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vickers03
04-18-20, 03:01 AM
https://www.subsim.com/radioroom/downloads/sh4_oq_1_Cc1.jpg


update: 21.5.22
- TMO Radar fixed


update: 14.5.22
- TMO version released



TMO version:
https://www.subsim.com/radioroom/downloads.php?do=file&id=6130


FOTRSU version:
https://www.subsim.com/radioroom/downloads.php?do=file&id=5593



** be sure to delete your User/Documents/SH4 folder before using **
* start new career *



Performance

much better performance by simplifying models without losing quality.

New lighting system for brass and metal objects so they dont need a lightmap anymore and freeing up ressources.



Interior

- new effects library interior_damage.dat added.

- Broken glass effect restored
- Electrical fires leave burn marks
- Flooding visible to some extend
- Boats with bad or no air condition (Narwhal, SClass) will get condensed water everywhere when diving

- added real 3d pointers to depth gauges showing periscope depth, crash dive depth and official test depth of the actual boat.

- more clickable objects (Radar/Sonar, map table objects from original FOTRSU

- new full interior: SClass

Ship sunk count on Torpedo doors (SClass) or in the Wardroom (Fleetboats), check folder EXTRAS in SH4 main directory and activate with JSGME.



Main Features:
----------------

- Open hatch: conning tower, Officers quarters
(as for now, there is no shortcut to the conning tower, you have
to go up there manually)


- custom pictures: (just edit with free getpaint.net)
(see EXTRAS folder in SH4 main directory)


use my Battleflags (https://www.subsim.com/radioroom/downloads.php?do=file&id=5868) mod for the wardroom battleflags

Cpt.Room desk picture: CPT_PICTURE.dds
Cpt.Room name plate: LABEL_CPT.dds
CPO name plates: LABELS.dds, LABELS_OLD.dds
(see EXTRAS folder in SH4 main directory)

** be sure to delete your User/Documents/SH4 folder before using this mod**
* start new career *


https://www.subsim.com/radioroom/downloads/sh4_oq_2_8v0.jpg
https://www.subsim.com/radioroom/downloads/sh4_oq_2b_J86.jpg
https://www.subsim.com/radioroom/downloads/sh4_oq_4_8R0.jpg

Mad Mardigan
04-18-20, 03:37 AM
Just to be clear, your saying the plate for the Capt.'s quarters, changes to the name you go by when you start a career & are assigned to a Gato class sub...

If that is the case, then....

Sweeeeettttt.... :Kaleun_Thumbs_Up:

Will see of downloading & adding this to my SH4-UBM FotRS-U-EN mod line up... :Kaleun_Salute:



:Kaleun_Cheers:

Edit: Downloaded...

vickers03
04-18-20, 04:14 AM
Just to be clear, your saying the plate for the Capt.'s quarters, changes to the name you go by when you start a career & are assigned to a Gato class sub...no.. you have to edit the .dds texture manually

propbeanie
04-18-20, 08:56 AM
Ahr-teest! Ahr-teest! Bravo! Excellente! etc etc etc. Wow! and a drop-in for FotRSU! We will have to do a link for this in the FotRSU release thread, of course! :salute:

captainadccdacaptain
04-18-20, 09:17 AM
This is fantastic! Excellent work!

razark
04-18-20, 09:53 AM
*this first release is for FOTRSU 1004... only*

Sigh.
Now it looks like I might have to finally move on from my customized TMO install. (Learning a new control layout is going to be a pain...)





This is looking great! Thanks for putting in the effort!
:salute:

iambecomelife
04-18-20, 10:04 AM
Absolutely fantastic! I remember seeing a similar mod years ago that went dead; great to see this accomplishment!

fitzcarraldo
04-18-20, 10:24 AM
Years waiting this....Awesome! :Kaleun_Cheers:

Downloading now....

Many thanks for the great job and congrats, Vickers, old master! :Kaleun_Applaud:

Best regards.

Fitzcarraldo :Kaleun_Salute:

Mad Mardigan
04-18-20, 02:56 PM
no.. you have to edit the .dds texture manually

Ahh... ok, thanks for clarifying that... was thinking it was something that was auto done, but still... sweeettt... a nice lil' personal touch to see in game none the less...

:Kaleun_Thumbs_Up: :Kaleun_Applaud: :Kaleun_Cheers:

ETR3(SS)
04-18-20, 10:57 PM
This is absolutely fantastic, BZ!

Mad Mardigan
04-19-20, 06:03 PM
no.. you have to edit the .dds texture manually

Just to clarify, is that the .dds texture or is that meant to be the .dsd texture file.?

Looked for .dds & did not see any, yet noticed .dsd

Again, just wish to make sure am looking at the right file to look at modifying...


:Kaleun_Thumbs_Up:

Edit: After doing some more digging through the folders, found it... only question now is... what to use to edit the name plate..???

:k_confused:

ETR3(SS)
04-19-20, 06:13 PM
Just to clarify, is that the .dds texture or is that meant to be the .dsd texture file.?

Looked for .dds & did not see any, yet noticed .dsd

Again, just wish to make sure am looking at the right file to look at modifying...


:Kaleun_Thumbs_Up:

Edit: After doing some more digging through the folders, found it... only question now is... what to use to edit the name plate..???

:k_confused:Gimp.

vickers03
04-20-20, 01:00 PM
Balao added.

vickers03
04-22-20, 10:45 AM
https://www.subsim.com/radioroom/downloads/sh4_oq_salmon_Ap9.jpgSalmon added.

razark
04-22-20, 05:18 PM
*this first release is for FOTRSU 1004 and the GATO only*
Nice work. Still surprised to see this after all these years.


Are you planning on doing releases for TMO by any chance, or just FOTRSU?
And based on the name, do you plan on doing the S-boat, as well?

propbeanie
04-22-20, 07:45 PM
Nice work. Still surprised to see this after all these years.


Are you planning on doing releases for TMO by any chance, or just FOTRSU?
And based on the name, do you plan on doing the S-boat, as well?
shhh!!!! don't interrupt! He still has more subs to do for FotRSU!!!... :har:

vickers03
04-22-20, 10:27 PM
Are you planning on doing releases for TMO by any chance, or just FOTRSU?
And based on the name, do you plan on doing the S-boat, as well?
Yes, of course!

shhh!!!! don't interrupt! He still has more subs to do for FotRSU!!!...
Lol!

vickers03
04-23-20, 12:28 AM
Does anyone have performance problems with this mod?

propbeanie
04-23-20, 08:15 AM
I do see a rather large performance hit, though I still do not go below about 45fps on my destop, which is an nVidia 560Ti inside an old DuoCore E8350 quad-core with 8 gig of RAM. My thinking is that with the camera coming from the original CR "pivot point", that a person down by the officer's kitchen is thrown about from floot to ceiling, but I don't know if that affects the lower end of the fps or not. I think it does rather well, for all of the info you've had to add. Is it possible to add like a "NSS_Gato_FR" folder and set of files instead of attaching it to the CR files? Or does that ruin the open hatch? My guess is that the game does not have an "attachment" point for inside the sub, if done separately? :salute:

fitzcarraldo
04-23-20, 08:34 AM
I do see a rather large performance hit, though I still do not go below about 45fps on my destop, which is an nVidia 560Ti inside an old DuoCore E8350 quad-core with 8 gig of RAM. My thinking is that with the camera coming from the original CR "pivot point", that a person down by the officer's kitchen is thrown about from floot to ceiling, but I don't know if that affects the lower end of the fps or not. I think it does rather well, for all of the info you've had to add. Is it possible to add like a "NSS_Gato_FR" folder and set of files instead of attaching it to the CR files? Or does that ruin the open hatch? My guess is that the game does not have an "attachment" point for inside the sub, if done separately? :salute:

I have 30 FPS fixed via Nvidia Inspector and no change in FPS with the interiors. Mi PC is powerful but not a top notch.

Regards.

Fitzcarraldo :salute:

Bilge_Rat
04-23-20, 09:18 AM
beautiful!

nice to see you are still working on SH4 Vickers!

vickers03
04-23-20, 11:59 AM
Is it possible to add like a "NSS_Gato_FR" folder and set of files instead of attaching it to the CR files? Or does that ruin the open hatch? My guess is that the game does not have an "attachment" point for inside the sub, if done separately?that is not possible with open hatch as far as i know..


beautiful!

nice to see you are still working on SH4 Vickers! :Kaleun_Salute:

razark
04-23-20, 03:45 PM
Yes, of course!
Wait, which question was the yes to?
:06:

Jeff-Groves
04-23-20, 04:33 PM
You can not do an open hatch type mod with out building everything in to a complete model.

When you go into the Subs? There is no outside so to speak.
It's a completely different rendered environment with no connection to the World in Game.

Mad Mardigan
04-23-20, 04:49 PM
Wait, which question was the yes to?
:06:



Razark,

Am guessing here, that it was a yes to the s boat class... :Kaleun_Wink:

Of course, this is just a guess... but am going with an educated guess, nonetheless...

:Kaleun_Cheers:

:Kaleun_Salute:

propbeanie
04-23-20, 05:40 PM
You can not do an open hatch type mod with out building everything in to a complete model.

