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FUBAR295
06-03-20, 08:57 AM
You can’t start career Directly in flotilla 1...you have to start career via Training flotilla, and only type II available here is IIB (don’t have IIA)
I’m using SH3 Commander with Ccom12, and there are some special files to put in there...


Fifi,

Thank you for the explanation ... I will look SH3 Cmdr. I am certain I used the SH3 Commander file that came with the CCoM zip file. I will reinstall just to be sure.

Good hunting,
FUBAR295

Aquelarrefox
06-03-20, 02:49 PM
Thanks Fifi, but I do not have GUC installed on CCoM and that issue is still there.

Good hunting,
FUBAR295
i bealive you were using guc

FUBAR295
06-03-20, 02:55 PM
i bealive you were using guc

No ... I removed it as there are other small issues, though minor, just not worth looking into to fix.

I tried the Type IIA without GUC with a balnk campaign file and had the turm issue.

Good hunting,
FUBAR295

Fifi
06-03-20, 02:59 PM
I’m afraid you have an issue on your side, as i know Rowi wouldn’t have released Ccom with a turm issue...maybe a new scratch install would solve it?
Don’t forget to install SH3 Cmdr and its files

FUBAR295
06-03-20, 03:58 PM
I’m afraid you have an issue on your side, as i know Rowi wouldn’t have released Ccom with a turm issue...maybe a new scratch install would solve it?
Don’t forget to install SH3 Cmdr and its files

You are more than correct that doing a new install will fix the issue.

I agree, that Rowi would not have released a mod with kind of issue.

I will also reinstall SH3 Commander. :up:

Good hunting,
FUBAR295

RickSarg
06-03-20, 05:49 PM
My issue was a conflict between my game Basic.cfg and the Basic.cfg installed by commander which I have now corrected.


Rick

Anvar1061
06-11-20, 02:10 AM
I recently met this unsuccessful "Fix for CCoM12". https://www.subsim.com/radioroom/showpost.php?p=2675613&postcount=1
I suggest once again to look at your notes and share what you fixed. To not do the job twice.

Anvar1061
06-11-20, 02:24 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.mediafire.com/file/f5ulw834jwbb817/Fix_CCoM12.0.7z/file

Doolar
06-13-20, 09:58 AM
:Kaleun_Cheers: finally got around to installing CCoM12, WOW, very nice and a very easy job to do. I have been playing GWX3 since I began playing SHIII and have modded that up pretty good. I felt like a new look, so CCoM12 was it. Other Super Mods were considered. I've now on my 3rd day of my test drive and all is good. Couple of saves and reloads, couple of long pause's and running higher (then what I use), time compression's. Love it. I will admit, that I made my first run to AO83 without torpedoes. Then I remembered reading about that. But anyway, just wanted to say, its worth give'n this a try, you be glad you did. Here is my mods list, any suggestions are welcome. Also if I use, "CCoM_RadioMessages_English", do I need "CCoM_CaptainsChoiceOfMods_Update_GROSS-FUNK_120". Not really sure if CCoM_CaptainsChoiceOfMods_Update_GROSS-FUNK_120 is necessary if I play in English.
thanx (Jerry) Doolar CA45



eneric Mod Enabler - v2.6.0.157
[D:\SilentHunterIII-CCoM\MODS]

CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120
CCoM_CaptainsChoiceOfMods_Update_GROSS-FUNK_120
CCoM_CaptainsChoiceOfMods_Update_Ohne-Orden_120
CCoM_ExtentedChallengeBlackContacts
CCoM_RadioMessages_English
Ccom_New_Antenna&Guns
Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE

Fifi
06-13-20, 10:24 AM
:Kaleun_Cheers: finally got around to installing CCoM12, WOW, very nice and a very easy job to do. I have been playing GWX3 since I began playing SHIII and have modded that up pretty good. I felt like a new look, so CCoM12 was it. Other Super Mods were considered. I've now on my 3rd day of my test drive and all is good. Couple of saves and reloads, couple of long pause's and running higher (then what I use), time compression's. Love it. I will admit, that I made my first run to AO83 without torpedoes. Then I remembered reading about that. But anyway, just wanted to say, its worth give'n this a try, you be glad you did. Here is my mods list, any suggestions are welcome. Also if I use, "CCoM_RadioMessages_English", do I need "CCoM_CaptainsChoiceOfMods_Update_GROSS-FUNK_120". Not really sure if CCoM_CaptainsChoiceOfMods_Update_GROSS-FUNK_120 is necessary if I play in English.
thanx (Jerry) Doolar CA45



eneric Mod Enabler - v2.6.0.157
[D:\SilentHunterIII-CCoM\MODS]

CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120
CCoM_CaptainsChoiceOfMods_Update_GROSS-FUNK_120
CCoM_CaptainsChoiceOfMods_Update_Ohne-Orden_120
CCoM_ExtentedChallengeBlackContacts
CCoM_RadioMessages_English
Ccom_New_Antenna&Guns
Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE

Hi mate, you can replace your Ccom_RadioMessage_English by this mod: https://www.subsim.com/radioroom/showpost.php?p=2670197&postcount=8

You’ll have then full radio messages in english...it’s a traduction of GrossFunk :up:

You’ll see Ccom12 is awesome mod, my favorite with NYGM :yep:
But don’t try to use the German Compilation U-Boat with it: CTD for sure...
Be careful with planes! They are deadly!
That’s the only mod that render the planes threat so well to me.
Gute Jagd :salute:

Doolar
06-18-20, 11:00 PM
If this post is in the wrong place, sorry. Please redirect. I don't have technical question or modding question. I have a CCoM12 gameplay question :
OK, I've been playing around with CCoM12 for about a week. Loving it. After forgetting torpedoes on my first attempt at a career. I completely restarted from scratch, I know, but hey I’m a newbie at CCoM12, I needed a do-over, but anyway ..... Now I'm about 25km east of Bornholm as instructed. looking for 2 target ships. How do I ID the target ships ? There are 3 Russian warships very close, We are about 25km east of Bornholm. Not sure what I'm looking for. Are they marked. Hey, sorry if this is covered somewhere, but my search has come up empty.
thanx

Fifi
06-19-20, 12:17 AM
If this post is in the wrong place, sorry. Please redirect. I don't have technical question or modding question. I have a CCoM12 gameplay question :
OK, I've been playing around with CCoM12 for about a week. Loving it. After forgetting torpedoes on my first attempt at a career. I completely restarted from scratch, I know, but hey I’m a newbie at CCoM12, I needed a do-over, but anyway ..... Now I'm about 25km east of Bornholm as instructed. looking for 2 target ships. How do I ID the target ships ? There are 3 Russian warships very close, We are about 25km east of Bornholm. Not sure what I'm looking for. Are they marked. Hey, sorry if this is covered somewhere, but my search has come up empty.
thanx

I usually skip this starting part, but the targets are only merchants stationary :yep:
I think it’s the same in LSH3, Ccom has been built on this base.

xero.luck
07-01-20, 03:15 PM
If this post is in the wrong place, sorry. Please redirect. I don't have technical question or modding question. I have a CCoM12 gameplay question :
OK, I've been playing around with CCoM12 for about a week. Loving it. After forgetting torpedoes on my first attempt at a career. I completely restarted from scratch, I know, but hey I’m a newbie at CCoM12, I needed a do-over, but anyway ..... Now I'm about 25km east of Bornholm as instructed. looking for 2 target ships. How do I ID the target ships ? There are 3 Russian warships very close, We are about 25km east of Bornholm. Not sure what I'm looking for. Are they marked. Hey, sorry if this is covered somewhere, but my search has come up empty.
thanx

I had the same question - was almost ready to just fire on the 3 ships, but then spotted the two stationary ships just north. Also I forgot torpedos, so nobody was in any danger:)

RickSarg
07-01-20, 05:04 PM
HSie's Periscope Fix doesn't seam to work with CCoM 12, Has anyone noticed this too?

Rick

midnightcrisis
07-23-20, 12:37 AM
Big Thump up for this Mod!:Kaleun_Thumbs_Up::Kaleun_Salute:

I tested different Mega- Mods the last years but this one is the finest solution of many, many experiences...

Allerdings muß ich gestehen, daß ich den TKSS18- Mod von Ahnenerbe mit eingebaut habe.

It works realy fine:yeah:

Now i'm look for a improved waterspray - Mod (like WAC 5.1 or Dark Waters/SH4)

Keep up your good working and many thanks for this CCoM-Mod.

Fifi
07-23-20, 01:42 AM
Big Thump up for this Mod!:Kaleun_Thumbs_Up::Kaleun_Salute:

I tested different Mega- Mods the last years but this one is the finest solution of many, many experiences...

Allerdings muß ich gestehen, daß ich den TKSS18- Mod von Ahnenerbe mit eingebaut habe.

It works realy fine:yeah:

Now i'm look for a improved waterspray - Mod (like WAC 5.1 or Dark Waters/SH4)

Keep up your good working and many thanks for this CCoM-Mod.

Welcome back!
Unfortunately you won’t find a water spray mod for Ccom...
But check your PM :up:

RickSarg
07-23-20, 05:25 AM
Big Thump up for this Mod!:Kaleun_Thumbs_Up::Kaleun_Salute:

I tested different Mega- Mods the last years but this one is the finest solution of many, many experiences...

Allerdings muß ich gestehen, daß ich den TKSS18- Mod von Ahnenerbe mit eingebaut habe.

It works realy fine:yeah:

Now i'm look for a improved waterspray - Mod (like WAC 5.1 or Dark Waters/SH4)

Keep up your good working and many thanks for this CCoM-Mod.

I downloaded this mod: http://brat01.mybb.by/viewtopic.php?id=197&p=17#p93556 and just deleted the submarine folder. I now get the splashing over the conning tower with the original waterstreams from CCoM. The Submarine waterstreams from this mod would need a lot of work to get it working with CCoM

Rick

midnightcrisis
07-23-20, 11:34 AM
Welcome back!
Unfortunately you won’t find a water spray mod for Ccom...
But check your PM :up:

Merci:up:

Aktungbby
07-23-20, 11:39 AM
midnightcrisis!:Kaleun_Salute: after a 5 year silent run!:up:

midnightcrisis
07-23-20, 02:11 PM
midnightcrisis!:Kaleun_Salute: after a 5 year silent run!:up:

Yeah man!

But i've reading a lot in these forums. :D

Doolar
07-25-20, 05:44 PM
I was just poking around this morning and found this mod for "CCoM 12. It's called TAM 2.01 +UCS 3.01 kombi with WS-GUI". The readme was in German, I can figure that out but it was very brief, so I don't think it would explain what this mod does ... thanx

a-kermit
07-26-20, 03:48 PM
I was just poking around this morning and found this mod for "CCoM 12. It's called TAM 2.01 +UCS 3.01 kombi with WS-GUI". The readme was in German, I can figure that out but it was very brief, so I don't think it would explain what this mod does ... thanx

Moin, moin ...

