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Fifi
04-20-19, 07:13 AM
https://image.noelshack.com/fichiers/2019/28/7/1563130116-25d0e059-560b-4083-84bf-0fa9b9e3fad4.jpeg

First i want to thanks mister Lurker for the awesome work he did with Operation Monsun. Incredible one guy result!
Operation Monsun gives a really nice alternative life to SH3/SH5 U-Boats warfare.
To me, i can even say it’s kind of getting the best of both worlds.
Then, thanks to Karamazovnew for his periscopes/TDC stations, just essential to get the right feeling of a German sub!

But few things were missing (at least to me) to make this mod almost perfect.
Radio messages covering the whole war were missing, lifeboats were not spawning at all, opening torpedo tubes for salvo was a pain, no option to follow closest warship with hydro man for the most important...

So decided to enhance OM+OMEGU for myself, but without breaking the original awesome campaign!
I’m by no means a skilled modder like others can be here, but i managed to compile the best OM mods around to my taste.
As said at first it was for personal use only...but finally why not share it?
So here it is, It’s adding the little immersion touch that was missing me.
I didn’t touch any of the campaign files (except the radio messages one) nor any environment and sensors files to avoid gameplay issues.
Credits are to be deserved to all moders involved in the mods i only compiled, and for some i adaptated from SH3.

Enhancements of this compilation:

- New sounds from SH3, mainly from Thomsen fantastic sound mod, but others too.
- New command keys mainly from OM SH3 Command Keys mod.
- Nav Map color, new icons smaller, German additional location text.
- Better U-Boat dynamics.
- Watch Officer now tells the distance to target.
- New HUD order bar with more fonctions.
- Bigger stop watch.
- New mission loading screen and new game loading screen.
- New captain room - Europe perspective.
- Better protractors mod added.
- Gramophone songs added.
- Better rocks.
- New radio messages all along the career from WAC5, edited to match OM career.
- Smaller mission stars.
- Hydro/radio room access by clicking in command room.
- Torpedo damage slightly reduced (not very noticeable - can be easily deleted if wanted).
- Lifeboats imported from WAC5 now spawning at each kill.
- Opening of any torpedo tube without automatically close the previous one. Now opening of all torpedoes tubes for any salvo available.
- Hydro man « Follow nearest warship » and « Normal Sweep » orders added.
- Complete hydro man voice sound sequence announcement is now playing.
- Navigator « maximum range at current speed » order added.
- Weather icon changed from Chief to Watch officer order bar.
- New Help F1 menu with right shortcuts and Ennemies of Germany added.

You need first to download and install all the OM and OMEGU mods, plus the Magnified HUD Dials for OM+OMEGU_Medium

Installation that works best with this compilation (tested):

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
KiUB_English (can be find inside OMEGU_v300)
Magnified Hud Dials for OM+OMEGU_Medium
Fifi Compilation for OM+OMEGU
Fifi Compilation_Update_8
Warm_Clothes_Mod
Weather_Change_Mod

NOTE:
Only KiUB_English should not be overwritten.
You still can activate Harder Escort L1/L2 on top of all.

DO NOT FORGET:
- Uncheck your read only in your SH4.exe properties
- Make your SH4.exe in VISTA compatibility properties
- Same VISTA compatibility for JSGME
- Always check each mod path —> Mod name/Data
- Always install appropriate LAA (Large Adress Aware) application linked to your SH4.exe, to allow more RAM memory to your system

THE MORE YOU PLAY HIGH TC, THE LESS YOU’LL HAVE WEATHER CHANGES...BEST IS TO PLAY X256 FOR WEATHER CHANGE EACH 36H OR SO!

About this mod:
- I’m almost satisfied with the sounds now playing. But there are still some issues with few of them, that i can’t fix unfortunately (order bar icons not playing any sound only in career mode, and watch officer not saying « ship is spotted » in some sub type). But text is always here fortunately. When new ship is spotted, even though you’ll not hear the watchman warning on some subs, the pop-up window will appear anyway to warn you.
Deck gun and AA guns are my favorites too (not from Thomsen).
Bad weather sounds are from FOTRSU, also my favorites.
Surfacing sequence is from DBSM, and works best from periscope depth.
- Better U-Boat dynamics is from U-Boat Dynamics v1.1 for SH4 OM, created by G7eT2. It reduces the U-Boat acceleration (still faster than real U-Boat), increase diving rates from surface to periscope depth (crash dives remain similar to OM figures), adjusts submerged ranges and battery recharge times to better values, adjusts turning circles of sub, increases crush depths, applies the stock game’s « destruction over time » model to the U-Boat when it exceeds crush depth. I like this mod mainly because i found stock OM diving times to periscope depth way too long. Roughly changing from stock OM 1 minute 45 to about 1 minute now.
- you can now lie down your sub on sea floor, slowly at 0 knots without damage...
- Best is to play no more than X1024 for weather changing purpose. Higher than TCX1024 the weather can be stuck quite long on same layer.
- Q is opening tube (s), W is closing tube (s), Y is toggle tubes. Select a salvo, and with Q it’s opening all salvo tubes engaged.
- Of course you must start new campaign on new fresh SH4 install with new Documents/SH4 folder created by launching game at first time.
- Best is to adjust your settings in Documents/SH4/Data/Cfg/main as:
TimeStop=0
RealTime=1
LandProximity=128
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=128
CharacterAnim=64
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=1024
Maximum=1024
- If you don’t like the new U-Boat dynamics and return to stock OM one (wich i don’t think) simply delete the Submarine folder, and both CrewMembers.upc and SpecialAbilities.upc in UPCDataGE/UPCCrewData folders.
- If you don’t like the torpedoes damages slightly decreased, and return to stock OM one, simply delete the Torpedo.zon file in Library.
- And last, i didn’t tested it through the whole war from day one to the end, but of what was tested, there are no reasons it could bring any issue in the campaign flow.

IF YOU HAVE THE TURM UPGRADE ISSUE (from SKIDMAN):
« Both the Typ VII and the Typ IX U-Boat will receive conning tower upgrades as the game proceeds. Every time I was awarded a new "Turm", the result was a submarine that could not move forward, or backward. A "Cannot comply" message was displayed instead. The crew screen showed missing and empty slots. This bug has been experienced and described before, and -as lurker put it- it is a nasty one. So from my experience a conning tower upgrade means end of your career. This is not acceptable.

How can you continue? Well, there is a workaround: You have to create a dummy file.

1.) Open your saved games folder (SH4/data/cfg/SavedGames), locate the folder that contains the autosave_on_leaving_base-file using the file creation date and time and make a backup copy.

2.) Fire up SH4 and start a new career. Choose date, type of boat and flotilla to match the state of your career as close as possible. Start a new mission. Save the game.

3.) From the new folder (the one you just created in the saved games folder when you saved the dummy game ) you will need the ActiveUserPlayerUnits-file. Copy it to the desktop and open the copied file using a text editor (i.e. wordpad)

4.) Open the ActiveUserPlayerUnits-file from the autosave_on_leaving_base-folder (Step 1) with your text editor

5.) In the AUPU-File from the dummy locate:


[UserPlayerUnit 1.Compartment 1. CrewMemberSlot 1]

copy this line and the following lines till

[UserPlayerUnit 1.UnitPartSlot 1.UnitPart . UpgradePackSlot 1]

near the end of the document.

6.) Replace the lines (Step5) with the content of the clipboard in the AUPU-File from the autosave_on_leaving_base-folder. Save the file.

7.) Copy the manipulated file to the UPCINitial Folder of the autosave_on_leaving_base-folder.

8.) Fire up SH4, choose "Load Game", open the autosave_on_leaving_base-File and play on. Your rank, medals, tons sunk and crew will be preserved and your boat will have the new conning tower.

Sounds complicated, but OM forces you to go through this again and again and practice makes perfect »


Crédits:
Thomsen and Stormys (sounds)
Traveller (stop watch, capt room, hydro/radio room access, torpedo damage)
FOTRSU team (sounds, smaller stars)
HanSolo and WAC team (lifeboats and radio messages)
ColonelSandersLite (nav map color)
G7eT2 (better U-Boat dynamics)
Sober (rocks)
Etheberge (nav map label German text)
Webster (new order bar)
Csengoi (ennemy of Germany)
Ducimus (Nine Delta Two files)
KSD II Team (sounds and VII type UZO)
TDW (flags)



NEW VERSION 2

Additions:

- Better smoke
- U-Jagd chrono replacing the clock watch
- Better conning textures
- New UZO for all U-Boat
- UZO now not visible underwater
- New awesome sounds
- No more annoying shallow waters speech
- New U-Boat nation flags imported from SH5

Version 2 replace the version 1, SO YOU CAN DELETE FIRST VERSION, and activate Version 2 as before.
Activation in Jsgme can take longer because of all new sounds files...BE PATIENT!

----> Big thanks to s7rikeback for his help figuring out the right files for flags

DOWNLOAD: FIFI COMPILATION FOR OM+OMEGU:https://www.mediafire.com/file/v5va6vf14jjkmmd/Fifi_Compilation_for_OM+OMEGU.7z/file

—————————————————————————————————————————————————— ————————————————————————————————

FIFI COMPILATION UPDATE 1

I will make updates to my Fifi Compilation for OM+OMEGU, to avoid re-downloading the whole mod wich is quite heavy already due to sounds...
SO THIS UPDATE WILL BE ACTIVATED ON TOP/AFTER OF MY MAIN MOD.

- Player default deck view for all U-Boat adjusted
- Deck crew no more levitating on all U-Boat
- Type VIIC41 color/textures redone in conning tower
- All types VII have new telegraph and compass in conning tower
- Type VIIC/D radio antenna glitch fixed
- All types IX have new cable/wire counter weight (dunno the right name) bow and stern
- Few adjustments

UPDATE 1 DELETED....REPLACED BY UPDATE 2 :up:


:Kaleun_Wink: FIFI COMPILATION UPDATE 2

This is a major update for my Compilation, and take place of update 1.
YOU CAN DELETE UPDATE 1, AND ACTIVATE THIS ONE INSTEAD.
(or activate this one on top of all)
You have to start new career - No compatible with save game

Lot of work has been done in this update, many cool things has been added to all U-Boats.
Many visual glitches has been corrected the best i could. Still not 100% perfect, but closing...
Major rework of all conning towers details.

Furthermore, some guys of FOTRSU team worked on campaign fixes/correction as well as in the museum.
Many thanks to PROPBEANIE, S7RIKEBACK, KALEUNMARCO for their attempt to make OM even better :yeah:
It has been added to my Compilation update according to their thoughts.

UPDATE 2 REPLACED BY UPDATE 3

Hope you'll like it :salute:

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FIFI COMPILATION UPDATE 3

- Importation from WAC5 (and KSD for the VIIC41 hull) of all U-Boats needed in OM. I really hope you'll get the same awesome rendering as on my system.
With this importation full of detailed parts and ambiant occlusion rendering, OM now require the more RAM you can afford...
---> So don't forget to apply the 4Gb patch and/or the LAA application!

- Now you can drop a third guy for the watch crew of all types II (if needed), and he will show up on deck (not before).

- New loading mission pictures (from KSD)

WARNING! This is still work in progress...and here are the things we are still trying to fix:
- Type XXI no front turret
- Few U-Boats don't have any periscope wake (VIIB for instance)
- Type IID2 still not included in career nor in War Patrols (in good way hopefully with S7rikeback work!)
- Type VIIB2 doesn’t have deck gun, but have deck gun crew slots (ignore those slots for the moment)

WARNING #2! Delete Update 2 and install Update 3 in place.
You MUST RESTART CAREER!

--------> SPECIAL THANKS TO PROPBEANIE and S7RIKEBACK FOR THEIR HELP MAKING OM EVEN BETTER :Kaleun_Applaud:

UPDATE 3 REPLACED BY UPDATE 4

--------------------------------------------------------------------------------------

FIFI COMPILATION UPDATE 4

An other major update! You can delete UPDATE 3 and activate this UPDATE 4 in replacement as usual.

Better start new career for this update
Don’t forget to create new Document/SH4 folder, by deleting it...at first launch, SH4 will create a brand new one! This will prevent errors with previous versions :yep:

What has been done:

- Type II rudder upside down has been fixed.
- Type II torpedoes doors misaligned has been fixed.
- New water effects on hull and conning tower, when diving/surfacing/sailing in rough sea for ALL U-Boats.
- All water splashes have been adjusted so it start when the conning tower base enter the sea.
- IX D2 color has been adjusted to match real Kriegsmarine WW2 colors
- IX D2 drough has been adjusted to be lower on sea, matching real IX D2 pictures. Diving times remains similar to previous.
- Toggle rise/lower snorkel button has been added to order bar.
- Snorkel depth button has been added to order bar.
- All snorkel depth have been adjusted for calm and medium seas. Heavy seas above 10m/s could demand a manual depth adjustment (you'll probably have to order +1m)
- All U-Boats that should be snorkel equiped, have now the conning side tube to link it to the engine room, according to right dates.
- All snorkels have been adjusted to match the side tubes.
- All periscopes have now a periscope wake, and it's a new one.
- All periscopes have now a splashing wave.
- All periscopes depth have been adjusted.
- All snorkels have now a snorkel wake + splashing wave.
- All U-Boats have new 88mm and 105mm deck gun 3D model. Color has been adjusted. Deck position has been adjusted. Crew on deck has been adjusted.
- The weapon/sensors page not opening bug has been solved.
- Type XXI has now his front turret! Thanks to S7rikeback awesome skills!
- Type II crew number has been reverted back to stock OM, due to lack of men showing up. If you still want the historical crew number, you'll have to dimiss the crew you don't want in bunker base...
- Type II rear deck compass have been changed and they are working fine now.
- Type II command room/radio room/sonar room compass has been fixed.
- Type IX command room compass has been fixed (but still a visual glitch in its center i can't fix now)
- Type II deck crew position in battle station has been revised.
- Type II command room default view has been changed to watch the depth gauge (as types VII in fact)
- All default deck view have been adjusted.
- New loading picture according to my sig.
- Various adjustments that i don't even remember...That's all for now folks!

What is in the works:

- Type IID career insertion revision.
- Type II training flotillas revision and addition.
- Type IID2 conning armament
- New type IXD2
- Sound fix for the navigator not playing return to course

UPDATE 4 REPLACED BY UPDATE 4B

Hope you'll like it, and thanks to Propbeanie and S7rikeback for their precious help! :salute:

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FIFI COMPILATION UPDATE 4B

An other important update!
As usual, delete previous update, and install this one in place.
Best is to start new career...sorry for that.

THIS IS A FIXING UPDATE
- All U Boats can be hitted now, without CTD...
- All U Boats interior default views have been adjusted (no more low camera in radio/sonar room etc)
- When diving/surfacing, all cameras are tilting the right way now! (command room + radio/sonar room + conning tower)
- New U-Boat profilage in Weapons page.
(...and of course all of what has been done before!)

UPDATE 4B REPLACED BY UPDATE 5

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FIFI COMPILATION UPDATE 5

- Type IID edited to dates, and Flak crew added
- Type IID2 has appropriate AA in wintergarden now
- Flag Pole and German Flag added to type 18 and XXI
- Type II career re-worked with training flotillas
- New items from KSD II (Gramophone, radio etc)
- Camera is tilting the right way when diving
- New IXD2 conning tower. The snorkel side tube is correct now
- Emblems slightly off are fixed
- All U-Boat reflection problems are fixed (was clearly visible on IIB)
- Emblems and flag disappearing in rough weather is fixed
- All U-Boats water particules re-worked on hull + conning tower
- Type VII B/C chief officer has been moved so he can handle the telegraph correctly
- Various adjustments
- Few FPS gained for the VIIB type...

As usual, delete previous update and activate this one in place :up:
Start new career to avoid any CTD, and best is to get a fresh Document/SH4 by deleting it too.

---> Many thanks to S7rikeback and Propbeanie for their help to make OM better each time! :yeah:

Hope you'll like it.

REPLACED BY UPDATE 5B

--------------------------------------------------------------------------------------

FIFI COMPILATION UPDATE 5B

An important update as this one greatly improve the game performance :up:
Seems to work with previous saves, but best is start new career as usual!
Delete previous update 5 and activate update 5B in place.

- Type II chief officer has been moved to handle correctly the telegraph
- Type II Baltic career is now spawning right side of Denmark even when starting at sea
- All U-Boats types have been adapted for the Unified Render Controller that is saving performance (except type XXIII never been re-worked)
- Adjustment of some water particules

WARNING: you can’t access UZO by clicking on it now. You have to hit « U » key or click the UZO in order bar!
Hitting « 0 » on numpad will exit UZO and bring back previous view.

Hope you'll like it!

REPLACED BY UPDATE 6

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FIFI COMPILATION UPDATE 6

This is mainly an update fix due to an error imported from previous update...
Should be compatible with saves from previous updates.

- New exhaust smoke has been added to all U-Boats
- Attack Periscope for all type VIIC has been fixed
- Cables texture for VIIC types adjusted
- Wood panels texture for type VIIC3 has been adjusted (they were all black)
- Fire rendering has been adjusted
- Smoke rendering has been adjusted
- Small white smoke added to fires

REPLACED BY UPDATE 7

--------------------------------------------------------------------------------------

FIFI COMPILATION UPDATE 7

Should be NOT compatible older saves...best is to start new career :up:
As usual, delete Update 6 and replace by this one!

