View Full Version : CCOM 12.0
ericlea
03-23-18, 04:01 PM
Release supermod CCOM 12.0 !!!
https://www.mediafire.com/rowi58#6t76c4m1jbgcg
Big Thanks to Rowi !!
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
radiator
03-23-18, 07:39 PM
What a great news!!! Many thanks to Rowi, I hope this will please us with a variety of units and script! :Kaleun_Cheers:
What are the differences compared to version 11.1., is there a manual for the new version?
Anvar1061
03-23-18, 09:57 PM
What a great news!!! Many thanks to Rowi, I hope this will please us with a variety of units and script! :Kaleun_Cheers:
What are the differences compared to version 11.1., is there a manual for the new version?
Documentation
A_Download_CCoM_12_0.pdf (https://www.designmodproject.de/forum/attachment/72530)
B-Installation_CCoM_12_0.pdf (https://www.designmodproject.de/forum/attachment/72531)
C-Configuration_CCoM_12_0.pdf (https://www.designmodproject.de/forum/attachment/72532)
What does this mod do/add? :)
ericlea
03-24-18, 03:09 PM
For me it is just like as Living Silent Hunter for the better ! Rowi is a sh3 legend modder !
Very easy and fast to install, have a try you will not regret it !
with h.sie patch included, Ahnenerbe WideGui 1920 x 1080 included etc...
:Kaleun_Cheers:
JuanLiquid
03-24-18, 03:42 PM
Is the game in english?
ericlea
03-24-18, 03:44 PM
Yes of course !
JuanLiquid
03-24-18, 03:46 PM
Thanks, then I will test it now!
after installing it comes out in german
ThePrody
03-24-18, 07:44 PM
you can change it to English
solved!!!
why not is there UZO?
can I activate UZO?
ThePrody
03-25-18, 04:40 AM
for uzo, you must bring uzo to the bridge first with SHIFT+N , like they did in real life - the uzo will not stay there al the time .
However, it only works if you click on it afterwards ( the keys U or the left side shortcut dont work, maybe it has to do with the widescreen mod)
@Zeus;
you can bring up/down the UZO via <SHIFT><N>. This is Anvarts solution. There is a preface page in the manual (volume 1 and volume 2) with all changed/added controls, only in german.
@Hitman,
CCoM 12.0 ist my kid of interpretation of the U-Boat-War as layed down in SilentHunter3. There are two manuals, volume 1 and volume 2, with more than 480 pages of description, documentation and credits to that what i have done in CCoM, sorry, only in german. But with many, many screenshots, so erveryone can get a feeling about what CCoM is. Sorry, but it is impossible do it it in a one-page-short-form.
Greetings
rowi58
ThePrody
03-25-18, 06:00 AM
@rowi, its ok to install an environment mod like Manos v5 or v6 ? that vanilla environment is not very inspiring :)
ok Rowi
the problem I find is that the voices and orders of my crew are not heard when I install sh3 commander 3.2
??????
@ Th
yes, you can do it. But remember that CCoM uses the 16-km-atmosphere by Kpt-Lehmann and others with the original earth radius.ePrody. A 20-k- atmosphere with an earth radius like a disk gives you more chance to survive, but it is nit realistic - in my point of view.
@ Zeus
verry strange. I#m playing SH3/CCoM only with SH3-Comander and i never got such problems. Are you using other sound-mods?.
Greetigs
rowi58
Whats a average loading time for hdd?
Rowi, sorry
I install sh3 commander with gwx3.0 and the voices are not heard. Un my old pc the same thing happened to me
ThePrody
03-25-18, 09:05 AM
Don't you use that SH3 commander version that was offered with the mod ?
raymond6751
03-25-18, 09:26 AM
Yes of course !
Just installed. The menues and speech are all in German.
Nice looking, but unless there is an English version, I will be unloading this.
ThePrody
03-25-18, 09:53 AM
@raymond6751
The game starts in German, just change it to English from the OPTIONEN menu, apply at the end ( UBERNEHMEN)
raymond6751
03-25-18, 12:03 PM
@raymond6751
The game starts in German, just change it to English from the OPTIONEN menu, apply at the end ( UBERNEHMEN)
My apologies. Options, of course. Now set to English.
As I said, nice looking mod.
Thanks:03:
CCoM 12.0 ist my kid of interpretation of the U-Boat-War as layed down in SilentHunter3. There are two manuals, volume 1 and volume 2, with more than 480 pages of description, documentation and credits to that what i have done in CCoM, sorry, only in german.
Danke Rowi, das sollte kein Problem für mich sein. Gruss :Kaleun_Cheers:
Don't worry, Zeus. Such things can happend. No Pproblem at all. That's why support is fore..
Greetings
rowi58
Hi Hitman
jemand der Deutsch lesen kann. Großartig.
Greetings
rowi58
I have a few questions.
1. In order to get the storms you have mentioned between Nov and March, what is the best option to check in SH3 Commander for wave height?
2. I have installed Stieblers patch as well so Should I use his Env.act?
3. Should I leave unchecked, hsie's bad weather fix in the option selector?
4. Did you incorporate Padi's, Real ASW Mod into CCoM12?
Hi JO313,
to answer your questions:
1) there is no option in SH3-Commander. You must check it in the file "scene.dat" via S3D or HexEditor;
2) if you change all related files to the ACT, it will work. Remember the things i told Zeus above;
3) n, i check it to, because of faster change of weather conditions;
4) no, i didn't because it is not real, it is more like a joke.
Hope this will help you.
Greetings
rowi58
1) there is no option in SH3-Commander. You must check it in the file "scene.dat" via S3D or HexEditor;
Yes Rowi there is an option for wave height in SH3 Commander Under SH3 Options, Gameplay Options.
4) no, i didn't because it is not real, it is more like a joke.
Don't listen to this, he is still pissed off because I couldn't accept the lies he had written about other users in a very insulting form and my defense for these innocent users...
My mod is the closest recreation of the ASW-Tech ever created and the messages I get clearly shows that he is very lonely in his opinion...
But probably he is more interested in an unrealistic cruise simulation...
With one thing he is correct: It will never be implemented because I don't supplement that person with my ideas and innovations!
I will DL WAC in the next days and if I like WAC I would add that as a supported mod because in the Subsim I read that the users really like that creation...
But if you want to know something about the mod just PM me or answer to the modthread.
How is CCOM 12.0 compared to WAC 5.0?
Hi Niume,
they are different, like all supermods. It's difficult to say, beecause every supermod has its idividual philosophie about the U-Boat-War. The only thing i can say is: read the manuals an decide what comes the most close to your personel opinion.
Greetings
rowi58
Hi Niume,
they are different, like all supermods. It's difficult to say, beecause every supermod has its idividual philosophie about the U-Boat-War. The only thing i can say is: read the manuals an decide what comes the most close to your personel opinion.
Greetings
rowi58
Uhm where can I find them? are they in english? Is there a website for ccom?
No Niume,
the manual of CCoM is only in german. It is within the mod, but you can read sometinh in english on my blos, just click here - http://rowi58-ccom-captainschoiceofmods.blogspot.de/
But the most things are screenshots, and pictures don't talk english, german, french or japanese. So you can see what is build in.
Greetings
rowi58
ThePrody
03-28-18, 12:36 PM
Hi rowi
Two problems that i encountered so far :
1. the sub is equipped with only 6-8 torpedoes, now in campaign is not a problem since you get to add manually the missing ones in base before leaving on patrol but in single missions is a problem.
For example, if i start the Caribbean no1 single mission my sub starts with only 8 torpedoes, 2 in the stern and six reloads in the bow
2. the widescreen mod, some things ( obs periscope, BDU orders and so on) don work if you mouse over them on the left-side menu, you have to use the key shortcut. That might be because there is a thing in the instalation that i dont understand, you say :
"In folder „MODS“ there is „Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel“.
Who likes to play with WideScreen-Mod can activate this Mod as the last Mod. The Mod is adapted to CCoM – thanks to Wurmonkel. But you must repeat the procedure of chapter (3) after this MOD is activated .
To what Chapter (3) are you referring? In that manual chapter (3) is about H.sie mod .
ivanov.ruslan
03-28-18, 02:57 PM
ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/WURMONKEL/Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1.7z
Readme file
That's right, The Prody.
the problem was/is that some people want to have the T1 ga-torpedo, other one prefer the T2/T3 electricc-torpedo or the acustic torpedo. So i decided to keep it open. On the other side you can easyly change the "Basic.cfg" to get all torpedos placed as you like.
With chapter 3 i mean the chapter 3 from the h.sie configuration. That's true. Read it carefully and decide what you wnt to have if you want to play with the wide-screen-mod. Due to my bad eyes ic ann't use any wide-screen-mod, so it's the only thing i can tell you.
Greetings
rowi58
ThePrody
03-28-18, 04:29 PM
rowi, the problem with changing the default torpedo configuration is that it affects Single Missions also (!) . In the Single Missions you can only change realism not torpedo load-out so you end up starting a mission that requires a patrol in some sector and a convoy interception and your sub starts like this and there is nothing you can do about it:
https://s9.postimg.org/eo8wkmwnz/SH3_Img_29-3-2018_0.23.2_470.png
That's right, ThePrody,
therefor you must change the equipment (of torpedos) within the file "Basic.cfg as you like. It is not difficult. You only need a texteditor. That's all.
Greetings
rowi58
Anvar1061
03-29-18, 11:43 PM
That's right, ThePrody,
therefor you must change the equipment (of torpedos) within the file "Basic.cfg as you like. It is not difficult. You only need a texteditor. That's all.
Greetings
rowi58
I noticed that Basic.cfg to Commander changed twice in 1939 and 1945.
Thats right, Anvar1061. As i wrote in the DMP-Forum it belongs to the different torpedo-equipment. I personaly prefer the type II instead of the type II- Ana type ii comes during the year 1943.
Greetings
rowi58
ThePrody
04-05-18, 11:35 AM
i decided not to install an environment mod and i must say now that i really like the environment of your supermod, it's one of the best i've seen , i like how ships go down below the horizon , i like the sky, also the nights are very nice - dark but with a realistic feel .
Is it available as a separate mod or is something made especially for CCoM ? I really like it . :Kaleun_Applaud:
ericlea
04-05-18, 02:18 PM
i decided not to install an environment mod and i must say now that i really like the environment of your supermod, it's one of the best i've seen , i like how ships go down below the horizon , i like the sky, also the nights are very nice - dark but with a realistic feel .
I really like it . :Kaleun_Applaud:
+1 :Kaleun_Applaud:
lumat83
10-12-18, 03:08 AM
Hello
First, thank you for this wonderfull mod
But I 've a little problem with the dates :
2 examples :
Before the 2th patrol, at the base, the calendar say "08 august". But as soon as I'm on the ship, it's the 10 august.
Before the 3th patrol, at the base we are 19 august and on the ship at the harbor, it's the 16 september ….
It's a little ennoying, I Don't understand why there is this problem… An idea maybe ?
Tank :)
I’m really surprised there is no more post/thread about this mega mod...
It was the only one i never tried, and was pleasantly surprised.
It runs great, load faster than WAC, has the best ships rendering i ever saw in any SH3 mod, life is everywhere, full sub interiors, no CTDs, all in all almost perfect.
One thing i don’t really like thought is the U-boat external rendering, when leaving beautiful WAC subs.
Do you know if the German U-Boat compilation mod can run on Ccom12? :06:
Ktl_KUrtz
02-14-20, 04:46 PM
I might have missed a post.
Any screenshots?
Many thanks if you can help.
KUrtz
Do you know if the German U-Boat compilation mod can run on Ccom12? :06:
i will answer my own question: yes it’s working with Ccom12...with some adaptation, no troubles :D
I’m still very impressed by the work done in this Ccom12 :yep:
I forgot about the U-Boat external rendering, the gameplay is so intensive and well done, it’s not really mandatory.
AI escorts are damn accurate even at war start, and extended challenge is the right name for this beautiful mega mod (furthermore playing type II!)