TAM = depth-dependent messages. There I deactivated the standard depth messages and added new ones from films, plus some specific ones. UCS = User Command Sound, because I added missing sounds for TDC, UZO, Bulkheads, Flags,Radar,Periscope etc., with a special mechanism that I worked out for it. that's roughly the content.
.... mfG ...Kermit

Fifi
12-17-20, 03:30 AM
Are there some Ccom12 lovers around? :06:

Kal_Maximus_U669
12-17-20, 05:27 AM
Are there some Ccom12 lovers around? :06:

Hi Fifi here is one of the mods that should be in Onealex mod I really like already trying in Wac and CCom I find Kermit's work really good:saluer:

Fifi
12-17-20, 05:44 AM
Hi Fifi here is one of the mods that should be in Onealex mod I really like already trying in Wac and CCom I find Kermit's work really good:saluer:

...was made by Rowi if my old memory still active :hmmm:
Anyway, working on new environment mod for Ccom12 (that should work also for Ccom11) much more accurate to me, introducing also Rubini awesome volumetric clouds ...
Stay tuned

Anvar1061
12-17-20, 08:46 AM
One of the best (after GWR)

Doolar
12-17-20, 08:51 AM
GREAT !! Can't wait Fifi, and yes I'm a CC0M12 fan. The environment did bother me a bit, like the very large sun and moon. But what the heck.

Fifi
12-17-20, 12:29 PM
Here you go, new environment for Ccom: https://www.mediafire.com/file/i7fyeln2e455zrd/Ccom_New_Environment.7z/file

Activate last.
- raised 15ms waves to get more storm feeling
- imported Rubini volumetric clouds (they appear randomly ...or not. But not instantly)
- nights are darker
- moon light adjusted
- Sea color adjusted

Moon and sun are same size as before, sorry Doolar :D

:Kaleun_Salute:

FUBAR295
12-17-20, 01:51 PM
Here you go, new environment for Ccom: https://www.mediafire.com/file/i7fyeln2e455zrd/Ccom_New_Environment.7z/file

Activate last.
- raised 15ms waves to get more storm feeling
- imported Rubini volumetric clouds (they appear randomly ...or not. But not instantly)
- nights are darker
- moon light adjusted
- Sea color adjusted

Moon and sun are same size as before, sorry Doolar :D

:Kaleun_Salute:

Looks like a excellent addition. Thank you!:Kaleun_Thumbs_Up:

Good hunting,
FUBAR295

John Pancoast
12-17-20, 02:13 PM
Here you go, new environment for Ccom: https://www.mediafire.com/file/i7fyeln2e455zrd/Ccom_New_Environment.7z/file

Activate last.
- raised 15ms waves to get more storm feeling
- imported Rubini volumetric clouds (they appear randomly ...or not. But not instantly)
- nights are darker
- moon light adjusted
- Sea color adjusted

Moon and sun are same size as before, sorry Doolar :D

:Kaleun_Salute:

:up: How do the ships/sub and sensors handle the larger waves ?

Fifi
12-17-20, 02:17 PM
:up: How do the ships/sub and sensors handle the larger waves ?

Seem without problems.
They are not doubled anyway, just a bit increased.

John Pancoast
12-17-20, 04:26 PM
Seem without problems.
They are not doubled anyway, just a bit increased.

:salute:

Doolar
12-18-20, 11:57 AM
No problem Fifi, the sun and moon sizes aren't a deal breaker for me ... and thanx

Kal_Maximus_U669
12-18-20, 02:45 PM
Hi Fifi CcoM 12 was in the corner of my office

[MODS]
CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC=1
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120=2
Ccom_ATM_BlueWater=3
Carotio_SH3_Seafloormod - 256mb=4
Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel=5
Supplement to V16B1 (JSGME)=6
O2-Gauges v2=7
Sound for CCoM 1.03 from Poul=8
TAM 2.01 + UCS 3.01 Kombi (CCoM 12.0 mit WS-GUI )=9

i think i will try your mods :

Fifi
12-18-20, 05:15 PM
Hi Fifi CcoM 12 was in the corner of my office

[MODS]
CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC=1
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120=2
Ccom_ATM_BlueWater=3
Carotio_SH3_Seafloormod - 256mb=4
Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel=5
Supplement to V16B1 (JSGME)=6
O2-Gauges v2=7
Sound for CCoM 1.03 from Poul=8
TAM 2.01 + UCS 3.01 Kombi (CCoM 12.0 mit WS-GUI )=9

i think i will try your mods :

If so, get rid of ATM blue water...
And if you didn’t know, there is a full map for Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel, available here: http://www.mediafire.com/file/3lzs545xq1jmxhj/Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1_-_12_-_FULL_MAP_UPDATE.7z/file
It’s a Tycho patch, like for ARB gui.

Mad Mardigan
12-19-20, 07:34 PM
Just started to get this (CCoM v12) set up, and am having some.... fun... getting it finalized.

Main thing is, initial set up of SH3, I set it to open up in full screen & no problems there.

I set up the base mod, setting up the h.sie options up, before activating that. I tested it in training... & when I rang up for flank speed & checked the periscope... it did NOT go back down as it should.

So... what do I do to resolve that issue... & I have all the boxes check marked, just as I do, what with LSH3-2015 (& periscope goes down when I am going flank ahead in it...).

2nd issue have run into, is with attempting to activate the

'Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel'

On activating it, I checked the h.sie options & recheck marked all as before, as for some reason, it ended up being unchecked except for the '4GB patch' & 'move 1WO to Bridge'.

After activating & double checking the h.sie options, I end up getting the message of

'can not initialize 3D engine' error popping up.

Mod list is as follows:

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH3\CCoM-v12\MODS]

CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120
CCoM_CaptainsChoiceOfMods_Update_Ohne-Orden_120
Fix_Catalina_CCOM12
Ccom_New_Antenna&Guns
CCoM v12-Harder escorts from NYGM
CCoM_RadioMessages_English
O2-Gauges v2
Ccom_New_Environment
SH-5 Water for SH-3 20 Km V84
SH-5 Water for SH-3 Bigger Sun v2
Stream_BlueWater
Sober's 3D waves mod

M. M.

:Kaleun_Salute:

p.s.

Monitor I have, is a HP LV2011, with res of 16x9

Fifi
12-20-20, 02:04 AM
Make sure your wanted speed to down the periscope is correctly set in the Hsie.ini file (main game folder, open with notepad)

As to Hsie options disappearing after activating all mods, it’s because you have other SH3.exe somewhere in a mod that overwrite the one you checked options...
Best is to have only one SH3.exe in main folder and delete the other (s).
Check all mods and see where is hidden the culprit...

Last, if you want to fully enjoy Ccom, you should not have the last 4 mods, all overwriting the environment folder and scene.dat … and probably messing up original Ccom distances & sensors interactions; but that’s only my opinion :03:

Don’t forget there is a full map mod available somewhere, if you are using the nice Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel

:Kaleun_Salute:

Anvar1061
12-20-20, 02:18 AM
'can not initialize 3D engine'
Set the minimum desktop resolution or video card settings https://www.subsim.com/radioroom/showpost.php?p=2714508&postcount=10

Mad Mardigan
12-20-20, 03:58 AM
Make sure your wanted speed to down the periscope is correctly set in the Hsie.ini file (main game folder, open with notepad)

As to Hsie options disappearing after activating all mods, it’s because you have other SH3.exe somewhere in a mod that overwrite the one you checked options...
Best is to have only one SH3.exe in main folder and delete the other (s).
Check all mods and see where is hidden the culprit...

Last, if you want to fully enjoy Ccom, you should not have the last 4 mods, all overwriting the environment folder and scene.dat … and probably messing up original Ccom distances & sensors interactions; but that’s only my opinion :03:

Don’t forget there is a full map mod available somewhere, if you are using the nice Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel

:Kaleun_Salute:

You meaning this:

Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE

:hmmm:

M. M.

:Kaleun_Salute:

Mad Mardigan
12-20-20, 04:01 AM
Set the minimum desktop resolution or video card settings https://www.subsim.com/radioroom/showpost.php?p=2714508&postcount=10

I checked on that 'Setting "Perform Scaling on:" to GPU from display' & it is already set that way.

So... now what.? :hmmm:

Am gonna grab some shut eye & approach this, rested & after slugging down some 'mud' aka java... aka coffee

:yep:

M. M.

:Kaleun_Salute:

Anvar1061
12-20-20, 04:21 AM
I checked on that 'Setting "Perform Scaling on:" to GPU from display' & it is already set that way.

So... now what.? :hmmm:

Am gonna grab some shut eye & approach this, rested & after slugging down some 'mud' aka java... aka coffee

:yep:

M. M.

:Kaleun_Salute:
"Silent Hunter 3 "Can not initialise 3D engine" error fix Site: www.subsim.com"
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://steamcommunity.com/app/15210/discussions/0/1727575977590988870/

Fifi
12-20-20, 04:47 AM
You meaning this:

Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE

:hmmm:

M. M.

:Kaleun_Salute:

Yes

Mad Mardigan
12-20-20, 04:23 PM
Make sure your wanted speed to down the periscope is correctly set in the Hsie.ini file (main game folder, open with notepad)

Ok, went into that & double checked the settings... minimum was 4.5 & max was set at 7. As I know of it, that is the same as what is in the config set up with LSH3 & it works as it should. I hit 7+ knots and the scope won't stay up in LSH3.

Now, with testing CCoM, using the nav training, right after submerging, as instructed, speed was 8 knots, I checked the periscope &... it did not retract as it should have, like it did with LSH3.

As to Hsie options disappearing after activating all mods, it’s because you have other SH3.exe somewhere in a mod that overwrite the one you checked options... Best is to have only one SH3.exe in main folder and delete the other (s).
Check all mods and see where is hidden the culprit...

Went through each & every folder in the set up... & only 2 folders have any sh3.exe's in them

1. CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC

2. Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel

#1. apparently needs that SH3.exe, in it, for it to function. Tried removing it & got message saying no sh3.3xe found or some such, when I went to use the h.sie option selector.

#2., have no idea what to do with this, as I found something like... 3, in this folder. Folder is set up as follows:

data(folder)
Sh3 Patcher (folder 2 sh3.exe's located in that folder, in addition to the patcher)
d3d9.dll (app extension)
d3d9 (config settings)
sh3.exe (3rd one in the folder, total.)


Last, if you want to fully enjoy Ccom, you should not have the last 4 mods, all overwriting the environment folder and scene.dat … and probably messing up original Ccom distances & sensors interactions; but that’s only my opinion :03:

I cleared out those mods mentioned, went into doc's & deleted the save game folder, before attempting to rerun SH3.. with the WS-GUI folder added in. Same end results last night.

Have wiped the whole shebang out & going for a fresh install... the SH3
copy I was using was 1 from Steam, BUT.. had used SFSF to 'divorce' it from steam... looking into it, somehow it had a MODS folder in there.. & in that folder, somehow LSH3-2015 Full was sitting in there... so no idea if that was causing issues or not. I've since abandoned using that copy & am using 1 from Ubi, that I have now.

Don’t forget there is a full map mod available somewhere, if you are using the nice Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel
I have that downloaded, but... if not mistaken, seem to recall something about needing to have Tychopatch applied for it to run & it mentioned before doing the tychopatch, to have h.sie done & Stiebler's h.sie addendum patch (if intended to use that 1) done 1st before running tycho's patch... again, as I understand all that... if not, then by all means show me where I am, please.

:Kaleun_Salute:

As it stands, have the Ubi copy of SH3 set up, followed the directions to this point of SH3Cmdr set up... & fixing to proceed the rest of the install from that point... following the instructions found in the C. document of set up for this mega...