What has been done:

- Re-worked smoke and fire effects
- Adjusted type VIID radar antenna position
- Re-worked all types VII cables rendering
- Adjusted sensors colors (antennas etc)
- Made all radar FUMO antenna not visible underwater
- Adjusted type II B/C/D emblems position
- Adjusted type IX and VII fore dive-plane needle to stay visible
- Adjusted all U-Boats diving speed
- Ability to access hydrophone via clicking on all U-Boats
- Ability to access obs periscope via clicking for type VII
- Ability to access crew/damage management via clicking items for types VII and IX
- Deleted the radio man clicking ability giving out of focus camera
- Adjusted big waves 15m/s (slightly decreased)
- Adjusted sub flag brightness at night
- Corrected type IIB conning deck front compass bearing center beeing rotated
- Fixed the black CO2 gauge in all type IX and the command room compass center bearing
- New compass rose added in nav map

Special thanks to Jeff Groves for his help with some AO files! :yeah:
And of course as usual to S7rikeback, Propbeanie, and KaleunMarco!

REPLACED BY UPDATE 8

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UPDATE 7 PATCH FIX

This is a fix for the fires burning underwater.
I added a correction for the VIIC2 (1943) deck rear compass center bearing beeing reversed.
I added an intro movie kindly done by Niume in bonus :yeah:

JUST ACTIVATE THIS PATCH ON TOP OF UPDATE 7 (do not delete Update 7!

REPLACED BY UPDATE 8

--------------------------------------------------------------------------------------

FIFI COMPILATION UPDATE 8

IMPORTANT UPDATE as it solves some problems introduced by URC.

DELETE UPDATE 7 and PATCH FIX 7 and replace by this UPDATE 8!
ONCE DOWNLOADED, OPEN FIFI COMPILATION UPDATE 8 AND INSIDE YOU WILL FIND THE UPDATE 8 TO ACTIVATE + 2 ADD-ON MODS

- Backed up waves 15m/s
- New mission loading map
- Smoke and fire underwater fixed
- IXD2 deck color adjusted
- Emblems and flag brightness bug at night fixed (except Flotillas emblem i forgot to do)
- VIIB see through deck fixed
- Moon light adjusted
- Warm clothes add-on mod added
- Weather change add-on mod added
- Training flotillas re-worked
- Emblems re-worked by KaleunMarco Thanks to him!

Warm_Clothes_Mod: To see all your crew wearing warm clothes, activate this mod last. This way you can freely choose when. Best is from October to June in Atlantic.
HAS TO BE ACTIVATED/DEACTIVATED ONLY IN BUNKER BEFORE MISSION (or at career start)...otherwise it will not take effect.

Weather_Change_Mod: New settings for quicker weather change, activate this mod last (or on top of Warm Clothes mod if you have it). You should not be stuck with 15m/s for days and days anymore...as well as other weather types.
Keep in mind the more you play high TC, the less it works (as stock weather BTW) Recommanded for no more than 1024 TC.
HAS TO BE ACTIVATED/DEACTIVATED ONLY IN BUNKER BEFORE MISSION (or at career start better).
Thanks to Leovampire for those settings.

Training Flotillas: If you encounter any issue playing those flotillas (still WIP) please report the date/submarine/location and any essential info so that Propbeanie could try to correct it.

Hope you'll like it!

REPLACED BY UPDATE 9

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FIFI COMPILATION UPDATE 9

You will find the 3 add-on mod inside the mod. Open it, and pick them up to drop in your MOD folder.
You can activate the add-on mods in whatever order but always last!


- More emblems re-worked by KaleunMarco
- VIIC41 emblems are now showing up
- IIB U-24 and U-9 emblems are now showing up
- All U-Boats have now the KDB hydrophone working and rotating on deck from 1940/01/01 except IIC/D from 1941/01/01 and IIB never equiped
- All water streaming are now totally invisible underwater
- All water particules has been completely re-worked and normalized. Some more added
- Surface the boat button added in order bar
- All countries sides has been revised and corrected, according to historical dates
- Radio messages has been added for the countries sides evolutions along the war
- New quick identification tab in help (F1) for all the ships names in letters (KS-KM-F-M) with length/draft/tonnage
- Type IX A/B/C have now the right torpedoes load out (22) and type IXD2 have now 24 (you'll have to fill up external loads in bunker!)
- Corrected Le Havre and Constanza spelling on nav map
- Smoke fires explosions water splashes completely re-worked (from KSD)
- Funnel smoke re-worked
- Nav map tools from KSD
- Nav map from NMMO mod (shallow in dark blue - deep in light)
- British Light cruiser ID book image corrected
- New transfer page
- Training flotillas corrections
- New career for U-Flak VIIC Boat starting May 1943 to November 1943 as an add-on mod.
- Planes armor level adjusted
- Air strike probabilities adjusted

Special thanks to Propbeanie and S7rikeback for their work to make possible the U-Flak career! :yeah:

YOU HAVE TO START NEW CAREER...NO SAVES COMPATIBLE!
And as usual, delete your Documents/SH4 folder. A new one will be created at first launch.

REPLACED BY UPDATE 10


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FIFI COMPILATION UPDATE 10

DELETE UPDATE 9 AND THE ADD-ON MODS!

Once downloaded, paste Update 10 as it is in your MODS folder. When activated, you will find the 2 add-on mods in the left window of your Jsgme.

DO NOT USE THE WEATHER MOD ANYMORE!
It is included in main Update with the thunder flash adjustments.

Proper order should be as follows:

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
KiUB_English
Magnified Hud Dials for OM+OMEGU_Medium
Fifi Compilation for OM+OMEGU
Fifi Compilation_Update_10
Warm_Clothes_Mod -----> when you want to see your crew warm clothed
WIP_U-Flak_Career -----> If you want to play the U-Flak boat career

NO SAVE COMPATIBLE...

- Thunder flashes adjusted for new Material.dat
- Sound file "surface the boat" looping for ever changed
- Backed up the countries sides to original to avoid escorts firing at ships in convoy
- Included the weather change mod to main Update. Delete this add-on mod.
- Removed textures from AI_UFlak folders
- Removed Library files from AI_UFlak folders
- Made changes to both HMS Rodney.dat & sim.
- Also made corrections/changes to Library / ShipPrts / guns_radar_02
- Added several textures for crewman linked to Library / Characters / SECONDARY , this includes Russian gunners.
- 3 x Russian subs, extensive rework of sims to stop them exploding.
- Reworked the OM_Paula to raise her water line (.sim)
- major work to Library/ShipParts/guns_rus.dat to include new Russian sailors.
- Roster/Poland/Sea/DDWicher.cfg - no more CTD
- Data/Sea/NDD_Adroit/NDD_Adroit.fg- no more CTD
- Data/Sea/NDD_Wicher/NDD_Wicher.cfg- no more CTD
- AI_UFlak now ingame to escort playables out of harbors late war
- Landed short Sunderland, we will soon see Sunderlands in enemy harbors.

Thanks for our friend S7rikeback work :yeah:

BEST PLAY FOR WEATHER CHANGES IS X256! IT WILL CHANGE EVERY 36H OR SO!

Replaced by update 11

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FIFI COMPILATION UPDATE 11

- AirStrike has been lowered
- New nav map land marks
- VIIC turm front flag mast has been deleted
- VIIC emblem position adjusted
- Clock is back (but not draggable) with new U-Jagd chrono draggable (X key) also giving estimated impact.

DOWNLOAD: http://www.mediafire.com/file/zp636k5wl7nn4gq/Fifi_Compilation_Update_11.7z/file

THEBERBSTER
04-20-19, 08:19 AM
Hi Fifi
Let me the first to congratulate you on bringing this German based compilation to SH4.
I have only played SH4 on the American side as I use SH3 and SH5 for the German campaigns.
OM has built up a reputation of a cult following over the years and I am sure your mega mod will be warmly appreciated.
Downloading now.

Peter

Fifi
04-21-19, 05:28 AM
Corrected 2 things...the missing ID ship icon in order bar, and the ships length not displaying correctly in ID manual.

Sorry for the inconvenience :oops:

New download link available in post 1

:salute:

Niume
04-21-19, 06:43 AM
Fifi could you upload U boat skins from WAC to sh4? IN KSD II there is already.

Fifi
04-22-19, 01:01 AM
Fifi could you upload U boat skins from WAC to sh4? IN KSD II there is already.

Not in my plans for the moment, but could be a good idea :03:

Niume
04-22-19, 01:45 AM
KSD has a lot of cool features that would be cool if it be implemented in OM

Sailor Steve
04-22-19, 01:58 PM
Very nice! Not exactly my personal taste, but that's why we have choices of mods. Again, very nice. :sunny:

Fifi
04-22-19, 03:49 PM
KSD has a lot of cool features that would be cool if it be implemented in OM

I have read that i need SH4.exe from Uplay to run it...i don’t have Uplay version.

Very nice! Not exactly my personal taste, but that's why we have choices of mods. Again, very nice. :sunny:

Thanks Sailor Steve :salute:

Fifi
04-23-19, 11:44 AM
KSD has a lot of cool features that would be cool if it be implemented in OM

Finally able to run KSD :D you are right, many damn cool features! :o

Kal_Maximus_U669
04-23-19, 03:42 PM
Yes KsD is a must I advise you to go to the forum which is theirs for more info

My list: Patch 1.0
Patch 1.1
Patch 1.2
Patch 1.3
Patch 1.4
Fix Patch 1.5
New interface 1.4.1 A regale this interface thanks Vivens
New interior 0.2 proba
New interface 1.4.1 ksd new interior
Das boot sounds 1.1
Das boot sonar
Big thank's a Anvart1061 Lukner Alx de Novoros Vivens Etc....
:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
Really a fantastic job ...

THEBERBSTER
04-24-19, 04:27 PM
OM+OMEGU Compilation Set Of Mods For SH4 By Fifi (http://www.subsim.com/radioroom/showpost.php?p=2570145&postcount=43)

Includes Download Links and Full Instructions

Peter

Fifi
04-25-19, 12:35 PM
Next release will have some more fixes and improvements...like smoke :up:

Original OM+OMEGU smoke:

https://image.noelshack.com/fichiers/2019/17/4/1556213379-sh4img-2019-04-25-19-19-44-993-resultat.jpg

With my improvement:

https://image.noelshack.com/fichiers/2019/17/4/1556213380-sh4img-2019-04-25-19-24-59-196-resultat.jpg

From further:

https://image.noelshack.com/fichiers/2019/17/4/1556213380-sh4img-2019-04-25-19-25-20-127-resultat.jpg

I think it's a lot better :salute:

Niume
04-25-19, 12:36 PM
Fully agree. You are making OM better each step.:Kaleun_Salute:
I Just want to say DON"T STOP!!!

Sailor Steve
04-25-19, 01:44 PM
One of the things I've wanted to see is an accurate crew numbering. The last time I looked the Type II u-boat has the same 47 crew as the Type VII, when they should have 25-28 depending on the model.

Also, I know it's not part of Fifi's plan, but I've always hated the lack of modding SH4 has received compared to SH3. I drives me crazy that the Kiel Canal still looks like a big river - no locks, no working gates, pretty much no towns or anything else. Now that some people are starting to look at SH4 again I would love to see some of those details.

Fifi
04-25-19, 02:07 PM
I totally agree with what you’ve said :yep:
I wish i had better skills in modding, my limitations drives me mad sometimes :haha:
I often spend a whole day trying something, while a talented modder would do it in roughly an hour...

I have absolutely no idea how to import towns, villages, houses or even trees in SH4 from let say SH3 for instance.
I don’t even know what files are implied on that.
10Gb of files to look at, are quite huge :oops:

Kal_Maximus_U669
04-25-19, 02:14 PM
I am glad that this mod is on the track of corrective because there is a lot to do!
Thank you Fifi for your work it turns out that it was installed on my becanne so I already install your patch the least I can say it is much better ... but there is much to see again ....
-The smoking exhaust is too shy ...
-The water spray that just is not good ...
-Kiosks type 2 7 9 which is really not nice more problems of
height on the 9
-No opportunity to hoist the flag
-Uzo of different colors !!!
-The counterweights on the cables are ugly ...
- problems on the snorkel type 9 the closing lid not good ...
Here I hope that all this will be repaired because this mods the merit ...
It's just some details that I have seen but there are still problems but everything is time ... thank you Fifi
:Kaleun_Applaud::Kaleun_Salute:

arief.satriyo
04-25-19, 08:22 PM
How do I install this mod to work alongside DBSM SH4 (Das Boot Sound)..?

So far my mod installation order is as follow :

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
DBSM_SH4
DBSM_SH4_Speech_Fix

Thanks Beforehand :)

Fifi
04-26-19, 01:15 AM
How do I install this mod to work alongside DBSM SH4 (Das Boot Sound)..?

So far my mod installation order is as follow :

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
DBSM_SH4
DBSM_SH4_Speech_Fix

Thanks Beforehand :)

In my mod there are already some DBSM sounds...so you don’t need them in my opinion.
But that said, if you need them desperately, activate both DBSM on top of my Compilation...hoping it’ll not brake the fix i managed for the sonar man.

In next release, it will have awesome new sounds (i hope - waiting for autorisation) :yep:

Fifi
04-26-19, 01:22 AM
I am glad that this mod is on the track of corrective because there is a lot to do!
Thank you Fifi for your work it turns out that it was installed on my becanne so I already install your patch the least I can say it is much better ... but there is much to see again ....
-The smoking exhaust is too shy ...
-The water spray that just is not good ...
-Kiosks type 2 7 9 which is really not nice more problems of
height on the 9
-No opportunity to hoist the flag
-Uzo of different colors !!!
-The counterweights on the cables are ugly ...
- problems on the snorkel type 9 the closing lid not good ...
Here I hope that all this will be repaired because this mods the merit ...
It's just some details that I have seen but there are still problems but everything is time ... thank you Fifi
:Kaleun_Applaud::Kaleun_Salute:

In your wish list, there are some i could never fix by myself...but others i will try for sure.
It will take time :salute:

Templar
04-26-19, 02:46 AM
Hey Fifi did you get my PM, because I can't see them being sent?

Niume
04-26-19, 02:51 AM
IT would be great if we could port MEP v6 to Sh4. Because current enviroment lookks a bit ugly

Fifi
04-26-19, 03:43 AM
Hey Fifi did you get my PM, because I can't see them being sent?

Yes, received :up:

IT would be great if we could port MEP v6 to Sh4. Because current enviroment lookks a bit ugly

:hmmm: don’t really agree here...

arief.satriyo
04-26-19, 02:39 PM
Few pictures:

Command room
https://image.noelshack.com/fichiers/2019/16/6/1555762162-sh4img-2019-04-18-12-30-04-866-resultat.jpg

Radio/hydro room access with new orders icons like Follow Nearest Warship
https://image.noelshack.com/fichiers/2019/16/6/1555762161-sh4img-2019-04-20-13-53-23-244-resultat.jpg

Clicking where is my mouse arrow will bring next to radio/hydro room
https://image.noelshack.com/fichiers/2019/16/6/1555763129-sh4img-2019-04-14-14-35-47-481-resultat.jpg


I've just recently try your mods compilation, and just to make sure everything done correctly, I install it by completely reinstalling the entire Silent Hunter 4 (full uninstall and re install afterwards)

My current mods installation order is as follows ;

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
Magnified Hud Dials for OM+OMEGU_Medium
Fifi Compilation for OM+OMEGU

I'm playing Operation Monsun with starting date September 1944, driving Type IXD2 boat based in Batavia (Djakarta).

However, I still don't get those features in that quoted pictures of yours. I still on stock command room, also the radar & sonar viewpoint still OM + OMEGU. Furthermore, (and this is the worse) the water from OMEGU is cartoonish looking and definitely isn't close for being realistic looking, and there is also no weather (not even a single cloud and sea breeze). I've tried to install OM_Pac_Env previously but it only made things far worse (very far worse)

How do I get the original stock water & weather back..? or any water & weather that is realistic..?

Thank's Beforehand :)

Fifi
04-27-19, 02:03 AM
I've just recently try your mods compilation, and just to make sure everything done correctly, I install it by completely reinstalling the entire Silent Hunter 4 (full uninstall and re install afterwards)

My current mods installation order is as follows ;

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
Magnified Hud Dials for OM+OMEGU_Medium
Fifi Compilation for OM+OMEGU

I'm playing Operation Monsun with starting date September 1944, driving Type IXD2 boat based in Batavia (Djakarta).

However, I still don't get those features in that quoted pictures of yours. I still on stock command room, also the radar & sonar viewpoint still OM + OMEGU. Furthermore, (and this is the worse) the water from OMEGU is cartoonish looking and definitely isn't close for being realistic looking, and there is also no weather (not even a single cloud and sea breeze). I've tried to install OM_Pac_Env previously but it only made things far worse (very far worse)

How do I get the original stock water & weather back..? or any water & weather that is realistic..?

Thank's Beforehand :)

Ok, just tested your date and assignment, everything is fine here.
I have the new command room, i can access the radio/hydro room (but via moving the camera on the IXD2 type) and water is beautiful...

You have an install problem with your mods...it often happens when unzip directly in mod folder.

