View Full Version : [REL] Fleetboat Interior: Officers Quarters
vickers03
07-21-21, 03:07 PM
https://www.subsim.com/radioroom/downloads/sclass_hol_eng_wip_JCI.jpg
started work on the S-Class Engine Room..the NELSECO Engine was not very reliable but looks very cool with those big rocker arms:yep:
iambecomelife
07-25-21, 10:25 PM
https://www.subsim.com/radioroom/downloads/sclass_hol_eng_wip_JCI.jpg
started work on the S-Class Engine Room..the NELSECO Engine was not very reliable but looks very cool with those big rocker arms:yep:
Great work! I have a question for you - do you know how to get SH4 to stop animation of the rocking arms/diesel parts when you have electric engines activated? I am working on WWI U-Boat interiors, and I am stumped with this. I suspect it's some kind of StateMachine wizardry but I don't get it - right now my options are to have the rocking arms activated all the time (including when stopped or underwater), or to have them not working at all. Neither is very realistic. Thanks! :salute:
vickers03
07-26-21, 01:41 AM
Great work! I have a question for you - do you know how to get SH4 to stop animation of the rocking arms/diesel parts when you have electric engines activated? I am working on WWI U-Boat interiors, and I am stumped with this. I suspect it's some kind of StateMachine wizardry but I don't get it - right now my options are to have the rocking arms activated all the time (including when stopped or underwater), or to have them not working at all. Neither is very realistic. Thanks!thanks! can't wait to see your interiors.
i'm still thinking about the animation part:ping: i can't think of a state machine command that could be used for this.
if you take a look at the KSDII full interior Type2 and Type7 diesel they used a dial controller (depth?) to switch the animated object with a static one:yep:
Fairwater
07-31-21, 03:08 PM
Incredible mod!:Kaleun_Applaud:
:Kaleun_Applaud:Absolutely fantastic
Torpex77
08-07-21, 09:30 PM
Steller work men!
Aktungbby
08-10-21, 12:09 PM
swampa!:Kaleun_Salute: after a very long 10-year's silent run!
vickers03
08-14-21, 03:32 AM
https://www.subsim.com/radioroom/downloads/nelseco2_XpP.jpg
the NELSECO is making good progress
Kal_Maximus_U669
08-14-21, 09:27 AM
https://www.subsim.com/radioroom/downloads/nelseco2_XpP.jpg
the NELSECO is making good progress
Hello Mr. vickers03
I already see it in color:sunny: !!! so much that strikes:doh: ... I hear the "clicketie" of the rods which flatters the cylinder head :k_confused:..:damn::damn::k_rofl:
tell me I have a question for you ... according to your explanation
:Kaleun_Wink:
"Boats with poor or no air conditioning (Narwhal, SClass) will have condensed water all over the place when diving."
the other boats should also have it in the framing as well as on the walls it really contributes to the immersion I find .. and there are also the thermal differences I find that this is plausible ..:06:
but prefer this effect when diving hard on other boats when you think this is a suggestion.. thank you for all the work you have done it is really remarkable good luck
Cordial greetings KM_U669
vickers03
08-14-21, 10:17 AM
"Boats with poor or no air conditioning (Narwhal, SClass) will have condensed water all over the place when diving."
the other boats should also have it in the framing as well as on the walls it really contributes to the immersion I find .. and there are also the thermal differences I find that this is plausible ..:06:
but prefer this effect when diving hard on other boats when you think this is a suggestion..
good point! i'll see if i can build this into the next update.
iambecomelife
08-24-21, 06:47 PM
https://www.subsim.com/radioroom/downloads/nelseco2_XpP.jpg
the NELSECO is making good progress
Lovely! gives me some inspiration! What is the poly count like, and have you had any stutter? Unfortunately I haven't been able to test your stuff myself.
:Kaleun_Cheers:
I noticed that some German WWI sub motors had metal shrouding over moving parts that could be lifted off, so sometimes you wouldn't see any major parts moving. If Jeff & I can't crack the motion issue maybe I'll just give my engine room models this shrouding.
vickers03
08-25-21, 01:48 AM
Lovely! gives me some inspiration! What is the poly count like, and have you had any stutter? Unfortunately I haven't been able to test your stuff myself. thanks! it's something like ~100.000 polys (~170.000 triangles) per engine.
Everything running very smooth but that's mostly because i use
the unified render controller and only one texture map on complex objects, sometimes i use the ambient occlusion map as base texture
so i get away with just one texture channel:up:
I noticed that some German WWI sub motors had metal shrouding over moving parts that could be lifted off, so sometimes you wouldn't see any major parts moving. If Jeff & I can't crack the motion issue maybe I'll just give my engine room models this shrouding. yes, just like the Gato engines there is not much to see.. i planned this for the fleetboats too.
of course i let you know when i figured out how to animate the engine.
vickers03
09-26-21, 04:48 AM
https://www.subsim.com/radioroom/downloads/sclassmotorroom_aR2.jpg
S-Class Motor Room: Air compressors, main ballast pump, main motors:ping:
fitzcarraldo
09-26-21, 08:27 AM
What a great job! Some date of release?
Many thanks and best regards.
Fitzcarraldo :salute:
vickers03
09-26-21, 10:14 AM
What a great job! Some date of release?
shouldn't be too long now. animations will be tricky..
Bubblehead1980
09-26-21, 11:23 AM
https://www.subsim.com/radioroom/downloads/sclassmotorroom_aR2.jpg
S-Class Motor Room: Air compressors, main ballast pump, main motors:ping:
Your work is beyond impressive. TMO is getting jealous though lol.
SirCory
09-26-21, 12:10 PM
Absolutely superb. So excited to give it a run.
Thanks for your work! :Kaleun_Cheers: I've been waiting for such a mod for a long time!
Aktungbby
10-03-21, 11:08 AM
SirCory!:Kaleun_Salute: & Welcome back Vold! :Kaleun_Salute:After an 11 year 'silent run'!:yeah:
vickers03
10-09-21, 11:57 AM
https://www.subsim.com/radioroom/downloads/sclass_engine_texb_12L.jpg
adding textures:ping:
SirCory
10-09-21, 12:01 PM
That is a thing of beauty. Keep up the great work. I'll continue to (im)patiently wait :Kaleun_Cheers:
propbeanie
10-09-21, 12:12 PM
Oooh-ooo-oooohhhhh... prehty! :salute:
fitzcarraldo
10-09-21, 12:46 PM
Very nice! Can.t wait...Great work.
Fitzcarraldo :Kaleun_Salute:
Bubblehead1980
10-09-21, 05:30 PM
https://www.subsim.com/radioroom/downloads/sclass_engine_texb_12L.jpg
adding textures:ping:
:Kaleun_Salute: :Kaleun_Salute:
Texas Red
10-10-21, 12:17 AM
vickers might as well model the entire boat at this point! :haha:
vickers might as well model the entire boat at this point! :haha:
Seems to me that goal has been stated. But it isn't a goal that can be completed overnight. I, as a mere downloader of mods, will remain patient while Vickers is vigilant. :shucks:
Texas Red
10-10-21, 12:27 AM
Seems to me that goal has been stated. But it isn't a goal that can be completed overnight. I, as a mere downloader of mods, will remain patient while Vickers is vigilant. :shucks:
This would make for a great Christmas present, though! And I agree 210%, this definitely will take a while.
william"hawkeye"
11-05-21, 02:30 PM
What's up with the "SHIP_SUNK_COUNT_(SELECT FOLDER)" thing? Do I pick *one* folder and install that one? Also the SCLASS_TORPED_ROOM_NEAR_EMPTY. What does that do? I mean I get the idea based off the name, but what does it look like?
vickers03
11-06-21, 05:17 AM
What's up with the "SHIP_SUNK_COUNT_(SELECT FOLDER)" thing? Do I pick *one* folder and install that one?
yes.
Also the SCLASS_TORPED_ROOM_NEAR_EMPTY. What does that do? I mean I get the idea based off the name, but what does it look like?
it looks like you used up nearly all torpedos and should be activated near the end of a patrol.
vickers03
11-27-21, 07:24 AM
NELSECO Diesel animation test:ping:
https://vimeo.com/650570471
propbeanie
11-27-21, 08:28 AM
oooh-ooo-hoo.... very nice! Much of a hit on the framerate? How is the on/off going? :salute:
Mad Mardigan
11-27-21, 01:28 PM
NELSECO Diesel animation test:ping:
https://vimeo.com/650570471
Ohhh.... nice... :) can't wait for it to be released. :D
As always, thanks for all your hard work & efforts, vickers. :Kaleun_Cheers: :Kaleun_Applaud:
:Kaleun_Salute:
M. M.
vickers03
11-27-21, 03:45 PM
oooh-ooo-hoo.... very nice! Much of a hit on the framerate? How is the on/off going? 20fps on my old laptop with animations, 40 without..
on/off not implemented yet, i think i will just "dial" the animations in and out
with a dial controller..
fitzcarraldo
11-27-21, 04:01 PM
NELSECO Diesel animation test:ping:
https://vimeo.com/650570471
Verrry nice. A great work.
Many thanks!
Fitzcarraldo :salute:
Bubblehead1980
11-27-21, 04:07 PM
Impressive! :Kaleun_Wink:
NELSECO Diesel animation test:ping:
https://vimeo.com/650570471
Extremely impressive, I didn't even know this was possible in this engine.
vickers03
12-08-21, 09:32 AM
oooh-ooo-hoo.... very nice! Much of a hit on the framerate? How is the on/off going?
i found another way to control the engine. instead of "dialing" an endless animation loop
in and out of sight with a dial controller (engine rpm) i converted all the moving parts
of the engine to particle effect objects which i can now control with the state machine, this means the engine
animation will represent the actual rpm it is running on.
fitzcarraldo
12-08-21, 10:10 AM
i found another way to control the engine. instead of "dialing" an endless animation loop
in and out of sight with a dial controller (engine rpm) i converted all the moving parts
of the engine to particle effect objects which i can now control with the state machine, this means the engine
animation will represent the actual rpm it is running on.
Awesome. Can't wait the release.
Best regards.
Fitzcarraldo :salute:
propbeanie
12-08-21, 04:33 PM
Oooh-ooo-ooohhh... noice! :salute: - we might have to "cop" a few ideas off of you later for FotRSU, with proper permissions, of course... :salute:
Jeff-Groves
12-10-21, 02:44 PM
i found another way to control the engine. instead of "dialing" an endless animation loop
in and out of sight with a dial controller (engine rpm) i converted all the moving parts
of the engine to particle effect objects which i can now control with the state machine, this means the engine
animation will represent the actual rpm it is running on.
Very Nice work Mate!
:salute:
Mad Mardigan
12-10-21, 04:07 PM
i found another way to control the engine. instead of "dialing" an endless animation loop
in and out of sight with a dial controller (engine rpm) i converted all the moving parts
of the engine to particle effect objects which i can now control with the state machine, this means the engine
animation will represent the actual rpm it is running on.
Ahoy, vickers03... :Kaleun_Cheers:
With that "other way", what does that mean, exactly...? :hmmm: :hmmm:
Does that, lighten the load & such... with regards to fps rate.... load time... (or perchance pray tell...) a mix/merge of those 2.?
Secondly... with that "other way" & if by chance that does indeed lighten the load & fps rate/ratio down... can that same process, be then applied to... SH3... perhaps.?
I ask this, in all seriousness... as I am truly interested... as I'm looking at ways, means, methods to slim down SH3 yet still have it load & not flat line... & on the flip side, of looking at that same possibility being able to be applied to SH4, as well.
:Kaleun_Salute:
M. M.
Nisgeis
12-10-21, 04:45 PM
Ahoy, vickers03... :Kaleun_Cheers:
With that "other way", what does that mean, exactly...? :hmmm: :hmmm:
Using the State Machine controller you can assign custom animations to events triggered by 'states' of values in the game. For example, the electrical box sparks / steam damage effects are animations played when hull damage meets a certain criteria. I think they are a bit buggy, as the animation is meant to stop but doesn't. Anyway, you can take some value and if true, or over a certain value, trigger an animation. You can also trigger animations based on certain commands.
Does that, lighten the load & such... with regards to fps rate.... load time... (or perchance pray tell...) a mix/merge of those 2.?
For a very simple example, you'd have one engine model that was stationary and another engine model that was animated to move. You'd attach a dial controller to both models, so that when the RPM was zero, the static model would be within the visible area and when the RPM was above zero, the animated model would be moved into the viewable area. Obviously you could refine this with more granularity on the dial controller to have a wider ride of animated objects based on RPM, but this would mean they were all 'running' and just not visible, but still being animated. With a state machine activating the animations, you'd only see the animations when the condition applicable was reached, so yes it would result in a drop in system resources, as the engine would not be being animated (off screen) unless it was running.