M. M.

:Kaleun_Salute:

Mad Mardigan
12-20-20, 05:09 PM
Edit, from original post...

Ugh... what a major pain...

Ok, it took some finagling... BUT...

I got past getting the WS GUI mod that came with CCoM to work upon activation... & solved that bloody error popping up of 'can not initialize 3D engine' that kept popping up, when I went to start up CCoM SH3, after activating that WS mod. :D

Craziness of it all, was... taking the exe, after running the main mod 1st, slapping it into the sh3 patcher, located in the WS GUI mod, running that then locating & deleting that other sh3.exe in the main folder, replacing it with the sh3.exe I created then sliding the patcher folder out of it... all BEFORE activation. Add to that, of going into the control panel & in the section for 'change resolution' & then having in that area, of creating a '1920x1080' setting... then activating that.

&... the rest as they say, is history. It works now...

Now, am wondering, if I go into the control panel & create (even though My native resolution is there... a 16x9 set up, select that... then go into the d3d9 config file & change the res there to My native res... :hmmm:

As is, everything with running this in 1920x1080, is way small as all get out... & I already have enough issues as it is with My eyesight. :D

M. M.

:Kaleun_Salute:

Ok, in control panel, would NOT allow Me to create another res profile, so... I tried with the d3d9 config, of setting the res there to 16x9... & No go... whole
loading menu, view in sub, after choosing the nav training, was offset, way, way off to the right & upwards... so part of the HUD controls were cut off.

So, exited, deactivated the WS mod, went back into the config files & reset it to 1920x1080, saved & then reactivated it. Left the control panel set to native 16x9 res & retested using the nav training once more... &...

Success.!

Everything works as it should now.... Beware enemy ships, here I come... to wreck your day... or night... :haha: :arrgh!: :D

Fifi
12-21-20, 02:01 AM
:o:o never heard of such install problems!...
Anyway, glad you made it through with some patience and perseverance :up:

Now, before you try to change anything in this real gem of Rowi’s work, I suggest you run game as it is, and see what’s going on…

Mad Mardigan
12-21-20, 05:35 AM
:o:o never heard of such install problems!...
Anyway, glad you made it through with some patience and perseverance :up:

Yeah... it gave Me fits, but... as you said, I persevered & won through them.... which is what counts... :Kaleun_Cheers:

Now, before you try to change anything in this real gem of Rowi’s work, I suggest you run game as it is, and see what’s going on…

Really like that enviro addition that you came up with Fifi... :up:

Not to forget the other add on's you did with the antenna & guns rework, as well as the enemy AI rework... which to be frank, have yet to have gotten that far into the career to face off on them... YET, being the operative watch word here. :yep: :shucks:

On that note, I do have a few... questions, mostly concerning that map add on & 1 or 2 others aside from that.

Though I'll wait, after getting some rest... as it is late, where I am. :yep:

M. M.

:Kaleun_Salute:

John Pancoast
12-21-20, 09:08 AM
Seem without problems.
They are not doubled anyway, just a bit increased.

Also forgot to ask this FiFi; how does this env. handle snorkeling with the larger waves, i.e., crew jumping back and forth between engine rooms ?
And does H.sie's night vision fix work with it ?

Fifi
12-21-20, 10:32 AM
Also forgot to ask this FiFi; how does this env. handle snorkeling with the larger waves, i.e., crew jumping back and forth between engine rooms ?
And does H.sie's night vision fix work with it ?

Not sure about that. More test have to be done.

Fifi
12-21-20, 11:02 AM
If you think there is a problem with waves settings, best is to delete my scene.dat from mod.
You’ll be back with stock Ccom waves but with new env colors etc...

:Kaleun_Salute:

John Pancoast
12-21-20, 11:06 AM
Not sure about that. More test have to be done.

Ok thanks !

Fifi
12-21-20, 11:49 AM
Forgot to say, if you delete my scene.dat, you will still have Rubini volumetric clouds as they are in scene.sim :up:

Mad Mardigan
12-21-20, 04:33 PM
Ahoy...:Kaleun_Cheers:

Ok,

Having gotten some rest, I did say I had some questions...

To begin with, pertaining to the map add on, noted it includes Tychopatch. Reading further in it, it lists it is to be ran last, in patching... meaning after h.sie & if chosen to use, after stiebler's patch for h.sie, so... if I am understanding that correctly, 1 would need to run 1st h.sie pach, then (& this is where I need to know definitively, which patch specifically...) stiebler's patch addition to h.sie's patch,& then finally Tycho's patch.

Do I have that in the correct order.?

If so, then My follow up question to that, would then be.. which of stiebler's patches would be an appropriate 1 to use, as from what I can see of there are several that were done by stiebler.

Then there is ship mods to consider (& this includes aircraft, as well, as 1 of the ship mods I've seen, includes revision or rework, if you will, in regards to aircraft for SH3.) IABL's MFM (last version I know of, from them is MFM v3.3?, I believe) & WB's USAM... not sure of any other ones, outside of those 2...

Then, what of mods for giving it a whole... Das Boot feel.? :hmmm:

What mods would be considered as being known to be workable with CCoM v 12.?

I haven't added in anything else, at this point, outside of the other add on's you did Fifi, with the antenna & guns rework, as well as the enemy AI rework... oh, & the torp load out mod & sailor steve's SH3Cmdr ship naming 1... can't recall right off what the full name is on that 1. That's it...

I may have further questions, but will hold off, for now.. & of course, those might well pertain to being follow up ones to these that I have already asked, for further clarification... :yep:

M. M.

:Kaleun_Salute:

Kal_Maximus_U669
12-21-20, 04:51 PM
Ahoy...:Kaleun_Cheers:

Ok,

Having gotten some rest, I did say I had some questions...

To begin with, pertaining to the map add on, noted it includes Tychopatch. Reading further in it, it lists it is to be ran last, in patching... meaning after h.sie & if chosen to use, after stiebler's patch for h.sie, so... if I am understanding that correctly, 1 would need to run 1st h.sie pach, then (& this is where I need to know definitively, which patch specifically...) stiebler's patch addition to h.sie's patch,& then finally Tycho's patch.

Do I have that in the correct order.?

If so, then My follow up question to that, would then be.. which of stiebler's patches would be an appropriate 1 to use, as from what I can see of there are several that were done by stiebler.

Then there is ship mods to consider (& this includes aircraft, as well, as 1 of the ship mods I've seen, includes revision or rework, if you will, in regards to aircraft for SH3.) IABL's MFM (last version I know of, from them is MFM v3.3?, I believe) & WB's USAM... not sure of any other ones, outside of those 2...

Then, what of mods for giving it a whole... Das Boot feel.? :hmmm:

What mods would be considered as being known to be workable with CCoM v 12.?

I haven't added in anything else, at this point, outside of the other add on's you did Fifi, with the antenna & guns rework, as well as the enemy AI rework... oh, & the torp load out mod & sailor steve's SH3Cmdr ship naming 1... can't recall right off what the full name is on that 1. That's it...

I may have further questions, but will hold off, for now.. & of course, those might well pertain to being follow up ones to these that I have already asked, for further clarification... :yep:

M. M.

:Kaleun_Salute:

Here is if it can help you my list I just started it works for the moment
My list

[MODS]
CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC=1
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120=2
Ccom_New_Environment=3
Carotio_SH3_Seafloormod - 256mb=4
Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel=5
Supplement to V16B1=6
O2-Gauges v2=7
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE=8
Sound for CCoM 1.03 from Poul=9
TAM 2.01 + UCS 3.01 Kombi (CCoM 12.0 mit WS-GUI )=10

:Kaleun_Salute:

Fifi
12-21-20, 05:23 PM
Ahoy...:Kaleun_Cheers:
Then there is ship mods to consider (& this includes aircraft, as well, as 1 of the ship mods I've seen, includes revision or rework, if you will, in regards to aircraft for SH3.) IABL's MFM (last version I know of, from them is MFM v3.3?, I believe) & WB's USAM... not sure of any other ones, outside of those 2...


M. M.

:Kaleun_Salute:

No ship mod to add to Ccom12!
Have a look inside the sea folder, it is the biggest of all around...

Mad Mardigan
12-21-20, 07:03 PM
Here is if it can help you my list I just started it works for the moment
My list

[MODS]
CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC=1
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120=2
Ccom_New_Environment=3
Carotio_SH3_Seafloormod - 256mb=4
Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel=5
Supplement to V16B1=6
O2-Gauges v2=7
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE=8
Sound for CCoM 1.03 from Poul=9
TAM 2.01 + UCS 3.01 Kombi (CCoM 12.0 mit WS-GUI )=10

:Kaleun_Salute:

Ahoy, Kal_Maximus_U669...:Kaleun_Cheers:

With your mod list, am going to highlight in green the ones I have, in red the ones I don't have & in orange, the ones I have but have to edit (accordingly to directions for them. Any highlighted in yellow, am not sure if I have or not but... I will have questions on & shall ask... a question, or questions as the case may be...

So, let's begin, shall we... :up:

CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC=1
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120=2
Ccom_New_Environment=3
Carotio_SH3_Seafloormod - 256mb=4
Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel=5
Supplement to V16B1=6
O2-Gauges v2=7
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE=8
Sound for CCoM 1.03 from Poul=9
TAM 2.01 + UCS 3.01 Kombi (CCoM 12.0 mit WS-GUI )=10

With # 6, in your 'hit' list, if you will :D, that would be... the 'Stiebler4C_V16B1 hard-code fix released', I take it. ? :hmmm:

With this, if so... did you set it up completely as per the directions, or did you... how to put this... cherry pick just certain aspect from the whole of the supplement.?

If it is NOT that 1, can you provide a hot link to the correct version of the supplement, in your follow up reply back... thanks.

As for the others, in red, I will see of running those mods down & include them, in My SH3 mods folder (kept on a different drive than My C:/Games folder, for safety...) to unzip & check the read me's, for inclusion into the CCoM line up... After I have docked, from the current mission I am finishing up now. That, would be of course, the shake down cruise in AO 83, & am headed back to port now (saved, after getting message to RTB & affect transfer to Wilhelmshaven, iirc...).

M. M.

:Kaleun_Salute:

Mad Mardigan
12-21-20, 08:05 PM
Ahoy...:Kaleun_Cheers:

Then, what of mods for giving it a whole... Das Boot feel.? :hmmm:

What mods would be considered (*edited for clarity on this part...* for giving it a whole... Das Boot feel) as being known to be workable with CCoM v 12.?

M. M.

:Kaleun_Salute:

What of this aspect... thanks.

M. M.

:Kaleun_Salute:

John Pancoast
12-21-20, 09:02 PM
What of this aspect... thanks.

M. M.

:Kaleun_Salute:

https://www.subsim.com/radioroom/showthread.php?t=159780

https://www.subsim.com/radioroom/showthread.php?t=133004

Mad Mardigan
12-21-20, 10:27 PM
https://www.subsim.com/radioroom/showthread.php?t=159780

https://www.subsim.com/radioroom/showthread.php?t=133004

Ahoy, John... :Kaleun_Cheers:

Ok,
that covers the voices what with Sailor Steve's DBSM... as for the (in game/sub crew?) menu or officers icons in the orders HUD... CCoM, already has that & looks & works good...

Now... for clothes or uniforms, any suggestions there..?