Make sure each of your mods have the right path when opening them.
Meaning when you click on it, you must have the data folder right after (mod name/data/...)

Some mods have sub mods inside, so best is to check each of them :yep:

THEBERBSTER
04-27-19, 05:05 AM
Hi arief
Check this out.
http://www.subsim.com/radioroom/showpost.php?p=2570145&postcount=43
Peter

Kal_Maximus_U669
04-27-19, 07:01 AM
I say that read the instructions and often pay ... as Peter tell you! I think your problem and the bad settings nvidia inspector grahics should not help more when you install your mods goes there gradually verifying that each mods works go courage Arief
:yep:

arief.satriyo
04-27-19, 10:42 AM
You have an install problem with your mods...it often happens when unzip directly in mod folder.

Make sure each of your mods have the right path when opening them.
Meaning when you click on it, you must have the data folder right after (mod name/data/...)

Some mods have sub mods inside, so best is to check each of them :yep:

Hi arief
Check this out.
http://www.subsim.com/radioroom/showpost.php?p=2570145&postcount=43
Peter


I always unzip them at different physical hardrive and copy paste them afterward. (I got external hardrive just for such purpose)

I'm running the game using low end system with only 2GB of RAM :D albeit running Virus 10 eeerch... sorry... I mean Windows 10

Mad Mardigan
04-27-19, 05:15 PM
To Fifi, would like to know, does your OM compilation, work alongside with RSRD mods, as well.. or just set up to work only with OM+Omegu mods... just want to be clear on this point, as I am looking at retrying OM again. Thanks.

s7rikeback
04-27-19, 07:36 PM
Next release will have some more fixes and improvements...like smoke :up:

Original OM+OMEGU smoke:

https://image.noelshack.com/fichiers/2019/17/4/1556213379-sh4img-2019-04-25-19-19-44-993-resultat.jpg

With my improvement:

https://image.noelshack.com/fichiers/2019/17/4/1556213380-sh4img-2019-04-25-19-24-59-196-resultat.jpg

From further:

https://image.noelshack.com/fichiers/2019/17/4/1556213380-sh4img-2019-04-25-19-25-20-127-resultat.jpg

I think it's a lot better :salute:
Looking forward to the next release Fifi. :up:

Fifi
04-28-19, 12:33 AM
To Fifi, would like to know, does your OM compilation, work alongside with RSRD mods, as well.. or just set up to work only with OM+Omegu mods... just want to be clear on this point, as I am looking at retrying OM again. Thanks.

I didn’t test it with RSRDC, so i don’t really know.
My guess is RSRDC only change campaign files?
If so, it should work then...as i didn’t changed any campaign files.

Looking forward to the next release Fifi. :up:

Thank you again for what you teached me. You are a very kind person :yep:

Fifi
04-28-19, 02:46 AM
Few pictures of work in progress :)

New UZO for all U-Boat, better conning deck textures from watch crew perspective...

Type II:

https://image.noelshack.com/fichiers/2019/17/7/1556437119-sh4img-2019-04-28-09-13-21-024-resultat.jpg

https://image.noelshack.com/fichiers/2019/17/7/1556437121-sh4img-2019-04-28-09-14-53-483-resultat.jpg

Type VIIB and C:

https://image.noelshack.com/fichiers/2019/17/7/1556437121-sh4img-2019-04-28-09-17-30-697-resultat.jpg

https://image.noelshack.com/fichiers/2019/17/7/1556437123-sh4img-2019-04-28-09-19-44-403-resultat.jpg

https://image.noelshack.com/fichiers/2019/17/7/1556437123-sh4img-2019-04-28-09-21-45-768-resultat.jpg

https://image.noelshack.com/fichiers/2019/17/7/1556437123-sh4img-2019-04-28-09-24-05-585-resultat.jpg

Currently testing few other things :D

Kal_Maximus_U669
04-28-19, 05:24 AM
Really Fifi we take the right direction is cool what software do you use to modder?:Kaleun_Applaud:
good continuation:Kaleun_Cheers:

Fifi
04-28-19, 06:06 AM
Really Fifi we take the right direction is cool what software do you use to modder?:Kaleun_Applaud:
good continuation:Kaleun_Cheers:

Thanks!
S3D editor and Photoshop...

Fifi
04-28-19, 12:36 PM
Don't you see something new in OM? :D

https://image.noelshack.com/fichiers/2019/17/7/1556472752-sh4img-2019-04-28-19-28-46-993-resultat.jpg

Well, it's a bit upside-down right now, but soon it will be reversed! :haha:
Have to figure out few others things, and maybe sub flags coming :03:

THEBERBSTER
04-28-19, 02:34 PM
Fifi
If you follow the path showing in the picture the flag showing is already in the file but is not the selected flag for the boat.
https://i.postimg.cc/fy4QyTqf/capture-001-28042019-202929.jpg

I just think you need to swap the flags over.
You will notice all the flags are upside down but come out the correct way up in the game.
Peter

Kal_Maximus_U669
04-28-19, 03:00 PM
Bah mon Fifi tu t en sors plutot pas mas mal pour un qui dit qu il na pas beaucoup de notion de modeur moi meme j ai s3d et photoshop j ai commencer a ouvrir quelque fichiers mais il faut que je potasse un peu :har:pour comprendre comment cela fonctionne....je debut la dedans le moins que l on puisse dire il ya du taff !! :ping::ping:continue le cahier des charges est respecter encouragement a toi:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Salute:
je me suis permis de poster en francais pour une fois:up:

Fifi
04-28-19, 04:14 PM
Fifi
If you follow the path showing in the picture the flag showing is already in the file but is not the selected flag for the boat.
https://i.postimg.cc/fy4QyTqf/capture-001-28042019-202929.jpg

I just think you need to swap the flags over.
You will notice all the flags are upside down but come out the correct way up in the game.
Peter


I know, this flag was just for a test, i will not take those ones anyway :03:
But it’s time consuming for me. Had to figure out how everything works with S3D, the nodes, the 3D model importation etc...
Fortunately s7rikeback was of great help, a nice guy :yep:

Bah mon Fifi tu t en sors plutot pas mas mal pour un qui dit qu il na pas beaucoup de notion de modeur moi meme j ai s3d et photoshop j ai commencer a ouvrir quelque fichiers mais il faut que je potasse un peu :har:pour comprendre comment cela fonctionne....je debut la dedans le moins que l on puisse dire il ya du taff !! :ping::ping:continue le cahier des charges est respecter encouragement a toi:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Salute:
je me suis permis de poster en francais pour une fois:up:

Le plus dur c’est de comprendre le fonctionnement de S3D, et de l’interaction de toutes les données rentrées dedans...mais ça vient :yep:
En fait faut être aussi logique que l’ordinateur!
Avec OM, ça complique tout car pas mal de choses ont été faites, restent stockées dedans mais ne servent plus (ou n’ont jamais servi)...
Dans le dossier textures par exemple, y en a plein qui ne servent pas.

Slyguy3129
04-28-19, 08:48 PM
By chance does this solve the not being able to hear ships in hydrophones issue?

I'm dying to play OM agqin!

Fifi
04-29-19, 01:05 AM
By chance does this solve the not being able to hear ships in hydrophones issue?

I'm dying to play OM agqin!

I’m afraid not (yet).
So far i was able to hear every single ship, but i know there is a bug in SH4 when a ship is sailing too slowly, the prop sound can’t be heard.
Of what i understood in the FOTRSU thread, the only way to fix this is to set all ships speed in campaign files so they are sailing above a certain speed...a huge work it seems :yep:

Niume
04-29-19, 11:58 AM
When laying on seabed at 128x time compression. I take damage. Plus would be nice if you add dark wraith fire damage mod.

Fifi
04-29-19, 01:01 PM
When laying on seabed at 128x time compression. I take damage. Plus would be nice if you add dark wraith fire damage mod.

Time compression always screw up things.
Try very low TC for touching ground, it works. Then you can go X8000 if you want :D

Niume
05-01-19, 05:55 AM
Another good addition to the mod would be better torpedeo skins.
Something like this would be nice.
https://www.part.lt/img/5cc79c3f7847485c3999a38785af05d1820.bmp (https://www.part.lt/perziura/5cc79c3f7847485c3999a38785af05d1820.bmp)

Fifi
05-01-19, 07:33 AM
Well, not in the works actually...

But as a head up, i’m Very satisfied with the version 2 that will come soon.
Plenty cool stuff :up:

Have to postpone it for few days (tomorrow i’m Not home) but with chance Thursday it will be here :03:

Fifi
05-03-19, 03:59 AM
NEW VERSION 2 IS OUT !!

See post one updated :up:

You can delete first version, and download + install this new one...

Hope you'll like it :salute:

propbeanie
05-03-19, 09:27 AM
NEW VERSION 2 IS OUT !!

See post one updated :up:

You can delete first version, and download + install this new one...

Hope you'll like it :salute:
Love it! Fantastic, sir! I especially love this in your first post:

https://image.noelshack.com/fichiers/2019/18/5/1556873205-sh4img-2019-05-01-13-27-27-130-resultat.jpg

all you need to do is catch it at sunset sometime... :har:

:yeah:

s7rikeback
05-03-19, 04:26 PM
Love it! Fantastic, sir! I especially love this in your first post:

https://image.noelshack.com/fichiers/2019/18/5/1556873205-sh4img-2019-05-01-13-27-27-130-resultat.jpg

all you need to do is catch it at sunset sometime... :har:

:yeah:
It's currently my new desktop wallpaper..:oops:

Fifi
05-06-19, 07:04 AM
Currently working on changing telegraph and compass for better ones...

Before:

https://image.noelshack.com/fichiers/2019/19/1/1557143026-sh4img-2019-05-06-13-31-37-888-resultat.jpg

After:

https://image.noelshack.com/fichiers/2019/19/1/1557143026-sh4img-2019-05-06-13-40-43-016-resultat.jpg

I'll do it for all VII types (here the VIID), but leave the types II alone with old ones because they fit better in their conning tower.
Types IX have already the nice items.

Hope you'll like it :salute:

Niume
05-06-19, 10:15 AM
Currently working on changing telegraph and compass for better ones...

Before:

https://image.noelshack.com/fichiers/2019/19/1/1557143026-sh4img-2019-05-06-13-31-37-888-resultat.jpg

After:

https://image.noelshack.com/fichiers/2019/19/1/1557143026-sh4img-2019-05-06-13-40-43-016-resultat.jpg

I'll do it for all VII types (here the VIID), but leave the types II alone with old ones because they fit better in their conning tower.
Types IX have already the nice items.

Hope you'll like it :salute:
Awesome improvments

Fifi
05-06-19, 10:45 AM
Thanks Niume!

Did exact same thing for VIIC_1, but for some reason compass is not working anymore...
Have to figure out why now :haha:
Time consuming always :wah:

Niume
05-06-19, 11:44 AM
Is it realistic to be spotted while deck awash at 1,5 km Night 6 m/s wind, My u-boat is directly pointing at destroyer 1940 January? Would be nice addition to compilation is Deck awash button which replaces snorkel depth.

Fifi
05-06-19, 12:11 PM
Is it realistic to be spotted while deck awash at 1,5 km Night 6 m/s wind, My u-boat is directly pointing at destroyer 1940 January.

1,5Km seems a bit too far, you might be right.
But was it an elite DD? Could be!

Be aware i didn’t touched any sensor file, nor campaign files.
Those are still regular stock OM made by Lurker :yep:

My main work is to enhance OM graphics for the moment. And try to solve some 3D glitches. It’s in good way :up:
(I solved the compass not working btw)

I have others ideas to improve conning towers interior :)

lurker_hlb3
05-08-19, 07:28 AM
Nicely done mod:Kaleun_Salute:

Fifi
05-08-19, 08:56 AM
Nicely done mod:Kaleun_Salute:

Thanks a lot Lurker! Nice to see you around! :Kaleun_Cheers:


Other little improvement for next release, on types IX, i changed the ugly triangles on the wires for better ones (don't know the exact name for those items)

Before:

https://image.noelshack.com/fichiers/2019/19/3/1557323290-sh4img-2019-05-08-15-27-57-710-resultat.jpg

After:

https://image.noelshack.com/fichiers/2019/19/3/1557323290-sh4img-2019-05-08-15-45-25-121-resultat.jpg


I also fixed the type VIID radio antenna glitch, the watch crew no more levitate on all U-Boats (Some crew were levitating - hence to high/tall), and adjusted the default deck views for all U-Boats (when we accessed the deck)
Still many things to enhance though...but it’s coming slowly.


:salute:

Slyguy3129
05-08-19, 04:09 PM
I’m afraid not (yet).
So far i was able to hear every single ship, but i know there is a bug in SH4 when a ship is sailing too slowly, the prop sound can’t be heard.
Of what i understood in the FOTRSU thread, the only way to fix this is to set all ships speed in campaign files so they are sailing above a certain speed...a huge work it seems :yep:

If/When you get around to doing so. I would be more than willing to help out with that. So long as someone can explain what and how I need to do it!

I'd like to learn if for no other reason than to learn how.


Nicely done mod:Kaleun_Salute:

The Chosen One has returned to us!!!!!!!!

Fifi
05-09-19, 01:26 AM
Final work with the cable/wire stuff...i think i got it right now, much better :up:

https://image.noelshack.com/fichiers/2019/19/4/1557383037-sh4img-2019-05-09-08-14-18-618-resultat.jpg

It's details, but i like details :)
Hope you'll like it :salute:

Niume
05-09-19, 06:21 AM
Awesome

Fifi
05-09-19, 01:17 PM
UPDATE RELEASED! See end of post # 1

As the first mod was quite heavy due to new sounds, i decided to release updates instead of whole new mod. It will save some download time:yep:
This update has to be activated last on top of list.

First update is out, hope you’ll like it ... but it’s not finished, still some work to be done :03:

Fifi
05-10-19, 02:30 AM
I plan to replace the UZO pedestal using texture of the hull (wich i think is not adapted) for a new one imported from WAC...

What do you think?

Stock old one:

https://image.noelshack.com/fichiers/2019/19/5/1557473128-sh4img-2019-05-10-09-20-55-989-resultat.jpg

New one from WAC:

https://image.noelshack.com/fichiers/2019/19/5/1557473128-sh4img-2019-05-10-09-18-02-498-resultat.jpg

I have to control the pedestal height though...cause it’s slightly taller than stock one.
The UZO binoculars beeing still slightly lower than crew eyes, so it might be good anyway to my opinion...

Fifi
05-10-19, 05:34 AM
Even better :D
Lowered the pedestal 3D object to be more accurate, and added a graduated gyrocompass to it...
Now it's more in harmony with the deck telegraph and compass.

https://image.noelshack.com/fichiers/2019/19/5/1557484158-sh4img-2019-05-10-12-23-37-406-resultat.jpg

https://image.noelshack.com/fichiers/2019/19/5/1557484161-sh4img-2019-05-10-12-24-30-467-resultat.jpg

Sailor Steve
05-10-19, 12:47 PM
And the goodness just keeps on coming! Great work, man!

Fifi, is your expertise all in graphics or do you also handle other problems? One of the things that has always bugged me about OM is the Type II crew. That boat comes with a crew of 45 or so, rather than the 25 they really carried. I find myself dismissing crew members just to bring it down to the realistic number. Is there any way to fix this short of faking it that way?

Fifi
05-10-19, 03:42 PM
And the goodness just keeps on coming! Great work, man!

Fifi, is your expertise all in graphics or do you also handle other problems? One of the things that has always bugged me about OM is the Type II crew. That boat comes with a crew of 45 or so, rather than the 25 they really carried. I find myself dismissing crew members just to bring it down to the realistic number. Is there any way to fix this short of faking it that way?

I’m focusing on graphics for the moment, as they are still many to adjust.
The big part will be the type VIID that i really don’t like (not to say a side part is missing!)
And textures often mismatch others on some boats, just because they all come from the same single TGA for plenty sub parts. It’s not easy to localize them precisely.

Anyway, i could have a look for the type II overpopulated, it’s probably not a big deal to fix...just to find the right file to tweak :yep:
And if i can’t find it, i’ll Ask some help around.

Niume
05-11-19, 01:31 AM
I saw your screenshots and I want to ask you whats your nvidia inspector profile or nvidia graphics settings? Your screenshots look amazing.

Fifi
05-11-19, 02:27 AM
I saw your screenshots and I want to ask you whats your nvidia inspector profile or nvidia graphics settings? Your screenshots look amazing.

Here it is...main settings are done in Nvidia control panel (and for global parameters) then in inspector only AA compatibility set to Diablo III.

https://image.noelshack.com/fichiers/2019/19/6/1557559195-1.png

https://image.noelshack.com/fichiers/2019/19/6/1557559196-2.png

https://image.noelshack.com/fichiers/2019/19/6/1557559196-3.png

It's working good with my Nvidia 1050 Ti, windows 10 64 bits, latest Nvidia drivers :up:
... and the rendering of screen shots are always worst than playing the game...because converting Bits to PNG/Jpeg loose definition.

Fifi
05-12-19, 11:26 AM
Next, i was trying to fix this glitch:

https://image.noelshack.com/fichiers/2019/19/7/1557677593-sh4img-2019-05-08-08-28-03-432-resultat.jpg

...but kind of impossible mission with the TGA shared by many items.
So decided to change it completely for better one, and finally changed the whole periscope tower along with the compass! :haha:
Then managed to get same wood texture on periscope tower as the conning.