Secondly... with that "other way" & if by chance that does indeed lighten the load & fps rate/ratio down... can that same process, be then applied to... SH3... perhaps.?
It would mean adding more graph states to the core game, with a StateMachineClass and would not help in slimming down (for stock).
I ask this, in all seriousness... as I am truly interested... as I'm looking at ways, means, methods to slim down SH3 yet still have it load & not flat line... & on the flip side, of looking at that same possibility being able to be applied to SH4, as well.
:Kaleun_Salute:
M. M.
vickers03
12-10-21, 06:04 PM
Quote:
Originally Posted by vickers03 https://www.subsim.com/radioroom/images_acpb/buttons/viewpost.gif (https://www.subsim.com/radioroom/showthread.php?p=2781916#post2781916)
i found another way to control the engine. instead of "dialing" an endless animation loop
in and out of sight with a dial controller (engine rpm) i converted all the moving parts
of the engine to particle effect objects which i can now control with the state machine, this means the engine
animation will represent the actual rpm it is running on.
Very Nice work Mate!
:salute: __________________
thanks! using particle objects for machine parts is of course only the second best choice
but it works better than i expected! i wish sh4 would accept the .anm file format from sh3, that would be easy to use.
It would mean adding more graph states to the core game, with a StateMachineClass and would not help in slimming down..
very well explained, thanks:yeah:
vickers03
12-10-21, 06:54 PM
Secondly... with that "other way" & if by chance that does indeed lighten the load & fps rate/ratio down... can that same process, be then applied to... SH3... perhaps.?
my interiors are very fps-friendly and very playable even on my 10 year old laptop - but that's because i use many models with
only one texture channel (using the ambient occlusion as main texture) and the unified render controller.
vickers03
12-10-21, 07:39 PM
NELSECO sound check:
https://vimeo.com/655541949
fitzcarraldo
12-10-21, 08:24 PM
NELSECO sound check:
https://vimeo.com/655541949
Very nice. Approved.
Fitzcarraldo :Kaleun_Salute:
Bubblehead1980
12-10-21, 10:21 PM
NELSECO sound check:
https://vimeo.com/655541949
That is beyond cool, well done. So I take it they stop when submerged?
Mad Mardigan
12-11-21, 03:03 AM
Ahoy, vickers03... :Kaleun_Cheers:
With that "other way", what does that mean, exactly...? :hmmm: :hmmm:
Using the State Machine controller you can assign custom animations to events triggered by 'states' of values in the game. For example, the electrical box sparks / steam damage effects are animations played when hull damage meets a certain criteria. I think they are a bit buggy, as the animation is meant to stop but doesn't. Anyway, you can take some value and if true, or over a certain value, trigger an animation. You can also trigger animations based on certain commands.
Hmmm... :hmmm: Ok, have seen.. some of that bugginess, with certain damage animations... water spray in the control room &.. think what was supposed to be like.. sparks, I think.
Secondly... with that "other way" & if by chance that does indeed lighten the load & fps rate/ratio down... can that same process, be then applied to... SH3... perhaps.?
It would mean adding more graph states to the core game, with a StateMachineClass and would not help in slimming down (for stock).
very well explained, thanks:yeah:
:doh: :o *sighs* Ahh well... hex bells... :hmmm:
Back.. I say... I say... back to the drawing board. Luckily, I keep all My tail feathers numbered, for just such emergencies...
Thans for the... dissection there, Nisgeis... & explanation... :Kaleun_Cheers:
:Kaleun_Salute:
M. M.
Mad Mardigan
12-11-21, 03:11 AM
my interiors are very fps-friendly and very playable even on my 10 year old laptop - but that's because i use many models with
only one texture channel (using the ambient occlusion as main texture) and the unified render controller.
vickers03... :Kaleun_Cheers:
Don't doubt it... with what you said... just that... it got Me to wondering, if that couldn't be a possible means to an end, of trimming SH3 & possibly 4 down... while still retaining pretty decent looks, while speeding up load times... yet, without having the whole shooting match... crashing & burning in a sun sized fireball... in the process.
:yep:
:Kaleun_Salute:
M. M.
Jeff-Groves
12-12-21, 04:23 PM
i wish sh4 would accept the .anm file format from sh3, that would be easy to use.
The anm files in SH3 are MeshAnimation2 files. Those CAN be converted to MeshAnimation.
It's all in this thread.......
https://www.subsim.com/radioroom/showthread.php?p=1532155#post1532155
Now if you wanted? One COULD create an animation using the SH4 way of doing things!
That is a lot more difficult but in theory? Could be done!
Here's the information about that!
https://www.subsim.com/radioroom/showthread.php?p=2109233#post2109233
It may be possible to rip the animations from SH5 also and then create the animations for SH4 format.
I'll have to test that.
EDIT........
Yes. I can rip the stuff from SH5 to possibly do an SH4 animated Engine.
This tread has the information about ripping animations and such from SH5
https://www.subsim.com/radioroom/showthread.php?p=2745073#post2745073
Given all the above information? One still needs a good Hex Editor to pull it all off.
I suggest 010 as I probably have a bunch of scripts that will do the different stuff. Or could write some really fast!
I doubt anyone knows the animation formats as well as I do. Aside from the original Dev's.
And I'd bet they'd be amazed at what I figured out and can do!
Jeff-Groves
12-13-21, 01:18 PM
Now don't think I don't recognize what vickers03 has done here!
It's not just BRILLIANT!
It's Stephen Hawking level BRILLIANT!
:salute:
vickers03
12-13-21, 01:46 PM
The anm files in SH3 are MeshAnimation2 files. Those CAN be converted to MeshAnimation.
It's all in this thread.......
https://www.subsim.com/radioroom/sho...55#post1532155 (https://www.subsim.com/radioroom/showthread.php?p=1532155#post1532155)
Now if you wanted? One COULD create an animation using the SH4 way of doing things!
That is a lot more difficult but in theory? Could be done!
Here's the information about that!
https://www.subsim.com/radioroom/sho...33#post2109233 (https://www.subsim.com/radioroom/showthread.php?p=2109233#post2109233)
interesting stuff! i think i remember this thread:hmmm:
Given all the above information? One still needs a good Hex Editor to pull it all off.
I suggest 010 as I probably have a bunch of scripts that will do the different stuff. Or could write some really fast!
I doubt anyone knows the animation formats as well as I do. Aside from the original Dev's.
And I'd bet they'd be amazed at what I figured out and can do!
already have the 010! did some hex work in the past, well more the trial&error way but it's amazing what you can do with it.
Jeff-Groves
12-13-21, 01:54 PM
I, for one, can't wait to see your work!
You have created the 4th way to do animations!
That is just amazing!!! Think of the possible things that could be done YOUR way!
:salute:
For one. Maybe actual visual torpedoes for AI units?
Bubblehead1980
12-13-21, 02:22 PM
I, for one, can't wait to see your work!
You have created the 4th way to do animations!
That is just amazing!!! Think of the possible things that could be done YOUR way!
:salute:
For one. Maybe actual visual torpedoes for AI units?
Ohh that would be great, to actually see the AI fired torpedoes
vickers03
12-13-21, 02:43 PM
I, for one, can't wait to see your work!
You have created the 4th way to do animations!
That is just amazing!!! Think of the possible things that could be done YOUR way!
well using particle generators that way does have some limitations,
for example i have not managed yet to get mesh- or keyframe animations to work with the particle objects.
the animations i use are generator sequences which work perfectly fine with my diesel
but i think it would not be suitable for complex animations:doh:
Jeff-Groves
12-13-21, 04:07 PM
Maybe not complex animations but still a different way to get some animations.
Animations scare people! So you've proven a way to do some with just S3D and not complex 3D model programs.
vickers03
12-23-21, 07:19 PM
https://www.subsim.com/radioroom/downloads/sh4_sclass_eng_crew_HlK.jpg
crew operating engine
https://vimeo.com/659804354
iambecomelife
12-23-21, 07:56 PM
i found another way to control the engine. instead of "dialing" an endless animation loop
in and out of sight with a dial controller (engine rpm) i converted all the moving parts
of the engine to particle effect objects which i can now control with the state machine, this means the engine
animation will represent the actual rpm it is running on.
Excellent work with your latest movie! When you get a chance, can you please explain exactly how you use the state machine controller and particle effects for this? In detail, for the less talented? :haha: I took a look at the dials in the stock "S" boat command room interior last night, and I have some S3ditor familiarity but I was stumped as to what you have been doing. Really hoping to bring some Germaniawerft & MAN diesels to life. :yep: Thanks!
propbeanie
12-23-21, 09:16 PM
He would definitely have a rapt audience in us, that's for certain. Excellent stuff vickers03! Merry Christmas!
vickers03
12-24-21, 01:56 AM
Excellent work with your latest movie! When you get a chance, can you please explain exactly how you use the state machine controller and particle effects for this? In detail, for the less talented?
of course, no problem. I'm aiming for a holiday release so you can take a look too!:03:
Merry Christmas!
Jeff-Groves
12-24-21, 02:51 PM
Nice work! Can't wait to download it.
I may be able to adjust the timing and movement of the crew member to better move the telegraph.
:)
vickers03
12-24-21, 05:12 PM
Nice work! Can't wait to download it.
I may be able to adjust the timing and movement of the crew member to better move the telegraph.
:)
thanks! you're welcome. it's really tricky! i'm concentrating on the important parts now to get this thing released.
fitzcarraldo
12-24-21, 09:21 PM
Here I paste my post in the FOTRSU thread, about issues with scopes using the interiors in the new 1.7 iteration of FOTRSU:
Merry Christmas to all! :Kaleun_Cheers:
First report about 1.7 with Vickers Interiors:
Trying with the VFBI mod installed and with a Gato class (I don´t try with others subs), I have a serious problem with the scopes:
- The F3 and O keys don´t work, and the buttons in the bar don´t work, also. I don´t have access to the scopes.
- Going to the conning tower interior, both scopes are moving up and down as crazy things. No way to calm the scopes!
I tried with and without the provisional patch. The problem persists.
It seems something in the VFBI mod isn´t compatible with the commands in FOTRSU v1.7.
Hope Vickers can resolve the issue.
Without the VFBI mod, all works flawesly.
Best regards.
Fitzcarraldo :Kaleun_Salute:
Mad Mardigan
12-24-21, 10:08 PM
Here I paste my post in the FOTRSU thread, about issues with scopes using the interiors in the new 1.7 iteration of FOTRSU:
Merry Christmas to all! :Kaleun_Cheers:
First report about 1.7 with Vickers Interiors:
Trying with the VFBI mod installed and with a Gato class (I don´t try with others subs), I have a serious problem with the scopes:
- The F3 and O keys don´t work, and the buttons in the bar don´t work, also. I don´t have access to the scopes.
- Going to the conning tower interior, both scopes are moving up and down as crazy things. No way to calm the scopes!
I tried with and without the provisional patch. The problem persists.
It seems something in the VFBI mod isn´t compatible with the commands in FOTRSU v1.7.
Hope Vickers can resolve the issue.
Without the VFBI mod, all works flawesly.
Best regards.
Fitzcarraldo :Kaleun_Salute:
Ahoy... :Kaleun_Cheers:
Please refer to My last post, in the main FotRS-U thread...
https://www.subsim.com/radioroom/showpost.php?p=2784589&postcount=4052
I believe that the issue is NOT... I repeat, NOT with the FI:OQ mod.
The issue lies with the periscope splash mod.
:Kaleun_Salute:
M. M.
propbeanie
12-24-21, 10:49 PM
Refer to FotRSU REL thread (https://www.subsim.com/radioroom/showthread.php?p=2784594#post2784594) please...
We will have to hang a sign up on vickers03"s workshop door:
DO NOT DISTURB
We need to leave him alone! He has important work to do!!! lol
btw, have you ever noticed that you never see vickers03 and Santa Claus at the same time?... hmmm?? Just sayin'... :hmmm:
vickers03
12-25-21, 03:49 AM
Here I paste my post in the FOTRSU thread, about issues with scopes using the interiors in the new 1.7 iteration of FOTRSU:
Merry Christmas to all! :Kaleun_Cheers:
First report about 1.7 with Vickers Interiors:
Trying with the VFBI mod installed and with a Gato class (I don´t try with others subs), I have a serious problem with the scopes:
- The F3 and O keys don´t work, and the buttons in the bar don´t work, also. I don´t have access to the scopes.
- Going to the conning tower interior, both scopes are moving up and down as crazy things. No way to calm the scopes!
I tried with and without the provisional patch. The problem persists.
It seems something in the VFBI mod isn´t compatible with the commands in FOTRSU v1.7.