:hmmm:

M. M.

:Kaleun_Salute:

John Pancoast
12-21-20, 10:39 PM
Ahoy, John... :Kaleun_Cheers:

Ok,
that covers the voices what with Sailor Steve's DBSM... as for the (in game/sub crew?) menu or officers icons in the orders HUD... CCoM, already has that & looks & works good...

Now... for clothes or uniforms, any suggestions there..?

:hmmm:

M. M.

:Kaleun_Salute:

Caritio's clothes, etc. aren't bad. Don't have a link for them, try a google. If that doesn't work I can upload them.
Regarding Das Boot faces I have a mod (not mine) that also puts them in the crew screen spaces, if CCOM doesn't already have that.

Mad Mardigan
12-21-20, 11:34 PM
Ahoy, John... :Kaleun_Cheers:


Regarding Das Boot faces I have a mod (not mine) that also puts them in the crew screen spaces, if CCOM doesn't already have that.

Yeah, that is covered in CCoM v12... that was what I meant, when I said:

as for the (in game/sub crew?) menu... CCoM, already has that & looks & works good...


My bad, if I confused you by that part... :o :oops: :D

I'll do a deep search for that "Caritio's clothes". I believe I have a possible lead... if not, I'll send ya an s.o.s. your way... thanks for the info... :yeah:

M. M.

:Kaleun_Salute:

Edit:

p.s.

If that is ''Carotio_SH3_ClothesHatsFacesSkilledCrew" then I found it...

Fifi
12-22-20, 06:21 AM
https://i.goopics.net/yrODb.jpg

https://i.goopics.net/Ylvko.jpg

Fifi
12-23-20, 07:03 AM
Currently adapting German U-Boat Compilation for Cccom12.
Can’t test all U-Boats at once, but if someone is interested in testing ... just tell me and I’ll PM a download link :03:

Mad Mardigan
12-23-20, 07:44 AM
Currently adapting German U-Boat Compilation for Cccom12.
Can’t test all U-Boats at once, but if someone is interested in testing ... just tell me and I’ll PM a download link :03:

Ahoy, Fifi...:Kaleun_Cheers:

Yeah... left port & watched a type VII-A making for Wilhelmshaven... & got the blues, eyeballing it as I was sailing out... it looked just as the subs in your other work Op. Monsun DW's v6... :wah:

Soooo... yeah, I'm willing to be a guinea pig...

M. M.

:Kaleun_Salute:

Anvar1061
12-23-20, 08:41 AM
Currently adapting German U-Boat Compilation for Cccom12.
Pay attention to
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2711578&postcount=88

Fifi
12-23-20, 09:39 AM
Pay attention to
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2711578&postcount=88

Thanks :up:
I’m not to that point yet! Many things to be done still...

FUBAR295
12-23-20, 10:08 AM
Currently adapting German U-Boat Compilation for Cccom12.
Can’t test all U-Boats at once, but if someone is interested in testing ... just tell me and I’ll PM a download link :03:

Fifi,

I would be glad to help out. PM me with what you need.

Good hunting,
FUBAR295

Fifi
12-23-20, 10:27 AM
Still have some troubles i have to solve before...
But i will tell you when something stable could be tested :yep:

FUBAR295
12-23-20, 10:36 AM
Still have some troubles i have to solve before...
But i will tell you when something stable could be tested :yep:

:up:

Fifi
12-23-20, 01:26 PM
So...the easy way doesn’t work...
I’ll have to do it the hard (and long) way, like i did in Dark Waters.
Will take time but should work.
... And i think Ccom12 deserve it.

FUBAR295
12-23-20, 02:12 PM
So...the easy way doesn’t work...
I’ll have to do it the hard (and long) way, like i did in Dark Waters.
Will take time but should work.
... And i think Ccom12 deserve it.

Murphy's Law. :doh:

CCoM does deserve it.

Niume
12-23-20, 03:59 PM
How is CCOM compared to Onealex modpack?

Fifi
12-24-20, 01:26 PM
How is CCOM compared to Onealex modpack?

Both are very interesting.
As always, some stuff are missing in Onealex and present in Ccom, and missing in Ccom but present in Onealex...

I have imported GUC type IIA & type VIIC1 for Ccom :up:
Still many to do...

:Kaleun_Salute:

Niume
12-24-20, 03:06 PM
How is the difficulty, performance compared onealex modpack?

Fifi
12-24-20, 05:11 PM
How is the difficulty, performance compared onealex modpack?

Onealex is globally more difficult due to weather and escorts, but Ccom difficulty is from the air.
Nevertheless, Ccom escort difficulty can be raised with some adjustments!

Fifi
12-25-20, 06:00 AM
https://i.goopics.net/Eb98j.jpg

https://i.goopics.net/llqZE.jpg

Bergerbcn
12-25-20, 11:59 PM
CCom 12 can be downloaded freely here

https://www.designmodproject.de/silent-hunter-3/alle-sh3-downloads/summary/43-grossmod/467-ccom-captain-s-choice-of-mods-12

Fifi
12-26-20, 01:48 AM
Ok, after second try, i will not bring GUC U-Boats in Cccom12.
This for 3 reasons:
- First, it will certainly bring many computers to the knees. Stock Ccom12 is already performance eater, adding heavy submarines files could give us same problems encountered in WAC.
- Second, GUC cannot fit Rowi’s work. As example, Ccom type VIIB is different from GUC. Not the same turm at all. Ccom has the most common VIIB Turm encountered in real life while GUC has the very first one that lasted only very few months in real…and I don’t like that.
- Third, the equipments upgrades are very different from GUC ones, as example VIIB snorkel present in Ccom, not possible with GUC…

Too many problems that I certainly will not solve, so best is to keep what we have.
But I have few ideas for nice enhancements … :D

ericlea
12-26-20, 08:06 AM
Rowi passed away in August 2018. RIP Rowi :cry:



He gave a lot of his time in ccom. He was a perfectionist and this can be seen in his supermod.

It’s great to see that CCOM continues to excite players.

CCOM12 is great !


:Kaleun_Salute:

Anvar1061
12-26-20, 10:06 AM
RIP Rowi!
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

Anvar1061
12-26-20, 10:18 AM
VIIB snorkel present in Ccom, not possible with GUC…

Many type U-boats were equipped with a snorkel in 1944 and 1945.
https://uboat.net/technical/schnorchel_fitted.htm
But not a single VIIB.

Fifi
12-26-20, 12:50 PM
Yes but in Ccom, VIIB hull has the snorkel emplacement with hole on deck...under the deck plate.
Maybe (and probably) we can’t fit snorkel on VIIB, because Rowi couldn’t make this error.

Anvar1061
12-26-20, 01:21 PM
This is all fixed in models as well as through eqp and Basic.cfg.

Fifi
12-27-20, 06:29 AM
https://i.goopics.net/9bDvy.jpg

https://i.goopics.net/GbDdd.jpg

https://i.goopics.net/elNdx.jpg

:D

Anvar1061
12-27-20, 06:36 AM
IIA GUC

Fifi
12-27-20, 09:27 AM
IIA GUC

My IIA Ccom12...

Fifi
12-29-20, 10:51 AM
Weserubung started...waiting and escorting Lutzow to Oslo harbor.
Worst weather expected...

https://i.goopics.net/Ab1a0.jpg

https://i.goopics.net/Lbj4O.jpg

John Pancoast
12-29-20, 11:19 AM
Weserubung started...waiting and escorting Lutzow to Oslo harbor.
Worst weather expected...

Don't hang out around your destroyers. I have a bad feeling about their future. :)

Fifi
12-29-20, 12:47 PM
Don't hang out around your destroyers. I have a bad feeling about their future. :)

Haha, right!

https://i.goopics.net/glnaW.jpg

John Pancoast
12-29-20, 02:01 PM
Haha, right!






Its deja vu all over again ! :haha:

Fifi
12-30-20, 12:56 PM
Slowly adding all my enhancements for Ccom12...
Will release a final enhancement pack when all sub will be done.
After IIA, VIIB is done:

https://i.goopics.net/VlNgZ.jpg

https://i.goopics.net/3Y5VQ.jpg

https://i.goopics.net/nl4pX.jpg

...and better periscopes with anti-vibrations ring + DF antenna:

https://i.goopics.net/9bKeg.jpg

:Kaleun_Salute:

ericlea
12-30-20, 01:01 PM
Excellent fifi !


:Kaleun_Cheers:

Kal_Maximus_U669
12-30-20, 04:39 PM
Slowly adding all my enhancements for Ccom12...
Will release a final enhancement pack when all sub will be done.
After IIA, VIIB is done:

https://i.goopics.net/VlNgZ.jpg

https://i.goopics.net/3Y5VQ.jpg

https://i.goopics.net/nl4pX.jpg

...and better periscopes with anti-vibrations ring + DF antenna:

https://i.goopics.net/9bKeg.jpg

:Kaleun_Salute:

Fifi I knew you wouldn't let go : haut:

Anvar1061
12-31-20, 02:09 AM
Fifi, you're going the long way.
Try Crew_on_deck

Fifi
12-31-20, 03:44 AM
Fifi, you're going the long way.
Try Crew_on_deck

Probably will do once done with the subs water stream.

Anvar1061
12-31-20, 04:15 AM
I've already done that.

Fifi
12-31-20, 09:39 AM
I have added to Ccom12 the negative buoyancy, same as in NYGM :yeah:
(Sub slowly sinking when all stopped & submerged)

ericlea
12-31-20, 09:45 AM
Prepare us a nice pack for ccom12 and I will test it with pleasure !


:Kaleun_Cheers::Kaleun_Thumbs_Up:

Stahlsarg-Tobi
12-31-20, 10:42 AM
Me,too!

Fifi
12-31-20, 10:45 AM
Prepare us a nice pack for ccom12 and I will test it with pleasure !


:Kaleun_Cheers::Kaleun_Thumbs_Up:

For sure! Stay tuned, it will take some time though...i make it the hard long way because i don’t want to mess up Rowi settings :yep:

I even have an harder escort, for those who need extra challenge :D

:Kaleun_Cheers:

Fifi
12-31-20, 10:47 AM
Me,too!

Okay!
It will be earth release!

Fifi
12-31-20, 12:37 PM
https://i.goopics.net/qrDNl.jpg

Ccom will have crew on deck :03:

Fifi
12-31-20, 01:13 PM
https://i.goopics.net/Qb0Kq.jpg

Now clicking on headset logo (left hand bar) the view is heading hydrophone...
Always annoyed me when before it was heading the left wall :D

FUBAR295
12-31-20, 03:24 PM
Fifi,

Looking good so far.:Kaleun_Thumbs_Up:

Keep going.:Kaleun_Applaud:

Good hunting,
FUBAR295

Randomizer
12-31-20, 06:31 PM
I am trying to add the flyout compass from NYGM to CCoM 12. I located menu_1064_768 file entry [G3F I322], which I suspect begins defining this object in NYGM but I do not want the flyout targeting graphics that appear from the top of screen and cannot determine where the compass definitions end and the targeting dials start. Always assuming this is the correct entries.

Also entry [G3F I325] points to a com_direction.tga file which one would expect to find in the Layout folder but there is no file of that name there. A file search found no file with that name anywhere in the NYGM folder.