And at least no need for dozens extra mods, the lone Ccom12 is plenty sufficient itself :yeah:
Awesome job Rowi :Kaleun_Thumbs_Up:
John Pancoast
03-10-20, 08:16 AM
I’m still very impressed by the work done in this Ccom12 :yep:
I forgot about the U-Boat external rendering, the gameplay is so intensive and well done, it’s not really mandatory.
AI escorts are damn accurate even at war start, and extended challenge is the right name for this beautiful mega mod (furthermore playing type II!)
And at least no need for dozens extra mods, the lone Ccom12 is plenty sufficient itself :yeah:
Awesome job Rowi :Kaleun_Thumbs_Up:
I have this mod installed but haven't messed with it much. But your "AI escorts are...." comment has my attention.
Anything that improves the lousy AI in the game is worth a look to me. Haven't been impressed by it in any other version.
I have this mod installed but haven't messed with it much. But your "AI escorts are...." comment has my attention.
Anything that improves the lousy AI in the game is worth a look to me. Haven't been impressed by it in any other version.
What i could say...is just to give it a try then.
I already died at my first attempt with the type II (chased only by 1 DD!)
First time ever in a very first patrol! :timeout:
Ok, I’m playing 100% (except external view for screen shots - and only for screen shots!)...but this guy was tough! And probably got an unlucky direct hit by DC...
Anyway, my second attempt was quite hot again when chased again and depth charged for at least 2 hours by a lonely DD escorting a small convoy. He was sticky like glue...Got some minor damaged, but survived. (DD was throwing DC all around him - Hedgehog)
Cargos are also stronger (it seems to me). Fired 3 torp: 1 missed, 1 dud, 1 hit...and cargo didn’t sink. Very often need 2 hits to sink a ship.
With a type II, never come back with such bad results! (Probably close to what it was in RL)
John Pancoast
03-10-20, 09:09 AM
What i could say...is just to give it a try then.
I already died at my first attempt with the type II (chased only by 1 DD!)
First time ever in a very first patrol! :timeout:
Ok, I’m playing 100% (except external view for screen shots - and only for screen shots!)...but this guy was tough! And probably got an unlucky direct hit by DC...
Anyway, my second attempt was quite hot again when chased again and depth charged for at least 2 hours by a lonely DD escorting a small convoy. He was sticky like glue...Got some minor damaged, but survived. (DD was throwing DC all around him - Hedgehog)
Cargos are also stronger (it seems to me). Fired 3 torp: 1 missed, 1 dud, 1 hit...and cargo didn’t sink. Very often need 2 hits to sink a ship.
With a type II, never come back with such bad results! (Probably close to what it was in RL)
Thanks for the info., definitely sounds interesting !
You’re welcome John :up:
Be aware of the nasty planes too.
As soon as you are spotted (by any ship, any plane) they are calling everything around available to hunt you :doh:
That’s really the first mega mod with such accurate feature.
Of course at war start, you only see planes around English coasts. But at second patrol start, we got an air raid above Wilhelmshaven :D
John Pancoast
03-10-20, 10:50 AM
You’re welcome John :up:
Be aware of the nasty planes too.
As soon as you are spotted (by any ship, any plane) they are calling everything around available to hunt you :doh:
That’s really the first mega mod with such accurate feature.
Of course at war start, you only see planes around English coasts. But at second patrol start, we got an air raid above Wilhelmshaven :D
Sounds great ! Have to finish up my current NYGM patrol and fire it up. Been playing AOD more lately; better AI, etc. Have to unlearn all the bad SH3 habits to survive in AOD though, ha !
John Pancoast
03-10-20, 10:57 AM
Also Fifi, have you noticed if the weather works as intended ? I believe he had it setup to change during the seasons ? That sounds interesting too.
I’m only at war start, so can’t tell...yet.
I have only checked Hsie bad weather fix in my current career, but if i want more weather change (even starting patrol with fog and rain!) i just have to activate Stiebler Env Sim Act 10 :yep:
With this file on top of all, weather is changing almost every day (sometimes it’s a little too much to my taste though)
John Pancoast
03-10-20, 11:04 AM
I’m only at war start, so can’t tell...yet.
I have only checked Hsie bad weather fix in my current career, but if i want more weather change (even starting patrol with fog and rain!) i just have to activate Stiebler Env Sim Act 10 :yep:
With this file on top of all, weather is changing almost every day.
Thanks !
So frustrating type II patrols in Ccom12...
Small merchant: 1 torp, 1 hit...never sunk!
Empire Freighter: 2 torp, 1 hit, 1 dud... didn’t sunk...second attack: 2 torp, 1 hit, 1 dud...badly damaged, didn’t sunk :timeout:
Then was depth charged by 7 Swordfish at same time!!
Back home without any kills :wah:
Time for the type VIIB available now :D
John Pancoast
03-11-20, 06:48 AM
So frustrating type II patrols in Ccom12...
Small merchant: 1 torp, 1 hit...never sunk!
Empire Freighter: 2 torp, 1 hit, 1 dud... didn’t sunk...second attack: 2 torp, 1 hit, 1 dud...badly damaged, didn’t sunk :timeout:
Then was depth charged by 7 Swordfish at same time!!
Back home without any kills :wah:
Time for the type VIIB available now :D
In re-reading Blair's books, I was surprised by how many ships were only damaged/didn't sink after being hit.
Ugh. Seven aircraft doesn't sound right.
Levyathan89
03-11-20, 07:36 AM
Small merchant: 1 torp, 1 hit...never sunk!
Empire Freighter: 2 torp, 1 hit, 1 dud... didn’t sunk...second attack: 2 torp, 1
This doesn't sound great. U-48's service history for example shows that large merchants (5000 to 8000 tons, sometimes even more) were sunk with just one torpedo on a regular basis.
Yes, many ships were only damaged in reality.
7 planes?...just a squadron! :D
Why only 1 or 2 each time? They could fly all together to intercept a U-Boat...
I suspect the Empire Freighter called for help :yep:
I was not that far from Scapa anyway, was along the Shetlands.
So far that’s the hardest SH3 megamod i tried.
That remind me Rowi’s words about his work: « Ccom is my vision of submarine warfare » :03:
This doesn't sound great. U-48's service history for example shows that large merchants (5000 to 8000 tons, sometimes even more) were sunk with just one torpedo on a regular basis.
It all depends were you hit them.
Many times i hit the bow, hence they keep sailing (with difficulties though)
I have already hitted right under the funnel (machine room) and one torp did the job :yep:
All ships have sweet spots for hits.
On side note, depends if the ship have flooding compartments :yep:
I know it is modeled in Ccom.
A ship with compartments will take more than one torp.
Levyathan89
03-11-20, 08:25 AM
Hm ok. Now I am actually tempted to give CCom a try^^
You mentioned earlier that the German U-Boat Compilation works with CCom with "some adaptation". May I ask what adaptation you meant in particular?
Hm ok. Now I am actually tempted to give CCom a try^^
You mentioned earlier that the German U-Boat Compilation works with CCom with "some adaptation". May I ask what adaptation you meant in particular?
Yes it’s doable but finally with a lot of work :yep:
It’s exactly what i did with SH4 Dark Water.
Import each sub .dat and all necessary textures, plus all sensors and guns etc...and finally don’t want to start all over again.
John Pancoast
03-11-20, 09:39 AM
Yes, many ships were only damaged in reality.
7 planes?...just a squadron! :D
Why only 1 or 2 each time? They could fly all together to intercept a U-Boat...
I suspect the Empire Freighter called for help :yep:
I was not that far from Scapa anyway, was along the Shetlands.
So far that’s the hardest SH3 megamod i tried.
That remind me Rowi’s words about his work: « Ccom is my vision of submarine warfare » :03:
Yes they could all fly together but for various reasons, they didn't in reality.<g>
Yes they could all fly together but for various reasons, they didn't in reality.<g>
:hmmm: Maybe they were some flying there, and others here, and they all meet to chase me :D
What is sure, is around Scapa there are many planes flying :yep:
No wonder U-Boats had to make it North Est Shetlands to reach Atlantic! (And not via the straight between Shetlands and Orkneys)
John Pancoast
03-11-20, 10:14 AM
:hmmm: Maybe they were some flying there, and others here, and they all meet to chase me :D
What is sure, is around Scapa there are many planes flying :yep:
No wonder U-Boats had to make it North Est Shetlands to reach Atlantic! (And not via the straight between Shetlands and Orkneys)
Bunch of show offs. They heard a rumor of picking pilots for a mission against the Italian fleet so they're trying to impress the squadron commander. <g>
Ok i have an answer i was wondering about...i finally found an unescorted small convoy.
I thought there wasn’t any in Ccom12, but yes it seems.
So it’s according to what it was in RL.
On side note, the escorted i already found was heading Skagerrak...so it’s kind of normal in those ennemy areas :yep:
The one non escorted was North West England...quite safe area at war start.
Never had such bad score in a megamod :doh:
Last patrol was...catastrophic. Dealing with the bunch of duds, the auxiliary cruiser that i never could sink with my 3 last torps (he took 2 hits and 1 dud then run away) and the planes searching me...i came back with 3 kills of 6500 tons total :haha:
TIP:
- The Ahnenerbe Wide Gui by Wurmonkel provided with Ccom12, doesn’t bring UZO on deck (nor Flag and antenna using left hand icons).
You just have to copy ARB Wide Gui/Data/Cfg/Commands_English into Ccom12 Ahnenerbe Wide Gui by Wurmonkel (or make a small mod of it) and all is back fine again :up:
Kapitän
03-17-20, 04:53 AM
Hi All,
I know there is a New Lorient Harbour Mod available for GWX.
Is this already installed here in CCoM12 or perhaps, available as a stand-alone version for CCoM10?
Many thanks!
Kapitän
03-17-20, 05:04 AM
That's right, ThePrody,
therefor you must change the equipment (of torpedos) within the file "Basic.cfg as you like. It is not difficult. You only need a texteditor. That's all.
Greetings
rowi58
Hi rowi58,
I'm not quite sure how to do this. I'm fine with the torpedo selection for the home base but would like to have the same or similar option for a foreign base, i.e., in campaign mode.
Any tips or help please?
The new harbors are certainly available in Ccom, as it is newer mod than GWX.
Don’t know for Lorient, I’m at St Nazaire...but St Nazaire seems new to me vs GWX.
So i think I’ll have to change my convoy attacks tactics ... lost my U-93 Southern Ireland chased by 4 DDs after an hour or so depth charged. Even running 1 knot, couldn’t escape the pings sufficiently, and was limited by only 80M depth at this place.
So the lesson learned once again: only attack heavily escorted convoys when depth is more than 150M, and fire torpedoes from far enough at low speed settings so you have enough time to run away before they start to chase you! :D
Damn destroyers :timeout:
John Pancoast
03-17-20, 06:58 AM
So i think I’ll have to change my convoy attacks tactics ... lost my U-93 Southern Ireland chased by 4 DDs after an hour or so depth charged. Even running 1 knot, couldn’t escape the pings sufficiently, and was limited by only 80M depth at this place.
So the lesson learned once again: only attack heavily escorted convoys when depth is more than 150M, and fire torpedoes from far enough at low speed settings so you have enough time to run away before they start to chase you! :D
Damn destroyers :timeout:
Yeah, shallow water = trouble.
Kapitän
03-17-20, 10:05 AM
The new harbors are certainly available in Ccom, as it is newer mod than GWX.
Don’t know for Lorient, I’m at St Nazaire...but St Nazaire seems new to me vs GWX.
Yes, St. Nazaire and Whaven have been changed but not Lorient, yet, at least not in CCoM10 ...
Yes, St. Nazaire and Whaven have been changed but not Lorient, yet, at least not in CCoM10 ...
Last version is Ccom 12, so maybe?
I know Rowi added few more ships from previous version. And probably other stuff, but i can’t read German on his blog, so...dunno :)
Yeah, shallow water = trouble.
This time, with my new little U14, i changed tactic from escorted small convoy.