Before:

https://image.noelshack.com/fichiers/2019/19/7/1557677635-sh4img-2019-05-12-18-08-43-313-resultat.jpg

After:

https://image.noelshack.com/fichiers/2019/19/7/1557677635-sh4img-2019-05-12-18-06-01-822-resultat.jpg

Oh, and i’ve Redone all the handles around the conning...

Hope you'll like it :salute:

Niume
05-12-19, 01:15 PM
You are adding u boat piece by piece. Why don't you export models from wac 5.0 to sh4?? is it possible?

Fifi
05-12-19, 02:52 PM
You are adding u boat piece by piece. Why don't you export models from wac 5.0 to sh4?? is it possible?

Yes it is possible. Lot of files to import though.
But i would like to keep the OM spirit, and furthermore they are many more sub models in OM than in WAC...

Fifi
05-17-19, 01:50 PM
:
https://image.noelshack.com/fichiers/2019/19/7/1557677635-sh4img-2019-05-12-18-06-01-822-resultat.jpg


The compass was stuck in this position, without turning at all...

Lost one day to figure out how the compass is working :timeout:

Dozens of tries, redone all from scratch... to finally succeeded :yeah:

That’s life :doh:

THEBERBSTER
05-17-19, 03:52 PM
Hi Fifi
You are like a dog with a bone, lol , never give up. :Kaleun_Applaud:

Keep up the good work, you are making OM into something special. :Kaleun_Salute:

Peter

stork100
05-17-19, 07:57 PM
Agreed. And the desire to maintain the original spirit of the mod is highly praiseworthy.

:Kaleun_Salute:

Sailor Steve
05-17-19, 09:26 PM
Unfortunately the compass itself is not quite accurate. Leitender created a working Anschütz (Zeiss) gyrocompass in which the inner ring rotates ten times for every once for the outer dial. I had some help installing it to my SH3 setup. Maybe you (or somebody) could do the same for SH4.
http://www.subsim.com/radioroom/showthread.php?p=2115209&posted=1#post2115209

Fifi
05-18-19, 12:06 AM
Thanks for your supports guys :)

Unfortunately the compass itself is not quite accurate. Leitender created a working Anschütz (Zeiss) gyrocompass in which the inner ring rotates ten times for every once for the outer dial. I had some help installing it to my SH3 setup. Maybe you (or somebody) could do the same for SH4.
http://www.subsim.com/radioroom/showthread.php?p=2115209&posted=1#post2115209

That’s interesting!...and already thought about it, but didn’t know where to start with. You just gave me the first step :up:

I enjoyed this tool in the other SH3 GUI, and as you, i think it could be nice to get it in SH4.
An other bone for me :haha: ...as soon as i will be done with the others 9 turms to modify :03:

Sailor Steve
05-18-19, 02:06 AM
No! Mine first!

Seriously, I'm glad you like the idea. But take your time, and don't burn yourself out. It's happened to too many talented people here. I don't want it now, I want it when you're ready for it.

Fair winds and following seas, my friend.

Fifi
05-18-19, 07:03 AM
U-Boat type VIIB:

Typical OM texture glitch...in the right circle.
Typical 3D glitch in the left circle.

Both have been corrected :up:

https://image.noelshack.com/fichiers/2019/20/6/1558180626-sh4img-2019-05-10-08-25-08-405-resultat.jpg

https://image.noelshack.com/fichiers/2019/20/6/1558180627-sh4img-2019-05-18-13-54-33-039-resultat.jpg

Have also added a lifebuoy by the way :D

Fifi
05-20-19, 04:40 AM
Little head up :)

Working on U-Flak Boat, testing it ingame, realized watch crew was kind of messed up :D

https://image.noelshack.com/fichiers/2019/21/1/1558344870-sh4img-2019-05-20-10-59-24-657-resultat.jpg

Corrected:

https://image.noelshack.com/fichiers/2019/21/1/1558344873-sh4img-2019-05-20-11-17-28-629-resultat.jpg

Instead of looking at each others with binoculars, should be much better to spot ennemies :haha:

Fifi
05-24-19, 05:49 AM
UPDATE 2 IS OUT!!
See end of post #1
:Kaleun_Wink:
This is a major update for my Compilation, and take place of update 1.
YOU CAN DELETE UPDATE 1, AND ACTIVATE THIS ONE INSTEAD.
(or activate this one on top of all)
You have to start new career - no compatible with save game

Lot of work has been done in this update, many cool things has been added to all U-Boats.
Many visual glitches has been corrected the best i could. Still not 100% perfect, but closing...
Major rework of all conning towers details.

Furthermore, some guys of FOTRSU team worked on campaign fixes/correction as well as in the museum. Now, Type II has correct number of crew.
Many thanks to PROPBEANIE, S7RIKEBACK, KALEUNMARCO for their attempt to make OM even better :yeah:
It has been added to my Compilation update according to their thoughts.

Examples of conning rework (here Type VIID):

Before:

https://image.noelshack.com/fichiers/2019/21/5/1558693384-sh4img-2019-05-24-08-50-43-498-resultat.jpg

After:

https://image.noelshack.com/fichiers/2019/21/5/1558693404-sh4img-2019-05-24-08-54-44-592-resultat.jpg

Part missing/visual glitch...we see through the conning:

https://image.noelshack.com/fichiers/2019/21/5/1558693385-sh4img-2019-05-24-08-51-04-268-resultat.jpg

After:

https://image.noelshack.com/fichiers/2019/21/5/1558693397-sh4img-2019-05-24-09-32-16-153-resultat.jpg

Periscope Tower before:

https://image.noelshack.com/fichiers/2019/21/5/1558693412-sh4img-2019-05-24-08-52-02-978-resultat.jpg

Periscope tower after:

https://image.noelshack.com/fichiers/2019/21/5/1558693408-sh4img-2019-05-24-11-29-13-039-resultat.jpg

Global visual 3D parts added for the VIID (old ones deleted):

- Periscope Tower + Compass (working :D )
- Wood protection all around
- Hatch
- Helm post
- Voice transmitter cones
- UZO pedestal + Gyrocompass
- Periscopes covers

Here it’s the type VIID, but of course all types VII have been reworked as on picture.

https://image.noelshack.com/fichiers/2019/21/5/1558693389-sh4img-2019-05-24-09-56-38-728-resultat.jpg

Type VIIC 41 glitches before:

https://image.noelshack.com/fichiers/2019/21/5/1558693409-sh4img-2019-05-24-11-20-51-012-resultat.jpg

After:

https://image.noelshack.com/fichiers/2019/21/5/1558693389-sh4img-2019-05-24-11-17-30-666-resultat.jpg

Snorkel has been corrected according to real pictures found on the web.

Lifebuoy has been added to all U-Boats also.

Well, that's all for now...have to try importation of Anschuetz_Kompass_GWX in our SH4 GUI :up:

Niume
05-24-19, 06:51 AM
Now fix the periscope's heads. They have weird grills instead of lenses.

Fifi
05-25-19, 12:16 AM
I’ll try doing more than periscope heads for next update... :03:
This is typical texture mismatching i’m Fighting with, in numerous OM glitches.

It seems my Update 2 isn’t compatible with save game, because of campaign fixes by FOTRSU team.
So best is starting new career to avoid CTD :yep:

Post #1 updated :salute:

Fifi
05-27-19, 02:56 AM
Now fix the periscope's heads. They have weird grills instead of lenses.

All periscopes head and body have been changed for better ones.
Now we see the lenses.
Will be available for next update :up:

Fifi
05-27-19, 12:45 PM
I may include the Volumetric Clouds mods to next update...IF i can adjust some undesirable effects with OMEGU :yep:

That's really nice, but clouds give too much light reflexion on some U-Boats (not this one as you see)

https://image.noelshack.com/fichiers/2019/22/1/1558978822-sh4img-2019-05-27-19-19-30-022-resultat.jpg


https://image.noelshack.com/fichiers/2019/22/1/1558978823-sh4img-2019-05-27-19-20-11-193-resultat.jpg

Niume
05-28-19, 09:48 AM
I check this thread everyday to see what improvments you make. :Kaleun_Cheers:

Fifi
05-28-19, 10:55 AM
I check this thread everyday to see what improvments you make. :Kaleun_Cheers:

Thanks my friend :)

My skills reach limits very quickly sometimes, and it takes me numerous hours to try things for OM enhancement :oops:
Ie whole afternoon importing stuff from other mods, just to realize either it’s not good, either it brings lots of others problems...
That’s life :timeout:

Anyway, after all the periscopes :D, i’m currently enhancing types II.
The type IIC has a brand new turm (almost finished) from WAC5, and i’m quite satisfied with it. It’s night and day now :yeah:
After that i’ll work on type IIB and D...if i didn’t brake my PC in the mean time :haha:

Fifi
05-28-19, 12:59 PM
All right, first type II done!

As usual, before/after sequence:

https://image.noelshack.com/fichiers/2019/22/2/1559065974-sh4img-2019-05-28-19-51-16-782-resultat.jpg

https://image.noelshack.com/fichiers/2019/22/2/1559065977-sh4img-2019-05-28-19-46-18-243-resultat.jpg

https://image.noelshack.com/fichiers/2019/22/2/1559065975-sh4img-2019-05-28-19-50-26-922-resultat.jpg

https://image.noelshack.com/fichiers/2019/22/2/1559065978-sh4img-2019-05-28-19-44-35-853-resultat.jpg

https://image.noelshack.com/fichiers/2019/22/2/1559065972-sh4img-2019-05-28-19-49-12-262-resultat.jpg

https://image.noelshack.com/fichiers/2019/22/2/1559065974-sh4img-2019-05-28-19-44-52-503-resultat.jpg

Pretty good :Kaleun_Cheers:

Fifi
05-31-19, 12:53 PM
OMG!!
I thought the VIID was the harder to be re-worked, but just checked the IXC 1940...and what a bad surprise :timeout:
Incredible :o
He has 4 periscopes whose 2 are horizontals under water :doh: and textures are all messed up everywhere...

I think i’ll Have bad time to rebuild everything there...and probably restart from scratch :wah:

Next update should take more time than expected, sorry :k_confused:

Fifi
06-04-19, 08:13 AM
Okay, i am done with the IXC 1940...
Had to import almost all from WAC. The rendering is just stunning!
I'm in love with this baby :)
Everything is now corrected, and no more visual glitches...with plenty eye candy :yep:

Before:

https://image.noelshack.com/fichiers/2019/23/2/1559653177-sh4img-2019-06-04-14-51-43-373-resultat.jpg

After:

https://image.noelshack.com/fichiers/2019/23/2/1559653152-sh4img-2019-06-04-14-30-26-782-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/2/1559653153-sh4img-2019-06-04-14-31-09-552-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/2/1559653154-sh4img-2019-06-04-14-35-23-342-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/2/1559653150-sh4img-2019-06-04-14-31-49-993-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/2/1559653152-sh4img-2019-06-04-14-37-28-283-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/2/1559653152-sh4img-2019-06-04-14-32-43-852-resultat.jpg

Had to figure out plenty things, whose the hardest one was the ambiant occlusion...for my poor skills :oops: But result is not bad i think.

Love it so much, i might import others full subs...but it's huge work :D

propbeanie
06-04-19, 03:58 PM
Nicely done, young feller! :salute:

THEBERBSTER
06-05-19, 04:31 AM
Fiifi
Looks stunning, :Kaleun_Applaud:I wonder if that will now sort out the problem with the missing winter garden in the IX in Flotilla 2?
Peter

Fifi
06-05-19, 05:36 AM
Fiifi
Looks stunning, :Kaleun_Applaud:I wonder if that will now sort out the problem with the missing winter garden in the IX in Flotilla 2?
Peter


Thanks both of you!

I’m not aware of the missing winter garden...have to say i don’t have time to test all U-Boats in career mode for the moment :oops:
I will count on you for this matter :yep:
But my guess is more a campaign file issue for flotilla 2 than a graphic problem...we will see later on what’s going on.

Importing whole subs is very time consuming, and my plans are to import first, and test after.
I’m just testing rendering for each sub with the war patrol mission actually.

propbeanie
06-05-19, 07:32 AM
I'm thinking that the wintergarden would be associated with the turms. Myself, I've not done enough noodling in OM, nor am I familiar enough with all of the Uboat variations, so which version are you referring to there THEBERBSTER, the IXC? Are there guns on the one you are referring to, but it's just an inappropriate flak decking configuration for the boat? I had always referred to "wintergarden" as the "porches", fore and aft, for the mounting of flak guns, but I know some refer specifically to the Type VII U-flak boat version as "wintergarden"... :salute:

2nd Flotilla at uboat dot net
https://uboat.net/flotillas/2flo.htm

jaxa
06-05-19, 07:52 AM
Wow wow wow :Kaleun_Applaud:

I'm going to return to SH4.

Fifi
06-05-19, 08:47 AM
I'm thinking that the wintergarden would be associated with the turms. Myself, I've not done enough noodling in OM, nor am I familiar enough with all of the Uboat variations, so which version are you referring to there THEBERBSTER, the IXC? Are there guns on the one you are referring to, but it's just an inappropriate flak decking configuration for the boat? I had always referred to "wintergarden" as the "porches", fore and aft, for the mounting of flak guns, but I know some refer specifically to the Type VII U-flak boat version as "wintergarden"... :salute:

2nd Flotilla at uboat dot net
https://uboat.net/flotillas/2flo.htm

I already noticed a type IX (maybe the IXB?) has second rear flak directly on deck, like the front deck gun...and no rear winter garden.
Maybe it’s the one Peter is referring to?

When i will come to this one for importation, i’ll See if it is normal or not.
Maybe it’s normal though...

OM has so many different turms and hulls, it’s driving me mad sometimes.
Not that easy to find out my way through all this!

propbeanie
06-05-19, 09:06 AM
I already noticed a type IX (maybe the IXB?) has second rear flak directly on deck, like the front deck gun...and no rear winter garden.
Maybe it’s the one Peter is referring to?

When i will come to this one for importation, i’ll See if it is normal or not.
Maybe it’s normal though...

OM has so many different turms and hulls, it’s driving me mad sometimes.
Not that easy to find out my way through all this!
From what I see on that uboat dot net site, the IX & IXb had the rear AA gun mounted on the deck, but I'm sure there were variations of the IXb that had other configurations - of course, maybe that's where the IXc and IXc40 & IXd "models" came from??... lol - Quite a bit like US subs in the Pacific, it probably depended upon the date you're looking at the boat, and who the commanding officer was, as to what its deck configuration was... :salute:

Fifi
06-05-19, 10:54 AM
So it seems not that wrong... :03:

Fifi
06-05-19, 11:45 AM
Second one is finished! :Kaleun_Cheers:

Here is the type IXB in 1944...and you can see he has a winter garden :03:

https://image.noelshack.com/fichiers/2019/23/3/1559752875-sh4img-2019-06-05-18-01-22-501-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/3/1559752876-sh4img-2019-06-05-18-02-18-051-resultat.jpg

Now will start an other one :ping:

THEBERBSTER
06-05-19, 04:52 PM
Hi Guys
IIRC the basic setup for flak guns was a 37mm deck mounted flak gun with 2 crew + 1 winter garden with a single or twin flak with 1 crew.
This could be upgraded to 2 winter gardens with single or twin flaks in each by removing the 37mm deck mount and 1 crew slot.
Picture shows only the 1 flak gun.

In SH4 this may be different to SH3.
https://i.postimg.cc/MXkTZN9J/capture-002-05062019-223045.jpg

The illustration shows 2 flak mounts in winter gardens.
My type IX has the 2 crew slots as seen in the picture below.
https://i.postimg.cc/L6rfh0JX/capture-001-05062019-222855.jpg


This pictures shows there is no provision for second flak gun.
It also does not state what type IX it is supposed to be.
https://i.postimg.cc/Yq5HVQsZ/SH4-Img-2019-05-03-10-47-59-266.jpg

Peter

Fifi
06-06-19, 01:04 AM
Ok i see what you meant...

On your picture, it’s a basic IX (without any letter after, it’s a IX A)
The type IX A in OM has only one flak like your first picture.
What we can see, is that it’s doesn’t match the sub drawing of your second picture in the crew management...but the good thing is the flak slot correspond to what you get ingame (2 guys per flak gun)

So only problem is the drawing mismatching...to me, it seems to be a type IXB (if i recall well, the basic IXB has one flak upstairs and one flak on deck)

Right now, i dunno how to fix it, nor if there is any IX A drawing available...so best for the moment is to ignore the drawings in crew management tab :yep:

Thanks Peter for reporting this :up:

ÉDIT: if i knew where to find the drawing file within the tons of files, there is an easy fix i could do with photoshop...but i suspect type IXB share the same file with type IXA...so either one or other would have wrong drawing...

THEBERBSTER
06-06-19, 05:21 AM
Fifi
but the good thing is the flak slot correspond to what you get ingame (2 guys per flak gun) That would be incorrect as each light flak gun only has 1 gunner.