Hope Vickers can resolve the issue.
Without the VFBI mod, all works flawesly.
Best regards.
Fitzcarraldo :Kaleun_Salute:
checked with a clean 1.7 and the Interiors /w patch --> everything fine!
btw, have you ever noticed that you never see vickers03 and Santa Claus at the same time?... hmmm?? Just sayin'...
lol, thanks for the patch. well done!
fitzcarraldo
12-25-21, 09:55 AM
checked with a clean 1.7 and the Interiors /w patch --> everything fine!
lol, thanks for the patch. well done!
Ok, Master Vickers. The issue with the crazy peris is due the wake scopes mod, not the interiors. :Kaleun_Salivating:
Now I´m seeing the sensors dat file searching the badass node with S3D.
Interiors with the provisional patch is working well WITHOUT the splash wake scopes mod AND using a pristine savegame folder(s).
Happy Christmas!
Fitzcarraldo :Kaleun_Salute:
vickers03
12-26-21, 04:04 AM
https://www.subsim.com/radioroom/downloads/sclass_full_int_55w.jpg
S-Class full interior
---------------------
** This first release is for FOTRSU 1.7 only **
https://www.subsim.com/radioroom/downloads.php?do=file&id=6048
(https://www.subsim.com/radioroom/downloads.php?do=file&id=6048)
Including:
- Torpedo Room
- Forward Battery /w Wardroom, Office Room
- After Battery /w C.O. State Room, Officers State Room
- Engine Room
- Motor Room
Features:
- complete Diesel Engine simulation
incl. different Sounds and RPM animations,
crew basic engine operations
- Electric Motor RPM sounds, Prop-shaft animations
- Custom Picture on Captain's desk
Custom name Plate on Capt. door
(edit textures in EXTRAS_FIOQ/CPT_ROOM_CUSTOM_NAME_PLATE folder and activate)
- Merchant/Warship sinking decals on torpedo tube doors
(select folder in EXTRAS_FIOQ and activate)
Known issues:
- sometimes when quickly changing engine speeds the
game engine doesn't catch up and the moving parts
of the Diesels disappear for half a sec.
Credits:
- all models/animations: vickers03
- inspiration/help: DivingDuck, Jeff-Groves, Tomi_099, propbeanie, KSDII-Team
** This first release is for FOTRSU 1.7 only **
(mod is also included in Fleetboat Interior-Officers Quarters)
fitzcarraldo
12-26-21, 06:59 AM
Awesome mod. How many years waiting this for SH4? Glorious Christmas gift.
Many thanks for all the work and have a great 2022, Master Vickers.
Best regards.
Fitzcarraldo :salute:
vickers03
12-26-21, 01:43 PM
update 26.12.21
- fixed engine not moving after plotting new course
propbeanie
12-26-21, 02:04 PM
Could that possibly be related to a key press getting stuck, which I just put off to Windows 10 "keykrapp apps"... ?? I describe it in the FotRSU thread, but I went from the Motor room, through the engine room, and all the way to the torpedo room, holding down the <Up Arrow> key, until I entered the torpedo room, where when I let go of the arrown key, just kept traveling until "out of bounds", but never could get back into the boat, so Saved, exited, re-started, and Loaded the save, and all was well in the SH4 world again. This is a wonderful looking mod vickers03, and has all sorts of potential for the future of SH4. A gradual "populating" of the interior over the next releases, including "Battle Stations" is really cool to think about. Possible more new animation sequences, etc. really bodes well for this.
Jeff-Groves
12-26-21, 02:41 PM
Might be an excellent time to finish some ripping of Animations from SH5 for use in SH4.
https://media.giphy.com/media/l2Je3QBEUWLu6iFva/giphy.gif
vickers03
12-26-21, 02:57 PM
Could that possibly be related to a key press getting stuck, which I just put off to Windows 10 "keykrapp apps"... ?? I describe it in the FotRSU thread, but I went from the Motor room, through the engine room, and all the way to the torpedo room, holding down the <Up Arrow> key, until I entered the torpedo room, where when I let go of the arrown key, just kept traveling until "out of bounds"
never had this:06:
A gradual "populating" of the interior over the next releases, including "Battle Stations" is really cool to think about.
population change somewhat on watch changes, personally i don't
like too much guys standing in the way, KSDII Type2 full interior has this and there a people everywhere:timeout:
Might be an excellent time to finish some ripping of Animations from SH5 for use in SH4.
that would be awesome! but are the animations compatible with the SH4 guys?
Jeff-Groves
12-26-21, 03:09 PM
that would be awesome! but are the animations compatible with the SH4 guys?
I have the Tools and the knowledge to make them so!
:haha:
SH4 uses a Biped and I'm VERY WELL aware of HOW the animations are done in SH4.
SH5 uses a Biped also. Many of the Animations in SH5 are just re-exported SH4 animations but in a Granny format. I've worked with someone else to allow me to GRAB the SH5 animations in a way that I CAN import to SH4!
clayton
12-26-21, 03:15 PM
I have the Tools and the knowledge to make them so!
:haha:
SH4 uses a Biped and I'm VERY WELL aware of HOW the animations are done in SH4.
SH5 uses a Biped also. Many of the Animations in SH5 are just re-exported SH4 animations but in a Granny format. I've worked with someone else to allow me to GRAB the SH5 animations in a way that I CAN import to SH4!
That would be wonderful. I, for one, would appreciate it. I can't believe the direction SH4 is taking!
Jeff-Groves
12-26-21, 03:26 PM
I've explained before how SH4 Animations work.
[WIP] Animations For SH4 is the thread.
Now. With a different Tool and some changes to the Plug-in?
I can extract the needed info from ALL SH5 animations and build new animation info for SH4!
Now. Given one might have say the Never Winter Nights exporter?
You build a new animation then grab the information from that with other tools.
And NO I don't have that exporter! Just saying......
vickers03
12-30-21, 12:48 PM
i've read somewhere that some boats if not all had illuminated or
self-illuminated (radium?) gauges, can someone confirm this?
would certainly look cool at night..
https://www.subsim.com/radioroom/downloads/gauges_illum_Ee7.jpg
Mad Mardigan
12-30-21, 02:06 PM
i've read somewhere that some boats if not all had illuminated or
self-illuminated (radium?) gauges, can someone confirm this?
would certainly look cool at night..
https://www.subsim.com/radioroom/downloads/gauges_illum_Ee7.jpg
Not sure... but, would definitely make sense with the self-illuminating dials & such... especially if undergoing or having had undergone a depth charge that "popped" the bulbs in the room & no replacements, available to replace them... especially if that DC attack took place at just sunset or shortly thereafter.
Radium paint was used in watchmaking, it began around 1908 and carried on into the 1960s. So... watches made between these dates with glow in the dark functionality may be made with this material.
That's just, info I pulled up for watches with that type of paint.
Considering 1908, am fairly certain, :hmmm: that the dials, gauges & such... likely had that used for them, as well. :yep:
propbeanie
12-30-21, 03:15 PM
There is something on that in one of these pdf files I have... just a matter of finding them... They are online, but I cannot recall their titles... but there are four pdf files in the series, one on the Fleetboat, another on the Balao / Tench (??), one on the S-Boats... and I do not remember the fourth... might take a bit top find.
clayton
12-30-21, 03:37 PM
Not sure... but, would definitely make sense with the self-illuminating dials & such... especially if undergoing or having had undergone a depth charge that "popped" the bulbs in the room & no replacements, available to replace them... especially if that DC attack took place at just sunset or shortly thereafter.
Radium paint was used in watchmaking, it began around 1908 and carried on into the 1960s. So... watches made between these dates with glow in the dark functionality may be made with this material.
That's just, info I pulled up for watches with that type of paint.
Considering 1908, am fairly certain, :hmmm: that the dials, gauges & such... likely had that sed for them, as well. :yep:
That would be interesting and quite cool at depth with the P Class when condensation forms on the instruments in the control room. Incidentally, it doesn't form on the helm instruments in the conning tower. Maybe that was an oversight.
vickers03
12-30-21, 04:34 PM
That would be interesting and quite cool at depth with the P Class when condensation forms on the instruments in the control room. Incidentally, it doesn't form on the helm instruments in the conning tower. Maybe that was an oversight.
good find! will adress that in the next updates.
Mad Mardigan
12-30-21, 04:53 PM
good find! will address that in the next updates.
Know that particularly... the S class, was a leaky sieve... that point, was driven well home, in the movie "U-571"... (despite the off handed liberalness of the story... about recovering an enigma machine... :yep:) when the skipper of the S class boat reworked to supposedly resemble a U-boat, no less... :roll: was seen wearing a rain slicker, inside the sub, no less. while at... peri depth. If I recall that scene rightly.
That, aside... could have sworn that had been included in 1 of the later interior mods from vickers... or was that someone else's mod that I am thinking of... :hmmm: of condensation/leakage, when submerged... at least with regards to the S class... in the control room, at least. No such chance for the conning tower section... owing to the fact, that an S class's conning tower... has no room left for any of the amenities that is & can be found on the follow up sub's, after it...
If not, then will eagerly & with much anticipation... look forward to that, being included... :yep: :shucks: :up:
:Kaleun_Salute:
M. M.
clayton
12-31-21, 10:21 PM
good find! will adress that in the next updates.
Thank you. Btw, I downloaded your 4k skins. The black boats are excellent.
ReallyDedPoet
05-06-22, 04:39 PM
Nice :up:
vickers03
05-14-22, 01:56 PM
update 14.5.22
- TMO version released!
https://www.subsim.com/radioroom/downloads.php?do=file&id=6130
propbeanie
05-14-22, 02:04 PM
Excellamundo! :salute:
Bubblehead1980
05-14-22, 03:16 PM
update 14.5.22
- TMO version released!
https://www.subsim.com/radioroom/downloads.php?do=file&id=6130
Excellent! Thanks again, amazing work:Kaleun_Salute:
Bubblehead1980
05-14-22, 04:23 PM
So how do we edit the nameplates and battleflags. I assumed readmes would be included?
Mad Mardigan
05-14-22, 05:43 PM
So how do we edit the nameplates and battleflags. I assumed readmes would be included?
Editing the name plates, was discussed in the 1st page or 2, of the thread...
As for the battle flags, portion... that, is in the read me, associated with the mod 'Battleflags'.
Is but a simple process to scroll through the assorted sub classes, finding the sub you have... if it is, available (there were some that were not done or I believe... flags found for them... leading to them, not being located in the mod pack. :hmmm:)
after finding the flag pack, for the sub (provided there is 1... available... :yep:) &... activate via JSGME.
The ships kills part, finding the appropriate # of kills & activating that set of mod add in, to add your kills to the battle flag... done after completing a patrol & having racked up some kills...
:Kaleun_Salute:
Bubblehead1980
05-14-22, 05:56 PM
Editing the name plates, was discussed in the 1st page or 2, of the thread...
As for the battle flags, portion... that, is in the read me, associated with the mod 'Battleflags'.
Is but a simple process to scroll through the assorted sub classes, finding the sub you have... if it is, available (there were some that were not done or I believe... flags found for them... leading to them, not being located in the mod pack. :hmmm:)
after finding the flag pack, for the sub (provided there is 1... available... :yep:) &... activate via JSGME.
The ships kills part, finding the appropriate # of kills & activating that set of mod add in, to add your kills to the battle flag... done after completing a patrol & having racked up some kills...
:Kaleun_Salute:
There is no readme in either battleflags or fleet interiors, just rechecked the download.
Mad Mardigan
05-14-22, 06:32 PM
There is no readme in either battleflags or fleet interiors, just rechecked the download.
Ok... My bad... thought there was a 'read me' with the battleflags mod.
Selecting 1 for the sub you have is simple with selecting the class of sub 1st... in those folders, are several subs of that class... simply find the sub you were assigned & select that mod folder for the battle flag.
Can go with just the conning tower flag... or including the interior wardroom flag, as well.
The rest about the kill count in My previous post... still stands.
Is just a matter of figuring out how many ships you've sunk... select the appropriate folder & activating that, via JSGME...
As for the name plate for your skipper, can use paint.net to edit the .dds file that is located, I believe... in the tex folder... 1 of those 2 in that section...
:Kaleun_Salute:
vickers03
05-15-22, 02:12 AM
instructions are in the file descriptions here on subsim or on the
first page of this thread.
update 14.5.22
- TMO version released!
https://www.subsim.com/radioroom/downloads.php?do=file&id=6130
Thank you so much! :salute:
I'll have to give this a try when life calms down a bit.
Kal_Maximus_U669
05-15-22, 11:52 AM
Hello to all friends... :salute:
for those who use vickers mods do not use the "GatoLadder3" scale since the interior corrects it...
the only problem I have and the next one see screen...is that on Porpoise.. Tambor.. I haven't tried the others yet
the exhaust smoke on Tambor is not the...