For my first kill, i had enough depth to escape the Brit. And sea was bad enough to cover me. But decided to shadow the remaining convoy that brought me close to Northern Denmark, where there is no depth...so decided to call the Luftwaffe (via contact report) and 20 mn later, 4 Stukas were attacking the ships! They sunk one and damaged an other...perfect for me, as i had only 2 torp left. Meanwhile the Luftwaffe attack, i took favorable position 90° of convoy and this time 2000M far from them (because only 25M depth!). I settled my 2 torps TII left to slow and magnetic, and aimed to the damaged one (because if only one hit, it should be enough to finish him).
As soon as fired, i headed opposite direction flank speed...it gave me enough time to escape before the hit. First torp had premature explosion close to target, but second one hitted perfectly before they change direction (in Ccom12, if premature explosion ships start zigzagging)...and as i thought, because he was damaged, the only one hit brought him down :)
Pretty good new career start :up:
Love this game.
Kapitän
03-18-20, 12:48 PM
Last version is Ccom 12, so maybe?
I know Rowi added few more ships from previous version. And probably other stuff, but i can’t read German on his blog, so...dunno :)
Where can I find the Manual to CCoM12? I might be able to find it there ...
The manual is included with Ccom12 download...and it’s in German.
TIP:
Instead of using ARB gui, you can use the Ahnenerbe for Ccom12 by Wurmonkel (provided gui included in Ccom12 download), and download the adaptation to get the full map as in ARB!
The full map for this Ahnenerbe for Ccom12 by Wurmonkel is here: http://www.mediafire.com/file/3lzs545xq1jmxhj/Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1_-_12_-_FULL_MAP_UPDATE.7z/file
Just activate it after the Ahnenerbe for Ccom12 by Wurmonkel, and launch Tycho’s patch (always after patching with Hsie)
Just experienced that planes are able to spot periscopes!
Quite incredible, but was running 3 knots and had a periscope wake... so...
They were almost above me. I always thought planes couldn’t spot periscopes in SH3. Now i know in Ccom12 they can!
Kapitän
03-20-20, 01:00 PM
Just experienced that planes are able to spot periscopes!
Quite incredible, but was running 3 knots and had a periscope wake... so...
They were almost above me. I always thought planes couldn’t spot periscopes in SH3. Now i know in Ccom12 they can!
Could you please check where the Lorient base is located on the F5 map view of CCoM12? Is it in the "New Lorient" location or still at the "old" Sh3 stock version location?
Could you please check where the Lorient base is located on the F5 map view of CCoM12? Is it in the "New Lorient" location or still at the "old" Sh3 stock version location?
I will post you here a screen shot of the location tomorrow, because i don’t have any other SH3 version right now.
I highly suspect Ccom12 have same Lorient location as LSH3, but could be wrong...
Could you please check where the Lorient base is located on the F5 map view of CCoM12? Is it in the "New Lorient" location or still at the "old" Sh3 stock version location?
Ok here is Lorient in march 1940:
https://i.goopics.net/9QAql.jpg
And St Nazaire by the way:
https://i.goopics.net/GE48v.jpg
I don't think it's like the New Lorient mod available here...if it's what you're looking for.
Kapitän
03-21-20, 05:37 AM
Ok here is Lorient in march 1940:
And St Nazaire by the way:
I don't think it's like the New Lorient mod available here...if it's what you're looking for.
Yes, doesn't seem that way. I just wanted to rule out, that Lorient was in fact moved to its new location, somewhere between CCoM10 and CCoM12. And apparently, it wasn't.
So, unless there is somekind of fix out there, that allows for the "New Lorient" to be installed from CCoM10 upward, that one has to either play LSH5 or GWX, to be able to enjoy the "New Lorient".
Thanks for sharing and Happy Hunting!
^^^^No problem mate, you are welcome!
Just back home from this March 1940 patrol, and it was...well the hardest I’ve ever played in a silent hunter serie :o
An unexpected experience quite interesting but also very frustrating.
Due to plane cover around Great Britain, had to dive numerous times, often loosing my incomings targets.
As soon as spotted by any plane, all available weapons around are searching for me. Not to say some convoys seemed planes protected also...
It’s never one plane attack, but can be up to 7!
Was damaged by planes depth charges once, but hopefully not that bad.
I even decided to skip my patrol area assigned for very first time, due to the intense ennemy activity :doh:
Better closely manage your oxygen and batterie level in Ccom12 :haha:
John Pancoast
03-21-20, 06:56 AM
^^^^No problem mate, you are welcome!
Just back home from this March 1940 patrol, and it was...well the hardest I’ve ever played in a silent hunter serie :o
An unexpected experience quite interesting but also very frustrating.
Due to plane cover around Great Britain, had to dive numerous times, often loosing my incomings targets.
As soon as spotted by any plane, all available weapons around are searching for me. Not to say some convoys seemed planes protected also...
It’s never one plane attack, but can be up to 7!
Was damaged by planes depth charges once, but hopefully not that bad.
I even decided to skip my patrol area assigned for very first time, due to the intense ennemy activity :doh:
Better closely manage your oxygen and batterie level in Ccom12 :haha:
Ugh. More of the multi-plane attacks. Any idea how to fix that to more accurately reflect the reality of the time ?
Probably lowering the AirStrike probabilities in some file (i know how to do for SH4 but not yet for SH3)
But even it’s not really historically accurate, i think Rowi did this way to reduce the kills we can rack up everywhere...
I like it, but hate it too :haha:
You have to think twice before any move in this mod! :D
Or play LSH3... (awesome mod, but easier)
Lowering the planes activity in Ccom12, or increasing LSH3 AI difficulty? Both are doable.
I will keep Ccom12 the way it is (and see how far i can go) and i have increased AI difficulty in LSH3 to see how it goes.
Kapitän
03-21-20, 05:50 PM
^^^^No problem mate, you are welcome!
Just back home from this March 1940 patrol, and it was...well the hardest I’ve ever played in a silent hunter serie :o
An unexpected experience quite interesting but also very frustrating.
Due to plane cover around Great Britain, had to dive numerous times, often loosing my incomings targets.
As soon as spotted by any plane, all available weapons around are searching for me. Not to say some convoys seemed planes protected also...
It’s never one plane attack, but can be up to 7!
Was damaged by planes depth charges once, but hopefully not that bad.
I even decided to skip my patrol area assigned for very first time, due to the intense ennemy activity :doh:
Better closely manage your oxygen and batterie level in Ccom12 :haha:
Yep, I concure ... the closer you get to England, the more airplanes there are. They also, reach as far as the western entrance to the Skagerrak but become more scarces, the further you are from England.
However, once you have been sighted by enemy aircraft or surface vessels, it seems the aircover increases as well, which seems pretty realistic, because now, there is a hunt on for your boat.
Also, when you travel with time compression, it also seems like, that there are more airplanes, than there actually are, because the airplane sightings are closer together.
Kapitän
03-21-20, 05:58 PM
Hi Guys,
Is there a "Crew on Deck"-Mod available for CCoM?
I tried installing one but it uses the same Nav-Command lines that are being used in CCoM10 to bring the UZO up and down from the bridge.
Any ideas, please?
John Pancoast
03-21-20, 07:36 PM
Hi Guys,
Is there a "Crew on Deck"-Mod available for CCoM?
I tried installing one but it uses the same Nav-Command lines that are being used in CCoM10 to bring the UZO up and down from the bridge.
Any ideas, please?
Changing one of them to a different command keystroke should work.
Discovered that pennants are included in Ccom12, close to harbor dock you can raise periscope with pennants :yeah:
Kapitän
03-22-20, 08:15 AM
Changing one of them to a different command keystroke should work.
Oh, boy! That's getting pretty nitty-gritty for me: There is like hundreds of commands ...
Kapitän
03-22-20, 08:16 AM
Discovered that pennants are included in Ccom12, close to harbor dock you can raise periscope with pennants :yeah:
What's the command key stroke for that, please?
What's the command key stroke for that, please?
Once very close to your dock place (you start to hear the fanfare) hit control + page up. The attack periscope should raise fully and pennants appear :yep:
It’s working only in harbor close to dock place.
I think it’s only available in Ccom12, not sure for ccom10...
You can check it by opening your sub eqp file, and if you see all pennants in there, it’s available.
Kapitän
03-22-20, 08:33 AM
Once very close to your dock place (you start to hear the fanfare) hit control + page up. The attack periscope should raise fully and pennants appear :yep:
It’s working only in harbor close to dock place.
I think it’s only available in Ccom12, not sure for ccom10...
You can check it by opening your sub eqp file, and if you see all pennants in there, it’s available.
Thanks! Sub Eqp file? ... Where is this, please?
John Pancoast
03-22-20, 08:34 AM
Oh, boy! That's getting pretty nitty-gritty for me: There is like hundreds of commands ...
Just use the "find" function in notepad to find the one you want. Type in a word for the search. I.e. If shift n controls the uzo, you could type "shift n", "shift+n", or "uzo" into the "find" function to find it.
There is also a program to change the keystrokes to whatever you want. Can't remember the name of it, maybe do a search in the downloads section.
The commands.cfg file is a very simple format, easy to make changes.
John Pancoast
03-22-20, 08:37 AM
Discovered that pennants are included in Ccom12, close to harbor dock you can raise periscope with pennants :yeah:
Fifi, do the pennants show pennants for what you actually sunk ala AOD or just a bunch of generic ones ? I.e., if you sunk three ships, three pennants show.
Last time i raised it, they showed more flags than i actually had.
I think they showed all the pennants actually in the eqp file, that’s why we can choose wich ones we want by opening this file before entering harbor, and put a « ; » in front the ones we don’t want...maybe.
Have to check if it’s available in LSH3 too...
John Pancoast
03-22-20, 09:46 AM
Last time i raised it, they showed more flags than i actually had.
I think they showed all the pennants actually in the eqp file, that’s why we can choose wich ones we want by opening this file before entering harbor, and put a « ; » in front the ones we don’t want...maybe.
Have to check if it’s available in LSH3 too...
So, you'd have to save and exit the game, modify the .eqp file with a ";", then reload the game ?
If so and you do a test, let me know if it works. I could never get that file to work that way.
John Pancoast
03-22-20, 09:47 AM
Thanks! Sub Eqp file? ... Where is this, please?
There in each sub types folder under the main directory of <your SH3 install>/data/submarine.
Kapitän
03-22-20, 09:49 AM
Just use the "find" function in notepad to find the one you want. Type in a word for the search. I.e. If shift n controls the uzo, you could type "shift n", "shift+n", or "uzo" into the "find" function to find it.
There is also a program to change the keystrokes to whatever you want. Can't remember the name of it, maybe do a search in the downloads section.
The commands.cfg file is a very simple format, easy to make changes.
Thanks! What I actually meant was, which one of the many to change for this purpose? I afraid, I might mess something else up in the process ...
John Pancoast
03-22-20, 10:17 AM
Thanks! What I actually meant was, which one of the many to change for this purpose? I afraid, I might mess something else up in the process ...
Here's a simple fix that works great, i.e.
https://www.subsim.com/radioroom/showpost.php?p=2346308&postcount=13
Substitute the keys "N" and "U" in this example with whatever applies/works for CCoM.
No, LSH3 doesn’t have the necessary files for pennants.
But it seems it doesn’t always work in Ccom12...i did as always and nothing on my periscope this time at last come back :hmmm:
John Pancoast
03-22-20, 01:39 PM
No, LSH3 doesn’t have the necessary files for pennants.
But it seems it doesn’t always work in Ccom12...i did as always and nothing on my periscope this time at last come back :hmmm:
I just did a test and I was able to get it to work in GWX anyway. First tried it with all the pennents showing, then put a ";" in front of all but the first three pennents listed.
Only those three showed then. BUT, this was not from a patrol saved file.
I started a career, got just outside the bunker, raised scope/saw pennents, then exited and docked, etc.
Then to test the only three pennents showing vs. all of them, I choose the "In port before next mission" and did the same above.
In other words to save time I never left the harbor. I wonder if the saved file coming back from a patrol might make a difference because I was never able to make it work then.
Other nice feature i just realized in Ccom12, is all the food (bread, bananas, ham, saucisse etc) hanging around and everywhere is vanishing in the time going on!