When you go into the Subs? There is no outside so to speak.
It's a completely different rendered environment with no connection to the World in Game.
Is it possible to have an "invisible" barrier, like the FotRSU closed hatch, but make it look like the "hook" in the hallway, a static image, as you go into the left-righ right angle turns? From the Control Room, you don't see anything down the hallway beyond the bend, but once you "cross-over" to the other side of the artwork, then you are in Officer's Country in the main hallway, and when you look behind, instead of a hatch, you are seeing a static image of the bend in the hallway? Somewhat similar to crossing through the "hatches" in FotRSU without vickers03 mod? It looks like an open hallway, in other words, but it isn't?... But still, can another camera be put in there, centered on the Captain's Room or similar, close to the center of area? :salute:

Jeff-Groves
04-23-20, 06:57 PM
Off the top of my head with years of experience behind me?
I'd say no.
The question has raised an interesting idea though.
:hmmm:

XenonSurf
04-23-20, 11:42 PM
These interiors look really gorgious, superb :yeah:


Speaking about interiors, I know other mods like TMO / OTF that have added a radio room and many clickable items in the sub interior like maps, captain's log, id-book, attack map, crew management etc. and formost: you being able to walk inside the boat with cursor keys.
Are there already compatible mods which do this for FOTRS / FOTRSU ? I ask this considering that your new interiors will work for FOTRSU (reading the last entries here) and I guess you will add such clickable items in the rooms.


Thanks!
:Kaleun_Cheers:XS

vickers03
04-24-20, 01:13 AM
Wait, which question was the yes to?
:06:
both!


Are there already compatible mods which do this for FOTRS / FOTRSU ? I ask this considering that your new interiors will work for FOTRSU (reading the last entries here) and I guess you will add such clickable items in the rooms.
FOTRSU interiors are nearly the same as the TMO ones.

razark
04-24-20, 05:54 AM
both!
Awesome!

XenonSurf
04-27-20, 04:12 AM
Does anyone have performance problems with this mod?


Without your mod, my GPU load (GTX 1660 6GB VRAM) is around 40%, with your mod it raises to 50-70, FPS is not a problem, I have a cap of 300 for this game, it averages 60+ while in the sub.



The real problem is I get a lot of tearing when moving the view with the mouse (which I don't get without your mod). I suspect the open hatches are the reason for this.
[EDIT]
Turning Vsynch ON will resolve this.



Reference:
Insertion_Training mission, Gato Class; MSIAfterburner stats.
In my grafic settings, I play with 1920x1080 @60Hz, I have all maxed-out, VSynch ON will avoid screen tearing when moving mouse.




XS

vickers03
04-27-20, 07:04 AM
thanks for your report, sounds good:yeah:

fitzcarraldo
04-27-20, 10:57 AM
Without your mod, my GPU load (GTX 1660 6GB VRAM) is around 40%, with your mod it raises to 50-70, FPS is not a problem, I have a cap of 300 for this game, it averages 60+ while in the sub.



The real problem is I get a lot of tearing when moving the view with the mouse (which I don't get without your mod). I suspect the open hatches are the reason for this.
[EDIT]
Turning Vsynch ON will resolve this.



Reference:
Insertion_Training mission, Gato Class; MSIAfterburner stats.
In my grafic settings, I play with 1920x1080 @60Hz, I have all maxed-out, VSynch ON will avoid screen tearing when moving mouse.




XS

I use via Nvidia Inspector 30 FPS fixed with 1/2 refresh at 60 Hz. All OK, no stuttering.

Fitzcarraldo :salute:

XenonSurf
04-27-20, 11:14 AM
I use via Nvidia Inspector 30 FPS fixed with 1/2 refresh at 60 Hz. All OK, no stuttering.

Fitzcarraldo :salute:


Hello Fitzcarraldo, nice to hear from you :)
I will try to further reduce my FPS cap (in fact it raises like crazy when in the menus, nothing to do with this mod). I also like NV Inspector, it's much more flexible for the settings indeed.


Thanks and best greetings!
:Kaleun_Salute:XS

Kal_Maximus_U669
04-27-20, 03:46 PM
for my part I confirm the saying "XenonSurf" all works for the moment when has mister "vickers03"
I congratulate you for this taff is encourage you for the rest of the full interior for all models with functionality would be really a plus but hey I am aware of the work that this represents we would need 20 Mr "vickers03"

:Kaleun_Cheers::Kaleun_Cheers:

Mad Mardigan
04-27-20, 04:08 PM
@vickers03

Got a question, for you..

As it relates to the Salmon class, would the addition of it into the mod & having been fixed... affect the Sargo class, as well that you know of.?

Reason asked, is.. I added the mod in with FotRS-U-EN v1.004.a mega, started a career off right after PH attack, am stationed out of Manilla in a Sargo class boat & when I free roam from the F2 control room area into the area you used to be able to, after left clicking on the door there, to get to the radio man/Capt.'s quarters, now shows up as in the picture you posted of what that area would look like now, with the mod added in.

Is confusing to say the least, since the Sargo class subs, are not listed along with the 3 that are shown in your initial post (post #1)

As I recall, the Salmon & Sargo, did share similarities, as well as some differences, to boot.. and if this is the case with the files in game for them, it is possible that there was a side effect of the Sargo's taking on the Salmon's mod changes... inadvertantly, just a guess here, only. Just wanted to bring this up, to let you be aware that I have experienced this with the mod.

ps

1 other thing of note.. with the sub I am in that I mentioned already, have noted with being in the lower control room area, before hand, was able to click at the hatch area, leading into the upper control room (area where the attack scope & the sonar *-maybe hydrophone station -* is.. ) but now... that is not possible, to go to that area now, have to free roam the cam to go to that station area & the F9 key, also doesn't work to go there, either.

Don't know if you can or not, still click on the hatch area to go up to the bridge station or not from the upper control room... will check that out & report back on that when I get the 1st opportunity to do so...

Other than these issues I've noted, great mod & appreciate the work put into it...

:Kaleun_Salute:

Kpt. Lehmann
04-27-20, 06:25 PM
Nice work, vickers03! :yeah:

vickers03
04-28-20, 01:18 AM
for my part I confirm the saying "XenonSurf" all works for the moment when has mister "vickers03"
I congratulate you for this taff is encourage you for the rest of the full interior for all models with functionality would be really a plus but hey I am aware of the work that this represents we would need 20 Mr "vickers03"thanks and lol!:haha:


Got a question, for you..

As it relates to the Salmon class, would the addition of it into the mod & having been fixed... affect the Sargo class, as well that you know of.?yes, they share the same room, they will get their own design in the future.
1 other thing of note.. with the sub I am in that I mentioned already, have noted with being in the lower control room area, before hand, was able to click at the hatch area, leading into the upper control roomi think there can be done something with different camera positions..


Nice work, vickers03! :yeah:
thanks..and many thanks for GWX by the way! still awesome.

Mad Mardigan
04-28-20, 02:24 AM
thanks and lol!:haha:


yes, they share the same room, they will get their own design in the future.

Ok, good to know, will keep a weather eye on the horizon for the updates...

i think there can be done something with different camera positions..

Will look forward to that, as well...

thanks..and many thanks for GWX by the way! still awesome.

Ok, with regards to 'if you can or not, still click on the hatch area to go up to the bridge station or not from the upper control room...'

I went back in & checked... and yes, after having to cam free roam from the lower control room to the upper control room, was able to click on the hatch area leading to the bridge section & was able to do so.

So that works...

Again, thanks for the work you do & the mod, much appreciated vickers03

:Kaleun_Cheers:

:Kaleun_Salute:

vickers03
04-28-20, 05:35 AM
Porpoise added.

XenonSurf
04-28-20, 02:53 PM
Porpoise added.


Vicker, your working speed and ability is as crazy good as your pictures :up:
Thanks very much!


Best greetings,
:Kaleun_Thumbs_Up:XS

XenonSurf
04-28-20, 03:24 PM
To add to my above report about performance with these additional rooms and open hatches, I have consulted various good links about how and when to cap FPS, and wether to use VSynch=ON in the game settings, this also to run at best the FOtRSU mod package. Here my conclusions:

a)
Set Vsynch=ON in the game.

If you have a 60 Hz monitor you will get 60 FPS with a larger frame delay and latency, but the good is: With any reasonable GPU the FPS will not drop much for you to see a real difference, and you will get rid of screen tearing and input lags. Also good is that your GPU load will be reduced compared to illimited FPS and Vsynch OFF.

b)
Set Vynch=OFF in the game, but...

First run the game with a tool that tells you the FPS onscreen. If you see a very large number like 500+ FPS while in your sub and moving, then you can safely set a framecap of 2x your monitor refresh rate, say 120 if you have a 60 Hz monitor. With that, if you don't get tearing or imput lag, great :) Very good is: Even if the FPS drop during game, you will never see or notice this at such high FPS.
From there, measure your GPU load, if it's just below 50% with a good GPU you are just fine, if it's around 20-30% you can raise the cap, the more FPS the better until you get around 40%-60% load and your GPU temperature doesn't get too high.

If instead you get tearing after capping your FPS at 2x your monitor Hz, then you need to raise the cap until it goes away while still not exceeding 50-60% GPU load. With a lower card this may not be possible, so better go with a) and set Vsynch=ON, also if your GPU load is around 70-80+% which is not necessary for this older game.


I hope this little excursion in the FPS world helps!


XS

propbeanie
04-28-20, 03:28 PM
For a quick look in-game, use <Ctrl><F8> to get a frame rate displayed near the top-center of the screen. It tries to do "real-time", and therefore will lead to an almost unreadable numbering though. As far as I know, it does not have a "hold" for lowest or highest, much less an average... But it can give you a rough idea. :salute:

Treetop64
04-29-20, 10:16 AM
This is brilliant!

I don't suppose, however, there will be a version for RFB? Downloading anyway, but just wondering.

Thanks!


:Kaleun_Thumbs_Up:

vickers03
04-29-20, 02:09 PM
This is brilliant!

I don't suppose, however, there will be a version for RFB? Downloading anyway, but just wondering.

Thanks!


:Kaleun_Thumbs_Up:
maybe!

Mad Mardigan
04-29-20, 04:28 PM
Quick question....

With the updated mod, what's the prescribed install orders... as there is no read me included.