I thank Vickers for having adapted his jewels to this splendid BH mod.. :up:
http://image.noelshack.com/fichiers/2022/19/7/1652633523-sh4img-2022-05-15-18-34-57-478.png
:salute::salute:
vickers03
05-15-22, 01:00 PM
sorry for the missing textures, already re-uploaded.
fitzcarraldo
05-15-22, 04:08 PM
Many thanks for the job, Master Vickers. I´ll try it.
Question about 4K textures (external): TMO 3D models have the upper hull holes "desynchronized" with the textures of an addon skin. For some reason, Ducimus changed something in the 3D model of the boat and never you can use a new skin in a Gato (for example), without have not coincident holes between the 3D model and the textures of the skin.
Is there some solution for it?
Best regards.
Fitzcarraldo :Kaleun_Salute:
vickers03
05-16-22, 03:00 AM
Question about 4K textures (external): TMO 3D models have the upper hull holes "desynchronized" with the textures of an addon skin. For some reason, Ducimus changed something in the 3D model of the boat and never you can use a new skin in a Gato (for example), without have not coincident holes between the 3D model and the textures of the skin.i'll check that but i think it has something to do with the normal maps TMO is using.
Bubblehead1980
05-17-22, 12:56 AM
Anyone else having this issue?
https://i.postimg.cc/RhHRtvPh/radarint1.png (https://postimages.org/)
vickers03
05-17-22, 02:54 AM
fixed and re-uploaded (again):doh:
Bubblehead1980
05-17-22, 03:11 AM
fixed and re-uploaded (again):doh:
:Kaleun_Salute:
Kal_Maximus_U669
05-17-22, 08:56 AM
hello bh.. :salute:
Problems in the recognition manual... Photos are missing...
as well as the scale rules is not in its place on certain profiles... several moreover including previous problems which have not been corrected...
well it's not that it really bothers... but it's not over...!! :timeout:
Greeting Kal Maximus U669 :salute:
Bubblehead1980
05-17-22, 04:43 PM
hello bh.. :salute:
Problems in the recognition manual... Photos are missing...
as well as the scale rules is not in its place on certain profiles... several moreover including previous problems which have not been corrected...
well it's not that it really bothers... but it's not over...!! :timeout:
Greeting Kal Maximus U669 :salute:
Okayyyy...think this post may belong in the TMO thread, not the interiors thread.
Rec manual looked fine before release. Ill check it over. "Scale rules" What are you referencing?
Bubblehead1980
05-17-22, 06:04 PM
Not a huge deal but the "Go to A Scope" and "Go to PPI Scope" are reversed, when click go to PPI it takes to A scope and when hit Go to A Scope, sends to PPI scope. Just noting to future versions so can be corrected:Kaleun_Salute:
Idea...perhaps a mod could be made to blank out the PPI scope for early war since PPI scope did not come around in subs until SJ-1 in late 43/early 1944
Bubblehead1980
05-18-22, 12:43 PM
Anyone else having troubles with SJ contacts no displaying on the A scope? With the fix, contacts show on PPI but nothing on A scope.
Bubblehead1980
05-18-22, 06:11 PM
Having run a patrol now with the interior mod in a Gato class (USS BARB). Just want to salute vickers:Kaleun_Salute:
Completely changes the immersion having hatches open, having a wardroom and quarters. Well done:Kaleun_Salute:
vickers03
05-18-22, 06:59 PM
Anyone else having troubles with SJ contacts no displaying on the A scope? With the fix, contacts show on PPI but nothing on A scope.
still problems with the radar?
Bubblehead1980
05-18-22, 07:19 PM
still problems with the radar?
Yes...The scope is green in the new version you uploaded and the line is there (difficult to read, it and PPI are different from the default TMO scopes) now but contacts do not register on the A scope, no "dancing" lines when contact is made, just sits there but they register on the PPI...As we speak im tracking a contact, but not showing up on A scope and its 1942
Bubblehead1980
05-19-22, 12:19 AM
Any chance on getting German/French flags for the wardroom? For the vessels sunk. TMO has the Atlantic campaign (SUBRON 50). I just sunk a Vichy French merchant vessel. Would be cool to put on the board
Bubblehead1980
05-20-22, 06:08 PM
Love the mod. First full patrol (currently at sea September 1943) with it in TMO. USS Cisco SS-290 (Balao Class)
The condensation on the glass is a nice touch. Wardroom with the proper battle flag...excellent.
https://i.postimg.cc/sgHB9PfX/sweat1.png (https://postimages.org/)
https://i.postimg.cc/6Q78H7Th/Sweat2.png (https://postimages.org/)
https://i.postimg.cc/g0fn1YZb/wardroom1.png (https://postimages.org/)
Question... German/French flags for vessels sunk? Since TMO has a SUBRON 50 campaign now...would be appropriate.
vickers03
05-21-22, 01:39 PM
TMO version updated 21.5.22: Radar fixed
fitzcarraldo
05-21-22, 01:58 PM
TMO version updated 21.5.22: Radar fixed
Many thanks!
Fitzcarraldo :salute:
Kal_Maximus_U669
05-21-22, 02:43 PM
hello vickers..
it's great that you have adapted for TMO BH it brings a great dimension to this mod which takes the direction of what is best in the genre.. what's more... with historical precision.
it seems that we can drink coffee in peace since your corrections..
http://image.noelshack.com/fichiers/2022/20/6/1653160411-sh4img-2022-05-20-23-16-36-477.png
je vous remercie pour l effet de condensation d avoir étendus a d autre sous marins... cette demande que je vous avais faite...souvenez vous j avais indiquer que par forte plonger ce serai excellent ou lors de diffèrent endroit du globe suivant l atmosphère avec des choc thermique trop d humidité ou trop froid d un coup...
maintenant je voulais savoir si vous inclurez les cadrans au radium...je les "kiffs"...je pense que Photoshop peu faire des miracles encore ici...
toutefois avez vous eu des précisions ?pour l utilisation...est ce réelle..car il difficile de savoir car c est nocif il semblerais que des stock furent vendu malgré la connaissance de cancer...
https://fr.wikipedia.org/wiki/United_States_Radium_Corporation..
mais cela est controverser ici..
https://www.nuclearsafety.gc.ca/fra/resources/radiation/could-your-collectible-item-contain-radium.cfm
je suppose que vos "skin" ne tarderons pas ...desoler de ne pas pu avoir donner de précision sur le radar car je n était pas dans cette période.. en plus j ai rencontrer quelque problèmes de mise au point au départ.... Voila vous savez tous... merci pour votre travaille acharner Sincèrement mes meilleur salutation Kal Maximus U669
vickers03
05-21-22, 02:54 PM
the radium gauges will be included in a future update but the
effect is barely noticeable.
Kal_Maximus_U669
05-21-22, 03:16 PM
great I'm happy.. :D
yes the association with the red light to create the right tone, this should not be obvious.. I had already looked at this on the uboats on the engine "rpm" dial.. where it seems to be used... :salute:
fitzcarraldo
05-21-22, 06:45 PM
Playing with TMO BH, Midway Mission, Gato Class, I observe I can´t manually rotate the hydrophone using Interiors. Deactivating the mod, I can rotate the hydrophone normally.
I didn't try another boats, it is my first test with interiors for TMO, latest version using EAX Clang optional.
Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]
Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
Select Your Sub
Fleetboat_Interior_TMO2.5_BH_U_2.0
EAX_Clang_Splash
Many thanks.
Fitzcarraldo :Kaleun_Salute:
Bubblehead1980
05-21-22, 06:52 PM
Playing with TMO BH, Midway Mission, Gato Class, I observe I can´t manually rotate the hydrophone using Interiors. Deactivating the mod, I can rotate the hydrophone normally.
I didn't try another boats, it is my first test with interiors for TMO, latest version using EAX Clang optional.
Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]
Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
Select Your Sub
Fleetboat_Interior_TMO2.5_BH_U_2.0
EAX_Clang_Splash
Many thanks.
Fitzcarraldo :Kaleun_Salute:
I have not had this issue. Was this a loaded save game? Try again with a fresh start from port with EAX Clang/Splash activated before the interiors, let interiors overwrite. I tried this and may become the suggested order.
fitzcarraldo
05-21-22, 06:59 PM
I have not had this issue. Was this a loaded save game? Try again with a fresh start from port with EAX Clang/Splash activated before the interiors, let interiors overwrite. I tried this and may become the suggested order.
I made another tests. The problem starts when the hydrophone dial pass from dry to condensed. Without condensations, no problem. When I reach some depth (crash dive), and the dial appeared with condensation, I cant "pick" the mouse cursor inside the dial, and the hydrophone don´t rotate manually.
Also I have the recognition manual with the scales displaced from the ship siluettes. This with and without Interiors.
Many thanks!
Fitzcarraldo :Kaleun_Salute:
vickers03
05-21-22, 07:10 PM
I made another tests. The problem starts when the hydrophone dial pass from dry to condensed.
didn't thought about this, i use the mousewheel to rotate.
the only solution is to remove the condensation from this gauge.
Mad Mardigan
05-21-22, 07:16 PM
didn't thought about this, i use the mousewheel to rotate.
the only solution is to remove the condensation from this gauge.
Hey... vickers... let Me run a check on that if you will... give Me a few to do so & report back on it... :up:
Be back a.s.a.p. with a report... :salute:
M. M.
fitzcarraldo
05-21-22, 07:16 PM
didn't thought about this, i use the mousewheel to rotate.
the only solution is to remove the condensation from this gauge.
Also I use the mousewheel. I noted it occurs in the red dials (Gato, for example), but not in the white dials.
Now I made test with Eax Clang first and Interior after.
...and I like the effect in the dials. I can´t lose it.
Many thanks.
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
05-21-22, 07:19 PM
Hey... vickers... let Me run a check on that if you will... give Me a few to do so & report back on it... :up:
Be back a.s.a.p. with a report... :salute:
M. M.
Many thanks! You can try in the Midway Mission with a Gato. Crash dive and wait the condensation in the hydro dial. Try if you can rotate the mousewheel and the hydro indicator rotates. Mine, not.
Fitzcarraldo :Kaleun_Salute:
Bubblehead1980
05-21-22, 07:24 PM
I made another tests. The problem starts when the hydrophone dial pass from dry to condensed. Without condensations, no problem. When I reach some depth (crash dive), and the dial appeared with condensation, I cant "pick" the mouse cursor inside the dial, and the hydrophone don´t rotate manually.
Also I have the recognition manual with the scales displaced from the ship siluettes. This with and without Interiors.
Many thanks!
Fitzcarraldo :Kaleun_Salute:
Is this with the latest version released with the radar fix or the previous version?
Mad Mardigan
05-21-22, 07:36 PM
Ok, ran a Gato Mid '42, outta Pearl... which I know... ain't Midway, but... that time framing did net Me access to the Gato class.
Of note, did intial crash dive after getting outside the base.
On geting to in boat (control room) on inspection of nav Map... found Myself.... smack dab in the middle between a convoy of Merchie's & their rear escorts... so to say it was... hairy, would be the understatement of eternity award winner, winner... chicken dinner award. :haha:
Ok, that aside... got clear of the esorts... & went to crash dive.
All good there... made 165 depth... no condensation, not until I cleared 200-250 range... on getting somewhere in between 2-250, got moisture on the gauges.
Trying to click on them, did end result in nothing happening... though, to be quite frank about it all... have never clicked on the sonar face, since being able to use the mouse wheel to swing that dial about any way. :hmmm:
Can use a mouse wheel to operate it... but, if a sub simmer, using say... a lappy, that don't come with a separate mouse... well... they're stuck like chuckie... flat outta luck.
Will say that My mix, is a bit... more extensive than Fitz's there... to be frank about it, vickers.
Am including it, here... for posterity:
Generic Mod Enabler - v2.6.0.157
[C:\Games\SH4\Megamods\SH4 - TMOverhauled v2 - Asiatic\MODS]
1-Trigger Maru Overhaul 2.5 UpdateBH V2.0
2-Nav Map Make-Over TMO Update 2.0
3-NMMO Patch TMO Update V2.0
TMO Update BH V2.0 PATCH 01
FltInt.-OQ-TMOv2.5BHv2.1-v3
BATTLEFLAG_CONNING_SAURY_SS189 (Alt)
BATTLEFLAG_WARDROOM_SAURY_SS189 (Alt)
CPT_ROOM_CUSTOM_NAME_PLATE
SH4_original_4k_light_gray_less_rust
SH4-JimiMadrid Torp rework mod
EAX_Clang_Splash-(no dud splash)
AAtoDeckguns+Radio
AsiaticSWPacMessages
EarlyWarScopesV1
Torpedoes Early_TNTV4B
Smaller seabed rocks
Smaller seaplants-small
Sober's Better Sand v2
Sober's better rocks v2
Sober's 3D waves mod
SEA_LIFE_SH4_PACIFIC
Radio mod
Pre-PearlHarborPatch TMO Update V2.0
BBPearlHarbor Pre War TMO
1-MM's Gramophone music mix
:Kaleun_Salute:
M. M.
fitzcarraldo
05-21-22, 07:50 PM
Is this with the latest version released with the radar fix or the previous version?