:yeah:
John Pancoast
03-22-20, 03:12 PM
Other nice feature i just realized in Ccom12, is all the food (bread, bananas, ham, saucisse etc) hanging around and everywhere is vanishing in the time going on!
:yeah:
Yes, Diving Duck first came up with this awhile back. Probably part of CCoM.
Kapitän
03-24-20, 04:29 AM
Just use the "find" function in notepad to find the one you want. Type in a word for the search. I.e. If shift n controls the uzo, you could type "shift n", "shift+n", or "uzo" into the "find" function to find it.
There is also a program to change the keystrokes to whatever you want. Can't remember the name of it, maybe do a search in the downloads section.
The commands.cfg file is a very simple format, easy to make changes.
Ok, thanks, I will look for that ...
Besides changing command key strokes, is it possible to add any?
For example, since the command entry "shift+n" is used for the UZO, merely add a new command entry, e.g. "shift+d" for the "crew on deck" ...
John Pancoast
03-24-20, 05:07 AM
Ok, thanks, I will look for that ...
Besides changing command key strokes, is it possible to add any?
For example, since the command entry "shift+n" is used for the UZO, merely add a new command entry, e.g. "shift+d" for the "crew on deck" ...
I don't know the answer to that. It's been awhile since I looked at Ace's crew mod but I think he even says to do that in his read me ?
Or is it to just change some other command ?
I do remember shift/ctrl + d controlled the mod's actions.
Anvar1061
03-24-20, 11:28 AM
Aces' Crew On Deck - Stand alone mod v1 GWX Version ReadMe
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
If you want to add the up/down crew on deck commands manually to your own command_zz.cfg file then please change/add these lines:
Change this entry to the one below:
[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Navigator_view
and add this entry:
[Cmd262]
Name=Navigation_officer_End
Ctxt=1
Key0=0x44,Cc,"CTRL+D"
John Pancoast
03-24-20, 11:36 AM
Aces' Crew On Deck - Stand alone mod v1 GWX Version ReadMe
:Kaleun_Wink:
If you want to add the up/down crew on deck commands manually to your own command_zz.cfg file then please change/add these lines:
Change this entry to the one below:
[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Navigator_view
and add this entry:
[Cmd262]
Name=Navigation_officer_End
Ctxt=1
Key0=0x44,Cc,"CTRL+D"
Anvar1061 to the rescue as usual, thanks !
Anybody knows how to get back full torpedoes load automatically when in bunker? (Give your sub a default set of torp)
Because you always have to manually load them in Ccom, and when starting any academy mission (or even single missions i think) you end with no torpedo aboard!
I don’t know why Rowi made this this way, but it’s more annoying than anything :06:
I’m sure it’s a file to adjust somewhere, but where?
Anybody knows how to get back full torpedoes load automatically when in bunker? (Give your sub a default set of torp)
Because you always have to manually load them in Ccom, and when starting any academy mission (or even single missions i think) you end with no torpedo aboard!
I don’t know why Rowi made this this way, but it’s more annoying than anything :06:
I’m sure it’s a file to adjust somewhere, but where?
It´s in the Basic.cfg, but I need to look where it is specifically.
Or you switch to the much better WAC which didn´t have this Problem!
It´s in the Basic.cfg, but I need to look where it is specifically.
Or you switch to the much better WAC which didn´t have this Problem!
Hi Padi, i would be grateful if you could tell me precisely :yeah:
Yes, i know all others mega mods don’t have this problem, only Ccom have it. I’m sure it was made intentionally by Rowi, but still don’t see why (maybe related to limited torpedoes number along the war in his mod...)
About WAC5.2, I’m sure it’s great mod but have too many issues running it.
Had to give up, many CTDs with saves and in game too, awful loading times, home base ships mess everywhere when back home, and last I’m not fan of WAC environment nor MEP V6 waves as substitution...
Only WAC beautiful U-Boat rendering are missing in Ccom12, but can live with it until a great modder could import them!
Hebe Vollmaus
04-02-20, 05:33 PM
[8<...]
I’m sure it was made intentionally by Rowi, but still don’t see why (maybe related to limited torpedoes number along the war in his mod...)
Already found in this thread. Question in #37, Answer in #39.
Page #3 can be found very fast on Google with these kaywords:
ccom rowi58 torpedo single mission site:subsim.com
Greetings.
Hi Padi, i would be grateful if you could tell me precisely :yeah:
Yes, i know all others mega mods don’t have this problem, only Ccom have it. I’m sure it was made intentionally by Rowi, but still don’t see why (maybe related to limited torpedoes number along the war in his mod...)
About WAC5.2, I’m sure it’s great mod but have too many issues running it.
Had to give up, many CTDs with saves and in game too, awful loading times, home base ships mess everywhere when back home, and last I’m not fan of WAC environment nor MEP V6 waves as substitution...
Only WAC beautiful U-Boat rendering are missing in Ccom12, but can live with it until a great modder could import them!
In the Basic.cfg search for [SUBMARINE_AMMO0].
From there the configuration starts for the different boats for each year.
The torpedo types are numbered.
Already found in this thread. Question in #37, Answer in #39.
Page #3 can be found very fast on Google with these kaywords:
ccom rowi58 torpedo single mission site:subsim.com
Greetings.
Good eyes!
In the Basic.cfg search for [SUBMARINE_AMMO0].
From there the configuration starts for the different boats for each year.
The torpedo types are numbered.
Thanks :yeah: perfect!
In the Basic.cfg search for [SUBMARINE_AMMO0].
From there the configuration starts for the different boats for each year.
The torpedo types are numbered.
:hmmm: I’m a bit lost in all those lines about submarine ammo...and have to say i don’t understand the logic in there :oops:
Do you know what lines i should focuse on?
Comparing them to the LSH3 ones (who have full load each time in bunker) doesn’t help me either.
One of the best epic harbor exit I’ve ever played in any SH! :doh:
Leaving Brest bunker, siren yelling and a bunch of British bombers trying to hit the Hipper entering the bay...after some time, and some losses, they gave up and Headed our bunker. They almost made it but were downed one after each other by our 3 destroyers at anchor here, and our armed merchants.
After some breath and full speed to leave the place, almost at the bay exit 4 new enemy planes patrolling there tried to bomb me...hopefully was quick enough to escape with some depth.
Slow speed for half an hour, surfaced and good speed to gain the high seas...but an other plane was suddenly spotted quite close to my stern...i thought this time I’m dead, cause not enough time to crash down.
Again by a damn chance, it was only a fighter with no bombs, and he straffed me from stern to bow while i was diving...minor damage, no hull integrity lost, had to wait for night to come...and escape safely.
Great great campaign, plenty surprises and action, but I’m afraid of the future to come...he are only in 1941... :)
We’ll see how long i can survive to those damn Ccom12 planes nightmare.
If anyone interested, i can upload a link for better round antenna in all Ccom12 U-Boats :03:
Now they look like in German U_Boat Compilation:
https://i.goopics.net/erEjW.jpg
Anvar1061
04-09-20, 02:16 PM
Come on, "strike"! The next step will be an "open hatch".
https://www.subsim.com/radioroom/images/smilies/Kaleun_Periskop-1.gif
In the Basic.cfg search for [SUBMARINE_AMMO0].
From there the configuration starts for the different boats for each year.
The torpedo types are numbered.
Nope, nothing successful in the basic file. I’ve changed all loads same as LSH3 and still no automatic load in bunker.
I guess there is an other file involved in this.
hauangua
04-11-20, 01:04 AM
Nope, nothing successful in the basic file. I’ve changed all loads same as LSH3 and still no automatic load in bunker.
I guess there is an other file involved in this.
Hi fifi maybe this can hel you
http://www.mediafire.com/file/s4o2gdegjfp8cr1/WolfiesTweekPak.rar/file
Hi Hauangua, before downloading, what's does this file do exactly, if you know?
hauangua
04-11-20, 04:28 AM
Hi Hauangua, before downloading, what's does this file do exactly, if you know?
read me file
Overview
This pak contains two programs for tweeking SH3. TweekSH3 makes changes to time compression, map settings and auto-identify of targets. TweekSUB makes changes to the torpedo loadout of any or all subs. Each program is described in detail below.
TweekSUB can modify the torpedo layout of any sub for any year. Yes, you can use it to cheat though that is NOT its purpose. It does not restrict you from selecting any torpedo for any year so let your conscience be your guide as to how far you want to push it. I got tired of altering the loadout after every patrol so I wrote this to preset what fish I wanted loaded automatically when I returned to base. If run normally it shouldn't affect the SH3 game at all other than defaulting to the torpedoes you selected when you return to port or you start a single mission. I have not investigated what this may do to multi-player.
TweekSH3 does have a hidden secret though. You can alter the number of reserves, extras and external slots...to a point. If you just run it by clicking on the EXE file, you can't do this. You will have to make a shortcut so you can provide a command line option to it. See the screenshot below
Note that the "Target" box has the name of the exe with "wolfie" after it. There is a secret to this but you must read further to find it. I purposely did this for those of you who don't really read and just look at the pretty pictures.
Once you have the shortcut set up, launch TweekSUB with the shortcut. The boxes will now appear with a black background and a 3D bevel showing that you correctly set up the shortcut. You will now be able to change the numbers for Fore Reserve, Extra and External and Aft Reserve and External. There are limits to which you can set them though but the program makes no effort to limit you. I suggest a maximum of 16 internal reserves (8 Reserves and 8 Extra for example) and 6 external for the forward compartment. For aft, 2 internal and 6 external are my suggestions for maximums. You may find that putting more than that number may cause SH3 to act weird when displaying the inventory screen. Once you change the numbers reselect a year (not a sub type) and the new empty boxes will appear and you may fill them as you wish.
Before you begin, I wanted to let you know the program makes NO changes until you click SAVE or SAVE ALL YEARS. You can safely exit the program at any time without clicking either of them to abandon any changes you made. And here is the cheat enabler. Though the image above says "wolfie", you must use "Wolfie" instead with a capitalized W. Now for what the buttons do:
Change All: This changes all the currently displayed tubes and reserve slots to the torpedo in the box next to this button. This is a quick way to fill all slots with the same torpedo. You still must click Save to commit the changes to the file.
Default All: This changes all the currently displayed tubes and reserve slots to the torpedo that should be there. Basically this resets this year back to factory defaults. You still must click Save to commit the changes to the file.
i find this
https://www.subsim.com/radioroom/showthread.php?t=133306
:yeah: I’ll try soon...should solve Ccom12 torpedo loads in bunker. Thanks again!
:hmmm: this application can’t find my SH3.exe even when in same folder...
Maybe it doesn’t work with an exe already patched (Hsie, Tycho etc)
hauangua
04-11-20, 07:07 AM
:hmmm: this application can’t find my SH3.exe even when in same folder...
Maybe it doesn’t work with an exe already patched (Hsie, Tycho etc)
:hmmm: probablly you right fifi
i remember you can remove tycho patch...probed?
but hsie patch think impossible,..
Fubar2Niner
04-11-20, 07:45 AM
If I remember correctly, Hsie patch should create a backup of the original SH3.exe. to roll back just rename the copy :yep:
Regards.
Fubar
If I remember correctly, Hsie patch should create a backup of the original SH3.exe. to roll back just rename the copy :yep:
Regards.
Fubar
Yes but ... no way i run game without Hsie patch! It’s really essential patch :yep:
Fubar2Niner
04-11-20, 08:01 AM
Yes but ... no way i run game without Hsie patch! It’s really essential patch :yep:
Agreed my friend :salute:
That’s not really the fact to manually load each torpedo at bunker that is annoying for me, it’s more the way you end if you start your mission forgetting doing so...crossed the Atlantic and at first target i realized i had only 4 fishes!! :haha:
Not to say it’s impossible to have torpedoes for naval academy (and single missions - but i never tried)
AND when you refuel/rearm at a Milchkuw ... only 4 torpedoes...but that might be accurate?...probably.
I will release a little mod for latest (and last unfortunately) Ccom12.
All black dots contacts for all ships and all planes in Ccom12 + new round antenna for all U-Boats :up:
Maybe tomorrow...
hauangua
04-11-20, 01:39 PM
I will release a little mod for latest (and last unfortunately) Ccom12.