Currently, I have the 1 released before the latest release & am out of the barn on patrol...

with that, is this safe to install on the fly or do I need to wait until I get back to the barn... or at worst, dump career & fire a fresh bullet aka career.???

Awaiting orders...

:Kaleun_Salute:

XenonSurf
04-29-20, 07:25 PM
Quick question....

With the updated mod, what's the prescribed install orders... as there is no read me included.

Currently, I have the 1 released before the latest release & am out of the barn on patrol...

with that, is this safe to install on the fly or do I need to wait until I get back to the barn... or at worst, dump career & fire a fresh bullet aka career.???

Awaiting orders...

:Kaleun_Salute:


I have this over the SH4 1.5 game and it works fine:


Generic Mod Enabler - v2.6.0.157
[C:\Games\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.004.a_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU1.004.a



XS

vickers03
04-30-20, 12:11 AM
Quick question....

With the updated mod, what's the prescribed install orders... as there is no read me included.

Currently, I have the 1 released before the latest release & am out of the barn on patrol...

with that, is this safe to install on the fly or do I need to wait until I get back to the barn... or at worst, dump career & fire a fresh bullet aka career.???

Awaiting orders...

:Kaleun_Salute:

Should work anytime

Mad Mardigan
04-30-20, 01:23 AM
Should work anytime

Ok, what I needed to know... have it d/l'ed & unpacked, will remove the other mod, after backing it out via JSGME, drop the new mod back in & install then.

Thanks for the quick response back.

Thanks vickers03 :Kaleun_Salute:

vickers03
04-30-20, 04:54 AM
Sargo added.


Wardroom music is changed - you now have full control over
your gramophone music with the wardroom soundsystem:


https://www.subsim.com/radioroom/downloads/sh4_oq_wdmc_4E3.jpg

i tried to add a 3d radio too but i can't find the commands to control it. Must be hardcoded:hmmm:

fitzcarraldo
04-30-20, 06:45 AM
This is brilliant!

I don't suppose, however, there will be a version for RFB? Downloading anyway, but just wondering.

Thanks!


:Kaleun_Thumbs_Up:

I didn't try if it works with Vickers Interiors. RFB has the Vickers interiors for Gatos and Balaos. Try it....

Regards.

Fitzcarraldo :salute:

XenonSurf
04-30-20, 09:22 AM
I would like to slightly increase all camera speeds when using cursor keys. There is a mod which does that by modifying the camera.dat file but it's most likely not compatible with your work here.

Problem is also that its a binary file which cannot simply be edited manually.
Is there any solution?


Thanks!
XS

vickers03
04-30-20, 09:55 AM
Problem is also that its a binary file which cannot simply be edited manually.
Is there any solution?
you can edit the cameras.dat with silent editor.

XenonSurf
04-30-20, 10:17 AM
you can edit the cameras.dat with silent editor.


Ah, that's good news, thank you, and sorry to interrupt you :haha:


Cheers,
XS

ArditoCorsaro
05-03-20, 12:01 PM
I have a ctd everytime I start a mission with a balao or salmon/sargo class. Just when the mission start as I push a button, whatever, it ctd to desktop. I guess it s some problem with the options, I have an integrated video card, on an Asus laptop with 8 gb of ram, I used the laa tool and disabled vys. I donno why it do it. Seems only the Gato work and the s class

propbeanie
05-03-20, 12:07 PM
ArditoCorsaro, what cpu is in your computer, or the computer model, and which version of Windows do you have - and is it a 64-bit or 32-bit version of Windows? They do work fine in my newer Win10x64 laptop with a Core i5 processor and onboard Intel graphics. :salute:

ArditoCorsaro
05-03-20, 12:13 PM
It's an Intel dual core, of 5 or 6 years ago, with it I play also the newest total war games with no problem but with the graphic options medium, the dials are white too when the boat ctd. Windows 8 64 bit. I never had problems with sh4 and his mods that s the first time. Maybe must try to low the graphic options?, at first I tough it could be the ruim uniform mod, but also disabling it and putting the compatibility options to win 8, the balao work, but the salmon sargo still to ctd with white dials

Edit when it ctd it was ever in single missions

propbeanie
05-03-20, 12:31 PM
I wonder if your computer has a setting for the "shared" RAM for the video card, to where you can direct more resource to the video display?... I'll try to get my Win8 laptop to fire up later today (its battery will no longer take a charge), and see what I can find in that. On this Win10 laptop, it shows an Intel HD Graphics 620 with 4035mb of shared RAM, with 4163mb available. I do not see anywhere in this to adjust those figures though. With one of my older Intel laptops (P4??), there was a little applet in Windows to adjust that figure for shared RAM, which helped immensely in it being able to run certain programs. :salute:

ArditoCorsaro
05-03-20, 12:37 PM
Yes but not with all games. I should go in the bios for that. BTW My battery too is burned. BTW I used the lag tool of fotrsu and seem to work. Maybe it was that. Also with ruim work. It seems but the sub s dials are ****ed up, all black, in the control room. Damn ahaha seems whenever I close a flooding there s another ready to arrive
I was not using well the fotrsu tools, since my English is not perfect sometime I don't understand the mod s thread completely

propbeanie
05-03-20, 12:52 PM
The dials doing 12 O'Clock High, or going all white or all black can be a sign of insufficient memory. While the anti-lag can cap the refresh rate and hence the fps, FotRSU also defaults to having the "V-Sync" enabled. Technically, those two should not be used together. The display might be "thrashing" from that, basically eating the video stream bandwidth. Try disabling one or the other of those.

I opened the old battery for the old laptop the other day, thinking that I could get the numbers off of the four cells used in it, and order new cells from a parts store to rebuild the set. However, even the cells are no longer manufactured... sigh. So I am now like Doctor Frankenstein, going about to and fro, looking for "dead" laptops to steal their battery parts from to rebuild my "monster" with (it is already cobbled together with parts from 3 laptops)... :O: - that way, I wouldn't have to give my wife this laptop anytime she walks in the door :har: :salute:

ArditoCorsaro
05-03-20, 01:02 PM
It seems that if I disable volumetric fog and other options it work, but the Gato had black dials, so I re enabled them and work like early, with the interior s mod ctd. I guess I must try to work with the options...

vickers03
05-03-20, 01:40 PM
i play on an old win8 laptop too but with ati graphics and don't have any problems. you need to have textures hi-res enabled ingame.

peterthegreeksailor
05-04-20, 06:16 PM
Does anyone have performance problems with this mod?

First of all very beautiful mod gives a really ''cozy'' feeling to the ''cold'' SH4!!:Kaleun_Salute::Kaleun_Cheers:
Now to the performance for me, I saw a very big fps drop like from constant 60 to 11 when I'm looking to the modded areas I suspect it's probably the mods I have with it.

vickers03
05-05-20, 04:35 AM
Now to the performance for me, I saw a very big fps drop like from constant 60 to 11 when I'm looking to the modded areas I suspect it's probably the mods I have with it.
i have this fps drop on my laptop too, desktop no probs..must be the graphics adapter.

peterthegreeksailor
05-05-20, 05:27 AM
i have this fps drop on my laptop too, desktop no probs..must be the graphics adapter.

Yeah I forgot to mention that I use a laptop! I believe I can survive with the fps drop, either way, a very nice mod :Kaleun_Salute:

XenonSurf
05-05-20, 11:40 AM
First of all very beautiful mod gives a really ''cozy'' feeling to the ''cold'' SH4!!:Kaleun_Salute::Kaleun_Cheers:
Now to the performance for me, I saw a very big fps drop like from constant 60 to 11 when I'm looking to the modded areas I suspect it's probably the mods I have with it.


Hi Peter,

you may want to give a look at page 3 of this thread, post #42, I have especially done this system for playing this mod optimally. I hope it helps you, it should also work fine for laptops.

If you have a GPU card on the low side it's best to simply switch on Vsynch in the SH4 game grafic options, you will then have FPS in sync with your monitor, although it may drop during game.



Greetings,
:Kaleun_Cheers:XS

peterthegreeksailor
05-05-20, 11:43 PM
Hi Peter,

you may want to give a look at page 3 of this thread, post #42, I have especially done this system for playing this mod optimally. I hope it helps you, it should also work fine for laptops.

If you have a GPU card on the low side it's best to simply switch on Vsynch in the SH4 game grafic options, you will then have FPS in sync with your monitor, although it may drop during game.



Greetings,
:Kaleun_Cheers:XS

Hi Xenon
I have a Ryzen 7 with 8 cores 8GB Ram and 4GB VRam so not the best but also not the worst. I have tried the vsync on and off the same result 11fps when i turn to the modded areas i even tried to work a solution through radeon settings nothing happened the same results, i will agree with vickers that it must be something to do with Laptop graphics adapter! The only positive is that it doesn't render the whole game unplayable so i will try to find a solution or a fix!
Greetings
:Kaleun_Salute: peter

XenonSurf
05-06-20, 09:03 AM
Hi Xenon
I have a Ryzen 7 with 8 cores 8GB Ram and 4GB VRam so not the best but also not the worst. I have tried the vsync on and off the same result 11fps when i turn to the modded areas i even tried to work a solution through radeon settings nothing happened the same results, i will agree with vickers that it must be something to do with Laptop graphics adapter! The only positive is that it doesn't render the whole game unplayable so i will try to find a solution or a fix!
Greetings
:Kaleun_Salute: peter


With laptops, it's important to ensure that your game starts with your main grafic card and not with Intel Grafics which are there for power saving. You must swtich on 'Highest Performance' in the Energy Options of your laptop, and if you run Win10, right-click on the game icon and chose to start game with your main grafic card.