Any help is appreciated, thanks in advance and Best Wishes for a safe and prosperous 2021.

-C

John Pancoast
12-31-20, 07:27 PM
I am trying to add the flyout compass from NYGM to CCoM 12. I located menu_1064_768 file entry [G3F I322], which I suspect begins defining this object in NYGM but I do not want the flyout targeting graphics that appear from the top of screen and cannot determine where the compass definitions end and the targeting dials start. Always assuming this is the correct entries.

Also entry [G3F I325] points to a com_direction.tga file which one would expect to find in the Layout folder but there is no file of that name there. A file search found no file with that name anywhere in the NYGM folder.

Any help is appreciated, thanks in advance and Best Wishes for a safe and prosperous 2021.

-C

If you're trying to copy and/or edit something out of the NYGM menu file, do separate searches using "Jonz" and "settings mod".
The compass and targeting graphics are under such headers. If you need more help let me know and I'll get actual G# info needed.
Don't forget to also edit the dials.cfg file if needed, after any menu file editing.

ericlea
01-01-21, 11:00 AM
Hourra Fifi !


:Kaleun_Cheers::Kaleun_Cheers:

Fifi
01-01-21, 12:44 PM
https://i.goopics.net/klZLo.png

Type IID is in good way...

:Kaleun_Salute:

FUBAR295
01-01-21, 12:47 PM
:Kaleun_Thumbs_Up:

Good hunting,
FUBAR295

Fifi
01-02-21, 10:11 AM
Type IID is finished

https://i.goopics.net/mlGRE.jpg

Also i have decreased the moon size...to normal one.

FUBAR295
01-02-21, 10:22 AM
Looking good!:Kaleun_Thumbs_Up:

Good hunting,
FUBAR295

Niume
01-02-21, 11:48 AM
Will your CCOM pack have the TKSS Uboat compilation?

Fifi
01-02-21, 01:54 PM
Will your CCOM pack have the TKSS Uboat compilation?

No, answered why above.

Fifi
01-03-21, 12:45 PM
Satisfied with new sea & weather items :up:

https://i.goopics.net/GbrDv.jpg

New moon

https://i.goopics.net/9brDl.jpg

Ccom12 clouds are fantastic, furthermore with my volumetric clouds added!
SH3 is almost same level as SH5 clouds now...

:Kaleun_Salute:

ericlea
01-03-21, 01:23 PM
:Kaleun_Cheers::Kaleun_Applaud:

Doolar
01-04-21, 01:47 AM
:Kaleun_Cheers:

Fifi
01-04-21, 03:34 AM
VIIC currently in the dry dock for work :yeah:

:Kaleun_Salute:

Templar
01-04-21, 04:03 AM
:Kaleun_Thumbs_Up::Kaleun_Salute:

Kal_Maximus_U669
01-04-21, 11:45 AM
VIIC currently in the dry dock for work :yeah:

:Kaleun_Salute:

Salut Fifi la les screens ça "décape" je savais bien que tu lacherais pas continue sur ta lançer impressionnent :Kaleun_Cheers:

Moi je me dis que ça sens bon tous ça....Merci pour ton PM

ericlea
01-04-21, 03:47 PM
Oui à fond avec toi fifi !
:Kaleun_Cheers::Kaleun_Applaud:

Fifi
01-05-21, 05:39 AM
Type VIIC is finished :up: I love the result.

Still type IX B & C & D2 + type XXI to be done...so 4 U-Boat to work on.
Very long task to add hundreds of new nodes for water stream at the exact right place, plus the crew on deck!
But Rome wasn’t done in few days :roll:

ericlea
01-05-21, 05:47 AM
Prends ton temps sans précipitation, le résultat en vaut la peine !


Bravo et merci !


:Kaleun_Thumbs_Up:

Fifi
01-05-21, 09:41 AM
https://i.goopics.net/glwoJ.jpg

Now when clicking right hand bar periscope (attack) we access the conning tower periscope seat first :up:
Little detail, but i like details!

Also escorts are harder now, and they can detect U-Boat at periscope depth with ASDIC now...

ericlea
01-05-21, 09:45 AM
:Kaleun_Applaud:that is very immersive idea

John Pancoast
01-05-21, 10:19 AM
If the escorts are harder, that would be a big improvement in itself vs. the usual SH3 <insert version here> cream puffs. :)

Templar
01-05-21, 10:37 AM
Good stuff Fifi! :up::salute:

Fifi
01-05-21, 11:04 AM
Thanks guys, but wait to try it! :D

If the escorts are harder, that would be a big improvement in itself vs. the usual SH3 <insert version here> cream puffs. :)

We can only make their detection better, not their « thinking » like human...
Nevertheless i think escorts are harder now, assuming when they have veteran/elite skills...because at war start it’s always easier (as in RL)
And i don’t want to make Ccom12 unplayable either, due to unbelievable Difficulty!
As always...compromise!

:Kaleun_Salute:

John Pancoast
01-05-21, 11:12 AM
Thanks guys, but wait to try it! :D



We can only make their detection better, not their « thinking » like human...
Nevertheless i think escorts are harder now, assuming when they have veteran/elite skills...because at war start it’s always easier (as in RL)
And i don’t want to make Ccom12 unplayable either, due to unbelievable Difficulty!
As always...compromise!

:Kaleun_Salute:

I know it's mostly about detection, etc. Problem is, they don't and even if they do it's not a concern :) Even the early war is easier than it should be imo.
Late war is too for that matter.
I approach a convoy at any time with the thought of "I wonder how many ships I'll sink this time" vs. the thought of "I wonder if I'll survive this attack". :)
I may try looking at eliminating the affect weather has on escort sensors. I know irl it did but sometimes it's best to use ahistorical methods to achieve historical results, in this case escorts that should be respected.
Anyway, good to hear.

Fifi
01-06-21, 01:03 PM
IXB done and finished...now to the IXC! :up:

Fifi
01-07-21, 04:27 AM
https://i.goopics.net/AbAx7.jpg

Added my splash effects when 88/105 mm gun is starting to submerge...as well as conning tower bottom to top :yeah:

Templar
01-07-21, 07:23 AM
Nice, waiting patiently. :up::salute:

Fifi
01-07-21, 10:05 AM
Prepare to be wet!!

https://i.goopics.net/0xN49.jpg

https://i.goopics.net/ObqxK.jpg

https://i.goopics.net/xrxdy.jpg

Real bad weather navigation feeling now :up:

FUBAR295
01-07-21, 10:43 AM
Wow! :o

:Kaleun_Thumbs_Up:
Good hunting,
FUBAR295

Doolar
01-07-21, 12:10 PM
This has got me pumped

Kal_Maximus_U669
01-07-21, 01:10 PM
La Fifi il me semble que tu en as sous le pied :Kaleun_Cheers:

Fifi
01-08-21, 10:17 AM
IXC done and tested :up:

https://i.goopics.net/0xl4D.jpg

https://i.goopics.net/xrGdW.jpg

https://i.goopics.net/ZlwA3.jpg

:Kaleun_Salute:

Templar
01-08-21, 11:07 AM
:Kaleun_Applaud::Kaleun_Salute:

Will the sub skins that are in SH3 Commander that comes with CCoM 12 work with the new subs?

Fifi
01-08-21, 12:18 PM
:Kaleun_Applaud::Kaleun_Salute:

Will the sub skins that are in SH3 Commander that comes with CCoM 12 work with the new subs?

Didn’t know there are skins in Cmdr! :doh:

Anyway they should work as I DIDN’T CHANGE THE SUB 3D MODEL!
Again, I’m not importing German U-Boat Compilation to Ccom12, because of MEMORY issues that would certainly occur !

:Kaleun_Salute:

Templar
01-08-21, 12:25 PM
:Kaleun_Thumbs_Up::Kaleun_Salute:

Fifi
01-08-21, 01:10 PM
Type VIIB is no more green :D
Now same grey as others wolves!

https://i.goopics.net/9blwY.jpg

This will be a separated little mod to be activated in Commander Jsgme...because of Commander skins!

:Kaleun_Salute:

Fifi
01-09-21, 03:23 AM
Just discovered this IXC model, available 1943/12/01...was hidden in Ccom12 Commander!

https://i.goopics.net/GbvRk.jpg

https://i.goopics.net/elY00.jpg

One more model i have to enhance :haha::timeout:

Could someone explain me why they made this strange hull shape for IXC?

ivanov.ruslan
01-09-21, 03:44 AM
Probably due to an increase in fuel at the expense of tonnage
But this is just a guess

ivanov.ruslan
01-09-21, 03:55 AM
Actually not, it is done in order to improve the speed of diving

But the effectiveness of this is called into question afterwards

Fifi
01-09-21, 04:33 AM
Oh really?
Interesting Ivanov...will try to search more infos about this strange IXC hull shape

:Kaleun_Salute:

Niume
01-09-21, 05:16 AM
From U-boat.net forums.

The "Schnelltauchback" modification was applied to some U-Boats in the later years of the war, when the Allies dominated the air. The reloads from external containers to the boat's internal stowage was rather difficult because of presence of the enemy airplanes.
Moreover, the external, upper deck torpedo containers were withdrawn from use because of frequent damages from depth charges. And finally, increasingly used G7e type torpedoes cannot be stored in upper deck due to impossibility of maintenance.
The number of internally carried torpedoes were not increased due to lack of room.
The modification reduced the dive-time because the narrowed shape of the upper deck facilitated the escape of air, which was traped under the casing. This - in turn - shortened the dive-time by about 10-15 sec.



Are the diving times reduced when you use this modification in the game?

Fifi
01-09-21, 05:32 AM
From U-boat.net forums.

The "Schnelltauchback" modification was applied to some U-Boats in the later years of the war, when the Allies dominated the air. The reloads from external containers to the boat's internal stowage was rather difficult because of presence of the enemy airplanes.
Moreover, the external, upper deck torpedo containers were withdrawn from use because of frequent damages from depth charges. And finally, increasingly used G7e type torpedoes cannot be stored in upper deck due to impossibility of maintenance.
The number of internally carried torpedoes were not increased due to lack of room.
The modification reduced the dive-time because the narrowed shape of the upper deck facilitated the escape of air, which was traped under the casing. This - in turn - shortened the dive-time by about 10-15 sec.



Are the diving times reduced when you use this modification in the game?

Thank you my friend! :up:
Excellent find. That explain a lot to me.

Yes, Rowi modeled the reduced time in Ccom12, as there is a .Sim file together with this hull :up:
Rowi was meticulous fantastic modder!

:Kaleun_Salute:

Rickster1
01-09-21, 07:30 AM
I dont about anyone else but I like this mod but have real problems running it as it keeps crashing on either loading a save or loading from sh commander, my pc specs are fine i can run nygm easy no crashes and sh5 twos no problem but this is very unstable for me

FUBAR295
01-09-21, 08:24 AM
I dont about anyone else but I like this mod but have real problems running it as it keeps crashing on either loading a save or loading from sh commander, my pc specs are fine i can run nygm easy no crashes and sh5 twos no problem but this is very unstable for me

Please give a list of mods you are running if any.

Thank you,
FUBAR295

Rickster1
01-09-21, 08:46 AM
None at all just the base mod, just done it again to me.

