable Version Up and Running! NO CTDs Encountered Thus Far! And, in several Environments, and MOD Soup, GWZ 16km. MEP V5 with Green Water. MEP v6. Here is my MOD LIST for the Stable Version Beta Test:
Elite U-Boat Binoculars with Missing Binocular Fix
Hollywood_part_2
Rubini´s Underwater dust&plancton v1_no blur
Sh3_volumetric_clouds&fog_V2.2
Torpedo damage Final ver2.0
1 Torpedo 1 ship
Aces' Modified Headphones
Compulsory U-boat Headdress - GWX Expansion
Bearded faces
Merchant_fleet_Mod_3.3-Improved
LifeBoats&Debris_v4
Wooden_Lifeboats_Mod_1.1
Rowers_for_LifeBoats&Debris_v3B
Rbs1_SH4_Effects_GWX_30_71
Rbs10-enhancedoilexplosion
Rbs2-Forsoundsandstarshells
Rbs3withlifeboat
Materials_Test
Materials_Test_II
Frog_all-in-one_ships
Z_Southampton_Fiji_mod
EnvSimAct_10
DD_OH_V3.09_20091209162038
Depthcharge Shake v2.01
DD_OH_V3.09_ConningDeckCam_Fix_20091210230737
DD_OH_V3.09_Fix_for_NVD_DC_Shake_001
TKSS18_Turms-Fixed U-Boats Compilation
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
KM_Trop_Winter
M.E.P v6
Optional - FSF for MEP v6
Optional - ShipVanishingHull for MEP v6
sobers 3d waves
M.E.P v6 - VisualSensors for GWX3 TKSS18
U-255_artic_early
Z_NCO_Flower_The Cruel Sea Mod
Z_Ice_Beta_v.9b
Z_Ahnenerbe WideGui 1920 x 1080 Final
Beta Release in the Next 24-48 hrs. Thanks:Kaleun_Salute:
http://i.imgur.com/E4PRkoV.jpg

Kendras
06-25-17, 03:16 AM
Looks good. ! :up: I can create the sound to attach to the ice pack unit if you want.

HanSolo78
06-25-17, 06:59 AM
Looks good! :Kaleun_Applaud:

What about an improved texture?


If you need animals... I have some penguins ;)

Kendras
06-25-17, 08:48 AM
If you need animals... I have some penguins ;)

Do you have a pic of them ? :)

mikey117us
06-25-17, 10:11 AM
Penguins are in Antarctica, not Arctic. I Have a Polar Bear model in .obj ,model is from the internet but no textures. I have fully intended to include it ( after texturing ) in a final release.

mikey117us
06-28-17, 08:31 PM
Stable Beta Wip for testing.
A little late but I have had a very stable running Beta mod for at least 72 hours.
Your testing again needed.
http://www.mediafire.com/file/cf227uht84mgga7/Z_Ice_Beta_v.9b.zip
http://i.imgur.com/sWOtB5l.jpg

Kendras
06-29-17, 02:40 AM
The mission loads, I'm in my submarine, and the game crashes immediatly ...

mikey117us
06-29-17, 08:52 AM
If you have the single missions Ice ice baby, in your game disable the mod, open data, remove SingleMission folder. Try again.

Kendras
06-29-17, 11:55 AM
If you have the single missions Ice ice baby, in your game disable the mod, open data, remove SingleMission folder. Try again.

Yes, it works without your mod.

mikey117us
06-29-17, 12:56 PM
will wait for screenshots, and more reports! or CTDs from others! If it is stable.

Anvar1061
07-05-17, 09:17 AM
will wait for screenshots, and more reports! or CTDs from others! If it is stable.

I always get CTD!
http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

mikey117us
07-05-17, 10:22 AM
It is very strange, after a fresh installation of SHIII 1.4b + GWX 3.0 it worked many times in the single mission. After working on a ship model and many, beta tests without drift ice beta, i decided to use drift ice beta. And now CTDs also. Taking a break from Ice, but will return soon with new files to test.

brett25
07-05-17, 04:27 PM
Hi I did a bunch of winter mods, mainly snowy
terrains and the conning tower covered in various degrees of icing. As far as I know the only place they can be found is Maik's archive under my name "brett25" good luck

edit: look here, scroll down to bottom you will see the coning tower mod

http://shmf.larsbundgaard.dk/index.php?topic=396.0

mikey117us
07-05-17, 10:03 PM
Cool, I will check it out. I'm sure Kendras would think sooner or later that shaping the Waterstream materials into icicles, and slowing them way down to grow icicles could be possible? Attaching nodes to the models exposed surfaces and guns would be nice eye candy. Having them reset after diving would be cool. The other way is individual models on the turm like you did. On radio cables guns etc. and visible underwater=false. could be as date files. Unless Labrador Coast, greenland and the Arctic Seas were being patrolled my guess it might be too much winter for some players? I like it for a Campaign I want to finish in the Arctic bases of Finnmark operating against PQ convoys, and the four to six, Vladivostok-Arkangelesk Convoys in the two summer months the Kara Sea is Ice Free.