Yes. I have no wheelmouse or click inside the dials when starts the condensation. Also I have a huge list of other mods, but reduced it to "vanilla TMO BH with interiors" for the tests.
Also I noted sometimes the condensation isn't present in all dials. Sometime it is only in sonar. Sometimes it is in main gauges. My parallel FOTRSU have condensation in all the gauges (but I need to observe this better...).
Many thanks!
Fitzcarraldo :Kaleun_Salute:
Bubblehead1980
05-21-22, 09:33 PM
Yes. I have no wheelmouse or click inside the dials when starts the condensation. Also I have a huge list of other mods, but reduced it to "vanilla TMO BH with interiors" for the tests.
Also I noted sometimes the condensation isn't present in all dials. Sometime it is only in sonar. Sometimes it is in main gauges. My parallel FOTRSU have condensation in all the gauges (but I need to observe this better...).
Many thanks!
Fitzcarraldo :Kaleun_Salute:
I noticed that not all dials have condensation as well, Vickers stated the condensation is more present on the older boats such as S Class and Narwhal which lacked air conditioning vs Gato's etc
Kal_Maximus_U669
05-22-22, 08:53 AM
Hi Fitzcarraldo.. :salute:
I am with the "narwahl Uss Nautilus" all works perfectly ...
it is part of the wet class this one...
but there is no condensation in the tower when there should be.. but maybe vickers does not finish it yet... the wheel as well as the panel no problem here... :up:
goldmastersims
05-22-22, 11:34 AM
I cannot click S-boat’s hydrophone. Condensation doesn’t matter.
Mad Mardigan
05-22-22, 11:50 AM
Yeah... 4... while built on the bones of SH3, is NOT like 3, in that regards where it comes to sonar use by the skipper.
Being able to click on the sonar dial face to move the sound head about... was doable in 3.... NOT so, in 4...
The end result is... don't expect to do what was doable in 3, with sonar, to be doable in 4 in that department, at least... as far as I know of, yet... operative word that... YET. :yep:
:Kaleun_Cheers:
M. M.
Bubblehead1980
05-22-22, 06:52 PM
I cannot click S-boat’s hydrophone. Condensation doesn’t matter.
Does it work with mousewheel/ and home/end keys?
Bubblehead1980
05-23-22, 02:41 AM
Okay did some testing....
Sonar does still work. However, when the gauges are "sweating", you have to use the home and end keys to rotate sonar ot the mouse wheel.
Also noticed the clickable gauges for depth in conning tower do not work when sweating. This means during evasion below 450 feet, have to go up and down the ladder to click the gauge in the conning tower, which is a bit much, since cant jump to the control room as before. Ideally would have a 600 ft 2D depth gauge on the orders bar and negate need to click on the gauge in conning tower. That would work best.
vickers03
05-24-22, 09:40 AM
i think i found a way to have condensation & clickable dials, need to move some nodes around:ping:
vickers03
05-24-22, 01:11 PM
re-uploaded. every gauge should be clickable now.
Bubblehead1980
05-24-22, 01:39 PM
re-uploaded. every gauge should be clickable now.
Nice:Kaleun_Salute:
Bubblehead1980
05-25-22, 06:09 AM
Did notice the bottom of the observation periscope is missing? I compared it to TMO without, the entire bottom portion of the obs scope is gone with the interiors mod.
clayton
06-06-22, 09:39 AM
re-uploaded. every gauge should be clickable now.
Hello, Vickers. Are your repairs for your excellent mod for FOTRS?
vickers03
06-06-22, 10:15 AM
Hello, Vickers. Are your repairs for your excellent mod for FOTRS?
soon..
ReallyDedPoet
06-09-22, 08:00 AM
re-uploaded. every gauge should be clickable now.
Nice work :up:
goldmastersims
07-25-22, 04:45 PM
Does this work in 1.8?
propbeanie
07-25-22, 08:57 PM
Yes it does. Activate the Interiors mod after FotRSU v1.8 of course, but then use the "FI-OQ_FotRSU_v1.8f_upcPatch" that comes in the MODS folder of FotRSU on top of that. :salute:
!!HansGruber!!
09-30-22, 02:28 PM
On Balao class sub is this a known issue at the radar station?
propbeanie
09-30-22, 07:39 PM
Here is the FotRSU version, without the Interiors mod:
https://i.imgur.com/TILJFtJ.jpg
4H_Ccrashh
02-06-23, 04:50 PM
Does the link to the download on page one:
TMO version:
https://www.subsim.com/radioroom/dow...o=file&id=6130 (https://www.subsim.com/radioroom/downloads.php?do=file&id=6130)
include:
update: 21.5.22
- TMO Radar fixed
update: 14.5.22
- TMO version released
or do I download those seperately.
Those two updates are not active links to a download.
vickers03
02-07-23, 06:47 AM
it's not a link, just information what has been updated:ping:
vickers03
03-08-23, 06:28 PM
the next update will include a much improved first person free move,
it always bothered me in SH4 how you could walk through walls and
other interior stuff and have the camera out of sectors error.
i always thought this was not possible in SH4 but after analyzing
how it's done in SH3 WAC_5 interiors i finally got it working:yeah:
fitzcarraldo
03-12-23, 04:11 PM
the next update will include a much improved first person free move,
it always bothered me in SH4 how you could walk through walls and
other interior stuff and have the camera out of sectors error.
i always thought this was not possible in SH4 but after analyzing
how it's done in SH3 WAC_5 interiors i finally got it working:yeah:
Waiting to this....Many thanks, Maester Vickers! :Kaleun_Cheers:
Best regards.
Fitzcarraldo :Kaleun_Salute:
Canonicus
03-23-23, 06:22 AM
Looking forward to the update as well..:up:
Bernardi
04-14-23, 01:11 AM
the next update will include a much improved first person free move,
it always bothered me in SH4 how you could walk through walls and
other interior stuff and have the camera out of sectors error.
i always thought this was not possible in SH4 but after analyzing
how it's done in SH3 WAC_5 interiors i finally got it working:yeah:
First o all thanks for many years of hard work and putting this mod togheter i was never really that interested in SH4 as a SH5 player but you single handedly making me want to buy the game.
Second thing is that the camera also bothers me a lot so after reading through all the 27 pages so far seeing that you working on a first person camera made me jump out of my chair in excitement.
So yeah thanks again and good luck as this mod, in my humble opinion, is probably one of the most important ones in this whole forum. :Kaleun_Cheers:
fastfed
05-07-23, 03:53 PM
Just so i know, the only boat with full interior is the S classes right?
all the others seems to just have officers row and maybe a kitchen, nothing up front right?
fitzcarraldo
05-07-23, 03:56 PM
Just so i know, the only boat with full interior is the S classes right?
all the others seems to just have officers row and maybe a kitchen, nothing up front right?
The full interior is only for S class. For other classes you have full officer quarters to the bow, without torpedo room.
A beautiful mod.
Regards.
Fitzcarraldo :salute:
fastfed
05-07-23, 07:47 PM
The full interior is only for S class. For other classes you have full officer quarters to the bow, without torpedo room.
A beautiful mod.
Regards.
Fitzcarraldo :salute:
Yep, I feel its what makes the game feel so much more alive.
flush deck
07-05-23, 11:17 AM
For sure, superb job vickers:Kaleun_Thumbs_Up: :Kaleun_Applaud: :Kaleun_Cheers:
Impressive 3D work and texture one. Probably one of the best mod ever done for this sim so far. It's so much more immersive now. Many thanks for this fantastic job and to share it with us.
I manage to adapt your full S class interior to the great UK Triton class from keltos, as for his Surcouf and the Pascal 1500 ton French submarine which was developed by Amazone, a French modder. where I've used the other one with just the officers quarter
I still have some trouble with the 3D crew. Particularly with the one that is sit in front of the underwood typewriter, and the one that is seat in the officers quarter
When I dive, the 3D crew appears standing with arms outstretched on those place.
I know that I need to update the UPCG file of the submarine, what I've already done, but I can't manage to have the one that is seat. Is there a way to now the type of crew (id in the upcg config) to identify the right place and name I have to put in the UPCG to have the one that is seat in place of the one that have the arms outstretched ?:hmmm:
Thanks for help and for such fabulous mod :up:
vickers03
09-27-23, 07:18 AM
https://i.imgur.com/nM2i34X.jpg
Fleetboat forward torpedo WIP
Kal_Maximus_U669
09-27-23, 07:51 AM
https://i.imgur.com/nM2i34X.jpg
Fleetboat forward torpedo WIP
Hey Master Salutation...:doh:
It already stings my eyes..I wish you all the best for this work...you are incredible thank"s...lol..
My greatest respect coupled my sincere greetings..
Kal_Maximus_U669 :yeah:
https://i.gifer.com/5ZmF.gif
fitzcarraldo
09-27-23, 09:42 AM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
This has a very special taste...:Kaleun_Cheers:
Many thanks, Master Vickers!
P.D: Now I´m on patrol with an S-Class. With the full interiors in FOTRSU 1.8, the sonarman is misplaced (the dude see to the bow, not to the hydrophone panel). I don´t know if this was noted previously. Thanks!
propbeanie
09-27-23, 03:38 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
This has a very special taste...:Kaleun_Cheers:
Many thanks, Master Vickers!
P.D: Now I´m on patrol with an S-Class. With the full interiors in FOTRSU 1.8, the sonarman is misplaced (the dude see to the bow, not to the hydrophone panel). I don´t know if this was noted previously. Thanks!
I have him studiously looking at his station, just as intent as the radar operator, who has no radar to look at... :roll: :D
https://i.imgur.com/lzMTUGe.jpg
If I tell him to "Follow nearest contact", or any of the other commands, he does face the bow to acknowledge... That is a redundancy from the conning tower station in the fleetboats. Or have I misunderstood your statement fitzcarraldo?
juliantheblaze22
11-25-23, 02:32 PM
i have noitcd a trend where open hatch mods tend to run terribly on laptops is their any way to have no open hatches in this mod
I am experiecing low perfomance inside the sub. When looking at a certain spot my gpu usage drops to near zero and i get 15fps.
(fleetboat btw)
https://imgur.com/a/GeDEtOd
Metrics are in the top of the screen
Mods:
TMO BH and requirements
Setup:
CPU: R5 5600
GPU: RX 6600
Ram: 32 Gb's
propbeanie
11-27-23, 09:01 AM
i have noitcd a trend where open hatch mods tend to run terribly on laptops is their any way to have no open hatches in this mod
I am experiecing low perfomance inside the sub. When looking at a certain spot my gpu usage drops to near zero and i get 15fps.
(fleetboat btw)
https://imgur.com/a/GeDEtOd
Metrics are in the top of the screen
Mods:
TMO BH and requirements
Setup:
CPU: R5 5600
GPU: RX 6600
Ram: 32 Gb's
The all-in-one interior will impart a hit on performance, but really should not be that great once loaded. The "technology" of the mod requires the use of just the one camera. It might be possible to "close" the hatches, but then you have to program separate rooms and cameras for each. I don't think most folks would want to attempt to mod such. You never know though - maybe someone will try it later.
As for what you are getting Huno41, is it just that one spot, looking in that specific direction? Or can you rotate about, keeping a "target" such as the ladder in view and also see the 15fps? I mention the ladder, because I notice some "smearing" of the texture on it. Try to move your camera view a pinch to the left, rotate to the right, and look through the ladder toward the opposite "corner" of the "room". :salute:
The all-in-one interior will impart a hit on performance, but really should not be that great once loaded. The "technology" of the mod requires the use of just the one camera. It might be possible to "close" the hatches, but then you have to program separate rooms and cameras for each. I don't think most folks would want to attempt to mod such. You never know though - maybe someone will try it later.