A good tool to do my procedure at post #42 is to use RadeonPro (because you have an AMD card) where you can display GPU load, GpU temp, FPS during game and also set a framecap which you need to do if you turn Vsynch=off which is the default in SH4.


Tell me if you need further help,
XS

ArditoCorsaro
05-08-20, 03:19 PM
Updates: NOW IT S WORKING FINE! IT WAS THE LAA. LEAVING THE LAA THAT SOMETIME DISMOUNT AUTOMATICALLY FROM MY GAME. USING THE OLD 4GB PATCH IT S ALL WORKING FINE WITH ALL THE GRAPHIC OPTIONS ON, ONLY THE SALMON AND SARGO CLASSES LAG A LITTLE BIT TOO BUT THEY WORK. I TRIED ALL THE BOAT CLASSES AND THEY WORK. Thanks for the support guys 🙂

fitzcarraldo
05-08-20, 05:36 PM
Updates: NOW IT S WORKING FINE! IT WAS THE LAA. LEAVING THE LAA THAT SOMETIME DISMOUNT AUTOMATICALLY FROM MY GAME. USING THE OLD 4GB PATCH IT S ALL WORKING FINE WITH ALL THE GRAPHIC OPTIONS ON, ONLY THE SALMON AND SARGO CLASSES LAG A LITTLE BIT TOO BUT THEY WORK. I TRIED ALL THE BOAT CLASSES AND THEY WORK. Thanks for the support guys ��

Bad news for the IJN...:Kaleun_Party::Kaleun_Party::Kaleun_Party:

Regards.

Fitzcarraldo :Kaleun_Salute:

ArditoCorsaro
05-08-20, 05:49 PM
Yeah, the corsair of the pacific is coming back. I have only 1 problem: my screenshots are all corrupted by sometime, I have also reinstalled the game many times. But they still to be corrupted.

iambecomelife
05-08-20, 06:52 PM
Yeah, the corsair of the pacific is coming back. I have only 1 problem: my screenshots are all corrupted by sometime, I have also reinstalled the game many times. But they still to be corrupted.


Have you tried downloading FRAPS instead of using the ingame screenshot function? I find FRAPS works fine.

Canonicus
05-12-20, 11:15 AM
After reading the various user experiences with this mod I would have to say that the performance hit ( i get a steady 75fps until i pan the interior cam to the new textures and it drop to about 42 fps with some stuttering) Is not a hardware issue. It's lots more info for any system to deal with.

vickers03
05-12-20, 11:48 AM
After reading the various user experiences with this mod I would have to say that the performance hit ( i get a steady 75fps until i pan the interior cam to the new textures and it drop to about 42 fps with some stuttering) Is not a hardware issue. It's lots more info for any system to deal with.
it's mainly the engine that can't handle that much information very well, it's
not optimized for more than one room at once.
however, with my main system, i7 with Ati RX480 i get ~55fps in the modded area..but maybe i'm overlooking something what i can optimize
in the new room:06:

propbeanie
05-12-20, 12:49 PM
... besides the fact that the game was designed to run at 30fps... I do see a performance "hit", but I have never gone below 42fps with the mod, even when it was busy outside the boat, and I've got an old Core 2 Duo quad-core with 8gig of ram with an old 560Ti with what? 512k of RAM?? I don't know if it impacts the game when not viewing the interior, but I have not noticed any difference, though I do know of at least two people that do experience issues on their computers when it is loaded, but those problems might be from something else, like the base FotRSU mod, or their computers... :salute:

Jeffg
05-12-20, 04:09 PM
I don't mind a performance hit as its not too bad. When you are in the cruise mode and you are in the wardroom and reading Battle Surface it just makes life great. When you have to stay home and have time to make the long journey to the patrol zone.

JeffG

XenonSurf
05-12-20, 09:07 PM
... besides the fact that the game was designed to run at 30fps... I do see a performance "hit", but I have never gone below 42fps with the mod, even when it was busy outside the boat, and I've got an old Core 2 Duo quad-core with 8gig of ram with an old 560Ti with what? 512k of RAM?? I don't know if it impacts the game when not viewing the interior, but I have not noticed any difference, though I do know of at least two people that do experience issues on their computers when it is loaded, but those problems might be from something else, like the base FotRSU mod, or their computers... :salute:


Currently running at 60 fps constant (Vsynch=ON), and until now FOTRSU doesn't mess-up the day/night cycle. I use TC x2048 between Pearl Harbour and Marshall Islands to speed up with no units or whatever in-sight. When I did play TMO+OTF, at some point day/night got messed-up in that the 'red light' in the sub got only turned off at 10.30 AM, and the 3D-world showed the sun rise which must be wrong, so I guess that the 60 fps had a bad influence. Up to now, I didn't see that in FOTRSU.


XS

vickers03
05-18-20, 08:31 AM
update 18.5.20 - Gar, Tench added, updated for FOTRSU 1.1


s-boat under construction

https://www.subsim.com/radioroom/downloads/sh4_sclassoqb_HIH.jpg

fitzcarraldo
05-18-20, 10:49 AM
Many thanks Vickers! Awesome.

Best regards.

Fitzcarraldo :salute:

XenonSurf
05-18-20, 11:42 AM
update 18.5.20 - Gar, Tench added, updated for FOTRSU 1.1


s-boat under construction


(picture above)





WOW, I never hoped to see this transition at work, superb, amazing, thanks for sharing :up:


XS

ArditoCorsaro
05-18-20, 04:29 PM
Vickers, I had to eliminate the s boat folder in the zip file, since when I mount the mod, the s class control room is messed up. Maybe because it is not finished I guess. I m writing here in case you know something more.

vickers03
05-18-20, 06:30 PM
Vickers, I had to eliminate the s boat folder in the zip file, since when I mount the mod, the s class control room is messed up. Maybe because it is not finished I guess. I m writing here in case you know something more.
thanks for the tip, didn't know i left it in there:doh:

link fixed

4H_Ccrashh
05-26-20, 12:47 PM
This mod is great. Only thing I noticed is previously the F9 key took me to the conning tower, now it takes me to the control room. IS the keystroke changed for the conning tower?


EDIT : ok figured it out.. it was me.. With the interior mod and open hatches the conning tower and control room are now one large contiguous room. Wherever I am in either space when I leave ,(like go to the bridge) when I hit F2 it takes me back to the spot I was in the control room / conning tower that I left from.

4H_Ccrashh
05-26-20, 01:35 PM
I'm trying to change the name on the Skipper's cabin to mine. I edit the .dds file but when I save it, it has not changed in the game.

There are many formats of .dds to choose from. Which one is correct? I'm using the free paint.net. I can tell the file won't work when I compare the file size of the one I'm working on the the original I saved the file size changes.

Same issue trying to put my wife's picture on the Captain's desk.

Full admit here,, I'm not an editing genius. I thought open the image ,, edit and save as .dds would be as easy as it sounds.

Mad Mardigan
05-26-20, 05:22 PM
I'm trying to change the name on the Skipper's cabin to mine. I edit the .dds file but when I save it, it has not changed in the game.

There are many formats of .dds to choose from. Which one is correct? I'm using the free paint.net. I can tell the file won't work when I compare the file size of the one I'm working on the the original I saved the file size changes.

Same issue trying to put my wife's picture on the Captain's desk.

Full admit here,, I'm not an editing genius. I thought open the image ,, edit and save as .dds would be as easy as it sounds.

Like you, I too, must confess... am not exactly well versed in editing either.

To be quite frank about it, am like a hand with all thumbs when it comes to it... some editing I do, is just following by rote what some one else has laid out in mapping what to do exactly & diagrams it out with pics to boot. :doh: :o :haha:

That aside, I did ask about what to use to do editing to the correct .dds file to be tinkering about with, and was told that gimp was the tool to use to do so with.

4H_Ccrashh
05-26-20, 05:47 PM
I have Gimp.. Not much experience with it.

I tried Gimp after reading your post and have the same issue.. When I try to save as .dds the list of .dds formats to save is as long as my arm.. None of them save the file as the same size..

An immediate flag that it "ain't gonna work"

I still tried them after each attempt to save... no joy..

Somebody must have figured this out.

On the plus side... Gives me an excuse to hide in the "Doghouse" (my office) and drink beer.

vickers03
05-27-20, 04:52 AM
I have Gimp.. Not much experience with it.

I tried Gimp after reading your post and have the same issue.. When I try to save as .dds the list of .dds formats to save is as long as my arm.. None of them save the file as the same size..

An immediate flag that it "ain't gonna work"

I still tried them after each attempt to save... no joy..

Somebody must have figured this out.

On the plus side... Gives me an excuse to hide in the "Doghouse" (my office) and drink beer. sorry, it's a little confusing: you can use paint.net, it's easier,
save in DDS format DXT1.

make sure you edit: (in Silent Hunter 4 main directory OR disable mod, edit in MODS directory, enable)
data/textures/TNormal/tex/LABEL_CPT.dds
and:
data/textures/TNormal/tex/LABEL_CPT2.dds

for the desk pic:
data/textures/TNormal/tex/CPT_PICTURE.dds

Mad Mardigan
05-27-20, 11:24 AM
sorry, it's a little confusing: you can use paint.net, it's easier,
save in DDS format DXT1.

make sure you edit: (in Silent Hunter 4 main directory OR disable mod, edit in MODS directory, enable)
data/textures/TNormal/tex/LABEL_CPT.dds
and:
data/textures/TNormal/tex/LABEL_CPT2.dds

for the desk pic:
data/textures/TNormal/tex/CPT_PICTURE.dds

Got rid of Gimp.. and grabbed paint.net & glad I did. It only took me a minute or 2, to get accustomed to it & once I did, was finally able to edit it to what I wanted.. My Captain's moniker hanging by the Capt. Cabin... :D

Got an edit tool to work with & some more knowledge stuffed into the ol' melon... who says ya can't teach an ol' seadawg new tricks... :haha: :har:

Any way... heading back out on patrol with My shingle thrown up by My quarters on board My boat :Kaleun_Salute:

May you have fair winds, smooth seas & a plentiful target rich patrol area.