Interesting Question! > Where does the problem lie?
2 crew slots is incorrect for 1 flak gun.
Why 2 crew slots, not 1?
You can see from the pictures that adding the second crew man to the flak gun makes no difference.
https://i.postimg.cc/13r0gj5D/capture-002-06062019-104248.jpg

https://i.postimg.cc/pL3vFqGX/capture-001-06062019-104240.jpg

In this SH3 picture you can see 2 flak gunners for 2 winter gardens with a flak guns in each.

https://i.postimg.cc/vHZKhfCR/F7-Crew.jpg


In this picture you can see 3 flak gunners for 2 flak guns
1 winter garden with 1 gunner.
1 deck mounted 37mm flak gun requires 2 gunners
This was the standard layout AFAIK for a type IX.


https://i.postimg.cc/7YFVpzbQ/Crew.jpg

Peter

Fifi
06-06-19, 06:14 AM
:hmmm:

In OM they (all ?) have 2 guys per flak gun...and often you see both guys at the flak station.
Now, it’s obvious your type IX doesn’t show the 2 guys...and probably some other types doesn’t need 2 guys either.
Dunno how Lurker worked that point.

This AA gun crew problem needs to be re-worked i think, maybe someone could solve it (thinking of FOTRSU team guys who were already involved) because i suck so much when it comes to this kind of files :wah:

Anyway it’s not a game breaker IMHO, just an annoying detail :yep:

Fifi
06-06-19, 12:10 PM
Today, IXC 1940 is finished...i'm done with the types IX :up:
Still long road for types II and VII :ping:

https://image.noelshack.com/fichiers/2019/23/4/1559840687-sh4img-2019-06-06-18-58-47-688-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/4/1559840686-sh4img-2019-06-06-18-55-52-951-resultat.jpg

Fifi
06-08-19, 03:37 AM
Proud to present you new little baby convertion to SH4 OM...U-Boat type IIB :up:

https://image.noelshack.com/fichiers/2019/23/6/1559982474-sh4img-2019-06-08-10-21-06-973-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/6/1559982485-sh4img-2019-06-07-17-23-49-759-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/6/1559982480-sh4img-2019-06-07-16-22-00-745-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/6/1559982486-sh4img-2019-06-07-17-25-20-177-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/6/1559982478-sh4img-2019-06-07-16-29-24-524-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/6/1559982485-sh4img-2019-06-07-16-24-04-232-resultat.jpg

I have changed periscopes position for the attack one in the rear tube.
But waiting confirmation of this, i can easily go back for front tube.

The beauty of WAC submarines with the SH4 engine is just stunning :yep:

Niume
06-08-19, 06:10 AM
Holy crap the Submarines look amazing can;t wait for update.

Fifi
06-10-19, 10:12 AM
Holy crap the Submarines look amazing can;t wait for update.

Thanks mate, it's coming slowly but surely :03:

Last of the Type II...the D2 one :Kaleun_Wink:

https://image.noelshack.com/fichiers/2019/24/1/1560179239-sh4img-2019-06-10-16-55-01-973-resultat.jpg

The beauty of best SH3 subs, but with SH4 water transparency :D

Niume
06-10-19, 11:02 AM
Oh my god.

Sailor Steve
06-10-19, 11:14 AM
The beauty of best SH3 subs, but with SH4 water transparency :D
I've been saying for years that SH4 is the better platform, crippled by bad timing as it never received the love from the modders that SH3 got. Now, thanks to you, Fifi, and some others, that is finally starting to happen.

I wish I could help more, but all I can do is watch this beauty unfold.

Thank you for your dedication to finally giving this forgotten gem the attention it deserves.

Niume
06-10-19, 01:44 PM
They look so good that maybe i will going to play with them. I never played with the Type II.
Would be nice to get historical torpedeo skins. Like this in KSD II
https://www.part.lt/img/5cc79c3f7847485c3999a38785af05d17.bmp (https://www.part.lt/perziura/5cc79c3f7847485c3999a38785af05d17.bmp)

Fifi
06-10-19, 02:11 PM
You are absolutely right Sailor Steve! Thanks for your support!

Yeah, type II are fun...but very challenging!
You have to think twice before launching a fish...only very few inboard, and if you get duds...:timeout:
Not to say you don’t even get any deck gun to sink easy targets.
It can be very frustrating!

About the torp skins, i think it can be easily implemented :yep:
It will be on the to do list after the subs importation.

Fifi
06-11-19, 08:59 AM
First of the VII type is done :Kaleun_Cheers:
It's the VIIB.

Quite awesome :yep:

https://image.noelshack.com/fichiers/2019/24/2/1560261363-sh4img-2019-06-11-14-57-29-891-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/2/1560261369-sh4img-2019-06-11-15-08-08-791-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/2/1560261369-sh4img-2019-06-11-15-07-52-102-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/2/1560261370-sh4img-2019-06-11-14-59-45-042-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/2/1560261374-sh4img-2019-06-11-15-01-45-702-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/2/1560261371-sh4img-2019-06-11-15-02-43-902-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/2/1560261374-sh4img-2019-06-11-15-36-45-114-resultat.jpg

That's all for today :O:

Sailor Steve
06-11-19, 09:41 AM
Quite awesome :yep:
That's an understatement.

That's all for today :O:
And that's more than enough. Simply fantastic work!

propbeanie
06-11-19, 12:23 PM
Amen to that, brother Sailor Steve! :salute:

Geoff then
06-11-19, 02:52 PM
I still did not get your compilation to run, I must have messed up the installation (twice already wtf)
but from what I see your works is tremendous and very well appreciated.
:Kaleun_Salute:

Fifi
06-11-19, 03:32 PM
I still did not get your compilation to run, I must have messed up the installation (twice already wtf)
but from what I see your works is tremendous and very well appreciated.
:Kaleun_Salute:

If you follow the instructions to the letter in first post of my thread (or instructions by Lurker in main OM thread) it has to be fine...my compilation is only on top of his mods.

Just to clarify my work, i didn’t create any of those U-Boats models.
I don’t even know who created them (maybe HanSolo?)
I’m just a file manipulator, trying to adapt them for SH4 OM mod, using few applications to manage the whole thing, and trying to learn the computing logics.
Fastidious manipulation of hundreds nodes, 3D objects, TGA files and digits to put in the right order... One error and it’s a mess :doh:
But i love the result :yep:

Niume
06-12-19, 04:36 AM
I think Wise and Ahnerbe created them.

Fifi
06-12-19, 06:03 AM
Little brother VIIB 2

https://image.noelshack.com/fichiers/2019/24/3/1560337173-sh4img-2019-06-12-12-53-45-637-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/3/1560337174-sh4img-2019-06-12-12-54-33-508-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/3/1560337175-sh4img-2019-06-12-12-55-25-258-resultat.jpg

This one is giving me some minor troubles...hoping some help from S7rikeback :up:

propbeanie
06-12-19, 11:15 AM
strikeback is the one... he had similar issues when we were trying to change a few things, before we ran out of precious time for it... :har: - You are doing a great job on this Fifi! The difficult part of that is that the Wintergarten is basically an "option" for the base boat, and the gun that goes on it can be an option, but you don't want to put the gun on the sub, unless you actually have that position to put it on, so it doesn't like to "show" too easily for you... :salute:

Fifi
06-12-19, 12:17 PM
strikeback is the one... he had similar issues when we were trying to change a few things, before we ran out of precious time for it... :har: - You are doing a great job on this Fifi! The difficult part of that is that the Wintergarten is basically an "option" for the base boat, and the gun that goes on it can be an option, but you don't want to put the gun on the sub, unless you actually have that position to put it on, so it doesn't like to "show" too easily for you... :salute:

My problem with this type VIIB 2, is that it doesn’t appear at the right dates at all (1942/01/01 till end) and the rear AA gun (slot A02) doesn’t appear either (like you can see on picture)
Plus the AA crew for rear AA is missing in crew management...and when i call the AA crew for regular front AA gun, nobody appear...even though i have men in slot.

I really suck when it comes to those kind of files, so i hope someone could help me with that :yep:

propbeanie
06-12-19, 03:08 PM
It's not you Fifi, it's the game itself... and, it would have been helpful if Ubi would have released a modder's pack with some form of documentation as to what the interface could or could not do... :doh: - instead, we guess, tweak and guess some more... :arrgh!:

Fifi
06-13-19, 04:59 AM
First step successful :Kaleun_Thumbs_Up:

I finally got the VIIB 2 at the right dates, and second AA gun appearing :up:

https://image.noelshack.com/fichiers/2019/24/4/1560419685-sh4img-2019-06-13-11-51-22-727-resultat.jpg

I have also the crew slots appearing for second AA gun:

https://image.noelshack.com/fichiers/2019/24/4/1560419692-sh4img-2019-06-13-11-52-00-954-resultat.jpg

Now, only problem remaining is nobody appears when ordering man the AA gun :doh:
(Of course when having men in the slots!)

If someone could help me with this stupid issue? :06:

propbeanie
06-13-19, 08:52 AM
Do they appear if you call for Battle Stations (Action Stations)? :salute:

Fifi
06-13-19, 11:46 AM
Do they appear if you call for Battle Stations (Action Stations)? :salute:

Nope, not either...

shadowfaxz95
06-13-19, 11:32 PM
Hey fifi. I've been following your progress and am deciding to downloading this mod pack. I do have one question. With omegu added, is there any way to do auto tdc using your modpack. I know I know I should learn but I'm noob and want to start my first om campaign easy. Thanks for all the work you are putting in.

Fifi
06-14-19, 12:57 AM
Hey fifi. I've been following your progress and am deciding to downloading this mod pack. I do have one question. With omegu added, is there any way to do auto tdc using your modpack. I know I know I should learn but I'm noob and want to start my first om campaign easy. Thanks for all the work you are putting in.

That is a good question...i can’t answer :haha:
I’ve never used auto TDC in any SH!

But i never changed files regarding TDC or gameplay in my compilation...so i guess it should work, as far as it was working with stock OM :salute:

PS: be aware the magnificent U-Boats you are seeing above are not still released...
They are for next update, when they will be all done!

THEBERBSTER
06-14-19, 05:41 AM
A Warm Welcome To The Subsim Community > shadowfaxz95
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Auto TDC works the same as in any other SH version as long as manual targeting is not selected in game play settings.
It has nothing to do with mods.

Great work Fifi as usual. :Kaleun_Salute:
Peter

shadowfaxz95
06-14-19, 09:23 AM
Thanks for the responses fifi and Peter. Yes fifi I'm aware of the subs and it's made me excited for the release. As usual keep up the good work. You are doing a great service to .sh4

Fifi
06-15-19, 04:05 AM
Just finished the iconic VIIC for SH4 (first model) :Kaleun_Wink:
Successfully first tests done...

https://image.noelshack.com/fichiers/2019/24/6/1560589111-sh4img-2019-06-15-10-55-49-516-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/6/1560589112-sh4img-2019-06-15-10-39-04-348-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/6/1560589107-sh4img-2019-06-15-10-39-27-668-resultat.jpg

https://image.noelshack.com/fichiers/2019/24/6/1560589111-sh4img-2019-06-15-10-40-15-693-resultat.jpg

Cherry on the cake, this one has the opened hatch when surfaced...

https://image.noelshack.com/fichiers/2019/24/6/1560589108-sh4img-2019-06-15-10-41-15-442-resultat.jpg

And closed hatch when underwater...

https://image.noelshack.com/fichiers/2019/24/6/1560589107-sh4img-2019-06-15-10-46-20-967-resultat.jpg

I hope to implement this in few others U-Boats :)

Niume
06-15-19, 04:07 AM
YESSS

Fifi
06-15-19, 05:02 AM
First step successful :Kaleun_Thumbs_Up:

I finally got the VIIB 2 at the right dates, and second AA gun appearing :up:

https://image.noelshack.com/fichiers/2019/24/4/1560419685-sh4img-2019-06-13-11-51-22-727-resultat.jpg

I have also the crew slots appearing for second AA gun:

https://image.noelshack.com/fichiers/2019/24/4/1560419692-sh4img-2019-06-13-11-52-00-954-resultat.jpg

Now, only problem remaining is nobody appears when ordering man the AA gun :doh:
(Of course when having men in the slots!)

If someone could help me with this stupid issue? :06:


PROBLEM SOLVED!

Huge thanks to s7rikeback for enlightening my way :yeah:

Fifi
06-16-19, 05:54 AM
Each new sub his own problems :doh:

The next one (VIIC2) should have been quite easy to import, but will be in fact one of the most difficult! :timeout:

Just because of a 3D model who doesn’t match appropriate texture at all...whatever i do.
Can even say it’s the first time in my importations...

BUT i will find a way to turn out this problem, even if it’s longer than expected :D

Fifi
06-17-19, 12:17 PM
One more baby: VIIC third model (1944)

https://image.noelshack.com/fichiers/2019/25/1/1560791531-sh4img-2019-06-17-19-08-23-266-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/1/1560791532-sh4img-2019-06-17-19-07-55-506-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/1/1560791529-sh4img-2019-06-17-19-04-16-432-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/1/1560791535-sh4img-2019-06-17-19-06-52-536-resultat.jpg

The VIIC second model (1942/1943) is waiting for a fix but hopefully will be finished soon :D

Hope you like it :salute:

Fifi
06-19-19, 01:10 AM
Finally finished the VIIC second model (1943).
That one was tough...but it's done :Kaleun_Cheers:

https://image.noelshack.com/fichiers/2019/25/3/1560924136-sh4img-2019-06-19-07-43-45-880-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/3/1560924148-sh4img-2019-06-19-07-45-25-730-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/3/1560924140-sh4img-2019-06-19-07-59-16-609-resultat.jpg

EDIT:
For some reason this model didn't have any life buoy nor wood stuff inside conning tower...now it is getting it!

https://image.noelshack.com/fichiers/2019/25/3/1560927540-sh4img-2019-06-19-08-57-15-793-resultat.jpg

Niume
06-19-19, 03:11 AM
Very cool

Fifi
06-20-19, 09:00 AM
Just finished the U Flak Boat (1943) :Kaleun_Wink:

https://image.noelshack.com/fichiers/2019/25/4/1561039054-sh4img-2019-06-20-11-49-06-709-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/4/1561039056-sh4img-2019-06-20-11-51-08-948-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/4/1561039056-sh4img-2019-06-20-12-00-37-212-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/4/1561039056-sh4img-2019-06-20-12-01-11-859-resultat.jpg

Next will be the VIIC 41

Kaxii
06-20-19, 09:00 PM
Decided to stop lurking just to say great work! SH4 has been my go to (with KSDII) due to the performance limitations if my laptop and I'm do glad to see such work being done to keep improving the game, especially at such speeds as you have been working at! Amazing job so far!

jaxa
06-21-19, 01:01 AM
Fifi, you are like Santa Claus during summer holidays :)

What do you plan to do next after sub models fixes? Do you think about interiors - torpedo room, engine room etc?

Fifi
06-21-19, 01:56 AM
Decided to stop lurking just to say great work! SH4 has been my go to (with KSDII) due to the performance limitations if my laptop and I'm do glad to see such work being done to keep improving the game, especially at such speeds as you have been working at! Amazing job so far!

Hi and welcome to subsim Kaxii :salute:

Your first post here with such kind words for me...thanks to you :)

Fifi, you are like Santa Claus during summer holidays :)

What do you plan to do next after sub models fixes? Do you think about interiors - torpedo room, engine room etc?

Thank you Jaxa!

Right now, i don’t really know...took me weeks to import and adapt those subs, and it’s not even finished!
Too many U-Boats models in OM...sometime i wished it was like in SH5 :haha:

Next step would be to test them in career mode :yep: because actually i only have time to test them when they are done in War Patrol mission.
They seem ok to me, and don’t encounter any issue...but who knows in career mode? There are many equipments to fit them also...

About interiors, i like them all...except maybe the type IX. It could be probably enhanced, but i don’t know how right now :D

Back to type VIIC 41 :ping:

jaxa
06-21-19, 02:55 AM
I want to start a new campaign with your compilation, with brand new installation of SHIV.
Last version of your compilation is update 2. Are these all models of subs included in it? Or should I wait a moment for including them to update 3?

Fifi
06-21-19, 03:13 AM
You should wait for their release :yep:

But you always can start with update 2 to see how it’s running, and then when time will come, restart a career with brand new models!
This way, you should be stunned by the visual changes :D

Benzin1973
06-21-19, 07:09 AM
Fifi, you alone are responsible for me being right now in the process of reinstalling SH4 :haha: :Kaleun_Applaud:
I was just recently feeling frustrated about not having a uboat game to play. SH5... i just cant stand it. SH3 i love, but ibe played it nearly 1000 hours. And the new game uboat is still a nearly unplayable bug fest.


Now i can enjoy riding my uboat once again thanks to you! :)

Thank you!


Question for you (or anyone who knows), I seem to recall that OM had a "fatal" flaw wich made it impossible to finish a whole career, something to do with conning towers upgrading and making the game impossible to continue? Or something along those lines?


Does you mod correct this problem? or maybe im confused about what the original problem with OM was?


If you or anyone can shed some light on this issue for me, i would really appreciate it. As im about to start a new career using OM and this mod, and i would like to know if i can expect any problems of this sort.


Thanks in advance!

THEBERBSTER
06-21-19, 07:41 AM
A Warm Welcome To The Subsim Community > Kaxii
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Fifi
06-21-19, 08:05 AM
Fifi, you alone are responsible for me being right now in the process of reinstalling SH4 :haha: :Kaleun_Applaud:
I was just recently feeling frustrated about not having a uboat game to play. SH5... i just cant stand it. SH3 i love, but ibe played it nearly 1000 hours. And the new game uboat is still a nearly unplayable bug fest.