As for what you are getting Huno41, is it just that one spot, looking in that specific direction? Or can you rotate about, keeping a "target" such as the ladder in view and also see the 15fps? I mention the ladder, because I notice some "smearing" of the texture on it. Try to move your camera view a pinch to the left, rotate to the right, and look through the ladder toward the opposite "corner" of the "room". :salute:
It's mostly that specific direction, if i just look to the gauges my framerate remains normal, from the other end of the control room i get around 45fps, the officer quarters however remain at 20fps no matter where i look at. I feel this might be the game that has bad optimization for AMD gpu's but i'd like to hear if anyone else with a similar setup also has issues.
propbeanie
11-27-23, 09:37 AM
It really shouldn't be the AMD graphics - it could be, but since it is a 'modern' offering, I really do doubt it. Do you have the 4Gig Patch or LAA properly enabled on your SH4.exe file? In spite of having 32gig of RAM in your machine, the game is 32-bit, and as such will be assigned to a shared "sandbox" for all 32-bit apps by Windows. As such, that is a 4gig max sandbox, and generally, all apps only get a basic 1gig portion, which they might have to share and swap with other 32-bit apps, if there are more of them running. When you apply one of the patches to the executable file, it tells Windows that the app can "flat address" the full 4Gig of RAM, which would mean the app could then use and share about 3.4 gig of that RAM area. But try looking a various angles there, and see if you can isolate what is eating the cycles there. You also should not be going so low on fps forward either...
You could also check your graphic settings in both the game and in the AMD config app to be certain you're not using anti-aliasing beyond what the game does, as well as other little "tweaks" that look great in 'modern' games, but really wastefully eat the clock in a 32-bit DirectX 9 game. Also, the resolution you are running the game at ~really~ matters. From all indications on my 4k monitor, the game's bandwidth is really stressed at that resolution, so I now run mine (usually) at 1920x1080 max, which of course, complicates other aspects of the game and computer. If I'm going to do a video, I will up the resolution because it def looks better at that size - lol... But, there is no happy medium with a 'modern' computer and 'old' DirectX 9 game any longer... :salute:
vickers03
11-28-23, 09:52 AM
performance will be improved in the next update.
ReallyDedPoet
11-28-23, 04:19 PM
performance will be improved in the next update.
Nice :yep::up:
propbeanie
11-30-23, 07:19 AM
As Carly Simon sings: "Anticipation"... lol :salute:
iambecomelife
12-05-23, 02:40 PM
performance will be improved in the next update.
One tip, I have noticed that adding a Unified Render Controller to new 3d objects in the interior greatly improves performance. May want to try this (if you have not already)....looking forward to more from you!
vickers03
12-05-23, 06:07 PM
One tip, I have noticed that adding a Unified Render Controller to new 3d objects in the interior greatly improves performance. May want to try this (if you have not already)....looking forward to more from you!
yes, that's true but it doesn't work with my ambient occlusion lightmaps.
on more complex objects, i use this controller and the lightmap as the
texture channel (so you have only one texture channel). this helps a lot.
vickers03
12-17-23, 04:51 AM
https://www.subsim.com/radioroom/https://i.imgur.com/SPoSuBJ.jpg
[IMG]https://i.imgur.com/SPoSuBJ.jpg
first look at the Balao forward torpedo, not very laptop-friendly, i'm afraid:timeout:
Kal_Maximus_U669
12-17-23, 09:38 AM
Hey Master ...Beste grüße..once again it stings..excellent :D
https://media.tenor.com/FggsbuqPZ6gAAAAM/tpb-bubbles.gif
fitzcarraldo
12-17-23, 09:50 AM
Looks very nice. Many thanks!
Fitzcarraldo :Kaleun_Salute:
cookiemonste
03-21-24, 07:26 PM
I just wanted to post and say thank you for the hard work. It looks great.
However, I have a question. How do I turn off these silly basecaps that my crew is wearing?
propbeanie
03-21-24, 08:34 PM
I just wanted to post and say thank you for the hard work. It looks great.
However, I have a question. How do I turn off these silly basecaps that my crew is wearing?
You will report immediately to your commanding officer for disciplinary actions yet to be determined. There is no such thing as "silly" in the United States Department of the Navy mister! Dismissed!!! :salute:
:har: Actually though, are you referring to the white government issue canvas cap, or the green government issue N3 Utility Cap, or the tan government issue Chief and / or Officer's Caps, or the government issued brain bucket known as a helmet? In all cases though, the crew is "dressed" with a combination of the CrewMembers3D.upc file in Data / UPCData / UPCCrewData folder, and the Data / NSS_SubName folder in the NSS_SubName.upc file in the various WatchAccessoriesFor[Adding/Subtracting]3DObjects and the various BattleAccessoriesFor[Adding/Subtracting]3DObjects entries. Those are also listed in each of the conning towers for the boats that have them in the UPCData / UPCUnitsData in the respective UnitParts#BoatName.upc files, of which there are multiple entries for each conning tower under each UnitPart # section entry. :arrgh!:
cookiemonste
03-22-24, 04:21 AM
These green canvas caps.
Are these stock to the game? I never saw them in vanilla SH4.
vickers03
03-22-24, 07:25 AM
These green canvas caps.
Are these stock to the game? I never saw them in vanilla SH4.
they are not stock to SH4 but they are stock to the USN.
propbeanie
03-23-24, 11:49 AM
As reference:
Shooting floating mines with a BAR
https://www.warhats.com/uploads/5/7/1/5/5715187/s733876465344419401_p1120_i28_w1010.jpeg
On patrol (lower left corner)
https://i.imgur.com/8YZg1Zf.jpg
"Give me 2% rise mister!"
https://i.imgur.com/nWFFPG4.jpg
Coming into port:
https://i.imgur.com/lED9UwL.jpg
Note that most are in their 'dixie cup' hats, but one of the look-outs might be wearing an N3. It looks like a couple that are on deck are wearing machinist's caps, the little short-billed thingies... they so seldom got to see daylight while on patrol... :arrgh!:
KaleunMarco
03-23-24, 09:55 PM
As reference:
Shooting floating mines with a BAR
https://www.warhats.com/uploads/5/7/1/5/5715187/s733876465344419401_p1120_i28_w1010.jpeg
Note that most are in their 'dixie cup' hats, but one of the look-outs might be wearing an N3. It looks like a couple that are on deck are wearing machinist's caps, the little short-billed thingies... they so seldom got to see daylight while on patrol... :arrgh!:
firstly, enlisted men were issued blue dixie cups during the war. i have photos of my dad wearing one.
secondly, and more importantly, when are we going to get BAR's in FOTRSU so we can shoot at mines!?!?!?!?!
:har:
propbeanie
03-24-24, 08:05 AM
Yes, "blue" was an onboard ship dixie cup color pre-war, but my dad did not get one in 1943 when he came in. It used to signify a sailor "on duty", correct? My dad got the whitie tightie only, which went with dungaress, whites, and dress blues, situational dependent, and he also had the Donald Duck hat with the little cut ribbon hanging on it, for full-dress blues. But his main onboard cap was the N3, which was distributed beginning in 1943. Unfortunately, we cannot "date" the clothing worn in the crew files, but we do attempt some control in the conning towers, or UnitParts files.
As for the BAR, we might be able to mount a 50cal mg to the bridge wings... have it show along with the crewman during Battle Stations... But that would be a bit of an undertaking... If there were any "commands" left, we could do an "Easter Egg" button combo that would put a fellow like that on the cigarette deck, but alas, all the slots are taken... I don't know as the game has a way to have a rifle shoot though... I have shot at mines with a 20mm, and they will blow-up from that, but man, talk about a tough chore...
:arrgh!:
I don't know how long this image will be up:
https://i.ebayimg.com/images/g/MNEAAOSwfDVlollC/s-l1600.jpg
KaleunMarco
03-24-24, 11:41 AM
As for the BAR, we might be able to mount a 50cal mg to the bridge wings... have it show along with the crewman during Battle Stations... But that would be a bit of an undertaking... If there were any "commands" left, we could do an "Easter Egg" button combo that would put a fellow like that on the cigarette deck, but alas, all the slots are taken... I don't know as the game has a way to have a rifle shoot though... I have shot at mines with a 20mm, and they will blow-up from that, but man, talk about a tough chore...
:arrgh!:
i was kidding you about adding the BAR, PB
.:ping::D:har:
:Kaleun_Cheers:
propbeanie
03-24-24, 05:42 PM
i was kidding you about adding the BAR, PB
.:ping::D:har:
:Kaleun_Cheers:
Oh, but I want to... :har: - imagine trying a surface attack, calling battle stations and some idiot shows up on the cigarette deck with a BAR. How realistic would that be? :D
scorch092
05-14-24, 08:15 AM
Hey everyone!
I'm trying to get into SH4 for the first time and figured FOTRSU would be as good a way as any to get into the game. I got FOTRSU up and running with the Nihon Maru and Nippon Kaigun mods from the FOTRSU page working as well. But I can't seem to get this mod to work. I've got FOTRSU v1.8 with the 4gb patch, as well as the upc patch and the Maru/Kaigun mods working through JSGME. I've tried changing the mod order and removing the Maru/Kaigun mods, but no luck. I also deleted the SH4 folder in my documents and don't have any old saves as I'm playing this for the first time on a fresh install (Steam version with the U-boat Missions so it should be v1.5 but I don't know how to check). The game itself will load just fine when I enable the mod (with all the other mods working no CTDs or missing textures or anything like that), but the mod just doesn't seem to activate or change anything. I loaded up a quick mission with the S-Type but it just has the normal interior with only the main room and the hydrophone room. The other subs seemed to be the same from what I could tell.
I'm not sure what else to do. The "readme" file says that this mod is for FOTRSU v1.7, but the v1.8 page on the forum links to that version and says that it should work. Was there some other installation instructions that I missed?
Any help would be appreciated!
Thanks in advance! :Kaleun_Cheers:
propbeanie
05-14-24, 05:51 PM
The first thing to do scorch092 is to fire up JSGME and use the "Tasks..." link in the middle of the app window. Then click on "Export activated mods list to..." and choose "Clipboard" if you're going to Ctrl-V it right away into your next post, or "Text file" if you're wanting to copy that and post it later. Include the full report. It will include the path to your game install, and help immeasurably in diagnosing the issue.
Click on the SH4.exe file in your game folder, right-click, and choose "Properties" from the context menu, and look at the "Attributes" section at the bottom of the first "General" tab. Make certain the "Read-only" tick box is clear. If not, left-click on it to clear, and then OK out. Now run the 4Gig Patch or LAA again and see if the game runs with the mod. If not, check in the game folder, under "MODS", and see if the Fleetboat Interiors - Officer's Quarters (Fi-OQ) mod has a proper folder structure. It might be that the mod itself is a folder too deep, and is not actually being activatated. As for mod order, you would want
FotRSU v1.8
101_FotRSUv18_FixPak
Nippon Maru
Nihon Kaigun
Combined Roster (for NM & NK)
FI-OQ
FI-OQ_FotRSU_v1.8f_upcPatch
Optional mods from the Add-In Modz Pak
fitzcarraldo
05-15-24, 04:12 PM
@Master Vickers (and all), hello!
I have this persistent issue with the sonarman. This is a Gato, but the problem occurs with all the classes in all the war. Simply, the sonarman never sees his station.
I´m living with this issue from the early war (Asiatic Fleet with pigboats), now in 1942 with a Porpoise.
This screenshot is from a launched war patrol for test, not my actual campaign. But in missions, war patrols and campaign is the same. The sonarman is misplaced.
This is FOTRSU 1.8 with this modlist:
Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]
100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Nihon Kaigun v1.3a_FotRSU
Nippon_Maru_v1.9b_FotRSU
Combined Roster
399_NoScrollNavMap
801_UMark Invisible
304_NoJapaneseAirRadar
650_OriginalFOTRS_Dudz
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
450_MoonlightzSonarLines
SH5 TWoS Flags for SH4 FotRSU
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
Snarf_WoodModelv2
FJB Brown Navigation Map
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum
Jimimadrid Sailors for FotRSU
Jimimadrid Optics
jimimadrid Shells
Jimimadrid SubManagement
Jimimadrid Metalic Dials
Jimimadrid TDC
Jimimadrid Tools
jimimadrid HUD
FOTRSU_1.8_SUB_SKINS_IN_4k
SMALLER SEABED ROCKS
New Sounds for Fleetboat_Interior-Officer Quarters mod
EAX_SoundSim_FOTRSU_1.8
Enhanced SubSounds for SH4
Lite Fog v2 + 100' Underwater Visability
SMALLER SEA PLANTS MEDIUM
sobers better rock Ver 2 mod
sobers better sand II
Speech_Overhaul
Sonar Speech Upgrade for FOTRSU 1.8
Vanilla Impurities
FOTRSU Less Jap Planes
Hitman's In Game TSAC v2.1
Targeting_Assistant_V1
FotRS_Chacalot-Porpoise
Jimimadrid Salmon_Sargo Gui Dials
Hamilton Gold Clock
BATTLEFLAG_CONNING_PIKE_SS173
BATTLEFLAG_WARDROOM_PIKE_SS173
DarkerNightsEnv_V2
USS PIKE
BATTLEFLAGS_MERCHANT_SUNK_COUNT3
BATTLEFLAGS_WARSHIP_SUNK_COUNT1
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
RUBINI_CLOUDS_SH4
https://i.imgur.com/6J6ivIM.jpeg
I think there isn´t any mod causing the problem, except the Fleetboat Interiors.