Mad Mardigan

:Kaleun_Salute:


P.s. My skippers moniker is J. T. MARDIGAN, C.O., I'll also go by J. T. Kirk as well, sometimes... yeah, I'm a Trek head :D In the words of Spock.. Live long & prosper.

vickers03
05-28-20, 01:24 AM
Got rid of Gimp.. and grabbed paint.net & glad I did. It only took me a minute or 2, to get accustomed to it & once I did, was finally able to edit it to what I wanted.. My Captain's moniker hanging by the Capt. Cabin... :Dglad to hear it worked:up:

Mad Mardigan
05-30-20, 03:10 PM
glad to hear it worked:up:

Yeah, took a screenshot of it, just to showcase My end results effort. Feel I started just a tad bit off, (just a bit more off to the right, than I needed to start when I edited the name plate... but other than that, looks dang good ) at least to Me any ways.. other than that, I feel its right on the height wise aspect.

J. T. Mardigan name plate
https://snipboard.io/78pM5J.jpg

Now that I know what to do, may go back & do another 1 with My other moniker I will sometimes use... J. T. Kirk :D

Thanks a bunch for the advice of using that other .dds editing tool, vickers03 that helped immensely, it's NOW a permanent part of My arsenal, should I need to use it again any time in the future. :yeah:

Mad Mardigan

:Kaleun_Salute:

fitzcarraldo
05-30-20, 04:04 PM
Please, could tell me what is the font used in the name plate? I want to immortalize for the ages the commander of my honourable boat (me).

Many thanks!

Fitzcarraldo :salute:

Mad Mardigan
05-30-20, 04:18 PM
Please, could tell me what is the font used in the name plate? I want to immortalize for the ages the commander of my honourable boat (me).

Many thanks!

Fitzcarraldo :salute:

Calibri, best guess I believe.. :hmmm:

I did a wipe out of the original lettering to begin with using the paintbrush & black to edit out them, being extremely careful to avoid the screws then went to the text option on the left side of the screen in freepaint, selected white for color & believe as I mentioned the font Calibri. Hope this helps... :yep: of course you could just change the font style until you find the right 1, if it is NOT indeed Calibri.

I strongly recommend the freepaint app/program... link provided:

https://www.getpaint.net

it's free to download & use and is extremely user friendly to boot. Did NOT take Me long at all, to figure out of using it to do My name plate up for My skipper.

:Kaleun_Salute:

fitzcarraldo
05-31-20, 09:37 PM
Calibri, best guess I believe.. :hmmm:

I did a wipe out of the original lettering to begin with using the paintbrush & black to edit out them, being extremely careful to avoid the screws then went to the text option on the left side of the screen in freepaint, selected white for color & believe as I mentioned the font Calibri. Hope this helps... :yep: of course you could just change the font style until you find the right 1, if it is NOT indeed Calibri.

I strongly recommend the freepaint app/program... link provided:

https://www.getpaint.net

it's free to download & use and is extremely user friendly to boot. Did NOT take Me long at all, to figure out of using it to do My name plate up for My skipper.

:Kaleun_Salute:

Many thanks! I'll try it.

Best regards

Fitzcarraldo :salute:

Bubblehead1980
05-31-20, 09:46 PM
Vickers,

This is just bloody amazing sir, great work. Something that has been sorely missing. Hopefully will have a full boat one day. Thank you again. Unfortunately, it seems to make my FOTRS unstable? CTD when near Pearl and when tried to start a career got it working in single mission then random ctd. Runs fine without.Sad because it is beautiful work and really adds to the immersion

Bubblehead1980
06-03-20, 03:58 PM
Vickers, Getting a lot of CTD with this enabled. FOTRS runs fine without them. Any ideas?

Texas Red
06-03-20, 09:20 PM
Does anyone know how to edit the Captains nameplate?
If someone already described how to, my bad, I was too lazy to read through all of the comments. :D

A great mod you made here, vickers03

Hopefully, you can make the rest of the interior of the sub available!

razark
06-03-20, 09:59 PM
Does anyone know how to edit the Captains nameplate?
Check:
https://www.subsim.com/radioroom/showpost.php?p=2673183&postcount=87
and
https://www.subsim.com/radioroom/showpost.php?p=2674040&postcount=92

vickers03
06-04-20, 01:33 AM
Vickers, Getting a lot of CTD with this enabled. FOTRS runs fine without them. Any ideas?
i think you need the 4gb patch or LAA for this

Texas Red
06-08-20, 09:55 AM
What pixel size was the original captain's picture? I am trying to resize my image to fit the captains picture size. Or does it automatically resize it?

Bubblehead1980
06-08-20, 11:46 AM
i think you need the 4gb patch or LAA for this


I did have LAA enabled. MY PC is not old but it is not new, 8 gb RAM , runs SH 4 smoothly overall but maybe LAA is not working or FOTRS with officers quarter is too much, wouldnt think so. Would you consider doing a TMO version? Would bring new immersion level to TMO.

vickers03
06-08-20, 12:26 PM
I did have LAA enabled. MY PC is not old but it is not new, 8 gb RAM , runs SH 4 smoothly overall but maybe LAA is not working or FOTRS with officers quarter is too much, wouldnt think so. Would you consider doing a TMO version? Would bring new immersion level to TMO.
there will be a TMO version in the future.

Bubblehead1980
06-08-20, 01:26 PM
there will be a TMO version in the future.

Great to hear. Thanks for all your efforts.

Mad Mardigan
06-08-20, 05:52 PM
What pixel size was the original captain's picture? I am trying to resize my image to fit the captains picture size. Or does it automatically resize it?

:Kaleun_Cheers:

I know I am quoting the beast here, but... :06: :hmmm: :06: :hmmm:

My question, also pertains to sizing, as well... but for Me it pertains to the LABEL_CPT .dds file.

Don't know how but.. on 1 of them, the 1 that is a brownish in color label for the skipper's quarters, it somehow jumped up a tad bit in size wise. The black 1 looks to be about the size it is in the mod folder.

I downloaded the mod, saved it to My secondary hard drive & transferred a copy of it over to the main drive.. after I unzipped it, of course... :D

Want to get it back to the correct size it should be, while retaining the editing for My skippers nom deguerre aka J. T. Mardigan, in this instance.

2nd thing also involving the same item.. Am skippering a Sargo class sub, and took a lil' walk about to that area & noticed a weird thing... all the labels such as battle phone, other crew compartments, are sporting the brownish plates... except for My skipper's area. For some odd reason, it is the black LABEL_CPT & despite knowing that .dds is edited with My Nom De Guerre of J. T. Mardigan, C.O., and it shows such on the .dds file in the mod folder in the MODS folder... it's black with the screws holding it in place... My moniker, is NOT showing up on it though.

Any ideas as to why.??? :06: :06: :o :hmmm:

Know that in the downloaded & unzipped copy, that both LABEL_CPT.dds files are in the folder tex, LABEL_CPT being the black 1 & LABEL_CPT2 being the brownish colored 1. I have it that same way in the tex folder ( & yes, both are edited with My skipper's moniker of J. T. Mardigan, the only difference being the aforementioned size difference.. don't think that would result in this issue, I don't think.. unless from you saying it does... in that case, getting it resized appropriately...) in the MODS folder for activation via JSGME.

Any info on resolving these 2 issues, will be greatly appreciated.

:Kaleun_Salute:

Mad Mardigan

p.s.

:timeout:

Some oddity of surprise.. taking a day trip back through the download & unzipped copy & the complete transferred over copy to the MODS folder.. I found this item in there... :06: Gato_CR_LM1_LightMap, 7zipped no less... :o in the whole shebang.

Am going to go out on a limb here & say that that should NOT be in the

\Fleetboat Interior-Officer's Quarters\Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN\Data\Textures\TNo rmal\tex folder... I hope... :hmmm: (no bloody idea why, but upon previewing all this.. TNormal, in the above copy/paste of the location, is divided as it is... go figure)

After doing a trip through the entire mod package, can safely say.. that that is the only oddball found... :shucks:

M. M.

:Kaleun_Salute:

propbeanie
06-09-20, 11:17 AM
Look in vickers03's original files as to their "size", for like the "LABEL_CPT.dds" is 256x128 pixels at 72 dpi in the dds file. The original text is about 18 pixels high. You need a "blank" label background, and text layer on top with a tranparency for the background, and Save it to something like PSD if in PhotoShop, or some other format that preserves the transparency, so that you have something that is not as compressed as dds, such that you can do future edits more easily... such as your current Captain dies on his 2nd patrol :roll: - as happens to me all to often... That way, you already have your "blank" ready, and all you have to do is edit the text layer, and then Save As dds with DXT version 5 interpolated transparency... :salute:

Mad Mardigan
06-09-20, 01:39 PM
Look in vickers03's original files as to their "size", for like the "LABEL_CPT.dds" is 256x128 pixels at 72 dpi in the dds file. The original text is about 18 pixels high. You need a "blank" label background, and text layer on top with a tranparency for the background, and Save it to something like PSD if in PhotoShop, or some other format that preserves the transparency, so that you have something that is not as compressed as dds, such that you can do future edits more easily... such as your current Captain dies on his 2nd patrol :roll: - as happens to me all to often... That way, you already have your "blank" ready, and all you have to do is edit the text layer, and then Save As dds with DXT version 5 interpolated transparency... :salute:

OK, took the liberty of copy/pasting what you said, into a read me .txt that I included into the interior mods folder.