Now i can enjoy riding my uboat once again thanks to you! :)

Thank you!


Question for you (or anyone who knows), I seem to recall that OM had a "fatal" flaw wich made it impossible to finish a whole career, something to do with conning towers upgrading and making the game impossible to continue? Or something along those lines?


Does you mod correct this problem? or maybe im confused about what the original problem with OM was?


If you or anyone can shed some light on this issue for me, i would really appreciate it. As im about to start a new career using OM and this mod, and i would like to know if i can expect any problems of this sort.


Thanks in advance!

I don’t want to be responsible !! :haha:

Actually my mod doesn’t correct campaign files, EXCEPT what FOTRSU team has done...and it was added to update 2 (they fixed some campaign files i can’t tell you —> i’m A noob when it comes to those files :oops: )

I don’t know about this fatal flaw due to upgrade, as i never ended a career and never passed 1942 myself...just because i decided to enhance visual stuff in OM :yep:

If there is such problem in OM, maybe i could try to have a look with my FOTRSU friends, but that’s all i can say right now...i’m Afraid.
I have to finish the work i started first :03:
(Be aware the imported subs you are seeing above are not released yet!)

:Kaleun_Cheers:

propbeanie
06-21-19, 08:52 AM
I can comment on the campaign files, in that there were a few bad "Type=" calls that could cause issues. It is the kind of trouble that is to be expected in all mods, since it is a human doing the work. We have better tools available today to check for things like that, which lurker did not have when he built the original OM. He had to rely upon eye sight... As for the conning tower issue, we would have to wait for s7rikeback to respond to that, but there were some date issues found. There are many parts that can influence a proper conning tower fitting. Most devices that attach to a submarine do so through the conning tower, including periscopes, snorkel, radar, radar detectors, watch crew, AA guns, etc., so something being "off" with any one part can somtimes influence all the others. :salute:

Fifi
06-21-19, 10:02 AM
I can comment on the campaign files, in that there were a few bad "Type=" calls that could cause issues. It is the kind of trouble that is to be expected in all mods, since it is a human doing the work. We have better tools available today to check for things like that, which lurker did not have when he built the original OM. He had to rely upon eye sight... As for the conning tower issue, we would have to wait for s7rikeback to respond to that, but there were some date issues found. There are many parts that can influence a proper conning tower fitting. Most devices that attach to a submarine do so through the conning tower, including periscopes, snorkel, radar, radar detectors, watch crew, AA guns, etc., so something being "off" with any one part can somtimes influence all the others. :salute:

Thanks for your clarifications my friend :up:

While i'm here again, i show you the VIIC41 i have almost finished...just few adjustments, and all the water particules to add, nothing really difficult.
This one is kind of special, as the CT is from WAC (but KSD camo) and the hull is from KSD! :D
i like the result :yep:

https://image.noelshack.com/fichiers/2019/25/5/1561128921-sh4img-2019-06-21-16-28-49-900-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/5/1561128921-sh4img-2019-06-21-16-30-32-699-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/5/1561128922-sh4img-2019-06-21-16-31-41-740-resultat.jpg

https://image.noelshack.com/fichiers/2019/25/5/1561128922-sh4img-2019-06-21-16-33-29-040-resultat.jpg

Niume
06-21-19, 11:02 AM
What is the POURPUSE of these?
https://www.part.lt/img/thumb/5e245ccfa5e64332e1cd2ebdb1df68ba458.jpg (https://www.part.lt/perziura/5e245ccfa5e64332e1cd2ebdb1df68ba458.jpg)

Fifi
06-21-19, 11:35 AM
What is the POURPUSE of these?
https://www.part.lt/img/thumb/5e245ccfa5e64332e1cd2ebdb1df68ba458.jpg (https://www.part.lt/perziura/5e245ccfa5e64332e1cd2ebdb1df68ba458.jpg)

:hmmm: good question!

To me, as it is quite far forward above probably the bow torpedo room, it should be related to some amunitions loading?
Stock OM VIIC41 had the same stuff, but not as beautifully rendered.

Maybe some VIIC specialist could enlighten us...

propbeanie
06-21-19, 12:24 PM
The front device looks like the anchor winch, and the next four look like mine tubes - except the dogs on the exterior, so exterior torpedo stowage... ??

Benzin1973
06-21-19, 07:00 PM
I don’t want to be responsible !! :haha:

Actually my mod doesn’t correct campaign files, EXCEPT what FOTRSU team has done...and it was added to update 2 (they fixed some campaign files i can’t tell you —> i’m A noob when it comes to those files :oops: )

I don’t know about this fatal flaw due to upgrade, as i never ended a career and never passed 1942 myself...just because i decided to enhance visual stuff in OM :yep:

If there is such problem in OM, maybe i could try to have a look with my FOTRSU friends, but that’s all i can say right now...i’m Afraid.
I have to finish the work i started first :03:
(Be aware the imported subs you are seeing above are not released yet!)

:Kaleun_Cheers:

I can comment on the campaign files, in that there were a few bad "Type=" calls that could cause issues. It is the kind of trouble that is to be expected in all mods, since it is a human doing the work. We have better tools available today to check for things like that, which lurker did not have when he built the original OM. He had to rely upon eye sight... As for the conning tower issue, we would have to wait for s7rikeback to respond to that, but there were some date issues found. There are many parts that can influence a proper conning tower fitting. Most devices that attach to a submarine do so through the conning tower, including periscopes, snorkel, radar, radar detectors, watch crew, AA guns, etc., so something being "off" with any one part can somtimes influence all the others. :salute:


Thank you for your replies guys!


I found more information about the problem i was describing here:
http://www.subsim.com/radioroom/showthread.php?t=205967


It sais that (quote):
"Conning towers and other upgrades
Both the Typ VII and the Typ IX U-Boat will receive conning tower upgrades as the game proceeds. Every time I was awarded a new "Turm", the result was a submarine that could not move forward, or backward. A "Cannot comply" message was displayed instead. The crew screen showed missing and empty slots. This bug has been experienced and described before, and -as lurker put it- it is a nasty one. So from my experience a conning tower upgrade means end of your career."


The person in that topic also describes a rather elavorate proceedure to (sort of) fix this problem when it occurs.

It also mentions several other problems with the way upgrades work in OM:


"You will notice that the new boat has other upgrades (radar, snorkel, decoy) that you were not offered before, though this equipment was available and you completed successful patrols with thousand and thousand of tons sunk. My guess is: The upgrades in Operation Monsun simply do not work at all."


I have finished installing the game, OM and aditional mods (including this one of course!) And so far i am in love with it. :)
However, i confess i am concerned about the issues i read in the topic i linked to above.


Fifi: You mention that the guys from FOTRS did some work to fix OM? Do you have a link to this information you can share? i would love to know what problems they have fixed.


Thanks guys.

Fifi
06-22-19, 12:37 AM
Thank you for your replies guys!


I found more information about the problem i was describing here:
http://www.subsim.com/radioroom/showthread.php?t=205967


It sais that (quote):
"Conning towers and other upgrades
Both the Typ VII and the Typ IX U-Boat will receive conning tower upgrades as the game proceeds. Every time I was awarded a new "Turm", the result was a submarine that could not move forward, or backward. A "Cannot comply" message was displayed instead. The crew screen showed missing and empty slots. This bug has been experienced and described before, and -as lurker put it- it is a nasty one. So from my experience a conning tower upgrade means end of your career."


The person in that topic also describes a rather elavorate proceedure to (sort of) fix this problem when it occurs.

It also mentions several other problems with the way upgrades work in OM:


"You will notice that the new boat has other upgrades (radar, snorkel, decoy) that you were not offered before, though this equipment was available and you completed successful patrols with thousand and thousand of tons sunk. My guess is: The upgrades in Operation Monsun simply do not work at all."


I have finished installing the game, OM and aditional mods (including this one of course!) And so far i am in love with it. :)
However, i confess i am concerned about the issues i read in the topic i linked to above.


Fifi: You mention that the guys from FOTRS did some work to fix OM? Do you have a link to this information you can share? i would love to know what problems they have fixed.


Thanks guys.

I don’t have link to share for this information...but Propbeanie just answer you what they did, and you even quoted him :o
Please re-read his post! :03:

As for the turms problem of your link, yes i already saw it, i confess :oops:
We will certainly try to fix it if this problem still occurs :03:
After the visuals enhancements, i will have to learn how the game handle the upgrades (this problem certainly comes from upgrade files either wrong or corrupted IMHO)
But it’s actually unknown land for my modding skills :haha:
Hopefully Propbeanie & S7rikeback who are mastering those kind of files will be of a great help :salute:

PS: for your installation, i highly recommand to get the 4GB patch and/or the use of Large Adress Aware (LAA)...so your install will have all the RAM memory necessary.
Furthermore for the new subs coming...

Benzin1973
06-22-19, 02:47 AM
Thanks Fifi, yep. I applied the 4GB patch to my game to avoid problems.


About the OM problems, well the game is running perfectly right now, and i am absolutely loving your changes so far! I will continue to enjoy it, and if i run into those upgrades/coning tower problems later, ill figure out if there is a way to solve them.
For now, ill stop worrrying and continue to enjoy :)




On a sidenote, i had forgotten that OM uses the black colored no tails map contact (GWX3 style) images. I never been a fan of that, so i put together a small mod to bring back the contact colors and tails.
If anyone is interested in it, feel free to download it. Its perfectly compatible with this mod.


http://www.mediafire.com/file/gce3p0ir3tgqzt7/OM_Map_contact_colors.zip/file

propbeanie
06-22-19, 07:35 PM
When time permits, maybe in a few weeks, I hope to be able to trace through one submarine, the turms available for it, and the equipment that attaches to both, for date conformity. If I get one sub down, and then try to build a script to check the others, it might speed things up a pinch... maybe... There are quite a few variables to this equation... :doh:

Another aspect of the "upgrade" process involves the fact that the player might have a new radar or radar detector device that might not be available in the new boat, or maybe it is a "bonus" item that they paid renown for. Most items like that will not transfer to the new boat or turm. That is not a "bug". The boat not moving most likely would be considered one...

If when you encounter anything, be sure and let Fifi know the boat you're in, the location of your home port, the date, and the boat's configuration, as far as you can remember. The more info, the better. If you can get screen shots of issues, or even a video, all the better. Thanks :salute:

Benzin1973
06-22-19, 08:42 PM
When time permits, maybe in a few weeks, I hope to be able to trace through one submarine, the turms available for it, and the equipment that attaches to both, for date conformity. If I get one sub down, and then try to build a script to check the others, it might speed things up a pinch... maybe... There are quite a few variables to this equation... :doh:

Another aspect of the "upgrade" process involves the fact that the player might have a new radar or radar detector device that might not be available in the new boat, or maybe it is a "bonus" item that they paid renown for. Most items like that will not transfer to the new boat or turm. That is not a "bug". The boat not moving most likely would be considered one...

If when you encounter anything, be sure and let Fifi know the boat you're in, the location of your home port, the date, and the boat's configuration, as far as you can remember. The more info, the better. If you can get screen shots of issues, or even a video, all the better. Thanks :salute:
Awesome! Thank you propbeanie. :Kaleun_Salute:
You can count on it. If i run across this issue, i will do my best to document it as best i can. Ill take pictures, keep the savegame file, etc. And i will let you guys know right away.


Thanks again propbeanie and Fifi, for your effords to make this awesome updates to OM.

propbeanie
06-22-19, 10:09 PM
Now, Fifi is doing the heavy work, we are occasionally doing a some light "clerk" work. We had noodled in bits and pieces of this (along with s7rikeback & KaleunMarco), but nothing major (for my part), but Fifi is the one actually drawing and carrying the water. :salute:

Fifi
06-23-19, 01:48 AM
Now, Fifi is doing the heavy work, we are occasionally doing a some light "clerk" work. We had noodled in bits and pieces of this (along with s7rikeback & KaleunMarco), but nothing major (for my part), but Fifi is the one actually drawing and carrying the water. :salute:

... well, trying anyway! :)

Niume
06-23-19, 02:52 AM
How long do we need to wait to get these sweat changes in our sh4?

Niume
06-23-19, 02:54 AM
Second one is finished! :Kaleun_Cheers:

Here is the type IXB in 1944...and you can see he has a winter garden :03:

https://image.noelshack.com/fichiers/2019/23/3/1559752875-sh4img-2019-06-05-18-01-22-501-resultat.jpg

https://image.noelshack.com/fichiers/2019/23/3/1559752876-sh4img-2019-06-05-18-02-18-051-resultat.jpg

Now will start an other one :ping:
Just like TYPE VIIC41 it has these weird tubes but in the conningtower. Maybe it's extra storage space?

Fifi
06-23-19, 03:52 AM
Yes, it looks like 4 external torpedoes storage :yep:

Kaxii
06-23-19, 04:35 AM
I am unsure about the Type IX, but in the case of the Type VII they are life raft containers added later on in the war (at the point when external torpedo storage began to be no longer used).

Niume
06-23-19, 04:54 AM
After last patrol I have some suggestions to make.
1. WAY TOO many neutrals in convoys. The current situation is that British ships in convoy is minority in OM.
2. Recheck the neutral situation. I just got court martialed because i sank Dutch, Norvegian ships in Convoy. Isint that if ship is in a convoy it's automaticly counted as enemy?

Fifi
06-23-19, 05:20 AM
After last patrol I have some suggestions to make.
1. WAY TOO many neutrals in convoys. The situation is that British ship is minority in OM.
2. Recheck the neutral situation. I just got court martialed because i sank Dutch, Norvegian ships in Convoy. Isint that if ship is in a convoy it's automaticly counted as enemy?

Waohh!! Never had martial court for « neutrals » :o

Neutrals in OM are nothing like others SH.
Re-read Lurker thread, i know he is talking about them, and how they are handled in his mod...
It seems it’s up to the Kaleun to decide if a « neutral » has to be sunk.
After identification, look at the nav map what color their country towns/harbors have.
If it’s red, you can sink them, black you should not...
Double check when those countries entered in war with Germany (dates) to be sure.

Never had problem with that, even though you have to let go many ships. Soon or later you’ll encounter British :yep:
I kind of like the way we have to find the right ones :D

Niume
06-23-19, 01:43 PM
Waohh!! Never had martial court for « neutrals » :o

Neutrals in OM are nothing like others SH.
Re-read Lurker thread, i know he is talking about them, and how they are handled in his mod...
It seems it’s up to the Kaleun to decide if a « neutral » has to be sunk.
After identification, look at the nav map what color their country towns/harbors have.
If it’s red, you can sink them, black you should not...
Double check when those countries entered in war with Germany (dates) to be sure.

Never had problem with that, even though you have to let go many ships. Soon or later you’ll encounter British :yep:
I kind of like the way we have to find the right ones :D
But the problem is that 80% of convoys are made up of neutrals. And it isint realistic at all.

propbeanie
06-23-19, 02:19 PM
What year is it Niume? The campaign is basically the same thing that lurker built, and he based his convoy make-ups to represent the real convoys. He could not make them as big as they were in real life usually, but they are supposedly similar in percentage to the originals' make-up... :salute:

Niume
06-23-19, 03:06 PM
What year is it Niume? The campaign is basically the same thing that lurker built, and he based his convoy make-ups to represent the real convoys. He could not make them as big as they were in real life usually, but they are supposedly similar in percentage to the originals' make-up... :salute:
Late 39. Near coast of Spain

Fifi
06-23-19, 04:09 PM
Yes there are many neutrals in convoys, but they are not so neutral as you may think.
As i told you, like the Norwegians late 1939/beginning 1940 they are not neutrals but ennemies :yep:
You can sink them as the Panama ones!
Idem for the Swedish...or the Dutch...as far as their countries are in RED on nav map!

Just like in real life, many U-Boats sunk those nationalities first year of war :yep:
I can give you plenty examples of real U-Boat victories in 39/40 with the nationalities above.

Don’t Sink any Greeks though

Niume
06-24-19, 01:33 AM
One annoying thing that I noticed is that sonarman spews out contacts like crazy then near convoy and it changes the tc. It's really annoying closing to convoy because of that.
Maybe in the update the could immplement a button which mutes/unmutes the hydrophone?
And I noticed that convoys then attack act really weirdly sometimes they stop.

Fifi
06-24-19, 01:59 AM
If you don’t want to hear the hydrophone man announcements, just take it out of the slot and put it in the rest room.

For the convoys behavior, i don’t see what you are experiencing, and i’m Afraid i can’t do nothing... don’t know how Lurker worked on that.
I’ve already encountered convoy, and all was fine. After my attack, they changed heading while zigzagging as usual (don’t even remember if they slowed down?)
What i recall is a destroyer came near the cargo sinking, and waited all stopped for a moment...like if they tried to save some cargo crew!

Niume
06-24-19, 05:20 AM
How long do we need to wait for the update ? Personally i can't wait. I check this thread everyday

Fifi
06-24-19, 05:53 AM
How long do we need to wait for the update ? Personally i can't wait. I check this thread everyday

I think i have one more U-Boat to import/adapt (the VIID mine layer) and the current VIIC41 i’m About to finish this afternoon...
But you make me think i didn’t have a look at the « modern » ones! I even never tried them ingame! I don’t know if they are good or not...(types XIV, XVIII, XXIII)

After that i’m Waiting for my friend S7rikeback to solve a deck view problem i can’t find out...(when starting a mission, the default deck view is not at the right place and we have to move the view using arrows to be at the right place each time starting mission - not a game breaker, but...)