Is there something bad in my installation causing the issue? I try without FB interiors an the problem isn´t present. :k_confused:
If you know of this issue, please tell me if there is a solution.
Many thanks!
Fitzcarraldo :Kaleun_Salute:
scorch092
05-15-24, 07:16 PM
The first thing to do scorch092 is to fire up JSGME and use the "Tasks..." link in the middle of the app window. Then click on "Export activated mods list to..." and choose "Clipboard" if you're going to Ctrl-V it right away into your next post, or "Text file" if you're wanting to copy that and post it later. Include the full report. It will include the path to your game install, and help immeasurably in diagnosing the issue.
Click on the SH4.exe file in your game folder, right-click, and choose "Properties" from the context menu, and look at the "Attributes" section at the bottom of the first "General" tab. Make certain the "Read-only" tick box is clear. If not, left-click on it to clear, and then OK out. Now run the 4Gig Patch or LAA again and see if the game runs with the mod. If not, check in the game folder, under "MODS", and see if the Fleetboat Interiors - Officer's Quarters (Fi-OQ) mod has a proper folder structure. It might be that the mod itself is a folder too deep, and is not actually being activatated. As for mod order, you would want
FotRSU v1.8
101_FotRSUv18_FixPak
Nippon Maru
Nihon Kaigun
Combined Roster (for NM & NK)
FI-OQ
FI-OQ_FotRSU_v1.8f_upcPatch
Optional mods from the Add-In Modz Pak
That did it! I think it was put into an extra file when I extracted it for some reason. Thanks, propbeanie! I'm always surprised at how quick and helpful everyone is around here.
Cheers! :Kaleun_Cheers:
vickers03
05-16-24, 09:22 AM
@Master Vickers (and all), hello!
I have this persistent issue with the sonarman. This is a Gato, but the problem occurs with all the classes in all the war. Simply, the sonarman never sees his station.
I´m living with this issue from the early war (Asiatic Fleet with pigboats), now in 1942 with a Porpoise.
This screenshot is from a launched war patrol for test, not my actual campaign. But in missions, war patrols and campaign is the same. The sonarman is misplaced.
This is FOTRSU 1.8 with this modlist:
Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]
100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Nihon Kaigun v1.3a_FotRSU
Nippon_Maru_v1.9b_FotRSU
Combined Roster
399_NoScrollNavMap
801_UMark Invisible
304_NoJapaneseAirRadar
650_OriginalFOTRS_Dudz
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
450_MoonlightzSonarLines
SH5 TWoS Flags for SH4 FotRSU
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
Snarf_WoodModelv2
FJB Brown Navigation Map
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum
Jimimadrid Sailors for FotRSU
Jimimadrid Optics
jimimadrid Shells
Jimimadrid SubManagement
Jimimadrid Metalic Dials
Jimimadrid TDC
Jimimadrid Tools
jimimadrid HUD
FOTRSU_1.8_SUB_SKINS_IN_4k
SMALLER SEABED ROCKS
New Sounds for Fleetboat_Interior-Officer Quarters mod
EAX_SoundSim_FOTRSU_1.8
Enhanced SubSounds for SH4
Lite Fog v2 + 100' Underwater Visability
SMALLER SEA PLANTS MEDIUM
sobers better rock Ver 2 mod
sobers better sand II
Speech_Overhaul
Sonar Speech Upgrade for FOTRSU 1.8
Vanilla Impurities
FOTRSU Less Jap Planes
Hitman's In Game TSAC v2.1
Targeting_Assistant_V1
FotRS_Chacalot-Porpoise
Jimimadrid Salmon_Sargo Gui Dials
Hamilton Gold Clock
BATTLEFLAG_CONNING_PIKE_SS173
BATTLEFLAG_WARDROOM_PIKE_SS173
DarkerNightsEnv_V2
USS PIKE
BATTLEFLAGS_MERCHANT_SUNK_COUNT3
BATTLEFLAGS_WARSHIP_SUNK_COUNT1
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
RUBINI_CLOUDS_SH4
I think there isn´t any mod causing the problem, except the Fleetboat Interiors.
Is there something bad in my installation causing the issue? I try without FB interiors an the problem isn´t present. :k_confused:
If you know of this issue, please tell me if there is a solution.
Many thanks!
Fitzcarraldo :Kaleun_Salute:
could be this one: Sonar Speech Upgrade for FOTRSU 1.8
fitzcarraldo
05-16-24, 09:27 AM
could be this one: Sonar Speech Upgrade for FOTRSU 1.8
I'll try that. But if I remember well, that mod is only sounds. Not near my PC now, this night I'll report.
Many thanks!
Fitzcarraldo :salute:
propbeanie
05-17-24, 01:22 PM
Fitzcarraldo, that 'fix' also changes the SON.dat file in the AniGraphs folder, which might be incompatible with vickers03's changes for the character in the upc files. Plus, the IDs might not match. Have you had a chance yet to try without that mod in your mix?
Canonicus
05-18-24, 04:53 AM
Fitzcarraldo, that 'fix' also changes the anigraph animation in SON.dat, which would well not be compatible with vickers03's changes for the character in the upc files. Plus, the IDs might not match. Have you had a chance yet to try without that mod in your mix?
Sorry..I never touched any animation files...I just modified what the SON.dat file sees as the new voice call outs for the sonarman and added the appropriate sound file for him to speak. This is a speech only mod.
vickers03
05-18-24, 05:32 AM
Sorry..I never touched any animation files...I just modified what the SON file sees as the new voice call outs for the sonarman and added the appropriate sound file for him to speak. This is a speech only mod.
i would like to merge this mod with my speech overhaul, with your permission :salute:
Canonicus
05-18-24, 05:40 AM
sure.. I'm more than fine with that.. thank you for asking.
propbeanie
05-18-24, 11:03 AM
Sorry..I never touched any animation files...I just modified what the SON.dat file sees as the new voice call outs for the sonarman and added the appropriate sound file for him to speak. This is a speech only mod.
I definitely should have worded that better. Changes made previous page. :salute:
fitzcarraldo
05-19-24, 09:39 AM
Fitzcarraldo, that 'fix' also changes the SON.dat file in the AniGraphs folder, which might be incompatible with vickers03's changes for the character in the upc files. Plus, the IDs might not match. Have you had a chance yet to try without that mod in your mix?
The issue is in the SON.dat, without it, the sonarman is well placed. There is something not compatible with the interiors in that file (I´ll check it with S3D), but will be great if the Canonicus mod becomes compatible with FOTRSU and Vickers interiors. The Canonicus mod works very well except for the misplaced guy.
Many thanks for all the help, happy Sunday! :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
Canonicus
05-19-24, 06:19 PM
The issue is in the SON.dat, without it, the sonarman is well placed. There is something not compatible with the interiors in that file (I´ll check it with S3D), but will be great if the Canonicus mod becomes compatible with FOTRSU and Vickers interiors. The Canonicus mod works very well except for the misplaced guy.
Many thanks for all the help, happy Sunday! :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
The SON.dat file that I modified was from FOTRSU 1.8 which makes it compatible.
I am using 1.8 with the Vickers interior mod and my mod ...without any of the animation anomalies like what you are experiencing.
As I said before... I did not do any changes to the animation portion of the SON.dat file.. only speech.
fitzcarraldo
05-20-24, 02:50 PM
The SON.dat file that I modified was from FOTRSU 1.8 which makes it compatible.
I am using 1.8 with the Vickers interior mod and my mod ...without any of the animation anomalies like what you are experiencing.
As I said before... I did not do any changes to the animation portion of the SON.dat file.. only speech.
I have the issue only with your mod. Disabling it, I have the sonarman in his correct position. But I´ll check all the files or I'll made a new installation of FOTRSU to try the mod. :k_confused:
Many thanks :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
DugLife
08-11-24, 09:02 AM
Hey, I'm new to Silent Hunter 4 and subsims in general. This is the first and only mod I have installed for SH4. Everything appears to have installed correctly, in that I can move around the interior and use the mouse to access all the different stations that were not available to click on in the vanilla game. However, after a while (especially after I go to the exterior view or the bridge), the game freezes for a second and the lighting suddenly becomes brighter. After this happens, I cannot change to the exterior (or interior) view without the game crashing to the desktop. Deleting my Documents/SH4 does not stop the crashing, either.
Anyone experienced this before?
fitzcarraldo
08-11-24, 09:08 AM
Hey, I'm new to Silent Hunter 4 and subsims in general. This is the first and only mod I have installed for SH4. Everything appears to have installed correctly, in that I can move around the interior and use the mouse to access all the different stations that were not available to click on in the vanilla game. However, after a while (especially after I go to the exterior view or the bridge), the game freezes for a second and the lighting suddenly becomes brighter. After this happens, I cannot change to the exterior (or interior) view without the game crashing to the desktop.
Anyone experienced this before?
Hi mate. On what supermod do you use the interiors? Not for vanilla!
Regards.
Fitzcarraldo :Kaleun_Salute:
DugLife
08-11-24, 11:07 AM
Hi mate. On what supermod do you use the interiors? Not for vanilla!
Regards.
Fitzcarraldo :Kaleun_Salute:
Oh, so a supermod HAS to be installed? I thought that might be the issue, but I did see someone in this thread suggest it worked with the base game. Guess that's not the case. Thanks for the insight!
Edit: Though while we're on the topic; which supermod would you suggest for beginners? As I said, I'm new to this genre, so I have been relying pretty heavily on assistance while attacking convoys (mostly the white X that shows up in the battle map after sending the information to the TDC).
fitzcarraldo
08-11-24, 11:27 AM
Oh, so a supermod HAS to be installed? I thought that might be the issue, but I did see someone in this thread suggest it worked with the base game. Guess that's not the case. Thanks for the insight!
Edit: Though while we're on the topic; which supermod would you suggest for beginners? As I said, I'm new to this genre, so I have been relying pretty heavily on assistance while attacking convoys (mostly the white X that shows up in the battle map after sending the information to the TDC).
If you want a relativelly easy gameplay, try GFO (Game Fixes Only mod). Also you can try FOTRSU. Not easy, but very playable. And in FOTRSU you can install the Interiors. Avoid TMO, a great supermod, but not for beginners. You need SH4 1.5.
And do not forget to apply 4Gb Patch or Large Adress Aware to your SH4.exe.
Good hunt!
Fitzcarraldo :salute:
Newinger
08-12-24, 10:46 AM
Oh, so a supermod HAS to be installed? I thought that might be the issue, but I did see someone in this thread suggest it worked with the base game. Guess that's not the case. Thanks for the insight!
Edit: Though while we're on the topic; which supermod would you suggest for beginners? As I said, I'm new to this genre, so I have been relying pretty heavily on assistance while attacking convoys (mostly the white X that shows up in the battle map after sending the information to the TDC).
I suggest FotRSU as well. Very comprehensive, stable, easy to install.
It even comes with some additional single missions which serve as additional tutorial.
Aktungbby
08-13-24, 10:12 AM
Newinger!:Kaleun_Salute:...back after a 4-year 'silent rum'!:up:
Aktungbby
08-13-24, 10:14 AM
DugLife!:Kaleun_Salute:
Newinger
08-17-24, 12:18 PM
Newinger!:Kaleun_Salute:...back after a 4-year 'silent rum'!:up:
:Kaleun_Cheers:
vickers03
09-06-24, 02:12 PM
some new stuff for the next update:
https://www.subsim.com/radioroom/downloads/gato_fwd_t_2vd.jpg
Fleetboat forward torpedo
https://www.subsim.com/radioroom/downloads/gato_fwd_t2_yvS.jpg
https://www.subsim.com/radioroom/downloads/gato_radio_room_RAo.jpg
Radio room
https://www.subsim.com/radioroom/downloads/gato_crew_mess_8Br.jpg
Crew's mess and galley
https://www.subsim.com/radioroom/downloads/gato_galley_GAJ.jpg
https://www.subsim.com/radioroom/downloads/gato_crew_quarters_GH7.jpg
Crew's quarters
https://www.subsim.com/radioroom/downloads/fleetboat_dishes_Y49.jpg
real coffee!
fitzcarraldo
09-06-24, 05:55 PM
:doh::doh::doh::doh::doh:
It seems I´m wanting this...