Went & applied what you said, I believe into creating another set of name plates, and.. having done that as described.. am in the process of testing them out.

Know vickers is busy, but still holding out for an answer to the p.s. section of My original post about this subject.. about that zipped file, in the tex folder of the mod.. do I need to delete it, unzip the sucker or what.. exactly.

Am kind of the idea, that it probably just needs deleting.. but.. I have been known to be incorrect in My thought processes before & will inherently do so again.. hey, I'm human.. that's why there are erasers on pencils & some pens.. :D :haha: :shucks:

Any how... thanks for the info propbeanie ol' chap.. :Kaleun_Thumbs_Up:

Mad Mardigan

:Kaleun_Salute:

vickers03
06-09-20, 03:50 PM
Know vickers is busy, but still holding out for an answer to the p.s. section of My original post about this subject.. about that zipped file, in the tex folder of the mod.. do I need to delete it, unzip the sucker or what.. exactly.
i think it's some test file with no more use to the mod.

Mad Mardigan
06-09-20, 03:54 PM
i think it's some test file with no more use to the mod.

So, that being the case, My thoughts on it being safe to drop kick out, are confirmed... :hmmm:

Mad Mardigan
06-19-20, 07:02 PM
When I 1st did it, got the blasted thing edited & was viewable when I strolled the boat to My quarters... since then, that 1st edit now refuses to work & the subsequent attempts to re-edit a new 1, have failed.. am scrapping the whole thing & have reinserted the old label cpt's back in... In the mean time, have run up the white flag...

:(

propbeanie
06-20-20, 06:46 AM
dds files can be a pain in the ... to say the least. I haven't tried it myself yet, but make a copy of the original dds of course, then convert it to the 'native' format of whatever program you are using and save that. Then do your edits, and save to a different name. Once you have your name the way you like and have done a final save, then convert it to dds. Make yourself a mini-mod with it, and change the file name to the proper name for the mod. Activate your mini-mod and see what happens. Any issues, use the other format of the file that is in your graphics program's 'native' format to do further editing. Don't try to fix the dds version. As to whether you use DXT1, 3, 5, etc for the dds conversion, I don't know, but I will sometimes experiment, and do a straight DXT1 (no transpanrency), and then another with the interpolated transparency (5??), and try them both... There are definitely more-qualified graphics folks who could comment. :salute:

Mad Mardigan
06-20-20, 04:07 PM
dds files can be a pain in the ... to say the least. I haven't tried it myself yet, but make a copy of the original dds of course, then convert it to the 'native' format of whatever program you are using and save that. Then do your edits, and save to a different name. Once you have your name the way you like and have done a final save, then convert it to dds. Make yourself a mini-mod with it, and change the file name to the proper name for the mod. Activate your mini-mod and see what happens. Any issues, use the other format of the file that is in your graphics program's 'native' format to do further editing. Don't try to fix the dds version. As to whether you use DXT1, 3, 5, etc for the dds conversion, I don't know, but I will sometimes experiment, and do a straight DXT1 (no transpanrency), and then another with the interpolated transparency (5??), and try them both... There are definitely more-qualified graphics folks who could comment. :salute:

The program I've used was recommended by vickers03 called paint.net, which works with label_cpt in its native format of .dds, I went in with it made a blank copy of the item.. saved that then went with it & added a layer which was the moniker I wanted to use, which in this case was J. T. Mardigan.

End result.. no joy... instead of seeing My skippers moniker, am instead seeing a blank & I know I inserted the label I tagged with My skippers moniker.. not the blank template.

I did insert it right into the Fleetboat interiors area.. I will see of trying your suggestion of setting it up in a jsgme ready format & see if that will do the trick & report back on what I find.

Thanks propbeanie, ol' chap.. :up:

p.s.

Side note.. when I 1st achieved success, I had added in the moniker, to the main template after blanking out the previous name that was there... then editing it with My moniker & when I started up the game & checked.. it showed up great. was after the update & moving forward to v1.1 of FotRSU, that I noticed the issue cropping up. No ideas as to why though. :06: :hmmm:

Any way, as stated above, will go back & try your suggestion of setting that up in a jsgme ready template format (which I do know how to do) & see if that does NOT do the trick... :Kaleun_Salute:

propbeanie
06-20-20, 07:55 PM
If you're adding a layer on top of the blanked original, then you might be losing that top layer with your moniker. You might have to "flatten" the image prior to saving. I do not recall what it is called in Paint.net... but your moniker is probably there, just behind the background image, which is the blank plate, of course...

Mad Mardigan
06-21-20, 10:41 PM
If you're adding a layer on top of the blanked original, then you might be losing that top layer with your moniker. You might have to "flatten" the image prior to saving. I do not recall what it is called in Paint.net... but your moniker is probably there, just behind the background image, which is the blank plate, of course...

Ok, went back in, with JSGME & de-activated the mod itself.. went into the drive I have the original mod at, then transferred it to the main drive into the MODS folder, overwriting the 1 there.. (Please note, I have My computer set up with a 2 drive arrangement, main being C:\ & then the 2nd tagged (for now, any way, as E:\ where I keep any & all mods for SH in whatever flavor in a highly hyper controlled format, keeping every thing arranged according to the version of SH I have, which is SH3, 4 & 5... this pertains to both main mods aka mega's & any add on/in mods to boot. Guess you could say I'm very.. analytical minded that way.. :shucks:) then set up a folder (on desktop, by the way.. again.. very methodical that way..) with the pathway Data\Textures\TNormal\tex pathway, made a fresh edited copy of the LABEL_CPT.dds exactly as I did it the very 1st time... dropped that into the \tex file into the JSGME ready folder to be added into the MODS folder & ... viola..

The nameplate with My moniker, is now showing up again.. only issue is.. that's just with the black 1.. no idea what to do to get the whatever funky brownish color 1 to get that 1 set up to use, though... :hmmm: :hmmm:

Just wondering, if it may be possible to just deep six the set of that in favor of just keeping the black label set, instead... :06: :hmmm:

Thing is, if I go in & set up a career, using the Sargo or Salmon.. the weird funky brownish set up, is used instead of the black set...

Any info on that, would be greatly appreciated...

M. M.

:Kaleun_Salute:

vickers03
06-21-20, 11:46 PM
Thing is, if I go in & set up a career, using the Sargo or Salmon.. the weird funky brownish set up, is used instead of the black set...

Any info on that, would be greatly appreciated...
the brown labels are supposed to be brass as i've seen them used in some interiors:


BLACK LABEL: data/textures/TNormal/tex/LABEL_CPT.dds

BRASS LABEL: data/textures/TNormal/tex/LABEL_CPT2.dds

for the desk pic:
data/textures/TNormal/tex/CPT_PICTURE.dds

Mad Mardigan
06-22-20, 01:36 AM
the brown labels are supposed to be brass as i've seen them used in some interiors:


BLACK LABEL: data/textures/TNormal/tex/LABEL_CPT.dds

BRASS LABEL: data/textures/TNormal/tex/LABEL_CPT2.dds

for the desk pic:
data/textures/TNormal/tex/CPT_PICTURE.dds

Ok, appreciate that info vickers03.

2 things, with using paint.net, to do the editing.. in the paint coloring.. what color to use to use to blot out the lettering in order to match up with the name plate, so as to then be able to go back with the text & then insert your skippers moniker.? :hmmm:

I'll try using that info to attempt to edit that LABEL_CPT2, so as to edit it.. but...

Failing that part, is it possible to just dump that set out & just keep the black set to use, instead...? :hmmm:

vickers03
06-22-20, 02:50 AM
2 things, with using paint.net, to do the editing.. in the paint coloring.. what color to use to use to blot out the lettering in order to match up with the name plate, so as to then be able to go back with the text & then insert your skippers moniker.?
you could use the clone tool (the little stamp symbol in the toolbar)
with that you can "paint" with part of an specific area. just aim what
you want to clone, press Ctrl, click mouse and clone.


Failing that part, is it possible to just dump that set out & just keep the black set to use, instead...?
of course you can, just delete the labels2 and copy+rename the black ones.

Mad Mardigan
06-22-20, 03:26 AM
you could use the clone tool (the little stamp symbol in the toolbar)
with that you can "paint" with part of an specific area. just aim what
you want to clone, press Ctrl, click mouse and clone.



of course you can, just delete the labels2 and copy+rename the black ones.

:Kaleun_Cheers:

Will see of doing that with the cloning & good to know that if I don't succeed, can copy/rename the black set to LABEL_CPT2 as a back up plan then.

Appreciate the quick reply back... Thanks. :Kaleun_Thumbs_Up:

M. M.

:Kaleun_Salute:

Mad Mardigan
07-11-20, 04:20 AM
Just curious, to know... :06: :hmmm:

Are the S boats having a reworked interior, as all the other boats have, thus far.. or are they resigned to their fate of having the interior they have.? :o

No pressure, just as I stated above, just curious to know... thanks. :D

M. M.

:Kaleun_Salute:

vickers03
07-11-20, 02:09 PM
Just curious, to know... :06: :hmmm:

Are the S boats having a reworked interior, as all the other boats have, thus far.. or are they resigned to their fate of having the interior they have.?
you mean the command room or officers quarters? the later one is in the works

fitzcarraldo
07-11-20, 02:16 PM
you mean the command room or officers quarters? the later one is in the works

In the Forum Download Section you have the reworked command room (only), for S boats, compatible with vanilla, TMO and RFB. TMO 25 includes it.

Regards.

Fitzcarraldo :salute:

Mad Mardigan
07-11-20, 06:26 PM
you mean the command room or officers quarters? the later one is in the works

Yeah, that was what was meant. The officers quarters.