All black dots contacts for all ships and all planes in Ccom12 + new round antenna for all U-Boats :up:
Maybe tomorrow...
Hi Fifi :salute:
can you send me or post your Ccom12 basic.cfg?
I'd like to check one thing
Hi Fifi :salute:
can you send me or post your Ccom12 basic.cfg?
I'd like to check one thing
Yes i will tomorrow morning via PM :up:
hauangua
04-11-20, 02:14 PM
Yes i will tomorrow morning via PM :up:
:Kaleun_Salute:
hauangua
04-12-20, 03:42 AM
Hauangua, PM sent :up:
Thanks Fifi :salute:
I will release a little mod for latest (and last unfortunately) Ccom12.
All black dots contacts for all ships and all planes in Ccom12 + new round antenna for all U-Boats :up:
Maybe tomorrow...
No release unfortunately...my PC just died...in fact win 10 doesn’t want to start (even in safe mode) blue screen looping for ever with no fonctions working :k_confused:
Had to restart my very old rig still working (but for how long?)
Ahhhh....CRAP! Lost everything and have to re-install all...
ericlea
04-13-20, 11:46 AM
Hi i have this one from ccom10. (Rowi gave it to me for ccom11.)
It will work fine with ccom12 too
https://www.dropbox.com/s/29hxrffdx5ht316/CCoM_10.0_CodeUltra_BlackContacts.7z?dl=1
:-)
Hi i have this one from ccom10. (Rowi gave it to me for ccom11.)
It will work fine with ccom12 too
https://www.dropbox.com/s/29hxrffdx5ht316/CCoM_10.0_CodeUltra_BlackContacts.7z?dl=1
:-)
Hi Ericlea, i have already tried this black contacts mod, but few ships are still in colors (cause Ccom12 have more ships).
Have to find and add the additional ships in Ccom12.
Thanks anyway :up:
When i will have back my broken gaming computer from the repair shop, i will release an additional mod for Ccom12.
Contains:
- New better round antenna
- New better 88 & 105 mm guns
- AA guns attach when underwater
- Full black contacts (air & sea) and new hydro contact line
:Kaleun_Cheers:
ericlea
04-17-20, 05:19 AM
:Kaleun_Cheers:
Currently giving Ccom12 new type VIIC from TKSS18 :D
Edit: it dramatically increase the loading time...with only one turm...so not sure I’ll go further.
Anvar1061
04-18-20, 09:19 AM
It is for this reason that rowi58 abandoned TGUC
Fubar2Niner
04-18-20, 09:56 AM
Currently giving Ccom12 new type VIIC from TKSS18 :D
Edit: it dramatically increase the loading time...with only one turm...so not sure I’ll go further.
I thought the turm for the VIIC was unfinished and therefor caused ctd problems (At least in GWX). Please correct me if I am wrong my friends.
Best regards.
Fubar
I thought the turm for the VIIC was unfinished and therefor caused ctd problems (At least in GWX). Please correct me if I am wrong my friends.
Best regards.
Fubar
Yes the turms from German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) are not finished and could CTD, but not the TKSS18 German U-Boat Compilation part 1 & 2 (who have all necessary turms)
On other hand, i could take the WAC5.2 turm and hull, but again same loading issue (just like WAC huge loading times) and probably some CTDs due to RAM memory over charge in some situations (close to harbors)
I think we are at the game limits (memory use) and could explain why WAC5.2 has great troubles sometimes on some computers (like mine)
But have to say Ccom12 just like LSH3 2015, have the best old looking subs available around, so...don’t know if it’s really worth the huge work and loading times!...
Aquelarrefox
04-22-20, 04:58 PM
How stable is comm12? In my first payroll when I was looking for a convoy in a convoy path and it crashed.
propbeanie
04-22-20, 07:49 PM
Did you empty the Save folder before starting CCoM? Also, what is your mod list? :salute:
Aquelarrefox
04-22-20, 09:53 PM
Did you empty the Save folder before starting CCoM? Also, what is your mod list? :salute:
yes, only the mods from ccom folder, no comander. 3th try doesnt crashed in 3 hours.
How stable is comm12? In my first payroll when I was looking for a convoy in a convoy path and it crashed.
Never get one CTD with Ccom yet.
About Commander, i think Ccom 12 is configured to use it. That could explain your CTD.
Have you read the install instructions pdf, and game configuration?
Kapitän
04-23-20, 03:01 AM
CCoM10.0 runs fine for me. I never made the swith to CCoM12, as to my understanding, the main changes were new ships being added, etc.
CCoM10.0 runs fine for me. I never made the swith to CCoM12, as to my understanding, the main changes were new ships being added, etc.
Have you read his blog (in German - i don’t understand it) where all new changes are explained?
I think it’s more than new ships... but i could be wrong
Aquelarrefox
04-23-20, 08:38 AM
There's no a reason to crash by not been using commander.
The mod modify the ship stat for sinking ships by inundation of compartments to make it slower?
Kapitän
04-23-20, 08:50 AM
Have you read his blog (in German - i don’t understand it) where all new changes are explained?
I think it’s more than new ships... but i could be wrong
No, I haven't read it. Where can I find it, please?
Anvar1061
04-23-20, 09:21 AM
CCoM v12
https://www.mediafire.com/?6t76c4m1jbgcg
Documentation
A_Download_CCoM_12_0.pdf (https://www.designmodproject.de/forum/attachment/72530)
B-Installation_CCoM_12_0.pdf (https://www.designmodproject.de/forum/attachment/72531)
C-Configuration_CCoM_12_0.pdf (https://www.designmodproject.de/forum/attachment/72532)
No, I haven't read it. Where can I find it, please?
:Kaleun_Wink: http://rowi58-ccom-captainschoiceofmods.blogspot.com/
Kapitän
04-24-20, 12:51 PM
Thanks for that! Where can I find the CCoM12 Manual, please (I can not find it under these links)?
Thanks for that! Where can I find the CCoM12 Manual, please (I can not find it under these links)?
I think you’ll get it with the download. 480 pages only in German...
:Kaleun_Wink: https://www.subsim.com/radioroom/showpost.php?p=2546760&postcount=15
Here is Ccom12 full black contacts (air & sea):
http://www.mediafire.com/file/tqjbv6oxo75inv2/Ccom12__ExtentedChallengeBlackContacts.7z/file
:Kaleun_Salute:
Aquelarrefox
04-25-20, 10:46 AM
Did you empty the Save folder before starting CCoM? Also, what is your mod list? :salute:
CCom have more supply ships and milkcow than other mods?
CCom have more supply ships and milkcow than other mods?
Don’t know if they are more, but they are way enough (2 in Spain, 2 in Atlantic)
What is tricky in Ccom12, is even though i set days in bunker to 1 in Commander, it seems it doesn’t want to work (still getting 28 days)
Probably have to edit the basic file instead, but i don’t understand why Commander can’t overwrite this stuff.
John Pancoast
04-25-20, 11:03 AM
Don’t know if they are more, but they are way enough (2 in Spain, 2 in Atlantic)
What is tricky in Ccom12, is even though i set days in bunker to 1 in Commander, it seems it doesn’t want to work (still getting 28 days)
Probably have to edit the basic file instead, but i don’t understand why Commander can’t overwrite this stuff.
If you're not using H.sie's patch, you should. It solves that problem.
If you're not using H.sie's patch, you should. It solves that problem.
:hmmm: Don’t understand what you mean...I’m using Hsie patch with U Tanker fix checked...i shouldn’t?
John Pancoast
04-25-20, 01:40 PM
:hmmm: Don’t understand what you mean...I’m using Hsie patch with U Tanker fix checked...i shouldn’t?
If you have the u-tanker part of his patch checked and you're still having those date problems, then something is wrong.
The date should only advance one day when it works correctly and SH3 Commander doesn't have to be touched.
John Pancoast
04-25-20, 01:46 PM
FiFi, if you're not be sure you choose "continue mission" NOT "dock at xxx" when you're getting resupplied.
FiFi, if you're not be sure you choose "continue mission" NOT "dock at xxx" when you're getting resupplied.
:hmmm: Don’t have the continue mission! :timeout:
John Pancoast
04-25-20, 02:21 PM
:hmmm: Don’t have the continue mission! :timeout:
When you hit "esc" key after getting within range of a supply ship/milk cow ?
When you hit "esc" key after getting within range of a supply ship/milk cow ?
Yes. I get End mission or dock at the milk cow (U-xx) and it brings me back at the desk after the panel resuming the mission.
On side note I can’t access the U-Boat page where i see all equipment, and can’t access the telephone for transfert. It just doesn’t highlight at all.
I then launch new mission, and it tells me i start from U-xx and have to end to St Nazaire.
But even with Commander days in bunker set to 1, i loose 28 days...
John Pancoast
04-25-20, 03:56 PM
Yes. I get End mission or dock at the milk cow (U-xx) and it brings me back at the desk after the panel resuming the mission.
On side note I can’t access the U-Boat page where i see all equipment, and can’t access the telephone for transfert. It just doesn’t highlight at all.
I then launch new mission, and it tells me i start from U-xx and have to end to St Nazaire.
But even with Commander days in bunker set to 1, i loose 28 days...
Somethings messed up then. When you pull up to a ship/tanker with H.sie's patch and hit esc, you should have these two options to choose from:
- continue mission
- dock at xxx
You hit continue mission and it puts you back into the game same location as you left it with the date advanced one day (and supplied of course).
The other items you mention also sound messed up somehow.
Somethings messed up then. When you pull up to a ship/tanker with H.sie's patch and hit esc, you should have these two options to choose from:
- continue mission
- dock at xxx
You hit continue mission and it puts you back into the game same location as you left it with the date advanced one day (and supplied of course).
The other items you mention also sound messed up somehow.
Ok then, i will investigate :up:
When the date advanced 1 day, did you have to adjust it in Commander before hitting esc? Or Hsie patch do it automatically each time you U-tanker re-fuel?
John Pancoast
04-26-20, 04:30 AM
Ok then, i will investigate :up:
When the date advanced 1 day, did you have to adjust it in Commander before hitting esc? Or Hsie patch do it automatically each time you U-tanker re-fuel?
H.sie's patch does it automatically.
Ah ok :up:
Thinking about it, i think i had the continue mission option, together with the dock at U-xx... :oops:
But didn’t hit this option just because of other option name :yep:
I’ll see what’s going on next time i have to refuel rearm...
That’s quite confusing anyway.
Ok, it works perfectly in Ccom12 :yeah:
Didn't even lost 1 day! No need to adjust Commander days in bunker either.
40% fuel + 2 torpedoes done the same day :)
It was at the Bessel in Vigo harbor, but maybe at a real milkcow i'll get more fuel and torpedoes, who knows...
https://i.goopics.net/7LY1R.jpg
https://i.goopics.net/A1mw0.jpg
John Pancoast
04-27-20, 09:01 AM
Ok, it works perfectly in Ccom12 :yeah:
Didn't even lost 1 day! No need to adjust Commander days in bunker either.
40% fuel + 2 torpedoes done the same day :)
It was at the Bessel in Vigo harbor, but maybe at a real milkcow i'll get more fuel and torpedoes, who knows...
Glad you got it sorted out. Check out H.sie's readme for all the info. needed.
Most torpedoes you'll ever get are four, but check out the readme to see how.
Fuel info. there too.
Also, fwiw, the supply ships never historically supplied torpedoes if that matters to you. Only the milk cows did.
Ccom12 better round antenna and better deck guns: http://www.mediafire.com/file/hh9shlckg69dnpk/Ccom_New_Antenna%2526Guns.7z/file
Only cosmetic! From TKSS18 German U-Boat Compilation.
Plus AA gun cable attached when underwater, from LSH3 :up:
https://i.goopics.net/oPKXn.png
Here on Suhren U564
Kal_Maximus_U669
04-29-20, 01:11 PM
Ccom12 better round antenna and better deck guns: http://www.mediafire.com/file/hh9shlckg69dnpk/Ccom_New_Antenna%2526Guns.7z/file
Only cosmetic! From TKSS18 German U-Boat Compilation.