And unfortunately real life brings damn problems too (2 days ago i broke my nice car in a stupid accident with stupid drivers :timeout: )

Be patient for a little bit more :O:

propbeanie
06-24-19, 06:28 AM
... And I noticed that convoys then attack act really weirdly sometimes they stop.
Besides what Fifi mentioned about "normal behavior", the convoy's "Column spacing" can affect the convoy's reaction. If big ships are generated in a convoy with the column spacing set too small, they can do some strange maneuvers. I'll look through the campaign files for that for Fifi as I'm checking the dates on things, while he continues with those beautiful conversions he has done, other than:


... 2 days ago i broke my nice car in a stupid accident with stupid drivers :timeout:
Ouch! I feel your pain on that! It is not only expensive sometimes, but can be a time-eater, and ~very~ inconvenient. No one was hurt, hopefully? :salute:

Fifi
06-24-19, 06:47 AM
Ouch! I feel your pain on that! It is not only expensive sometimes, but can be a time-eater, and ~very~ inconvenient. No one was hurt, hopefully? :salute:

No one hurt by chance, but the guy who turned suddenly without any warnings right in front of me escaped :timeout:
Probably not even insured...who knows nowadays.

propbeanie
06-24-19, 06:53 AM
That sounds all-too familiar in today's "modern" world, eh? Take off and escape blame. Sorry about that too. The part I don't like about that here in the US, is you would be the one "responsible" for the damages to your own car then, have to pay a deductible for repairs, and then they put a "mark" on your insurance coverage, and that stays there for three years, possibly with a surcharge, depending upon the insurance coverage used you've been paying for...

Fifi
06-24-19, 07:50 AM
Same here in France...i’ll Have to pay for my car, but not for the one of the poor old lady i hitted, trying to avoid the accident :k_confused:
Well, that’s life. 26 years without any accident until 2 days ago...

Niume
06-24-19, 12:20 PM
Dashcams are usefull in these cases. In Lithuania if you run away from car incident you get 3k euro fine. And thats a lot then average wage is 720 eur. BTW what car were you riding?

Fifi
06-24-19, 12:23 PM
Dashcams are usefull in these cases. In Lithuania if you run away from car incident you get 3k euro fine. And thats a lot then average wage is 720 eur. BTW what car were you riding?

My Porsche...

Turm of VIID is almost done...after i’ll Do the hull, and i think i’ll Take the same hull as the VIIC41 from KSD.

Niume
06-24-19, 12:38 PM
Maybe we could skip the modern Type XXI AND XXIII? They were introduced in very late war around 1945. So not many players will play it. Can't wait to try out new U-boats

Geoff then
06-24-19, 04:03 PM
Just wait for it. Let him finish.
I am also very excited though. Fixed om AND nice models? 😍

THEBERBSTER
06-25-19, 07:42 AM
Fifi
Apologies for spamming your thread I just wanted to make a point here to add to what has already been posted.
If all vehicle manufacturers fitted dash cams automatically from the factory as a standard feature you would see insurance premiums being reduced.
Deliberate insurance fraudulent claims would also be reduced including claims for injuries supposedly having happened.

The buyer could pay extra for a top of the range dash cam which could be chosen from the manufactures brochure at the time of ordering the vehicle if they preferred an upgrade.
The advantage, no hanging wires and wired into the vehicles electrical system.
The cost to buyer would not be that much of an added expense as the vehicle manufacturer would already be ready be setup to do this.


Peter

Aktungbby
06-25-19, 09:35 AM
Same here in France...i’ll Have to pay for my car, but not for the one of the poor old lady i hitted, trying to avoid the accident :k_confused:
Well, that’s life. 26 years without any accident until 2 days ago...

AS AN OL' LONG HAUL TRUCKER: "NUTHIN' GOOD LASTS FOREVER" :shucks: GLAD YOUR NOT HURT WE NEED YOU ALIVE ON THIS FORUM!:Kaleun_Cheers: :Kaleun_Thumbs_Up: :Kaleun_Salute:

Fifi
06-25-19, 09:43 AM
Thanks guys, that’s « only » car parts hopefully, no one hurt...and still working on the last VII type :Kaleun_Thumbs_Up:

Fifi
06-25-19, 10:59 AM
VIID mine layer first tests :D

https://image.noelshack.com/fichiers/2019/26/2/1561478218-sh4img-2019-06-25-17-50-24-636-resultat.jpg

https://image.noelshack.com/fichiers/2019/26/2/1561478220-sh4img-2019-06-25-17-52-25-976-resultat.jpg

https://image.noelshack.com/fichiers/2019/26/2/1561478222-sh4img-2019-06-25-17-51-48-536-resultat.jpg

https://image.noelshack.com/fichiers/2019/26/2/1561478220-sh4img-2019-06-25-17-54-54-846-resultat.jpg

Still few adjustments to be done...

Niume
06-26-19, 07:46 AM
I remember traveller did a lot of neat things to Op Munson.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3832
It may help you, by serving as a guidance i am not sure if it's compatible with OMEGU tho. He fixed alot of in base campaign messages.


This is the most intresting part in his changelog.

Added my More Frequent Weather Changes v1.1 mod. Makes weather change more quickly. Especially effective at lower time compression speeds of 256x-512x.

Fifi
06-26-19, 08:37 AM
I remember traveller did a lot of neat things to Op Munson.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3832
It may help you, by serving as a guidance i am not sure if it's compatible with OMEGU tho. He fixed alot of in base campaign messages.


This is the most intresting part in his changelog.

Added my More Frequent Weather Changes v1.1 mod. Makes weather change more quickly. Especially effective at lower time compression speeds of 256x-512x.

Yes, some of Traveller content was already added in first part of my compilation.
Only what was compatible.
The rest isn’t compatible, i’m Afraid.

Benzin1973
06-27-19, 03:17 AM
Hello all, i have a slightly OT question (OT in that its more related to OM than it is to this mod):


¿Does anyone know if it is possible to undo the changes OM does to the "battlestations" and "Man the deck/flak guns" commands?

And if so, can you point me in the right direction? i know how to use S3Editor (a little bit hehe), and i created a few small mods for SH3.


I absolutely hate having to go to the crew management screen and drag guys from other places to the gun slots. Plus these changes effectively renders the man the guns / battlestations completely useless (imho at least).


It would be a lot easier to just hit those buttons and have them do what they are supposed to do.
Id be happy to do these changes myself (and share them with anyone interested) if possible, but i dont knwo where to look.
Would really appreciate a push in the right direction.


Thanks

Fifi
06-27-19, 03:55 AM
Hello all, i have a slightly OT question (OT in that its more related to OM than it is to this mod):


¿Does anyone know if it is possible to undo the changes OM does to the "battlestations" and "Man the deck/flak guns" commands?

And if so, can you point me in the right direction? i know how to use S3Editor (a little bit hehe), and i created a few small mods for SH3.


I absolutely hate having to go to the crew management screen and drag guys from other places to the gun slots. Plus these changes effectively renders the man the guns / battlestations completely useless (imho at least).


It would be a lot easier to just hit those buttons and have them do what they are supposed to do.
Id be happy to do these changes myself (and share them with anyone interested) if possible, but i dont knwo where to look.
Would really appreciate a push in the right direction.


Thanks

I never thought about that because i always enlist enough men at bunker start to fill all the guns...and then i have only to call them either with battlestations or man the gun :yep:

To protect them from depth charges, i just have to move them to berth slots (as required by Lurker)

Honestly i don’t think such mod would be necessary my friend, but if you want to do it anyway...
No need of S3Editor for that, crew men are in other UPCGE files —-> do it at your own risk of a mess! (I won’t do it anyway)

Benzin1973
06-27-19, 04:16 AM
Maybe i dont fully understand how this works (i havent played SH4 in a while).
Where do you keep those extra man that you enlist? In the crew berting thing?


When i start my campaign i dint enlist anyone, i just went with the crew that "comes with the boat". And whenever i use the battlestations, man the guns or flak guns commands, no one goes to the guns! i have to manually take some people from torpedo room or somewhere else to put on the guns.


So the solution is to get more crew?

Benzin1973
06-27-19, 04:27 AM
:oops::oops::oops:
Now i feel very Dumb! :har:
All i had to do, was to enlist more crew and put them in the guns stations.


I tought it worked like in SH3, where if you see people on the guns station, they were actually at the guns stations. You would have to put them in crew compartments and then they would go to the guns when called.
But here there are no crew quarters. So you have to put them on "the guns stations" even if they are not really there.


No mod needed after all! hehe.


Thanks Fifi.

Fifi
06-27-19, 05:32 AM
:Kaleun_Thumbs_Up:

Last UBoat importation is on its way. Type XXI will be awesome, few pict to come :Kaleun_Cheers:

Niume
06-27-19, 07:11 AM
Can't wait

Fifi
06-27-19, 10:38 AM
Type XXI :03:

https://image.noelshack.com/fichiers/2019/26/4/1561649544-sh4img-2019-06-27-15-46-01-152-resultat.jpg


https://image.noelshack.com/fichiers/2019/26/4/1561649551-sh4img-2019-06-27-15-48-20-366-resultat.jpg


https://image.noelshack.com/fichiers/2019/26/4/1561649550-sh4img-2019-06-27-15-50-44-179-resultat.jpg


https://image.noelshack.com/fichiers/2019/26/4/1561649549-sh4img-2019-06-27-15-49-45-202-resultat.jpg


Awesome snorkel!


Soon the release… just need s7rikeback help for 2/3 things i can't adjust myself :oops:

propbeanie
06-27-19, 10:43 AM
Is it missing its forward turret Fifi? :salute:

Fifi
06-27-19, 10:45 AM
Is it missing its forward turret Fifi? :salute:

Well, obviously here!...but original OM XXI too...
The node for forward turret is in place though :hmmm:

propbeanie
06-27-19, 11:14 AM
Definitely a :hmmm: hmmm... lol - sim link?? hopefully, s7rikeback is almost finished with getting his computer system (and what a system) set back up, and can tell you "why, it's obvious..." and fix it. :salute:

Fifi
06-27-19, 12:11 PM
Definitely a :hmmm: hmmm... lol - sim link?? hopefully, s7rikeback is almost finished with getting his computer system (and what a system) set back up, and can tell you "why, it's obvious..." and fix it. :salute:

I sent you a PM with my files for next update (the whole update 3)...you can have a look. Sent the same to s7rikeback :salute:

Fifi
06-28-19, 10:05 AM
Default deck views that were off are finally fixed! :yeah:

Thanks to Propbeanie who enlighten my way with those cam deck view parents errors :Kaleun_Cheers:

Still one or two little problems to figure out before release... stand by and sorry for the delay :ping:

Niume
06-28-19, 02:35 PM
Is it possible to lower the rate of CO2 produced? Because it ticks up too fast.

Benzin1973
06-28-19, 09:49 PM
Is it possible to lower the rate of CO2 produced? Because it ticks up too fast.Yes ibe noticed this too. It seems i get a co2 warning way too soon.

Fifi
06-29-19, 12:17 AM
Do you know the rate of co2 that a VIIC produced? I don’t.
A type II co2 was certainly different of a type VII or XI...and depending the crew aboard...
In other words, how long each type of U-Boat could stay underwater? I have no idea.

What you have actually in OM is Lurker work, and i don’t have any info on that.
Anyway, your comments are noted, and i will have a look (but not for next update wich is about to be released)

An other unknown file(s) research for me :haha:
Thank you guys :hmmm:

Benzin1973
06-29-19, 04:13 AM
Do you know the rate of co2 that a VIIC produced? I don’t.
A type II co2 was certainly different of a type VII or XI...and depending the crew aboard...
In other words, how long each type of U-Boat could stay underwater? I have no idea.

What you have actually in OM is Lurker work, and i don’t have any info on that.
Anyway, your comments are noted, and i will have a look (but not for next update wich is about to be released)

An other unknown file(s) research for me :haha:
Thank you guys :hmmm:


Hi Fifi, i found this (dont know how reliable it is?)



"Type II 16 hours
Type IX 24 hours
Type VII 36 hours
Type IXD 48 hours
Type XXI 120 hours"


Source:
https://www.quora.com/How-long-can-a-WW2-U-Boat-stay-underwater

Benzin1973
06-29-19, 04:19 AM
Hello again, Question: Im i supposed to install the mod:
"AOBF 16-9 Res" (included with OM) along with this mod?


My monitor resolution is 1920x1080. I guess it seems obvious i should install it, but i dont know if this mod also includes something similar?


The reason i ask, is that i been having problems using the RAOBF. It seems the readings it gives me are allways wrong, not by much, but allways by at least a couple of hundred meters.


I do know how to use this system of course, as ibe used the MaGUI in SH3 forever and its my prefered choice. But here its not working accurately for me. I even read the Kiub manual a couple of times to be sure im doing it right.
Not sure if its a resolution issue, or im doing something wrong.

If anyone has any clue as to what might be wrong, i would really appreciate your input.

Fifi
06-29-19, 05:23 AM
Hello again, Question: Im i supposed to install the mod:
"AOBF 16-9 Res" (included with OM) along with this mod?


My monitor resolution is 1920x1080. I guess it seems obvious i should install it, but i dont know if this mod also includes something similar?


The reason i ask, is that i been having problems using the RAOBF. It seems the readings it gives me are allways wrong, not by much, but allways by at least a couple of hundred meters.


I do know how to use this system of course, as ibe used the MaGUI in SH3 forever and its my prefered choice. But here its not working accurately for me. I even read the Kiub manual a couple of times to be sure im doing it right.
Not sure if its a resolution issue, or im doing something wrong.

If anyone has any clue as to what might be wrong, i would really appreciate your input.

I play 1920X1080 too, and don’t use the mod AOBF 16/9...but confess i don’t use the AOBF either, as i think this wheel was used in WW1 and not WW2.
But correct me if i’m Wrong ...

Thanks for your Co2 infos.

Benzin1973
06-29-19, 06:03 AM
I play 1920X1080 too, and don’t use the mod AOBF 16/9...but confess i don’t use the AOBF either, as i think this wheel was used in WW1 and not WW2.
But correct me if i’m Wrong ...

Thanks for your Co2 infos.Yes, i think you are correct. The RAOBF was used in WWI not WWII (AFAIK).

By the way, i installed the "AOBF 16-9 Res" Mod mentioned before, and the problem dissapeared!

I now get totally accurate ranges. :salute:


Out of curiosity, If you dont use the RAOBF weel, how do you do your targeting? In SH3 you had 10,000,000 choices for UI, but in SH4 OM even the stadimeter doesnt work (except as complement to the raobf).
Do you take all measures from the map?

Fifi
06-29-19, 06:37 AM
Yes, i think you are correct. The RAOBF was used in WWI not WWII (AFAIK).

By the way, i installed the "AOBF 16-9 Res" Mod mentioned before, and the problem dissapeared!

I now get totally accurate ranges. :salute:


Out of curiosity, If you dont use the RAOBF weel, how do you do your targeting? In SH3 you had 10,000,000 choices for UI, but in SH4 OM even the stadimeter doesnt work (except as complement to the raobf).
Do you take all measures from the map?


All by estimations, like i believe real kaleuns did my friend :)
The more you get used to targeting, the more you know how to estimate range and AOB :yep:
It happens i miss, but i hit very very often ... when they are not dud :D
I don’t measure on map at all.
The principal factor is target speed in my opinion. Because i fire very close to targets, i can have a slightly wrong AOB and distance...but a wrong target speed is a miss for sure!
Same was SH3/SH5 for me.

I’m glad the little mod solved your resolution problem :up:

Benzin1973
06-29-19, 07:01 AM
All by estimations, like i believe real kaleuns did my friend :)
The more you get used to targeting, the more you know how to estimate range and AOB :yep:
It happens i miss, but i hit very very often ... when they are not dud :D
I don’t measure on map at all.
The principal factor is target speed in my opinion. Because i fire very close to targets, i can have a slightly wrong AOB and distance...but a wrong target speed is a miss for sure!
Same was SH3/SH5 for me.

I’m glad the little mod solved your resolution problem :up:


Very nice! It takes a lot of practise (and skill) to hit targets just using visual estimations. :salute:
Yes i agree, speed is the most significant value. Get that right at close ranges (say 400 to 700 meters), and you can have errors in everything else and still hit. :arrgh!:

And i do belive you are right, experienced captains when engaging at close range did so by visual estimation. However, i do recall reading (sorry dont remember the source), that novice captains, and even experienced ones when firing at medium / long distances, used the graduations on the scope, along with their experience (and rec manuals some times) to calculate ranges and speed.


Speaking of targeting methods, do you know the "broken TDC / Fast attack" method available in the SH3 MaGUI UI? where you only need to know the target´s speed and course, and you dont even have to ID him or know his range.
Its awesome! it would be great to have that in OM. I might give it a shot at implementing it, all it takes is to incorporate the charts (images) and to set the speed of the torpedoes to historical (?) values.

s7rikeback
06-29-19, 08:06 AM
Definitely a :hmmm: hmmm... lol - sim link?? hopefully, s7rikeback is almost finished with getting his computer system (and what a system) set back up, and can tell you "why, it's obvious..." and fix it. :salute:
Right guys, downloading update 3 and will report back ASAP.