:Kaleun_Salute:

Treetop64
07-12-20, 10:51 AM
https://www.subsim.com/radioroom/downloads/sh4_sclassoqb_HIH.jpg

Nice. This will get me to actually use S-boats.

Also - and I know this is asking a lot - but was just wondering if there were any future plans on modeling the machinery compartments, steering room, etc. Not only for the pig boats but for the fleet boats as well.

Aware that would be more demanding than modelling living spaces, with a lot of intricate 3D of complex shapes, much of it extending below deck. Was just wondering, thats all.

Thank you. :)

fitzcarraldo
07-12-20, 11:41 AM
Nice. This will get me to actually use S-boats.

Also - and I know this is asking a lot - but was just wondering if there were any future plans on modeling the machinery compartments, steering room, etc. Not only for the pig boats but for the fleet boats as well.

Aware that would be more demanding than modelling living spaces, with a lot of intricate 3D of complex shapes, much of it extending below deck. Was just wondering, thats all.

Thank you. :)

I don't know if the game 3D engine could manage it without serious drop of FPS or CTDs...

Fitzcarraldo :salute:

Eradico
08-24-20, 09:36 AM
Thank you so much for your mod. I couldn't believe my eyes when I saw it browsing SUBSIM. I think it was in 2014 when I stopped playing SH4 because I wanted a ship with more interior space. I started playing SH5 for this reason but quit because I found it to be too unstable. It wasn't long after that I started playing Star Citizen. I recently put it down because I'm frustrated with it's development.
I just started playing SH5 TWoS again after watching a bunch of YouTube videos and seeing how stable the game has become. So when I seen your mod I fired up SH4. And yes, I'm real happy with your mod.
I have a good gaming computer. I'm running ~ 56 FPM in the Officers Quarters.

Operating System: Windows 10 Pro 64-bit
Processor: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 CPUs), ~4.2GHz
Memory: 65536MB RAM
Available OS Memory: 65492MB RAM
DirectX Version: DirectX 12
Card name: NVIDIA GeForce GTX 1080 Ti x 2 (SLI)

I'm happy to be playing SH4 again.
So, Thanx again and I look forward to your future developments.

Aktungbby
08-24-20, 09:47 AM
Eradico!:Kaleun_Salute: after a 9 year silent run!:up:

Eradico
08-24-20, 10:51 AM
Thank you Aktungbby!
I missed the boats. These games are old but still good thanks to the modders that keep them going and a great gaming community.

Bubblehead1980
08-24-20, 11:53 AM
Thank you Aktungbby!
I missed the boats. These games are old but still good thanks to the modders that keep them going and a great gaming community.

Isn't it great? A sim that is now 13 years old still a blast to run thanks to an amazing community

Moin
08-24-20, 04:24 PM
I have installed it for a quick look in TMO ... Wow... great work and it produce really a nice atmosphere!

Eradico
08-30-20, 10:44 AM
I was wondering if it was just me or if this is a known problem. While playing Submarine School's Artillery Training EZ I noticed that my deck gun was missing when using this mod.

JSGME Activated Mods
CarotioIntercontinentalRadioPack
100_FalloftheRisingSun_UltimateEdition_v1.2_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
901_Strategic_Map_Symbols
RAHGoldWatchMod
FooBor's PORPOISE BLACK HI-RES V1.0

When I deleted Fleetboat_Interior-Officers_Quarters from my activated mods list the deck gun reappeared and was no longer missing.

The only change I made to this mod was I Edited the Cpt.Room Labels: LABEL_CPT.dds and LABEL_CPT2.dds with my game name using paint.net.

I love your mod and this is in no way a game breaker.
Anyway I was just curious and any response will be appreciated.
Thank you.

vickers03
08-30-20, 12:18 PM
When I deleted Fleetboat_Interior-Officers_Quarters from my activated mods list the deck gun reappeared and was no longer missing.
i just checked in FOTRSU 1.1 the deckgun is still there. maybe it`s
because the mod is not adapted to 1.2 yet:ping:

Bubblehead1980
08-30-20, 12:41 PM
I have installed it for a quick look in TMO ... Wow... great work and it produce really a nice atmosphere!

There is a TMO version ?

Moin
08-30-20, 01:04 PM
No, it was an all or nothing try in my TMO install!
I have then loaded a single mission with a Porpoise class boat and ... voila!
But i didnt click anything, only a quick look!

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
2.1 TMO_SubTextures_FooSkin
Poul-Sound for SH4
Captain Midnights MORE CBS NEWS! MOD v1,2
Improved Ship Physics 2.6_TMO_RSRDC
My Compilation for TMO 2.5
Airstrikes_V1.3_TMO2.5_RSRDC
New Missions for TMO2.5
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN

Eradico
08-30-20, 01:59 PM
vickers03 Thank you for the quick reply. I'm surely not an expert but your mod not being adapted to v1.2 yet sounds like the probable cause. Maybe some Skipper that has 100_FalloftheRisingSun_UltimateEdition_v1.2_EN and your mod installed can test this out.

Thanks again for all that you do for our community.

propbeanie
08-30-20, 02:31 PM
I was wondering if it was just me or if this is a known problem. While playing Submarine School's Artillery Training EZ I noticed that my deck gun was missing when using this mod.

JSGME Activated Mods
CarotioIntercontinentalRadioPack
100_FalloftheRisingSun_UltimateEdition_v1.2_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
901_Strategic_Map_Symbols
RAHGoldWatchMod
FooBor's PORPOISE BLACK HI-RES V1.0

When I deleted Fleetboat_Interior-Officers_Quarters from my activated mods list the deck gun reappeared and was no longer missing.

The only change I made to this mod was I Edited the Cpt.Room Labels: LABEL_CPT.dds and LABEL_CPT2.dds with my game name using paint.net.

I love your mod and this is in no way a game breaker.
Anyway I was just curious and any response will be appreciated.
Thank you.

i just checked in FOTRSU 1.1 the deckgun is still there. maybe it`s
because the mod is not adapted to 1.2 yet:ping:
No, it's not your mod, vickers03, nor FotRSU. I'm not certain of the mod list, but I do know that FotRSU will overwrite the radio pack mod ini file you have listed first, Eradico. But check your LAA (4gig Patch) activation on the SH4.exe file, and be certain that you deleted the Save folder before you run FotRSU. We do know that vickers03's mod works fine on top of FotRSU. The only difference between v1.2 and the v1.1 his mod was written for, are a few things on the Attack Table in the subs' interiors. Otherwise, it is for all practical purposes, 100% compatible. :salute:

Eradico
08-30-20, 06:53 PM
propbeanie, I appreciate your input concerning this.
I rearranged my mods list:
JSGME Activated Mods
100_FalloftheRisingSun_UltimateEdition_v1.2_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
901_Strategic_Map_Symbols
CarotioIntercontinentalRadioPack
RAHGoldWatchMod
FooBor's PORPOISE BLACK HI-RES V1.0
I should note that I'm running a modified Radio Pack ini file because I added two radio stations to the mod.
Large Address Aware
Path
D:\Silent Hunter Wolves of the Pacific\sh4.exe
LAA Original
True False

I deleted the save Folder.
I started Submarine School's Artillery Training EZ and my sub had no deck gun.
So I deleted all mods and save folder. Reinstalled just one mod 100_FalloftheRisingSun_UltimateEdition_v1.2_EN.
Started game and my sub had the deck gun in Submarine School's Artillery Training EZ and Fleet Boat Campaign.
So I then installed Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN.
JSGME Activated Mods
100_FalloftheRisingSun_UltimateEdition_v1.2_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN
Fired the game up and no deck gun. Nothing!
I noticed on the download page for Fleetboat_Interior: Officers Quarters there was a Comment by Kieldk 08-22-2020 at 06:45 PM: "just need an updated version for fotrsu v. 1.2" Maybe he knows something I don't.
So I don't know.
Maybe my Fleetboat_InteriorOfficers_Quarters_FOTRSU_v1.1_EN file is corrupted. What do you think?

propbeanie
08-30-20, 10:59 PM
Since the Submarine School missions use the Porpoise, I would remove the "FooBor's PORPOISE BLACK HI-RES V1.0" mod and see what happens then. The deckgun comes from the Data Library USSubParts folder, and maybe FooBar didn't write the texture file for there... ?? But vickers03's mod does nothing to the exterior of the submarine...