Fifi
01-09-21, 09:40 AM
IXC 1943 thin nose is ready!

https://i.goopics.net/ZlNg3.jpg

https://i.goopics.net/xreQW.jpg

:Kaleun_Salute:

Fifi
01-09-21, 10:14 AM
None at all just the base mod, just done it again to me.
Do you have Hsie patch and the 4GB option activated?

FUBAR295
01-09-21, 11:58 AM
IXC 1943 thin nose is ready! :Kaleun_Salute:

Looks real good. Very nice work. :Kaleun_Applaud:

Good hunting,
FUBAR295

Fifi
01-10-21, 11:32 AM
Type IXD2 is done :up:

https://i.goopics.net/nlY2X.jpg

https://i.goopics.net/9bnkg.jpg

https://i.goopics.net/Gb02K.jpg

One more left, the XXI...

:Kaleun_Salute:

ericlea
01-10-21, 11:42 AM
:Kaleun_Cheers:

Fifi
01-11-21, 03:27 AM
Adding turm deck water evacuation when surfacing to all U-Boats :yeah:

https://i.goopics.net/eloD4.jpg

Working also when big wave smash the turm in bad weather.

Templar
01-11-21, 05:48 AM
:Kaleun_Thumbs_Up::Kaleun_Applaud:
:Kaleun_Salute:

RickSarg
01-11-21, 11:42 AM
Looking Good! Fantastic Work Fifi, looking forward to trying this out.

Rick

Fifi
01-11-21, 01:08 PM
Thanks guys :up:

Few more picts, here the VIIB 1942 after surfacing.
Towers are still evacuating water

https://i.goopics.net/Nb5Zg.jpg

VIIC water splashes and new sea foam

https://i.goopics.net/dlojw.jpg

https://i.goopics.net/klY3G.jpg

IXB surfacing

https://i.goopics.net/alP20.jpg

I'm very satisfied with my water splashes for SH3.
I think you'll be quite surprised of the effects, when on turm deck with more than 10ms! :D
Still few turm to work on and the XXI of course!

Niume
01-11-21, 02:45 PM
could you do these effects for like Onealex modpack??

Fifi
01-11-21, 04:59 PM
could you do these effects for like Onealex modpack??

:haha: I probably will... but each task at one time :03:

Kal_Maximus_U669
01-12-21, 07:36 AM
:haha: I probably will... but each task at one time :03:

yes the engine seems to still have some under the foot ... I even think that windos 10 will open up new possibilities! all this seems really good to me Fifi I can't wait to try your work good luck to you :Kaleun_Salute: :Kaleun_Cheers:

Fifi
01-12-21, 01:27 PM
Type XXI done...

https://i.goopics.net/kl5QG.jpg

https://i.goopics.net/dlJmw.jpg

https://i.goopics.net/NbVLg.jpg

I have to check the different DC power, and i may increase them a bit if possible.
Need some heavy testing.
After that, i will release my final mod for Ccom12 :up:

FUBAR295
01-12-21, 01:32 PM
Looking mighty fine there, Fifi. Very nice work. Glad you did not go insane placing all those water vent animations. :doh:

Good hunting,
FUBAR295

Fifi
01-13-21, 05:21 AM
Ok, will release my mod for Ccom12 in few hours :yeah:
Will open a new release thread for it.

Finally not touched the depth charges power values, as they are already higher than GWX/NYGM!

Last thing, i have increase fire big smoke (right side ship) & fire small smoke (left side ship)
Before:

https://i.goopics.net/5pKGY.jpg

After:

https://i.goopics.net/rr0Rm.jpg

:Kaleun_Salute:

ericlea
01-13-21, 06:31 AM
My CCOM12 installation is ready :-)


:Kaleun_Thumbs_Up::Kaleun_Cheers:

Fifi
01-13-21, 08:00 AM
Mod available here: https://www.subsim.com/radioroom/showpost.php?p=2720943&postcount=1

:Kaleun_Cheers:

880-5
01-13-21, 09:32 AM
Hello Fifi ,,, have you activated an additional environment mod for Ccom? How is your modlist. regards

Fifi
01-13-21, 09:56 AM
Hello Fifi ,,, have you activated an additional environment mod for Ccom? How is your modlist. regards

No, everything is included in my mod. No need for other environment :03:

Anvar1061
01-14-21, 04:07 AM
ROWI58 created Ccom from LSH3, beeing part of the LSH3 dev team in the first times (of what i understood), but making it reflecting his own naval warfare vision...

And he made the same mistakes
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2716180&postcount=48
https://www.subsim.com/radioroom/showpost.php?p=2716315&postcount=64
Which are easy to fix, but take time.

Kal_Maximus_U669
01-17-21, 07:46 AM
I wonder why Rowi58's mod does not have an official sticky because it seems to me that it has its place as much as the others here ... if it is no longer :yep:
https://image.noelshack.com/fichiers/2021/02/7/1610887480-capture.png

:Kaleun_Cheers::Kaleun_Salute:

Fifi
01-17-21, 08:32 AM
I wonder why Rowi58's mod does not have an official sticky because it seems to me that it has its place as much as the others here ... if it is no longer :yep:
https://image.noelshack.com/fichiers/2021/02/7/1610887480-capture.png

:Kaleun_Cheers::Kaleun_Salute:

Agreed 100% :up:

ericlea
01-17-21, 09:58 AM
I wonder why Rowi58's mod does not have an official sticky because it seems to me that it has its place as much as the others here ... if it is no longer :yep:
https://image.noelshack.com/fichiers/2021/02/7/1610887480-capture.png

:Kaleun_Cheers::Kaleun_Salute:




I agree 100% too !


:Kaleun_Thumbs_Up::Kaleun_Applaud:



https://i.servimg.com/u/f36/19/84/56/02/sh3im136.jpg (https://servimg.com/view/19845602/214)


https://i.servimg.com/u/f36/19/84/56/02/sh3im149.jpg (https://servimg.com/view/19845602/227)




https://i.servimg.com/u/f36/19/84/56/02/sh3im137.jpg (https://servimg.com/view/19845602/215)


https://i.servimg.com/u/f36/19/84/56/02/sh3im146.jpg (https://servimg.com/view/19845602/224)





Fifi's Moon :-)
https://i.servimg.com/u/f36/19/84/56/02/sh3im139.jpg (https://servimg.com/view/19845602/217)




https://i.servimg.com/u/f36/19/84/56/02/sh3im145.jpg (https://servimg.com/view/19845602/223)





https://i.servimg.com/u/f36/19/84/56/02/sh3im143.jpg (https://servimg.com/view/19845602/221)

https://i.servimg.com/u/f36/19/84/56/02/sh3im144.jpg (https://servimg.com/view/19845602/222)



https://i.servimg.com/u/f36/19/84/56/02/sh3im147.jpg (https://servimg.com/view/19845602/225)

https://i.servimg.com/u/f36/19/84/56/02/sh3im148.jpg (https://servimg.com/view/19845602/226)





https://i.servimg.com/u/f36/19/84/56/02/sh3im135.jpg (https://servimg.com/view/19845602/211)https://i.servimg.com/u/f36/19/84/56/02/sh3im134.jpg

Doolar
02-14-21, 08:26 PM
I have a renewed interest in CCoM12 since the introduction of Fifi's Enhancement Mod. I don't speak German and the translater I use online is OK at best on a sunny day and smooth seas. CCoM12 is beautiful, to put it mildly and has proven to be very stable. I would like to be able to maximize my fun by being able to transfer to a Flotilla like the 2nd out of Wilhelmshaven and use a Type VIIB or C and eventually to a Type IX boat for east coast patrols for DrumBeat and so on. I'm a tad bit foggy on how this is done. If someone could please get me an explanation on the procedures to doing this or point me to an English manual, or even a brief "how to", it would really help me out. thanx all. Doolar (Jerry)

Magic1111
02-15-21, 07:39 AM
I have a renewed interest in CCoM12 since the introduction of Fifi's Enhancement Mod. I don't speak German and the translater I use online is OK at best on a sunny day and smooth seas. CCoM12 is beautiful, to put it mildly and has proven to be very stable. I would like to be able to maximize my fun by being able to transfer to a Flotilla like the 2nd out of Wilhelmshaven and use a Type VIIB or C and eventually to a Type IX boat for east coast patrols for DrumBeat and so on. I'm a tad bit foggy on how this is done. If someone could please get me an explanation on the procedures to doing this or point me to an English manual, or even a brief "how to", it would really help me out. thanx all. Doolar (Jerry)


In CCoM (and also in LSH Edition 2020) you can get new submarine types exclusively in the "Test Center Kiel" (german: Erprobungsstelle Kiel).

This means, that after starting a new career, the "Test Center Kiel / Erprobungsstelle Kiel" must always be selected as your starting flotilla.

Then select the desired submarine type there. Then you have to do ONE test drive with your new sub.

It is important not to change anything on the submarine or the crew before the test drive. Upgrades to the submarine can later be installed in the front flotilla!!!

After returning from the test drive, you can be transferred directly to a desired front flotilla in the menu.

Note: There are no new submarine types in the front flotillas, but exclusively in the "Test Center Kiel / Erprobungsstelle Kiel".

Doolar
02-15-21, 09:07 AM
thanx for the help

Randomizer
02-18-21, 12:28 PM
If you're trying to copy and/or edit something out of the NYGM menu file, do separate searches using "Jonz" and "settings mod".
The compass and targeting graphics are under such headers. If you need more help let me know and I'll get actual G# info needed.
Don't forget to also edit the dials.cfg file if needed, after any menu file editing.
Having spent hours trying to activate the NYGM flyout compass' in CCoM 12 am at the cusp of giving up. I also tried the GWX flyout compass rose but the NYGM version is easier to read.

If your kind offer of providing the correct Menu_1024_768 entries still holds, my response would be a very grateful "Yes Please".

Thank you in advance.

-C

John Pancoast
02-18-21, 01:26 PM
Having spent hours trying to activate the NYGM flyout compass' in CCoM 12 am at the cusp of giving up. I also tried the GWX flyout compass rose but the NYGM version is easier to read.

If your kind offer of providing the correct Menu_1024_768 entries still holds, my response would be a very grateful "Yes Please".

Thank you in advance.

-C

The compass info is in the menu.ini file in the "NYGM3_F" folder which should be in your mods list. Do a search for "Stiebler" in its menu.ini file and you should get to it.
Starts at G3F I321 through G3F I328. If you've applied any mod with a menu.ini file that overwrites this one you'll have to be sure to use the NYGM one to get what you need.
NOTE: - You can do as he did and add the above blocks to the end of your menu.ini file or insert them directly into the G3F section. Either way, the added G3F blocks will probably need to be renumbered to make it work with the CCOM menu.ini file. Must be in consecutive order from the last G3F block. I.e., if the last G3F block in CCOM is G3F I10, the G3F I321 NYGM block would have to be renumbered to G3F I11 in CCOM and so on for each of the seven NYGM blocks.
With only seven blocks for the compass, easy to do by hand vs a renumbering program.
- Take note also of the necessary .tga files in the blocks. These will also have to be added to CCOM from NYGM if not present.
- This was made to use at the stock 1024 resolution so if you're using a different resolution you'll have to adjust the compasses screen location accordingly. This is not difficult (though does require some trial/error work) and is done via the "Pos" settings line in the blocks.
Hope this helps.