Plus AA gun cable attached when underwater, from LSH3 :up:
https://i.goopics.net/oPKXn.png
Here on Suhren U564
thank's FiFi pour ton taff surtout pour les torpilles ds Ccom:12
:Kaleun_Salute:
thank's FiFi pour ton taff surtout pour les torpilles ds Ccom:12
:Kaleun_Salute:
Merci :up:
Pour les torpilles, j’avais mis la solution? Me rappelle plus...
En fait tout se passe dans le Ccom Commander. Il y a 2 dossiers dans Date qui contiennent un Cfg/basic qu’il faut modifier afin de retrouver les torpilles automatiquement mises quand on arrive au bunker.
Si tu veux, je peux poster un lien pour les fichiers modifiés si nécessaire :yep:
C’est un petit mod a mettre dans le JSME de Ccom12 commander, et hop le tour est joué, et tu peux continuer à utiliser Commander.
Sinon, en lançant Ccom12 sans passer par Commander, ça doit marcher aussi...mais tu perds les avantages de Commander....
Kal_Maximus_U669
04-29-20, 02:15 PM
Merci :up:
Pour les torpilles, j’avais mis la solution? Me rappelle plus...
En fait tout se passe dans le Ccom Commander. Il y a 2 dossiers dans Date qui contiennent un Cfg/basic qu’il faut modifier afin de retrouver les torpilles automatiquement mises quand on arrive au bunker.
Si tu veux, je peux poster un lien pour les fichiers modifiés si nécessaire :yep:
C’est un petit mod a mettre dans le JSME de Ccom12 commander, et hop le tour est joué, et tu peux continuer à utiliser Commander.
Sinon, en lançant Ccom12 sans passer par Commander, ça doit marcher aussi...mais tu perds les avantages de Commander....
oui merci j ai vu le fil avec l explication de Anvar1061 pour ma part j ai compris mais je pense que tu peux le mettre cela simplifie le travail pour certain plutot que de bricoler les fichiers encore merci... a toi:salute:
So for those who want back automatic torp load in bunker, hence naval academy playable again with full torp load in sub, and to be sure to NOT forget leaving harbor without torpedoes (:D), here is a little mod to drop into your Ccom12 Commander MODS folder, and then activate it with Commander Jsgme:
http://www.mediafire.com/file/lz5cnbvs2le09i5/Auto_Torp_Load.7z/file
Will not work if dropped in Ccom12 Jsgme Mods - Only works if dropped in Ccom12 Commander Jsgme Mods!
I didn’t test it when supplying at a Milk Cow yet...so don’t know how many torpedoes would be loaded. Just a few (as it should be) or full load? Dunno...
:Kaleun_Salute:
John Pancoast
04-30-20, 06:59 AM
So for those who want back automatic torp load in bunker, hence naval academy playable again with full torp load in sub, and to be sure to NOT forget leaving harbor without torpedoes (:D), here is a little mod to drop into your Ccom12 Commander MODS folder, and then activate it with Commander Jsgme:
http://www.mediafire.com/file/lz5cnbvs2le09i5/Auto_Torp_Load.7z/file
Will not work if dropped in Ccom12 Jsgme Mods - Only works if dropped in Ccom12 Commander Jsgme Mods!
I didn’t test it when supplying at a Milk Cow yet...so don’t know how many torpedoes would be loaded. Just a few (as it should be) or full load? Dunno...
:Kaleun_Salute:
Nice work Fifi !
Kal_Maximus_U669
04-30-20, 07:15 AM
Nice work Fifi !
did you test john because i meet this problem in the academy
https://image.noelshack.com/fichiers/2020/18/4/1588248629-capture.png
for the quarry all is charged normally
Hello FiFi I'm waiting for the returns to know if it comes from my home ...
if this is the case it feels the reinstallation:ping:
John Pancoast
04-30-20, 07:18 AM
did you test john because i meet this problem in the academy
https://image.noelshack.com/fichiers/2020/18/4/1588248629-capture.png
for the quarry all is charged normally
Hello FiFi I'm waiting for the returns to know if it comes from my home ...
if this is the case it feels the reinstallation:ping:
No, not yet.
did you test john because i meet this problem in the academy
https://image.noelshack.com/fichiers/2020/18/4/1588248629-capture.png
for the quarry all is charged normally
Hello FiFi I'm waiting for the returns to know if it comes from my home ...
if this is the case it feels the reinstallation:ping:
Did you were underwater? I think external loads are black because you are underwater and no transfert can be done! :yep:
Surface the boat and you’ll be back with visible external torp...
Kal_Maximus_U669
04-30-20, 08:45 AM
Did you were underwater? I think external loads are black because you are underwater and no transfert can be done! :yep:
Surface the boat and you’ll be back with visible external torp...
yes indeed it is back in order good job :Kaleun_Cheers::Kaleun_Cheers:
Other little mod for Ccom12: http://www.mediafire.com/file/cgphxdu9op7mzrc/Ccom_ATM_BlueWater.7z/file
Brings LSH3 nice sea foam, sky colors, sea color, underwater color to Ccom12 :up:
From the mod ATM Blue Water, but without the scene.dat (so original Ccom12 features are not broken) :up:
Can be enabled any time in bunker.
:Kaleun_Salute:
Kal_Maximus_U669
04-30-20, 01:43 PM
Other little mod for Ccom12: http://www.mediafire.com/file/cgphxdu9op7mzrc/Ccom_ATM_BlueWater.7z/file
Brings LSH3 nice sea foam, sky colors, sea color, underwater color to Ccom12 :up:
From the mod ATM Blue Water, but without the scene.dat (so original Ccom12 features are not broken) :up:
Can be enabled any time in bunker.
:Kaleun_Salute:
yes it's really good
no ATM
https://image.noelshack.com/fichiers/2020/18/4/1588272043-001.png
with ATM
https://image.noelshack.com/fichiers/2020/18/4/1588272152-002.png
yes it's really good
no ATM
https://image.noelshack.com/fichiers/2020/18/4/1588272043-001.png
with ATM
https://image.noelshack.com/fichiers/2020/18/4/1588272152-002.png
Not only U-Boat wake foam, but big waves foam when above 10m/s :yep:
Clouds are slightly different too, i forgot to say...better to my taste.
Kal_Maximus_U669
05-02-20, 07:18 AM
Not only U-Boat wake foam, but big waves foam when above 10m/s :yep:
Clouds are slightly different too, i forgot to say...better to my taste.
Hello FiFi I just broke my install ccom12 !!!!
after reinstalling following the Rowi procedure the Hsie patch does not want to work in the game !!! strangely when i start order it with
CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC I have access to types II; VII; IX in a new career Erprobungsstelle while I should only see type II .... in the order I did not touch any option I have Lsh in another install using multish3 it starts to get me drunk ...
D: \ Sh3 \ Sh3CCoM this is the install path I am under window 7 ult 64
without the Basis mod ordering it gives me that the normal type II has been 4 installed since yesterday with several different tests I don't see where it comes from !!!:ping:
:k_confused::k_confused:
Hello FiFi I just broke my install ccom12 !!!!
after reinstalling following the Rowi procedure the Hsie patch does not want to work in the game !!! strangely when i start order it with
CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC I have access to types II; VII; IX in a new career Erprobungsstelle while I should only see type II .... in the order I did not touch any option I have Lsh in another install using multish3 it starts to get me drunk ...
D: \ Sh3 \ Sh3CCoM this is the install path I am under window 7 ult 64
without the Basis mod ordering it gives me that the normal type II has been 4 installed since yesterday with several different tests I don't see where it comes from !!!:ping:
:k_confused::k_confused:
Exemple de mon install: C:/Ccom12/Data etc...
Pour configurer les options du Hsie patch, il faut désactiver tous les mods et ouvrir le Ccom_Basis dans lequel se trouve le SH3.exe et le HsieOptionSelector, puis régler toutes les options voulues via le HsieOptionSelector, réactiver tous les mods...sinon ça ne garde pas les options en jeu.
Après, le SH3 Commander Ccom est installé (ou plutôt copié) au meme niveau que mes Programmes/Programmes(86)/Ccom12 etc
Dans Commander, pour une nouvelle carrière, en août 39 à Erprobungsstelle, j’ai le choix entre IIB VIIB et IXB...c’est tout ce que je peux dire :03:
Kal_Maximus_U669
05-02-20, 10:05 AM
Exemple de mon install: C:/Ccom12/Data etc...
Pour configurer les options du Hsie patch, il faut désactiver tous les mods et ouvrir le Ccom_Basis dans lequel se trouve le SH3.exe et le HsieOptionSelector, puis régler toutes les options voulues via le HsieOptionSelector, réactiver tous les mods...sinon ça ne garde pas les options en jeu.
Après, le SH3 Commander Ccom est installé (ou plutôt copié) au meme niveau que mes Programmes/Programmes(86)/Ccom12 etc
Dans Commander, pour une nouvelle carrière, en août 39 à Erprobungsstelle, j’ai le choix entre IIB VIIB et IXB...c’est tout ce que je peux dire :03:
My install:
1 Silenthunter3 version 1.4 emma "original disc"
2 Install multish3 backup name "CoM"
3 Install JSGME mod folder create
4 Starting the verification game to see if it works ...
5 Mod CcoM12 unzip with zip in the root of the game file contains file Mod and Commander (archive tester verifier)
5 In "CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC" activation of the options "HsieOptionsSelector.exe"
6 Activtion via JSGME
7 after activation copy of Main Cfg in the backup "C: \ Users \ ..... \ Documents \ CoM \ data \ cfg"
8 Order starting by giving the path "D: \ Sh3 \ Sh3CCoM"
9 Closing of order ..;
10 command and closing option setting ...
11 starting of Commander
after what you told me types 2; 7; 9 available at the start of career c is what i have ..
what I don't understand is that at the bottom right of the screen the patch kit 16b1 is visible but in the game it doesn't work! I have already tried several different things but I don't know where it comes from ...: ping:
Mon install:
1 Silenthunter3 version 1.4 emma "disc original"
2 Install multish3 sauvegarde nommer "CoM"
3 Install JSGME dossier mod creer
4 Demarage du jeu verification pour voir s il fonctionne...
5 Mod CcoM12 dezipper avec zip dans la racine du jeu fichier contenent fichier Mod et Commander (archive tester verifier)
5 Dans "CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC"activation des options "HsieOptionsSelector.exe"
6 Activtion via JSGME
7 apres activation copy du Main Cfg dans la sauvegarde "C:\Users\.....\Documents\CoM\data\cfg"
8 Demarage de Commander en donnant le chemin d acces "D:\Sh3\Sh3CCoM"
9 Fermeture de commander..;
10 reglage option commander et fermeture...
11 demarage de Commander
d apres ce que tu m as dit types 2;7;9 disponible au debut de carriere c est bien ce que j ai..
ce que je ne comprend pas c est que en bas a droite de l ecran le patch kit 16b1 et visible mais dans le jeu il ne fonctionne pas!j ai deja essayer plusieur chose differente mais je ne sais pas d ou cela viens...
Don’t know what to say...:hmmm:
How do you know patch isn’t working? If the boxes are checked, and if you see V16b on main screen it should work!
On side note i always put my SH3.exe/MultiSH3/JSGME/Commander application with win7 compatibility and admin rights.
Plus my SH3.exe with NO read only in properties :yep:
Kal_Maximus_U669
05-02-20, 12:46 PM
Don’t know what to say...:hmmm:
How do you know patch isn’t working? If the boxes are checked, and if you see V16b on main screen it should work!
On side note i always put my SH3.exe/MultiSH3/JSGME/Commander application with win7 compatibility and admin rights.
Plus my SH3.exe with NO read only in properties :yep:
Yes FiFi me no longer it exceeds me all is in compatibiliter mode windo7
administrator is non read only ... I know it does not work because when I go to the naval academy that I test I lift the periscope to more than 8 knots it gets up without problem the worst is that I have lsh to install and all works perfectly ....
I would like to know that you are activating yourself in your "Hsie" as well as in your ordering the "career options" and your "gamplay setting" send by Pm if you want to make screens while waiting I thank you for your patience with me ...