Awesome work Master Vickers.
Could I ask when you will publish it? :Kaleun_Salivating:
Many thanks! :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
propbeanie
09-07-24, 09:33 AM
https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=13569
Very very nice, vickers03!!! Looking forward to the release!
:heart_eyes:
viking-uboat
09-23-24, 03:54 PM
for me on the TMO version the s boat interior i only have visible crew in the control room while the other compartments are empty exept the one sailor on the typwriter
vickers03
09-24-24, 01:17 AM
for me on the TMO version the s boat interior i only have visible crew in the control room while the other compartments are empty exept the one sailor on the typwriter be sure to delete your User/Documents/SH4 folder before using this mod, start new career.
vickers03
09-27-24, 03:48 PM
https://www.subsim.com/radioroom/downloads/fm_engine_fb_9e3.jpg
https://www.subsim.com/radioroom/downloads/fm_engine_fb2_8M3.jpg
fleetboat FM engines under construction.
ReallyDedPoet
09-27-24, 05:44 PM
Great work here :yep::up:
fitzcarraldo
09-28-24, 11:28 AM
Can´t wait...:Kaleun_Salivating:
Many thanks for all the work, Master Vickers :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
vickers03
10-07-24, 05:13 PM
https://www.subsim.com/radioroom/downloads/fb_main_engine_1qg.jpg
https://www.subsim.com/radioroom/downloads/fb_main_engine2_4c7.jpg
this room will be very loud:arrgh!:
iambecomelife
10-07-24, 05:58 PM
https://www.subsim.com/radioroom/downloads/fb_main_engine_1qg.jpg
https://www.subsim.com/radioroom/downloads/fb_main_engine2_4c7.jpg
this room will be very loud:arrgh!:
Beautiful interior models - do you know how to add a sound effect for the interior using Silent 3d Editor? I tried to add an engine noise to a newly-modeled engine room and it didn't work.
vickers03
10-07-24, 06:05 PM
Beautiful interior models - do you know how to add a sound effect for the interior using Silent 3d Editor? I tried to add an engine noise to a newly-modeled engine room and it didn't work. in general it's easy but sometimes they just won't play.
there are some tricks, i'll pm you soon about this.
iambecomelife
10-07-24, 06:20 PM
in general it's easy but sometimes they just won't play.
there are some tricks, i'll pm you soon about this.
Thank you so much!
vickers03
11-19-24, 04:58 AM
https://www.subsim.com/radioroom/downloads/fb_eng_fwd_6cg.jpg
Forward Engine Room first look in S3D.
Check out the new realistic watertight doors:up:
Kpt. Lehmann
11-19-24, 12:32 PM
Looks great, Vickers03!
Except for the absence of a bacon dispenser.
All boats need bacon dispensers. :D
vickers03
11-19-24, 02:08 PM
Looks great, Vickers03!
Except for the absence of a bacon dispenser.
All boats need bacon dispensers. :D
lol, yes:yep: thanks
fitzcarraldo
11-19-24, 04:08 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
Looks awesome. Want this...
Many thanks Master Vickers. :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
Kal_Maximus_U669
11-19-24, 05:25 PM
Hey Master Vickers
..Meine besten Grüße..
Wieder einmal ein Hingucker...das verspricht...
Die Arbeit eines „Schweizer Uhrmachers“ ist absolut großartig..lol:sunny::sunny::sunny:
Once again it stings the eyes...it promises...
A "Swiss watchmaker" work is simply magnificent..lol:sunny::sunny::sunny:
vickers03
11-19-24, 05:44 PM
Hey Master Vickers
..Meine besten Grüße..
Wieder einmal ein Hingucker...das verspricht...
Die Arbeit eines „Schweizer Uhrmachers“ ist absolut großartig..lol:sunny::sunny::sunny:
Once again it stings the eyes...it promises...
A "Swiss watchmaker" work is simply magnificent..lol:sunny::sunny::sunny:
Dankeschön:D
Looks Fantastic, Can't wait for the update. When on a patrol without time acc you can make your rounds through the boat.
JeffG
vickers03
11-20-24, 03:30 PM
Looks Fantastic, Can't wait for the update. When on a patrol without time acc you can make your rounds through the boat.
JeffG that's the point:up:
If this updates needs support please let me know as I would help.
Jeffg
vickers03
11-21-24, 02:15 AM
If this updates needs support please let me know as I would help.
Jeffg
thanks i'll think about that. are you familiar with the silent editor?
No, I am not an artist or a modeler. My previous email meant that if you need a lot of cups of coffee, just let me know and how I can pay for that coffee and I’ll see what I can do.
Jeffg
vickers03
11-21-24, 09:46 AM
No, I am not an artist or a modeler. My previous email meant that if you need a lot of cups of coffee, just let me know and how I can pay for that coffee and I’ll see what I can do.
Jeffg
lol, thanks. no problem- i'm doing this just for fun:D
I just want to say that this is a great project you are doing. I love submarine history and being able to walk around in a S-boat or Fleet boat makes the simulation a lot more immersive. Keep up the great work you are doing.
JeffG:up:
vickers03
12-10-24, 03:43 PM
some shots of the lower decks:
https://www.subsim.com/radioroom/downloads/sh4img@2024-11-30_23.18.14_210_zyF.jpg
https://www.subsim.com/radioroom/downloads/sh4img@2024-12-10_21.27.40_369_PV5.jpg
Kal_Maximus_U669
12-10-24, 05:16 PM
Hey Master...:salute:
These interiors...It really sends :doh:
https://media1.tenor.com/m/_B5ybZZslp4AAAAd/guns-out-the-mask.gif
Tesla batteries can be ,?,,,:hmmm::har::har:
https://www.subsim.com/radioroom/downloads/sh4img@2024-12-10_21.27.40_369_PV5.jpg
https://i.redd.it/tfggckfklrk11.gif
vickers03
02-01-25, 08:13 AM
https://www.subsim.com/radioroom/downloads/fb_int_man_r_XUJ.jpg
Maneuvering Room WIP
https://www.subsim.com/radioroom/downloads/fb_int_aft_engb_kcd.jpg
nice view of both Aft Engine Room decks
propbeanie
02-04-25, 09:43 AM
Oooh-ooo-oooohhhh... [drool] :arrgh!:
Bubblehead1980
02-07-25, 06:52 PM
https://www.subsim.com/radioroom/downloads/fb_int_man_r_XUJ.jpg
Maneuvering Room WIP
https://www.subsim.com/radioroom/downloads/fb_int_aft_engb_kcd.jpg
nice view of both Aft Engine Room decks
Beautiful work.
I can't wait to get out on patrol in a fully rendered interior for the subs!
I am wondering if an animation of the levers (rhetostats)in the maneuvering room could be tied to the engine orders given by the players. So if order Ahead standard, the levers move. No big deal if can't, just an immersion thing.
Are the crew slots able to be coordinated where have compartments properly manned?
vickers03
02-08-25, 05:43 AM
I am wondering if an animation of the levers (rhetostats)in the maneuvering room could be tied to the engine orders given by the players. So if order Ahead standard, the levers move. No big deal if can't, just an immersion thing.
Are the crew slots able to be coordinated where have compartments properly manned?
i'm thinking about that too:hmmm: should be possible.. maybe at a later stage
when all rooms are finished:up:
vickers03
02-17-25, 01:08 PM
https://www.subsim.com/radioroom/downloads/sh4img@2025-02-17_13.13.10_983_7gL.jpg
https://www.subsim.com/radioroom/downloads/sh4img@2025-02-17_13.14.28_391_9zN.jpg
maneuvering room in-game first look
Kal_Maximus_U669
02-17-25, 03:05 PM
Hey Master..:salute:
A job that slaps you in the face..lol :/\\k:
https://media4.giphy.com/media/v1.Y2lkPTc5MGI3NjExMTViYnczZWJhMnB5YW1sc3V6b3RqaTM 1eDE3YmRlcnl0czhiNWFhNCZlcD12MV9pbnRlcm5hbF9naWZfY nlfaWQmY3Q9Zw/qWBiZXoC2NYju/giphy.gif
Bubblehead1980
02-17-25, 06:08 PM
https://www.subsim.com/radioroom/downloads/sh4img@2025-02-17_13.13.10_983_7gL.jpg
https://www.subsim.com/radioroom/downloads/sh4img@2025-02-17_13.14.28_391_9zN.jpg
maneuvering room in-game first look
Amazing work Vickers
Captain Wreckless
02-17-25, 07:57 PM
https://www.subsim.com/radioroom/downloads/sh4img@2025-02-17_13.13.10_983_7gL.jpg
https://www.subsim.com/radioroom/downloads/sh4img@2025-02-17_13.14.28_391_9zN.jpg
maneuvering room in-game first look
Awesome work! :Kaleun_Applaud:
propbeanie
02-18-25, 01:46 PM
...maneuvering room in-game first look
Fantastic! I love the lighting you have! :salute:
vickers03
03-01-25, 05:15 PM
https://www.subsim.com/radioroom/downloads/sh4_fifi_mm_rg_XBl.jpg
Motor Room WIP with four main motors and reduction gears
I can not wait till you get this great work out for us poor souls.
JeffG
Bubblehead1980
03-03-25, 12:13 AM
https://www.subsim.com/radioroom/downloads/sh4_fifi_mm_rg_XBl.jpg
Motor Room WIP with four main motors and reduction gears
The work is amazing. Seems we will be able to tour basically every compartment of the boats. Something we should have had all along, but thank you so much for this excellent work.
ReallyDedPoet
03-03-25, 08:57 AM
Nice work :yep:
Bubblehead1980
03-05-25, 02:17 AM
I figured out Shift+F2 activates internal free cam, so I was able to move into the conning tower. Problem is if I go to say sound or radar, when I hit F2 or shift F2 it takes me back to the control room, not in conning tower when I was. This is immersion killing and tedious, esp in middle of a battle.
Sargo Class 1941
KaleunMarco
03-05-25, 09:25 PM
I figured out Shift+F2 activates internal free cam, so I was able to move into the conning tower. Problem is if I go to say sound or radar, when I hit F2 or shift F2 it takes me back to the control room, not in conning tower when I was. This is immersion killing and tedious, esp in middle of a battle.
Sargo Class 1941
what does F9 do for you?
in my Cfg, F9 takes me to the conning tower.
vickers03
03-06-25, 03:02 AM
I figured out Shift+F2 activates internal free cam, so I was able to move into the conning tower. Problem is if I go to say sound or radar, when I hit F2 or shift F2 it takes me back to the control room, not in conning tower when I was. This is immersion killing and tedious, esp in middle of a battle. do you have a camera mod installed after my interiors for TMO, or changed anything?
i have no problems going up the conn with the standard interior cam (F2)
Kpt. Lehmann
03-06-25, 05:27 PM
Top shelf work, Vickers03!!! Just BEAUTIFUL stuff, shipmate!
Keep up the good work! :yeah:
Bubblehead1980
03-06-25, 10:56 PM
what does F9 do for you?
in my Cfg, F9 takes me to the conning tower.
When I have the interior mod, F9 just takes me back to the control room, not the conning tower, even if I was in the conning tower.
Bubblehead1980
03-06-25, 11:02 PM
do you have a camera mod installed after my interiors for TMO, or changed anything?
i have no problems going up the conn with the standard interior cam (F2)
Not that I can tell. I deactivated the interior mod, started career, just wrapped up a pre-war 1941 patrol June 3-July 1 1941. No issue.
Mods list below.
https://i.postimg.cc/8JSZbBZG/modslist55.png (https://postimg.cc/8JSZbBZG)
vickers03
03-07-25, 02:03 AM
Not that I can tell. I deactivated the interior mod, started career, just wrapped up a pre-war 1941 patrol June 3-July 1 1941. No issue.
Mods list below.
https://i.postimg.cc/8JSZbBZG/modslist55.png (https://postimg.cc/8JSZbBZG)
i think one of your mods changed the cameras, EarlyWarScopesV1 maybe:hmmm:
Bubblehead1980
03-07-25, 10:54 AM
i think one of your mods changed the cameras, EarlyWarScopesV1 maybe:hmmm:
Makes sense, was not aware it changes the internal camera, Ill check into it.
KaleunMarco
03-07-25, 11:19 PM
When I have the interior mod, F9 just takes me back to the control room, not the conning tower, even if I was in the conning tower.
try these in Commands.cfg
[Cmd10]
Name=Interior_fore_camera
Ctxt=1,12
MnID=0x3F020001
Key0=0x71,,"F2"
Page=0x33000000,3703
[Cmd13]
Name=Conning_tower_camera
Ctxt=1
Page=0x33000000,3715
Key0=0x78,,"F9"
GoBack=Interior_fore_camera
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