Benzin1973
07-01-19, 12:52 AM
Hi guys, Will it be neccesary to start a new career after installing Update 3 (when its released)?
I ask because if it will require a restart, i will prefeer to wait untill it comes out to start my new career. I can play some more SH3 untill it comes out.


If it doesnt require a new career i will happily continue my current one. :)


Thanks!

Fifi
07-01-19, 01:05 AM
Hi guys, Will it be neccesary to start a new career after installing Update 3 (when its released)?
I ask because if it will require a restart, i will prefeer to wait untill it comes out to start my new career. I can play some more SH3 untill it comes out.


If it doesnt require a new career i will happily continue my current one. :)


Thanks!

Yes, Update 3 will need career restart :yep:

Benzin1973
07-01-19, 01:29 AM
Yes, Update 3 will need career restart :yep:
Thanks Fifi. :salute:

nionios
07-01-19, 08:48 AM
What about reversing the darkness of sea depth color on the nav map?
I think deeper should be darker.

Fifi
07-01-19, 09:24 AM
What about reversing the darkness of sea depth color on the nav map?
I think deeper should be darker.

There is a mod somewhere in the download section to change nav map as your liking...right now i don’t have time to search it, sorry.

Update 3 with new subs will be probably released on Thursday morning (here in France)
Except if insurmountable issue is found :haha:

Benzin1973
07-01-19, 09:54 PM
Guys, sorry if this is a dumb question, but how do you change uboat in SH4 OM?
I mean, in SH3 i could change uboat type anytime i was in port, provided i had the prestige cost of the uboat. But here i dont see any place where i can "purchase" a different uboat.


Say i start my career in a type 2. Then i want to move on to a type 7, and maybe later i change my mind and want a type 9.
Where exactly do i "change" my sub?


Sorry for this Xtra noob question, but i havent played SH4 in quite a while!


Thanks!

Fifi
07-02-19, 12:41 AM
Guys, sorry if this is a dumb question, but how do you change uboat in SH4 OM?
I mean, in SH3 i could change uboat type anytime i was in port, provided i had the prestige cost of the uboat. But here i dont see any place where i can "purchase" a different uboat.


Say i start my career in a type 2. Then i want to move on to a type 7, and maybe later i change my mind and want a type 9.
Where exactly do i "change" my sub?


Sorry for this Xtra noob question, but i havent played SH4 in quite a while!


Thanks!

SH4 is completely different from SH3 in that matter.
You can’t « buy » a sub type with your renown points.
All you can purchase is equipment when available...

When many very good patrols accomplished, game may propose you a new sub type of the latest built. Up to you to accept or decline.

Don’t ask me how many patrols or tonnage you need, because i don’t know :D

In real life, kaleuns often sailed the same baby from start to end, and very few of them changed types...except the best leaders sometimes.

What you can do is to start more than one career to test different U-Boat types, and see how long you can make on each type :yep:
Make sure to type the saves names very different though...

Hope that helps :salute:

Benzin1973
07-02-19, 01:31 AM
SH4 is completely different from SH3 in that matter.
You can’t « buy » a sub type with your renown points.
All you can purchase is equipment when available...

When many very good patrols accomplished, game may propose you a new sub type of the latest built. Up to you to accept or decline.

Don’t ask me how many patrols or tonnage you need, because i don’t know :D

In real life, kaleuns often sailed the same baby from start to end, and very few of them changed types...except the best leaders sometimes.

What you can do is to start more than one career to test different U-Boat types, and see how long you can make on each type :yep:
Make sure to type the saves names very different though...

Hope that helps :salute:Ah man. I must say thats rather dissapointing. I love to use a Type2 early war to pester those brits near their coasts, then move on to a T7 to bugger them on the western approaches, and sometimes switch to a T9 to plague the Americans :arrgh!:


Oh well, i guess ill stick with a Type 7. I assume i do get an option to upgrade the specific class when they become available. Right? like from a 7b to a 7c, later to a XX!, etc.


Thanks for the information Fifi!

Fifi
07-02-19, 01:48 AM
I believe you should get the upgrade from a VIIB to a VIIC when time and enough points gathered ... but i confess i didn’t play career enough longer to see that, because i decided to enhance this nice mod first :oops:

When i will be done with those new subs importation, i may start a career and see how it handles. That was Lurker’s job you know, i’m Really not familiar with what was done.

Maybe someone else could answer you better than me :06:

Benzin1973
07-02-19, 02:08 AM
I believe you should get the upgrade from a VIIB to a VIIC when time and enough points gathered ... but i confess i didn’t play career enough longer to see that, because i decided to enhance this nice mod first :oops:

When i will be done with those new subs importation, i may start a career and see how it handles. That was Lurker’s job you know, i’m Really not familiar with what was done.

Maybe someone else could answer you better than me :06:I must say im very glad you did!! :haha:


Thanks Fifi!

Fifi
07-02-19, 02:57 AM
I must say im very glad you did!! :haha:


Thanks Fifi!

:Kaleun_Cheers:


Actually we (with Propbeanie & s7rikeback) have problems to insert the IID2 correctly in career mode (the type IID with wintergarden)
So if we can’t before Thursday, i’ll Release Update 3 as it is for the moment.
Hoping you will not bother...

THEBERBSTER
07-02-19, 07:14 AM
Hi Guys
If you have chosen "American Career" and accept the starting date then your boat will be a type II.
I selected Fredrich Schultz as my Captain.
If August is selected which is the default start date then you will have a type II.
Advancing the starting date to the next option will open up a larger range of boats you can choose from.
I started in September rather than August and from the selection showing chose a type IX.
Whether the Captains name has any bearing on these choices I cannot say.

Peter

Fifi
07-02-19, 08:25 AM
Hi Guys
If you have chosen "American Career" and accept the starting date then your boat will be a type II.
I selected Fredrich Schultz as my Captain.
If August is selected which is the default start date then you will have a type II.
Advancing the starting date to the next option will open up a larger range of boats you can choose from.
I started in September rather than August and from the selection showing chose a type IX.
Whether the Captains name has any bearing on these choices I cannot say.

Peter


American career?? :o
I think you typed to fast :D

Note that i don’t think any captain name has influence on boat selection :yep:

Niume
07-02-19, 10:41 AM
is it included in Monsun Unit damage from smoke and/or fires mod? http://www.subsim.com/radioroom/downloads.php?do=file&id=5185

Fifi
07-02-19, 12:11 PM
is it included in Monsun Unit damage from smoke and/or fires mod? http://www.subsim.com/radioroom/downloads.php?do=file&id=5185


Nope...and it will not for the moment. Quite busy trying to figure out some stuff :yep:

Kieldk
07-02-19, 12:55 PM
Hi fifi
Great work your doing for this great mod!

Will the new submarines be out on thursday?
And Will my save games be compatible with the new version?


Best Regards

Kieldk

Niume
07-02-19, 01:20 PM
Hi fifi
Great work your doing for this great mod!

Will the new submarines be out on thursday?
And Will my save games be compatible with the new version?


Best Regards

Kieldk

I can reply to your second questions. Saves won't be compatible

Fifi
07-02-19, 01:44 PM
Niume is right. No saves compatible.

Yes i release the mod update 3 on Thursday morning here.

Minor details will not be fixed for Thursday, but nothing really annoying.
It could be fixed later on.

Kieldk
07-02-19, 01:59 PM
Ive heard there have been problems with monsun regarding the game ctd when getting new con Towers ,
Is this fixed in your compilation?

Fifi
07-02-19, 02:36 PM
I didn’t experienced this yet. Maybe it’s gone, maybe not...
I’ve read there is a turn around in case.
For the moment nothing has been done to this matter anyway.

Kieldk
07-03-19, 01:36 PM
Allright,
I guess i just have too find out then😅👍

Niume
07-03-19, 02:05 PM
So how is the progress?

Fifi
07-03-19, 02:54 PM
Steady :D

Still few things i can’t fix right now, nothing big just details, but i’ll Release tomorrow. I will tell what need to be addressed...

:Kaleun_Salute:

Fifi
07-04-19, 02:27 AM
Last minute problem with a stupid snorkel mask...i have to do one more hull i didn’t think of (IXA) :timeout:

I will release as soon as the hull is done so the snorkels masks fit perfectly.
Probably later today evening, sorry for that :03:

Templar
07-04-19, 02:33 AM
No worries Fifi, take your time. :up:

Kieldk
07-04-19, 04:06 AM
Take your time😃

Nice your adding the type IXA

Benzin1973
07-04-19, 05:04 AM
Take all the time you need Fifi.
And Thank you again for your hard work! :Kaleun_Salute:

Fifi
07-04-19, 05:10 AM
Take your time😃

Nice your adding the type IXA

Thank you :salute:

Note that the IXA was already in original OM.
It is called the IX...you won’t see any A letter ingame...dunno why BTW

Fifi
07-04-19, 10:00 AM
UPDATE 3 IS OUT!

SEE END OF POST #1

I really hope you will enjoy those new babies, and should the rendering be like on my system! (like the screen shots of previous pages here)

Again, many thanks to Propbeanie and S7rikeback for their precious help! :Kaleun_Thumbs_Up:

...well, back trying to fix some stuff :haha:

PS: HAPPY INDEPENDENCE DAY TO ALL AMERICANS FRIENDS!

Kieldk
07-04-19, 10:04 AM
Great!👏👏👏👏

Is the 4 gb patch included in the download?

Fifi
07-04-19, 10:05 AM
Great!👏👏👏👏

Is the 4 gb patch included in the download?

Nope :salute:

Kieldk
07-04-19, 10:27 AM
Where to find it then?🤔

I only see one for xp in the downloads , and i use win 10🤷‍♂️

Templar
07-04-19, 10:41 AM
Great work Fifi, and all the guys helping you. :Kaleun_Salute:

Is the update installed on top of update 2?


Kieldk you can use that or this http://www.subsim.com/radioroom/showthread.php?t=228888

s7rikeback
07-04-19, 10:42 AM
Where to find it then?��

I only see one for xp in the downloads , and i use win 10��‍♂️

Take a look here (http://www.subsim.com/radioroom/showthread.php?t=228888) Kieldk,

CapnScurvy has a very detailed thread, with all the info you could ever need, and the necessary download links.

Fifi
07-04-19, 10:46 AM
Great work Fifi, and all the guys helping you. :Kaleun_Salute:

Is the update insalled on top of update 2?


Kieldk you can use that or this http://www.subsim.com/radioroom/showthread.php?t=228888

Best is to delete update 2 and install update 3 instead :yep:

You can keep update 2 somewhere, in case you don’t like the new subs of update 3 :D

(I’m off for today - be back tomorrow)

Kieldk
07-04-19, 02:35 PM
My games seems stück at the loading screen
Is the Load time AS long AS for WAC 5.0?

Niume
07-04-19, 02:38 PM
For the load times might be a bit longer maybe like 8 sec. But I noticed big performance hit. Now my fps is around 38 while before it was around 90. Strangely then trying out TYPE XXI the performance didn;t change it stayed about 90 fps which is great.

Kieldk
07-04-19, 04:43 PM
I did NOT install correct,
Now it loads fine


But ive found a bug




When diving or surfacing in the type 7 uboat
The camera does NOT show the correct position of the subs Angle / Trim

When i surface the camera tilts to the right side of the uboat almost if the uboat is falling too the right , instead the bow of the sub should rise , and that is what the camera should do inside the sub too when your rising

propbeanie
07-04-19, 06:03 PM
Those are some of the little details that have to be ironed-out (fixed). As you go through your boats, make notes, and then let Fifi know in this thread, so that he doesn't have to go through them all himself with a fine-toothed comb to find all the issues... thanks! :salute:

Fifi
07-05-19, 12:44 AM
I did NOT install correct,
Now it loads fine


But ive found a bug




When diving or surfacing in the type 7 uboat
The camera does NOT show the correct position of the subs Angle / Trim

When i surface the camera tilts to the right side of the uboat almost if the uboat is falling too the right , instead the bow of the sub should rise , and that is what the camera should do inside the sub too when your rising

Yes, i already noticed this (don’t remember in wich type though) but i’m Afraid it’s not coming from my mod (i didn’t touched camera file for inside).
It was present in original OM :yep:
It is typically a nasty bug to correct, when you don’t know where exactly to look at ... you can easily loose a day or two (or more) trying different solutions :haha:

Thanks for the report, we will see what can be done :up:

As for the loading times, it takes a tiny bit longer here, maybe 5 seconds more.
I didn’t noticed significant FPS drop, maybe some when i run the VIIB type...but nothing unplayable for the moment.
For sure, it takes more RAM power than stock OM (just like WAC5 does VS others mods)

:06: ....are the new subs better? Nobody comments on that? :06:

Templar
07-05-19, 02:26 AM
The new boats are beautiful at least the type IIB that I looked at. :yeah:

Now for the type IIB

1. The rudder is on upside down, I think.
2. Torpedo tube outer doors are misaligned.
3. Can't access the Weapons and Sensors Tab.
4. Command Room number of crew does not correspond to the number on watch.

Keep up the good work Fifi!:salute:

Kieldk
07-05-19, 03:53 AM
Fifi the new subs are awesome👏👏
Thank u for your hard work !

The game feels brand new thanks too u👌😃👍

Fifi
07-05-19, 04:47 AM
The new boats are beautiful at least the type IIB that I looked at. :yeah:

Now for the type IIB

1. The rudder is on upside down, I think.
2. Torpedo tube outer doors are misaligned.
3. Can't access the Weapons and Sensors Tab.
4. Command Room number of crew does not correspond to the number on watch.

Keep up the good work Fifi!:salute:

Excellent find :up:

1) Yes rudder is upside down :oops: will be corrected next update...

2) Yes they are slightly misaligned...i kept the same animation settings as stock OM because the model in WAC5 doesn’t even have animation settings!
I will try to adjust OM animation settings so they look better (if i can)

3) It’s a known OM bug. I don’t know if i can do something. Maybe S7rikeback with his awesome skills can do something :03:
I’m not familiar at all with those files :oops:

4) Same stock OM problem...when you have 3 men in command room slots, only 1 is showing up. Didn’t mess with the interior sub yet. Have to find the right files...

Just found an other little problem with the IIB interior.
The command room compass doesn’t give the good direction :doh:

Thanks Kieldk !

Niume
07-05-19, 05:30 AM
The subs do look way better but the problem is that fps greatle decreases. Strangely then I play KSD II which has the same models (I think) My FPS is great . over 80

Geoff then
07-05-19, 05:52 AM
Oh yeah, subs really look awesome. But I have the same problem, my fps are much worse and I had some ctd's, I assume it is due to me not having installed LAA yet.
I couldn't find the description for win 7 users in the post linked above, and quite some time had passed after my last LAA install on a system. Any help would be great or a link to the description. :Kaleun_Cheers:
Anyway, fantastic work. Brings a new breeze into this old boat. :)

Fifi
07-05-19, 06:32 AM
The subs do look way better but the problem is that fps greatle decreases.

I re-tested all subs here, and the only one who gives me FPS drop is the VIIB model (and his brother VIIB2): 47 to 50 FPS external view and deck view.
Not to say it's completely and fully playable :yep:

https://image.noelshack.com/fichiers/2019/27/5/1562325578-sh4img-2019-07-05-13-13-12-992-resultat.jpg

https://image.noelshack.com/fichiers/2019/27/5/1562325578-sh4img-2019-07-05-13-17-45-522-resultat.jpg

All the others give me full steady 60 FPS

https://image.noelshack.com/fichiers/2019/27/5/1562325582-sh4img-2019-07-05-13-14-36-133-resultat.jpg

https://image.noelshack.com/fichiers/2019/27/5/1562325583-sh4img-2019-07-05-13-16-04-972-resultat.jpg

Maybe you should adjust your video settings better IMHO.
Do you have the 4Gb patch? And LAA? (I have both!)

I can't do nothing on my side so you have more FPS. All textures are already set to be in memory so to save performance...
In WAC5, some of the textures are not set to be in memory, but i volontarily set all of them to save some perf :yep:

Niume
07-05-19, 07:07 AM
But what's the diffrences for you before using these sub models?

Niume
07-05-19, 07:21 AM
KSD II

https://www.part.lt/img/558de1bb935a0d00b3f77d560dc09d31540.bmp (https://www.part.lt/perziura/558de1bb935a0d00b3f77d560dc09d31540.bmp)
Operation Monsun

https://www.part.lt/img/3312e26c16053d48533a7eef682710a3204.bmp (https://www.part.lt/perziura/3312e26c16053d48533a7eef682710a3204.bmp)

Niume
07-05-19, 07:22 AM
Even then using no anti alliasing my fps is bad. Maybe something to do with the memory thing you did?

Fifi
07-05-19, 08:00 AM
The memory thing i did is to check all the boxes like on pict below (in memory texture compression - uses less memory and faster rendering at the cost of texture quality) for all the materials textures of every U-Boat.

https://image.noelshack.com/fichiers/2019/27/5/1562331141-1.png

There is nothing more i can do to give you more FPS...

Try my settings i posted in the other thread, and see if any better!
(sorry can't have my control panel in english)