My Hsie
https://i.goopics.net/W7Zae.png
Career options
https://i.goopics.net/DAEeE.png
torpille
05-03-20, 03:22 AM
bonjour Fifi,
i have a probleme in a tutoriel navigation , the periscope fix doesn't work correctly .
my periscope stay up with the hight speed.
i selected in the Hsie option the periscope fix.
thx
bonjour Fifi,
i have a probleme in a tutoriel navigation , the periscope fix doesn't work correctly .
my periscope stay up with the hight speed.
i selected in the Hsie option the periscope fix.
thx
Have you checked both periscope fix + snorkeling fix?
If so, don’t see why it doesn’t work for you...
Make sure to check those boxes when all mods are deactivated, in the Ccom12 basis mod. Then reactivate all.
Kal_Maximus_U669
05-03-20, 07:47 AM
Have you checked both periscope fix + snorkeling fix?
If so, don’t see why it doesn’t work for you...
Make sure to check those boxes when all mods are deactivated, in the Ccom12 basis mod. Then reactivate all.
Bonjours merci pour tes screens a 2 options pret j avais la meme chose que toi... je viens de remarquer que:
"CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC" activer pas de problem
"CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120" activer pas de problem
"Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel" problem!!!!
toutes les options "Hsie" son desactiver sauf les 2 de bases...dans le "A-Configuration_CCoM_12_0.pdf" il est dit de repeter la procedure 3 je comprend pas ou il veux en venir....!
@ torpille verifie si tu as la meme chose...
Hello thanks for your screens with 2 options ready I had the same thing as you ... I just noticed that:
"CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC" activate no problem
"CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120" activate no problem
"Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel" problem !!!!
all the "Hsie" options are deactivated except the 2 basic ones ... in the "A-Configuration_CCoM_12_0.pdf" it says to repeat procedure 3 I don't understand where it is coming from ....!
@ torpedo check if you have the same thing ...
torpille
05-03-20, 07:47 AM
yes but are you tried the tutoriel ?
perhaps it's only the tutoriel ?
merci
torpille
05-03-20, 08:11 AM
Bonjours merci pour tes screens a 2 options pret j avais la meme chose que toi... je viens de remarquer que:
"CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC" activer pas de problem
"CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120" activer pas de problem
"Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel" problem!!!!
toutes les options "Hsie" son desactiver sauf les 2 de bases...dans le "A-Configuration_CCoM_12_0.pdf" il est dit de repeter la procedure 3 je comprend pas ou il veux en venir....!
@ torpille verifie si tu as la meme chose...
Hello thanks for your screens with 2 options ready I had the same thing as you ... I just noticed that:
"CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC" activate no problem
"CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120" activate no problem
"Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel" problem !!!!
all the "Hsie" options are deactivated except the 2 basic ones ... in the "A-Configuration_CCoM_12_0.pdf" it says to repeat procedure 3 I don't understand where it is coming from ....!
@ torpedo check if you have the same thing ...
salut kal_Maximus_u669,
i don't understand that you want?
sorry
Kal_Maximus_U669
05-03-20, 09:10 AM
salut kal_Maximus_u669,
i don't understand that you want?
sorry
je viens de refaire une "install fresh" en changent de chemin totalement different"D:\CcoM12" ca ne fonctionne toujours pas et je laisse tomber maintenant ca suffit!!!poutant j ai respecter au pied de la lettre les instructions c est la premiere fois que je suis en echec...avec ces mods...!
ce que je te demandais c est si tu as verifier quand tu active Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel si dans la racine de ton jeu tu as recocher tes options Hsie tu as windo 7 ou 10?
je viens de refaire une "install fresh" en changent de chemin totalement different"D:\CcoM12" ca ne fonctionne toujours pas et je laisse tomber maintenant ca suffit!!!poutant j ai respecter au pied de la lettre les instructions c est la premiere fois que je suis en echec...avec ces mods...!
ce que je te demandais c est si tu as verifier quand tu active Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel si dans la racine de ton jeu tu as recocher tes options Hsie tu as windo 7 ou 10?
Je n’utilise pas Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel...
J’utilise ARB Wide Gui parce que j’ai alors le bouton TDC on/off.
Je l’ai d’ailleurs modifié pour avoir les mêmes réglages que le Ahnenerbe by Wurmonkel (différents zooms etc)
Tu peux essayer le ARB car c’est juste un Ahnenerbe amélioré :yep:
J’ai un Win 10.
Kal_Maximus_U669
05-03-20, 11:31 AM
Je n’utilise pas Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel...
J’utilise ARB Wide Gui parce que j’ai alors le bouton TDC on/off.
Je l’ai d’ailleurs modifié pour avoir les mêmes réglages que le Ahnenerbe by Wurmonkel (différents zooms etc)
Tu peux essayer le ARB car c’est juste un Ahnenerbe amélioré :yep:
J’ai un Win 10.
thank's FiFi il s agit de celui de "Brodaga222" non?
sinon en utilisant le patch kit de "LsH"cela a fonctionner... mais les barres de chargement ne sont plus correcte!!!
je regarde ca plus tard et je te tiends au bouillon...:up:
thank's FiFi il s agit de celui de "Brodaga222" non?
sinon en utilisant le patch kit de "LsH"cela a fonctionner... mais les barres de chargement ne sont plus correcte!!!
je regarde ca plus tard et je te tiends au bouillon...:up:
Alors les barres de chargement c’est vraiment pas grave!
Moi aussi ça le faisait :yep:
Oui c’est le Brodaga222.
Kal_Maximus_U669
05-03-20, 12:30 PM
Alors les barres de chargement c’est vraiment pas grave!
Moi aussi ça le faisait :yep:
Oui c’est le Brodaga222.
il faudrait refaire les "tga" :wah:
il faudrait refaire les "tga" :wah:
Yes, it’s the easiest way. Or tweak the SH3.exe to restaure the loading bar at the right place ... but very hard.
Go ahead, open your photoshop and create new tga! :D
Kal_Maximus_U669
05-03-20, 02:08 PM
Yes, it’s the easiest way. Or tweak the SH3.exe to restaure the loading bar at the right place ... but very hard.
Go ahead, open your photoshop and create new tga! :D
Yes I was already watching since but I am not a Photoshop expert maybe I will try...:har::har:
Kapitän
05-11-20, 01:47 PM
Just use the "find" function in notepad to find the one you want. Type in a word for the search. I.e. If shift n controls the uzo, you could type "shift n", "shift+n", or "uzo" into the "find" function to find it.
There is also a program to change the keystrokes to whatever you want. Can't remember the name of it, maybe do a search in the downloads section.
The commands.cfg file is a very simple format, easy to make changes.
Hi, I now tried the following:
In the Mod, I took out/deleted the cfg. file, with the commands in it, which are the only files in the cfg. file of the Mod.
Instead of this I added the following command lines in the cfg. file of the game itself, as new lines after the last entry in the Nav Officer commands, with the running numbers:
[Cmd263]
Name=Navigation_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Navigator_view
[Cmd264]
Name=Navigation_officer_End
Ctxt=1
Key0=0x44,Cc,"CTRL+D"
Now what it is happening is, that when I press SHIFT+D or SHIFT+N, both the UZO is placed on the bridge and the crew appears on the deck (and visa versa, when I press CTRL+D or CTRL+N).
My question is: How do I need to change the above entry, so that when I press SHIFT/CTRL+D, the UZO is not affected by that action but only the crew is placed on/removed from deck, i.e., that the UZO will only be placed on/off the bridge, when pressing SHIFT/CTRL+N?
And here are the UZO commands:
;NAVIGATION OFFICER
[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x4e,Cs,"Shift+N"
GoBack=Navigator_view
(...)
[Cmd262]
Name=Navigation_officer_end
Ctxt=1
Key0=0x4e,Cc,"CTRL+N"
GoBack=Navigator_view
Anvar1061
05-12-20, 03:08 AM
How do I need to change the above entry, so that when I press SHIFT/CTRL+D, the UZO is not affected by that action but only the crew is placed on/removed from deck, i.e., that the UZO will only be placed on/off the bridge, when pressing SHIFT/CTRL+N?
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/downloads.php?do=file&id=4715
Of course, you can try to assign other keys, but there are times when this is not possible. This is your case.
Kapitän
05-12-20, 04:01 AM
:Kaleun_Wink:
https://www.subsim.com/radioroom/downloads.php?do=file&id=4715
Of course, you can try to assign other keys, but there are times when this is not possible. This is your case.
Thanks! I added the UZO commands to my previous post ...
Anvar1061
05-12-20, 04:52 AM
I did this trick for the Shift+U/Ctrl+U
Kapitän
05-12-20, 05:03 AM
I did this trick for the Shift+U/Ctrl+U
You mean the trick with the Key Stroke Program? Or what did you do, please?
Anvar1061
05-13-20, 06:18 AM
You mean the trick with the Key Stroke Program? Or what did you do, please?
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2346308&postcount=13
Kapitän
05-13-20, 12:41 PM
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2346308&postcount=13
I understand: You moved the UZO on bridge from "N" to "U". Thanks!
You think by doing this and adding the commands for "Crew on Deck", the two commands should be independent from each other?
Nobody ever tried a Ccom12 with a NYGM escorts detection values? :D
John Pancoast
05-14-20, 05:35 AM
Nobody ever tried a Ccom12 with a NYGM escorts detection values? :D
Have to be careful doing something like that. Or doing any such swapping of sensor info. NYGM's sensors are tuned for it's environmental setting (light, wave, etc.).
Maybe they'd work with Ccom, maybe not but chances are not very well.
RickSarg
05-14-20, 05:58 AM
I would just like to see the new Lorient added to this mod.
Rick
Have to be careful doing something like that. Or doing any such swapping of sensor info. NYGM's sensors are tuned for it's environmental setting (light, wave, etc.).
Maybe they'd work with Ccom, maybe not but chances are not very well.
Yes, sensors and environment are quite tied :yep:
I remember someone already tweaked Ccom sensors to give harder escorts...maybe Ericlea...but it was for previous Ccom version if i recall well.
ÉDIT: i found it, was made with Rowi advice, only better asdic for Ccom: https://www.dropbox.com/s/w65nmvivv3ywhqp/asdic%20detection%20CCoM.rar?dl=0
Aquelarrefox
05-14-20, 07:15 AM
Have to be careful doing something like that. Or doing any such swapping of sensor info. NYGM's sensors are tuned for it's environmental setting (light, wave, etc.).
Maybe they'd work with Ccom, maybe not but chances are not very well.
I think this is a bit exaggerated, fine to compare to stock sh3, but nygm,wac or mep v5 to up (moderns so I suppose last ccom too) have no so different values for sensors except for ranges (hydro and visual), no so much for waves.
But things is something I would like to see more carefully, manly with aisensors than sub sensors.
.
But things is something I would like to see more carefully, manly with aisensors than sub sensors.
Yes, the link i gave above is just a new AI Sensor.dat
RickSarg
05-14-20, 07:39 AM
Is anyone else getting an instant CTD after pressing the send patrol report button?
EDIT: Fixed my fault I made a silly typo! lol
Rick
John Pancoast
05-14-20, 07:43 AM
I think this is a bit exaggerated, fine to compare to stock sh3, but nygm,wac or mep v5 to up (moderns so I suppose last ccom too) have no so different values for sensors except for ranges (hydro and visual), no so much for waves.
But things is something I would like to see more carefully, manly with aisensors than sub sensors.
You're of course free to play the game any way desired, but you're also incorrect in your views on what was or wasn't done to the various sensor/AI files/environment files in the megamods and how they work together.
Is anyone else getting an instant CTD after pressing the send patrol report button?