Randomizer
02-18-21, 10:36 PM
Hope this helps.
It did, thanks. Spent all afternoon on it but the process was not quite as straight forward as your description. It would be amazing if any two menu_1024_768.ini files are identical because of mod-soup issues. Finally got the compass to appear and retract but the problem now is that it cannot be set.

The course indicator on the compass remains frozen at North and no new course can be set although the dials.cfg has been updated with what I believe is the correct entry copied from the NYGM dials.cfg.

The fix is probably something simple but I cannot find it or figure out where to go next. And now Cat has plunked himself down in front of the monitor and I expect that he wants to be fussed.

-C

John Pancoast
02-18-21, 10:46 PM
It did, thanks. Spent all afternoon on it but the process was not quite as straight forward as your description. It would be amazing if any two menu_1024_768.ini files are identical because of mod-soup issues. Finally got the compass to appear and retract but the problem now is that it cannot be set.

The course indicator on the compass remains frozen at North and no new course can be set although the dials.cfg has been updated with what I believe is the correct entry copied from the NYGM dials.cfg.

The fix is probably something simple but I cannot find it or figure out where to go next. And now Cat has plunked himself down in front of the monitor and I expect that he wants to be fussed.

-C

That's usually one of two things: 1. Not all the necessary .tga files got moved into CCOM. 2. The dials.cfg as you think. Iirc the needed entry is the last one.
Also be sure to check nothing is overwriting any of it.

Randomizer
02-19-21, 12:12 AM
That's usually one of two things: 1. Not all the necessary .tga files got moved into CCOM. 2. The dials.cfg as you think. Iirc the needed entry is the last one.
Also be sure to check nothing is overwriting any of it.
Thanks. The *.tga files should all be there, I copied those from NYGM over to CCoM but did not over-write the existing CCoM files with those from NYGM. Since that dial never existed in CCoM it stands to reason that the additional files from NYGM should include the compass *.tga. Unless there are relevant *.tga files outside of the ...\data\menu\GUI\Layout folder that are applicable to the flyout compass and I cannot ID them.

The Dials.cfg entry was copied straight out the NYGM and re-numbered for CCoM.

[Dial69]
Name=CompassFdbk; FLB Sale`s Slideout Anzeigen
Type=12; DIAL_GYROCOMPASS
Cmd=Set_course,Crew
Dial=0x3F6F0013;; Stiebler
CrtVal=0x3F6F0017;; Stiebler
NewVal=0x3F6F0016;; Stiebler
DialVal=-180,180
RealVal=-180,180; degrees
Circular=Yes
Dynamic=Yes

So am still at a loss and trying to edit files and test run SH3 working one-handed because the other is holding up a Cat head of a sleeping lap Cat.

-C

ivanov.ruslan
02-19-21, 02:08 AM
Strangely, other parameters are indicated here
https://www.subsim.com/radioroom/showthread.php?t=167621

John Pancoast
02-19-21, 08:56 AM
Thanks. The *.tga files should all be there, I copied those from NYGM over to CCoM but did not over-write the existing CCoM files with those from NYGM. Since that dial never existed in CCoM it stands to reason that the additional files from NYGM should include the compass *.tga. Unless there are relevant *.tga files outside of the ...\data\menu\GUI\Layout folder that are applicable to the flyout compass and I cannot ID them.

The Dials.cfg entry was copied straight out the NYGM and re-numbered for CCoM.

[Dial69]
Name=CompassFdbk; FLB Sale`s Slideout Anzeigen
Type=12; DIAL_GYROCOMPASS
Cmd=Set_course,Crew
Dial=0x3F6F0013;; Stiebler
CrtVal=0x3F6F0017;; Stiebler
NewVal=0x3F6F0016;; Stiebler
DialVal=-180,180
RealVal=-180,180; degrees
Circular=Yes
Dynamic=Yes

So am still at a loss and trying to edit files and test run SH3 working one-handed because the other is holding up a Cat head of a sleeping lap Cat.

-C

Did you also increase the total dials # at the top of the dials.cfg file ? It should read one more than the last dial number.
Ivanov has a good info. link too. Other than that, I'm at a loss though I'm intrigued by the statement "I copied those from NYGM over to CCoM but did not over-write the existing CCoM files with those from NYGM". You want the NYGM tgas to overwrite anything else so they can be used. My overwrite statement was to be sure nothing is overwriting the NYGM ones.
If I get a chance I'll download CCOM and give it a try but the 'net here is slooooooow with all the covid use.
I blame the cat ! :)

John Pancoast
02-19-21, 09:04 AM
Another thing; I don't know what gui CCOM uses but do a search in the menu.ini for the same tga files that NYGM uses.
Sometimes when you mix two different gui parts together there will be duplicate entries in the menu.ini as they may share some common files.
This can lead to trouble sometimes, though usually it just means two of the duplicated item(s) show up on the game screens.
Worth a look though.

Randomizer
02-19-21, 05:23 PM
Problem solved! The solution was in the Dials.cfg, the top line of which needed to be amended from DialsNo=69 to DialsNo=70. The devil is always in the details.

The clue was actually provided by a post from Forum Member Joegunderson linked to the thread provided by Ivanov.ruslan.

So many thanks to John Pancoast, Ivanov.rusland and Joegunderson for steering me down the correct path.

Cat has been found Not Guilty and has returned to a state of slumber.

Odd thing in the current patrol though, I know that you can receive special missions in CCoM but had never gotten one until this patrol. 24 December 1942 and U-741 has been sent to the Portuguese island of Madera to await further instructions. When BdU's orders arrive they are to penetrate the port of Murmansk and attack shipping there. Right! Somebody at BdU cannot read a chart since I was sent to square DH52 from a far more northerly BE56, in a Type VIIC and in gale force weather. Execute the mission by January 3rd. Sigh.

But at least now I have my NYGM compass!

-C

ericlea
03-08-21, 12:16 PM
The new v1.4 DGUI 1920x1080 for CCOM12 is ready :

https://www.subsim.com/radioroom/showthread.php?t=248763
:Kaleun_Cheers:

Magic1111
03-08-21, 12:59 PM
Many thanks Eric, great work! :Kaleun_Applaud:
:Kaleun_Salute:

ericlea
03-09-21, 05:23 PM
CCOM12_ Type7_ without_ full_ interior :



What does this mod do ?

-It removes the full interior and engines animations from the type 7 (which use a lot of RAM).
The mod allows the game to load and prevents CTD



When to use this mod ?

-It is recommended to activate this mod with jsgme,
When you want to play CCOM12 :
-with an uboat type 7
+
-in high resolution 1920x1080 (Ahnenerbe/ARB or DGUI widegui)
+
-with Fifi_Enhancements.

Use this mod only when using a type 7. No needed with other uboats
(only type 7 has full interior in CCOM12)

(No needed also if you play type7 :
-in high resolution 1920x1080 but without Fifi_Enhancements.
-with Fifi_Enhancements but without high resolution 1920x1080.)



Ericlea



CCOM12_ Type7_ without_ full_ interior :
https://www.dropbox.com/s/zc6sp3yez01i1dz/ccom12_%20type7_%20without_%20full_%20interior.7z? dl=1




:Kaleun_Cheers:

Anvar1061
03-24-21, 03:23 PM
https://sun9-75.userapi.com/impg/P6Nh4YL4b2EBCeeFipAqp5KRvpmNz9nNNJKrDQ/wzXMIg9Pjow.jpg?size=1024x768&quality=96&sign=9bddd3570a6b0711f8489e43b436f78f&type=album
https://sun9-69.userapi.com/impg/QR5p0YKrJd1Ya64MyqYl02jd8K2d69ffFxfqLw/H1Y_DxwFfUA.jpg?size=1024x768&quality=96&sign=8d28c5e329b8b3bc3a7657642d157d23&type=album
Crew On Deck mod test with CCoM12 + FIFI enhancements
https://sun9-13.userapi.com/impg/gG7NnDyRTq5CStl81iQWvD7YaZXh_RUU64g6Mg/Sn4FPd0tix8.jpg?size=1024x768&quality=96&sign=b7213f9d619757698c97135e6821ffa1&type=album
https://sun9-4.userapi.com/impg/zlTWsnkscJhvqarcLLv8cmU7SCGSwT7WeKRLOg/gWvUTMUtT04.jpg?size=1024x768&quality=96&sign=ff02caf1c9423a17682276ab356c15fd&type=album
Guns mod

Soni2
04-16-21, 05:50 PM
Could someone explain me why they made this strange hull shape for IXC?


As quoted, the "Schnelltauchback" (Fast Dive Bow) was designed, to speed up the diving process. One of only four surviving Typ IX/C Boats (U 516) where refitted with this modification in the end of 1944 and approximately half of the surviving Typ IX/C40 Boats (19 in total) where refitted from March 1944 onwoards (with a maximum of 16 active "Schnelltauchback" Boats in March 1945 out of 35 active front boats). It also seems, that some new Typ IX/D2 Boats where already commissioned with the "Schnelltauchback" (as stated for U 875).



If I remember correctly, the effect on the diving process was less effective than hoped, but it seemed to improve depth control.

dex
05-18-21, 02:22 AM
any help about trough ship view on <,> button

Fifi
05-18-21, 08:58 AM
any help about trough ship view on <,> button

Mods?

dex
05-18-21, 03:33 PM
Mods?
Mod is Ccom,very good but only that little thing
on external view everything is ok but when I want to see enemy ship or my sub with < or > simple camera cuts trough the ship

Fifi
05-18-21, 04:01 PM
Check the Data/Cfg/ Command file for the key to toggle ships.
Don’t have this problem.

FUBAR295
05-18-21, 06:55 PM
Dex,

Try backing up on the Zoom, if you had a close up on your own Uboat, when going to the next unit, it may be right on top of it, if you do not go back some distance.

Happens to me too.

Good hunting,
FUBAR295

dex
05-19-21, 12:41 AM
Check the Data/Cfg/ Command file for the key to toggle ships.
Don’t have this problem.
Thanks,I will try this
I talk about when the camera is too close to ship,then it happens

dex
05-19-21, 12:45 AM
Dex,

Try backing up on the Zoom, if you had a close up on your own Uboat, when going to the next unit, it may be right on top of it, if you do not go back some distance.

Happens to me too.

Good hunting,
FUBAR295
I didn t tryed zoom on the next unit button,also maybe toggle ship command will help Thanks anyway

Fifi
05-19-21, 01:20 AM
Thanks,I will try this
I talk about when the camera is too close to ship,then it happens

Oh you mean you can run through ships with external camera?
If so, then it’s a Data/Library/Camera.dat problem, you have to open it with S3D and in FreeCam node, check if there is a terrain collider controller (terrain collider name from memory - it stops the camera when an obstacle in the way)
Not a big deal anyway.

dex
05-19-21, 02:41 AM
Oh you mean you can run through ships with external camera?
If so, then it’s a Data/Library/Camera.dat problem, you have to open it with S3D and in FreeCam node, check if there is a terrain collider controller (terrain collider name from memory - it stops the camera when an obstacle in the way)
Not a big deal anyway.
exactly .... on that I mean

dex
05-23-21, 04:11 AM
Fifi best regards... one more question
my observation more,no hull damage on some ship..
In my case I hit Ore Carrier with two T1 magnetic pistol torpedoes,one hit under the keel,second much higher
-Ccom mod-

Fifi
05-23-21, 05:05 AM
Fifi best regards... one more question
my observation more,no hull damage on some ship..
In my case I hit Ore Carrier with two T1 magnetic pistol torpedoes,one hit under the keel,second much higher
-Ccom mod-

Well, i don’t check each time because playing 100% and avoid using external cam except for screen shots, but of what i already saw in my careers, ships hull do have damage decals here :yep: (The few i checked)
So don’t know what to say...

dex
05-23-21, 07:09 AM
Well, i don’t check each time because playing 100% and avoid using external cam except for screen shots, but of what i already saw in my careers, ships hull do have damage decals here :yep: (The few i checked)
So don’t know what to say...
That s enough to me...Thanks

Randomizer
07-04-21, 11:19 PM
Does anybody know where the deck gun ammunition icons live?