Rick
Nope
Aquelarrefox
05-14-20, 03:36 PM
You're of course free to play the game any way desired, but you're also incorrect in your views on what was or wasn't done to the various sensor/AI files/environment files in the megamods and how they work together.
ai sensors-scene.dat are "interconected by values" all other things even the seize of env is modificable with no big deal in a megamod (going up, chopping 12km into 8km become a problem but going up its fine). Using MEP with other mods doesnt affect anything, only visual value is eddit.
any way in some point only nygm values are really tieded fine to scene, becose ai is refined and is viable to make a fine tune. I love gwx but escorts are stupid by a mix of "stocked ai" and no fine sensors and is fine for a old mod built in the first waves of megamods (but ai is not the strong point of gwx, like trying of not beeing ungly is not the path of nygm, that playing with out a mep damage my eyes in the night)
And not mentione wac files, they are hunted...
i really dont know CCom ai sensor, its something i wanna play sometime in future. Are they impruved version from LSH or they have other path?
You want more challenge in Ccom12? Try this mod on top of all! :D
http://www.mediafire.com/file/yqunbdo9kzfrnqy/Harder_Escorts_From_NYGM.7z/file
Much better detection for escorts, those are NYGM values, even visual distances...quite fun :03:
For first time in my current career (1941) was unable to attack the convoy even with 7m/s sea, was repulsed and depth charged for hours ... but survived.
I like the way my crew spot ships when i see only smoke on horizon now! Before i could see the whole ships before my crew called me.
Seems NYGM values are working quite good with Ccom so far.
John Pancoast
05-15-20, 06:17 AM
You want more challenge in Ccom12? Try this mod on top of all! :D
http://www.mediafire.com/file/082t5m4o92t60u3/Harder_Escorts_From_NYGM.7z/file
Much better detection for escorts, those are NYGM values, even visual distances...quite fun :03:
For first time in my current career (1941) was unable to attack the convoy even with 7m/s sea, was repulsed and depth charged for hours ... but survived.
I like the way my crew spot ships when i see only smoke on horizon now! Before i could see the whole ships before my crew called me.
Seems NYGM values are working quite good with Ccom so far.
How did you approach the convoy ? From the front or the side .
How did you approach the convoy ? From the front or the side .
Half front half side :D
Levyathan89
05-15-20, 06:39 AM
You want more challenge in Ccom12? Try this mod on top of all! :D
http://www.mediafire.com/file/082t5m4o92t60u3/Harder_Escorts_From_NYGM.7z/file
Much better detection for escorts, those are NYGM values, even visual distances...quite fun :03:
I really don't want to offend anyone or disrespect anyone's work, but if you want CCom tobe more like NYGM...why not just play NYGM?
John Pancoast
05-15-20, 06:43 AM
Half front half side :D
Wait for a bit and the side escorts always kick out a long way on a patrol pattern. They do it on a regular basis, leaving the side they're on completely unescorted.
Easy attack. Reload and do it over and over. GWX escorts do the same thing.
I've never had a problem racking up ridiculous tonnage in NYGM.
Aquelarrefox
05-15-20, 07:45 AM
I really don't want to offend anyone or disrespect anyone's work, but if you want CCom tobe more like NYGM...why not just play NYGM?
Nygm has a problem, the poor Sea/roster and much poor scr. I run a hybrid nygm/gwx and it's great, of course you get incredible Ai, great aisensors and the improvements in rdn from nygm. I also tested a version with wac but you know wac... Scr is a master piece an aging it it's haunted. Posible an.hybrid nygm/ccom like Gigi mentioned is fine.
The advantage of using the russian gwx is that is still supported but ccom isn't actually.
I don't know why I didn't test ccom Pecos I feel in love with nygm. It didn't have so much propaganda in 2015 for example. For example I don't understand why is not pin this tread as the gwx, lsh, wac and nygm?
Levyathan89
05-15-20, 08:23 AM
Nygm has a problem, the poor Sea/roster and much poor scr. I run a hybrid nygm/gwx and it's great, of course you get incredible Ai, great aisensors and the improvements in rdn from nygm.
Should you ever decide to publish your nygm/gwx-hybrid...Well, that would be awesome. You could call it NYGW (Not your Grand Mothers Wolves) :D
Anvar1061
05-15-20, 08:42 AM
Should you ever decide to publish your nygm/gwx-hybrid...Well, that would be awesome. You could call it NYGW (Not your Grand Mothers Wolves) :D
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
John Pancoast
05-15-20, 08:53 AM
ai sensors-scene.dat are "interconected by values" all other things even the seize of env is modificable with no big deal in a megamod (going up, chopping 12km into 8km become a problem but going up its fine). Using MEP with other mods doesnt affect anything, only visual value is eddit.
any way in some point only nygm values are really tieded fine to scene, becose ai is refined and is viable to make a fine tune. I love gwx but escorts are stupid by a mix of "stocked ai" and no fine sensors and is fine for a old mod built in the first waves of megamods (but ai is not the strong point of gwx, like trying of not beeing ungly is not the path of nygm, that playing with out a mep damage my eyes in the night)
And not mentione wac files, they are hunted...
i really dont know CCom ai sensor, its something i wanna play sometime in future. Are they impruved version from LSH or they have other path?
My earlier post about swapping ai files wasn't about simply enlarging the environment as I think you're saying. The visual sensor is only one sensor involved for that matter.
Should you ever decide to publish your nygm/gwx-hybrid...Well, that would be awesome. You could call it NYGW (Not your Grand Mothers Wolves) :D
And here Cconygm! :haha:
Captain choice of not your gran mother :ping:
Aquelarrefox
05-15-20, 11:09 AM
Should you ever decide to publish your nygm/gwx-hybrid...Well, that would be awesome. You could call it NYGW (Not your Grand Mothers Wolves) :D
It has his name: Consolidate GM Mod
Markus_1987
05-17-20, 04:23 AM
CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120
CCoM_CaptainsChoiceOfMods_Update_GROSS-FUNK_120
CCoM_CaptainsChoiceOfMods_Update_Without-Fatigue_120
Ancestor heir_WS-GUI_1920x1080_for_CCoM_by Wormonkel
Ancestor heir_WS-GUI_1920x1080_for_CCoM_11.1 - 12 - FULL MAP UPDATE
M.E.P. v6
M.E.P v6- VisualSensors for CCoM v11.1
Real ASW Mod v.3 Beta 4
Rubini's Underwater dust&plancton v1
Moon_light_mod
SH3 Commander CCoM
Are there optional periscope mods available for the optics of the target setup?
Also the sun is very small in my current configuration
This is my current mod list
Do you have any recommended additional mods for the water? I actually like blue water best
CCoM_CaptainsChoiceOfMods_Release_120_BASIS_EC
CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_120
CCoM_CaptainsChoiceOfMods_Update_GROSS-FUNK_120
CCoM_CaptainsChoiceOfMods_Update_Without-Fatigue_120
Ancestor heir_WS-GUI_1920x1080_for_CCoM_by Wormonkel
Ancestor heir_WS-GUI_1920x1080_for_CCoM_11.1 - 12 - FULL MAP UPDATE
M.E.P. v6
M.E.P v6- VisualSensors for CCoM v11.1
Real ASW Mod v.3 Beta 4
Rubini's Underwater dust&plancton v1
Moon_light_mod
SH3 Commander CCoM
Are there optional periscope mods available for the optics of the target setup?
Also the sun is very small in my current configuration
This is my current mod list
Do you have any recommended additional mods for the water? I actually like blue water best
Deactivate unnecessary MEP. You are missing vanishing hull on horizon (and Ccom waves are better than MEP)
You can grab LSH3 2015 ATM Blue Water mod and activate it on top of Ccom to get best blue water (but WITHOUT its scene.dat!)
Ccom12 is based on LSH3 so no problem with that. Here it is without the scene.dat ready for use in Ccom12 : http://www.mediafire.com/file/cgphxdu9op7mzrc/Ccom_ATM_BlueWater.7z/file
RickSarg
06-02-20, 02:35 PM
I tried to launch a New career in the 1st Flotilla using the type IIA but it starts with a IX/2 C conning tower and it is backwards on the type IIA hull. No idea why!!
Rick
FUBAR295
06-02-20, 03:10 PM
I tried to launch a New career in the 1st Flotilla using the type IIA but it starts with a IX/2 C conning tower and it is backwards on the type IIA hull. No idea why!!
Rick
Just tried this and I confirm the results. Weird and strange.:o
There has to be a bad file with the turms.
Kal_Maximus_U669
06-02-20, 03:20 PM
Just tried this and I confirm the results. Weird and strange.:o
There has to be a bad file with the turms.
Yes I had the same problem ... I confirm what you said:k_confused:
Aquelarrefox
06-02-20, 06:20 PM
Just tried this and I confirm the results. Weird and strange.:o
There has to be a bad file with the turms.
Extract the turns form tkss or no eagle... They should be swappable. I'm not sure if files from ccom have other modification, wac files are not compatible with other hdsub from ugc for sure.
FUBAR295
06-02-20, 07:48 PM
Extract the turns form tkss or no eagle... They should be swappable. I'm not sure if files from ccom have other modification, wac files are not compatible with other hdsub from ugc for sure.
Thanks :Kaleun_Thumbs_Up: ... I will try that.
Good hunting,
FUBAR295
RickSarg
06-02-20, 08:11 PM
I've tried swapping turms still the same, there must be an error in the basic.cfg somewhere.
Rick
If you are using TKSS18 German U-Boat Compilation with Ccom12....it’s not compatible at all...unless heavy editing, that i even gave up!
You should deactivate it, and everything will be fine again.
FUBAR295
06-03-20, 06:41 AM
If you are using TKSS18 German U-Boat Compilation with Ccom12....it’s not compatible at all...unless heavy editing, that i even gave up!
You should deactivate it, and everything will be fine again.
Thanks Fifi, but I do not have GUC installed on CCoM and that issue is still there.
Good hunting,
FUBAR295
Anvar1061
06-03-20, 08:27 AM
Check your file NSS_Uboat2A.eqp
;equiment cfg file, high level of detail
; deck mounting
[Equipment 1]
NodeName=A01
LinkName=20mmSingle_UFlak_High
StartDate=19380101
EndDate=19451231
;coning with no mounts
[Equipment 2]
NodeName=Z01
LinkName=data/objects/Turm2a_1_hd
StartDate=19380101
EndDate=19451231
;SubFlag
[Equipment 3]
NodeName=F01
LinkName=GE_subFLG
StartDate=19380101
EndDate=19451231
;Pennant 1
[Equipment 4]
NodeName=F03
LinkName=cargo_13850
StartDate=19380101
EndDate=19451231
;Pennant 2
[Equipment 5]
NodeName=F04
LinkName=cargo_8000
StartDate=19380101
EndDate=19451231
;Pennant 3
[Equipment 6]
NodeName=F05
LinkName=cargo_2920
StartDate=19380101
EndDate=19451231
;Pennant 4
[Equipment 7]
NodeName=F06
LinkName=cargo_2150
StartDate=19380101
EndDate=19451231
;Pennant 5
[Equipment 8]
NodeName=F07
LinkName=cargo_1100
StartDate=19380101
EndDate=19451231
;Pennant 6
[Equipment 9]
NodeName=F08
LinkName=war_Plane
StartDate=19380101
EndDate=19451231
;Pennant 7
[Equipment 10]
NodeName=F09
LinkName=cargo_6850
StartDate=19380101
EndDate=19451231
;Pennant 8
[Equipment 11]
NodeName=F10
LinkName=cargo_8560
StartDate=19380101
EndDate=19451231
;Pennant 9
[Equipment 12]
NodeName=F11
LinkName=tanker_Ship
StartDate=19380101
EndDate=19451231
;Pennant 10
[Equipment 13]
NodeName=F12
LinkName=tanker_10440
StartDate=19380101
EndDate=19451231
;Pennant 11
[Equipment 14]
NodeName=F13
LinkName=cargo_7900
StartDate=19380101
EndDate=19451231
;Pennant 12
[Equipment 15]
NodeName=F14
LinkName=cargo_1960
StartDate=19380101
EndDate=19451231
I have no problems with Turm 2A. Except I can't take a screenshot.
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...
FUBAR295
06-03-20, 08:48 AM
Check your file NSS_Uboat2A.eqp
I have no problems with Turm 2A. Except I can't take a screenshot.
Anvar1061,
Thank you ... I will look at the file. :Kaleun_Salute:
Good hunting,
FUBAR295
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.