What has happened is that my there are no ammunition icons that show up in the deck gun screen. This gives zero ammunition available. The icons for the flak gun ammo show up as intended but the deck gun ammunition issue is present in all models of Type VII and IX.

The ammunition window and Basic.cfg show that the correct ammo loads should be present.

My current Mod-Soup follows but this is only about half of my CCoM mods. The rest have been rolled back to try and find the file in question.

CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120
CCoM_CaptainsChoiceOfMods_Update_GROSS-FUNK_120
CCoM_CaptainsChoiceOfMods_Update_Ohne-Ermüdung_120
CCoM_CaptainsChoiceOfMods_Update_Ohne-Orden_120
Catalina Fix
Functional Draggable Chrono for GWX3
1500 meter bearing overlay
Fubars_XXI_Uupdate_for_CCoM
Ccom_ATM_BlueWater
GWX3 Emblems
CCoM_RadioMessages_English
Ccom12__ExtentedChallengeBlackContacts

I have used Silent 3ditor in the Guns_Sub and Shells files found in the library but cannot seem to find the offending file. Spent over one hour sifting through the menu_1024_768.ini file but could not determine which entries governed the deck gun ammo icons.

It's possible that it has been this way for a while but my last 3-CCoM careers were 1943 and later so no deck guns were mounted.

Thanks in advance for any and all assistance.

-C

Anvar1061
07-05-21, 12:37 AM
First, compare the images data/Menu/GUI/Shells /**_ shell.tga with the stock version of the game.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://sun9-63.userapi.com/impg/dAzEOWx3fLlMtYzw77Vq3a1_JNXI3zFXH6gkLg/eKSWY5d46dM.jpg?size=505x545&quality=96&sign=47ecf50d8016965677e0775b0f254d9e&type=album
Then look in menu_1024_768.ini Page deckgun [G38 I**]

Randomizer
07-05-21, 12:36 PM
Brilliant! Thank you very much.

The problem appears to have been that the HE_Shell.tga file in CCoM was different than that in the other mega mods. I copied the file from NYGM, which I knew had deck gun ammo to CCoM and all seems fixed.

Was going a bit nuts as I checked the deck gun entries in the menu_1024_768.ini file first and they are essentially identical to those in the other mods.

So the issue proved a minor graphics problem although I am really not sure why. The HE_Shell.tga file in the stock CCoM appeared brighter and more detailed than that in NYGM, which had a washed-out appearance, at least in the TGA-Viewer. But it now displays fine in the game.

So many thanks for the help. Am not a huge fan of the deck gun and seldom use them or run early-war careers but am starting to think that the latter might hold some attractions.

Cheers and Good Hunting.

-C

dex
04-06-25, 06:13 AM
Greetings... anyone how to refit torpedoes ...I am near refuel ship with my sub and I click exit patrol ,continue, and nothing happen.

blackswan40
04-06-25, 06:47 AM
Hi dex in GWX and GWX - KC when you stop near to the milkcow/resuplyship and press escape it should give give you the option to dock at the milkcow/suplyship

dex
04-06-25, 10:52 AM
Hi dex in GWX and GWX - KC when you stop near to the milkcow/resuplyship and press escape it should give give you the option to dock at the milkcow/suplyship
I play right now Ccom 12 excelent patch...graphic is very good.. about refueling I try...only option like you said is to dock to refueling ship and my patrol is ended,no medals no renown ,prize, no new parts to install on sub.......after that I must to return to Wilhemshaven to end patrol,I lose many sunken ships in my log book ,,K''
In OneAlex patch everythig is ok when you dock at milkcow just click esc.click continue and then I have message that is loaded 4 torpedoes and some 30,40%fuel... In Ccom is not like that...And Umark of my sub on water surface working only on 25met.and deeper

Doolar
04-06-25, 08:18 PM
DEX YOUR MISSING A STEP I BELIEVE

if you did what you said above, "when you dock at milkcow just click esc.click continue". I feel that yoy left out step 2. Don't know if this is the solution but it's worth a shot.


1. When you are close enough, you press ESCAPE, then
2. 'Exit Patrol', just as if you were planning to dock. However... when you are asked 'Continue mission' or 'Dock at U-463' (for example)
3. you click on 'Continue Mission'!!!

dex
04-07-25, 01:01 PM
DEX YOUR MISSING A STEP I BELIEVE

if you did what you said above, "when you dock at milkcow just click esc.click continue". I feel that yoy left out step 2. Don't know if this is the solution but it's worth a shot.


1. When you are close enough, you press ESCAPE, then
2. 'Exit Patrol', just as if you were planning to dock. However... when you are asked 'Continue mission' or 'Dock at U-463' (for example)
3. you click on 'Continue Mission'!!!
Thank you for reply Doolar...I try like that you said...near to the resuply ship stop 0 knoths,Esc.exit patrol ,continue and nothing happen...fuel not refueled and torpedoes also not added...Maybe problem is land bases in Spain Vigo,La Coruna...

Doolar
04-07-25, 08:47 PM
is your issue with Milkcows or re-supply ships

I checked the renaming of the re-supply ships in the CCoM12/data/campaigns/campaign/campaign_SRC.mis file and all looks edited on my end. Some mods I've had to edit myself and most have already been edited when H.Sie hardcode fixes were includes in the mod itself. I didn't edit the re-supply ships in CCoM12, they appear pre-edited. I've included the U-Tanker Mod (by Stiebler and h.sie) fron the "Realism and gameplay hardcode fixes for SH3.EXE" below.

12. U-Tanker Mod (by Stiebler and h.sie)
Everyone complains that, when you dock at a U-tanker in mid-ocean, you lose all your current renown/tonnage for medal purposes, you get a full refuelling, full repairs, full torpedo load-out and you lose the patrol grid which BdU ordered. And then you start again from the tanker a month after you docked! (unless using SH3Patrol or SH3Commander). No longer!
Now you 'pseudo-dock' at the U-tanker. When you are close enough, you
press ESCAPE, then 'Exit Patrol', just as if you were planning to dock. However... when you are asked 'Continue mission' or 'Dock at U-463' (for example), you click on 'Continue Mission'!!! *Now* you get 1-4 air torpedoes (loaded only into the first 4 slots of the fore internal reserve - so make sure there is space enough!), you retain the patrol grid details, you
receive some repairs to your hull-integrity (but not to equipment) and you
receive a fuel upgrade, of up to 30% of the full capacity. Unlike conventional docking at a base, pseudodocking is only possible if there is no 'heavy fog' and windspeed must be 10m/s or less. After having (pseudo-)docked at an U-Tanker, you can (pseudo-)dock again after 2 weeks. Also,
you can only pseudo-dock at U-tankers, not at surface tankers (e.g. Brake),
nor at land bases. You can still choose to dock in the old way, if you wish. If you want this mod to also work with surface tankers, these must be renamed e.g. from "Brake" into "U-Brake" in the campaign files

dex
04-08-25, 01:55 AM
:Kaleun_Salute::Kaleun_Salute:is your issue with Milkcows or re-supply ships

I checked the renaming of the re-supply ships in the CCoM12/data/campaigns/campaign/campaign_SRC.mis file and all looks edited on my end. Some mods I've had to edit myself and most have already been edited when H.Sie hardcode fixes were includes in the mod itself. I didn't edit the re-supply ships in CCoM12, they appear pre-edited. I've included the U-Tanker Mod (by Stiebler and h.sie) fron the "Realism and gameplay hardcode fixes for SH3.EXE" below.

12. U-Tanker Mod (by Stiebler and h.sie)
Everyone complains that, when you dock at a U-tanker in mid-ocean, you lose all your current renown/tonnage for medal purposes, you get a full refuelling, full repairs, full torpedo load-out and you lose the patrol grid which BdU ordered. And then you start again from the tanker a month after you docked! (unless using SH3Patrol or SH3Commander). No longer!
Now you 'pseudo-dock' at the U-tanker. When you are close enough, you
press ESCAPE, then 'Exit Patrol', just as if you were planning to dock. However... when you are asked 'Continue mission' or 'Dock at U-463' (for example), you click on 'Continue Mission'!!! *Now* you get 1-4 air torpedoes (loaded only into the first 4 slots of the fore internal reserve - so make sure there is space enough!), you retain the patrol grid details, you
receive some repairs to your hull-integrity (but not to equipment) and you
receive a fuel upgrade, of up to 30% of the full capacity. Unlike conventional docking at a base, pseudodocking is only possible if there is no 'heavy fog' and windspeed must be 10m/s or less. After having (pseudo-)docked at an U-Tanker, you can (pseudo-)dock again after 2 weeks. Also,
you can only pseudo-dock at U-tankers, not at surface tankers (e.g. Brake),
nor at land bases. You can still choose to dock in the old way, if you wish. If you want this mod to also work with surface tankers, these must be renamed e.g. from "Brake" into "U-Brake" in the campaign files

Doolar
04-09-25, 08:30 PM
I didn't quiet get the answer I was hoping for. I guess the only other thing to check is to make sure the " U-Tanker Fix is CHECKED in the H.Sie Option Selector for SH3. I have never had to psydo-dock in CCoM12 but it looks as iff the edits to the Surface Re-Supply Ships in the campaign_SRC.mis are done. So all should work. Sorry I couldn't help any more. Jerry

dex
04-12-25, 02:44 PM
I didn't quiet get the answer I was hoping for. I guess the only other thing to check is to make sure the " U-Tanker Fix is CHECKED in the H.Sie Option Selector for SH3. I have never had to psydo-dock in CCoM12 but it looks as iff the edits to the Surface Re-Supply Ships in the campaign_SRC.mis are done. So all should work. Sorry I couldn't help any more. Jerry
I was already do like that thank you any way,,, check ,,U Tanker" in Stibler HSie... in sh3 folder...now I can dock to milchcow and refueled about 30% and 1-3 torpedoes almost depend how much we fired in combat

880-5
04-20-25, 05:33 AM
I play right now Ccom 12 excelent patch...graphic is very good.. about refueling I try...only option like you said is to dock to refueling ship and my patrol is ended,no medals no renown ,prize, no new parts to install on sub.......after that I must to return to Wilhemshaven to end patrol,I lose many sunken ships in my log book ,,K''
In OneAlex patch everythig is ok when you dock at milkcow just click esc.click continue and then I have message that is loaded 4 torpedoes and some 30,40%fuel... In Ccom is not like that...And Umark of my sub on water surface working only on 25met.and deeper

Hello, I have the same problem with the U-Mark. Does anyone have a solution? Thanks