Edit... wait a second, I forgot that vickers03 does do a few upc file changes, and does not have the new deck gun configurations... that's what's doing it! We'll see if we can't get him some more detail for an update to the interiors... sorry 'bout that... :salute:

vickers03
08-31-20, 05:40 AM
Edit... wait a second, I forgot that vickers03 does do a few upc file changes, and does not have the new deck gun configurations... that's what's doing it! We'll see if we can't get him some more detail for an update to the interiors... sorry 'bout that... bingo:03:

propbeanie
08-31-20, 07:28 AM
I am going through those now, and I'll post you a link, hopefully shortly, vickers03... :salute:

vickers03
08-31-20, 08:18 AM
I am going through those now, and I'll post you a link, hopefully shortly, vickers03...
thanks!

propbeanie
08-31-20, 10:14 AM
PM sent. See what you think. As I mention there, if you want, we could include that patch inside the "Extras" folder for players to apply on top of your mod, and they would then have their deck guns back, and you could then take your leisure on any further updates, if you desire to even bother with that... :salute:

vickers03
08-31-20, 01:11 PM
PM sent. See what you think. As I mention there, if you want, we could include that patch inside the "Extras" folder for players to apply on top of your mod, and they would then have their deck guns back, and you could then take your leisure on any further updates, if you desire to even bother with that...
thanks, of course the mod will be updated and sclass will be added
but i'm very busy at the moment with real life work:doh: please be patient, there is a lot more to come:)

vickers03
09-05-20, 08:14 AM
quick update for FOTRSU v.1.2, *thanks to propbeanie*
http://www.mediafire.com/file/42m5pv2ssydb84v/FI_OQ_FOTRSU_v1.2_EN_compatibility.7z/file

Texas Red
09-05-20, 08:42 AM
Is the S-Class added?

propbeanie
09-05-20, 11:18 AM
quick update for FOTRSU v.1.2, *thanks to propbeanie*
http://www.mediafire.com/file/42m5pv2ssydb84v/FI_OQ_FOTRSU_v1.2_EN_compatibility.7z/file
Does that include just the upc files then, or have you been through the interiors for the Tracking Table also? If it includes the upc file changes, I can remove the patch for those from the AddInModsPak in FotRSU v1.21 then... :salute:

Edit: As Emily Litella used to say: "... nevermind!" It downloaded nicely!

https://www.youtube.com/watch?v=OjYoNL4g5Vg

vickers03
09-05-20, 12:21 PM
Is the S-Class added? sorry just a quick fix for now to make it compatible..

propbeanie
09-05-20, 01:08 PM
Gotcha. Thanks! We'll attempt to point folks here... :salute:

Eradico
09-05-20, 03:35 PM
vickers03, Thank you! I'm happy to report that my Deck Gun is back.
propbeanie, Thank you too for helping to make this happen!
You guys Rock!

vickers03
12-16-20, 09:00 AM
https://www.subsim.com/radioroom/downloads/sclass_fwd_t_hzV.jpg
coming soon: S-Class Forward Battery, Forward Torpedo:ping:

propbeanie
12-16-20, 10:39 AM
Oooh-ooo-oooohhh... anticipation. We'll have to work with you on the recent upc file changes in FotRSU. I'll run through them again, make certain we are finished, and "send" you a copy. :salute:

vickers03
12-16-20, 11:28 AM
Oooh-ooo-oooohhh... anticipation. We'll have to work with you on the recent upc file changes in FotRSU. I'll run through them again, make certain we are finished, and "send" you a copy. :salute:
thanks! i can´t keep up with all your updates:haha:

propbeanie
12-16-20, 12:08 PM
You're not the only one! That's why we have young s7rikeback on the FotRSU team, since he is sharper than a tapered er... uh... sharper than a pencil point! that's the ticket, yeah...

yubba
12-16-20, 12:34 PM
https://www.subsim.com/radioroom/downloads/sclass_fwd_t_hzV.jpg
coming soon: S-Class Forward Battery, Forward Torpedo:ping:

now could this be added to all the fleet boats that have 4 bow firing torpedoes???

Texas Red
12-16-20, 01:26 PM
https://www.subsim.com/radioroom/downloads/sclass_fwd_t_hzV.jpg
coming soon: S-Class Forward Battery, Forward Torpedo:ping:


excellent! this is what I have been waiting for! you'll be keeping me hooked until its release! :salute:

vickers03
12-16-20, 01:46 PM
now could this be added to all the fleet boats that have 4 bow firing torpedoes???
they will get their own room. the sclass torpedo room is very unique and doesn't really fit to the fleetboats

yubba
12-16-20, 03:02 PM
they will get their own room. the sclass torpedo room is very unique and doesn't really fit to the fleetboats

I should have asked this earlier,, will this work in 1.4 stock ??? This would also work the aft torpedo room,, now for the engine room ,, maneuvering,, crew mess and berthing

Treetop64
12-19-20, 04:18 PM
now could this be added to all the fleet boats that have 4 bow firing torpedoes???

Would much rather wait for torp rooms made specifically for early fleet boats. S-boat torp room is much different from those of fleet boats.

- EDIT: Sorry, someone else already pointed this out.

yubba
12-20-20, 11:21 AM
Would much rather wait for torp rooms made specifically for early fleet boats. S-boat torp room is much different from those of fleet boats.

- EDIT: Sorry, someone else already pointed this out.

me for one that doesn't know one torpedo room from the next,, wouldn't mind but since you got your heart set on building them please continue ,, you've done some excellent work a long time coming, does this work in stock 1.4 ?????

vickers03
12-20-20, 11:43 AM
me for one that doesn't know one torpedo room from the next,, wouldn't mind but since you got your heart set on building them please continue ,, you've done some excellent work a long time coming, does this work in stock 1.4 ?????


should work but i'm not sure

Treetop64
12-27-20, 02:21 PM
me for one that doesn't know one torpedo room from the next,, wouldn't mind but since you got your heart set on building them please continue ,, you've done some excellent work a long time coming, does this work in stock 1.4 ?????

The structural and detail differences are stark. If you've seen it you would know, and care. There are plenty of pictures online.
Besides, you won't see Mk14 torpedoes on the racks of an S-Boat torp room. Likewise, you won't see a P or fleet type S Class boat equipped with just Mk10s.

As mentioned earlier, best to wait than to hack in a compartment that only reminds you that it's from a totally different class of boat of an earlier era.

vickers03
12-31-20, 08:41 PM
https://www.subsim.com/radioroom/downloads/sc_hol_torp_wip_24A.jpg
Happy new year 2021:ping:

propbeanie
12-31-20, 10:25 PM
oooohhh-ooo... pretty...

yubba
01-01-21, 11:21 AM
The structural and detail differences are stark. If you've seen it you would know, and care. There are plenty of pictures online.
Besides, you won't see Mk14 torpedoes on the racks of an S-Boat torp room. Likewise, you won't see a P or fleet type S Class boat equipped with just Mk10s.

As mentioned earlier, best to wait than to hack in a compartment that only reminds you that it's from a totally different class of boat of an earlier era.


I threw this idea out there years ago to incorporate those 3d virtual tours into the game though every thing would be static but you can bounce back to game stations https://maritime.org/tour/ftr.php?pano=nr

vickers03
01-02-21, 07:42 AM
https://www.subsim.com/radioroom/downloads/sc_hol_fwd_bat_wip_4yM.jpg

Forward Battery WIP

Treetop64
01-02-21, 10:56 PM
I said it before and I'll say it again:
Been playing SH4 since it first came out, and I never played the Old-S Class in a campaign, and only very rarely played it any other mode. These new interiors will get me to finally commit to the pig boats.

Absolutely cannot wait for it! :up:

vickers03
01-04-21, 08:19 AM
https://www.subsim.com/radioroom/downloads/sclass_torp_room_wip2_S6u.jpg

optional feature: count your sinkings on tube 1 and 2 (via jsgme or manually)

Mad Mardigan
01-05-21, 01:17 PM
https://www.subsim.com/radioroom/downloads/sclass_torp_room_wip2_S6u.jpg

optional feature: count your sinkings on tube 1 and 2 (via jsgme or manually)

Would say, doing it through jsgme, would probably be wise... in the event if used with other mods, like.. say.. FotRS, & having an update for it roll out... would be the prudent course to follow.

Just My own thoughts on it...

Great look to it & would use it.

M. M.

:Kaleun_Salute:

vickers03
01-05-21, 04:01 PM
Would say, doing it through jsgme, would probably be wise...
it's the easiest way i can think of..

Mad Mardigan
01-05-21, 05:51 PM
it's the easiest way i can think of..

1 thing...

would that optional mod be just for the s class boats, or would that also include all the others with tagging your kills on tubes 1 & 2.? :hmmm:

Either way, would still be very much interested in the option to do so... just kinda hoping it will be applicable for all the fleet.

M. M.

:Kaleun_Salute:

vickers03
01-06-21, 02:44 AM
would that optional mod be just for the s class boats, or would that also include all the others with tagging your kills on tubes 1 & 2.?
this torpedo room is sclass only

Mad Mardigan
01-06-21, 03:46 AM
this torpedo room is sclass only

:Kaleun_Thumbs_Up: Cool... was hoping for something similar with the other boats. Maybe something to consider, for later perhaps... :hmmm:

M. M.

:Kaleun_Salute:

vickers03
01-06-21, 05:53 AM
https://www.subsim.com/radioroom/downloads/sclass_cr_wip_zC1.jpg

the control room had to be reworked a litte for a realistic room layout

vickers03
03-12-21, 04:00 PM
Update 12.3.21

All Interiors updated for FOTRSU 1.39



Performance



much better performance by simplifying models without losing quality.



New lighting system for brass and metal objects so they dont need a lightmap anymore and freeing up ressources.



Interior



new effects library interior_damage.dat added.



Broken glass effect restored

Electrical fires leave burn marks
Flooding visible to some extend
Boats with bad or no air condition (Narwhal, SClass) will get condensed water everywhere when diving



added real 3d pointers to depth gauges showing periscope depth, crash dive depth and official test depth of the actual boat.



more clickable objects (Radar/Sonar, map table objects from original FOTRSU



new interior SClass forward battery and forward torpedo.



Ship sunk count on Torpedo doors (SClass) or in the Wardroom (Fleetboats), check folder extra mods and activate with JSGME



https://www.subsim.com/radioroom/downloads/sh4img@2021-03-12_20.36.57_217_jyq.jpg





https://www.subsim.com/radioroom/downloads/unbenannt_____74n.jpg


https://www.subsim.com/radioroom/downloads.php?do=file&id=5593

Texas Red
03-12-21, 04:15 PM
Update 12.3.21

All Interiors updated for FOTRSU 1.39



Performance



much better performance by simplifying models without losing quality.



New lighting system for brass and metal objects so they dont need a lightmap anymore and freeing up ressources.



Interior



new effects library interior_damage.dat added.



Broken glass effect restored

Electrical fires leave burn marks
Flooding visible to some extend
Boats with bad or no air condition (Narwhal, SClass) will get condensed water everywhere when diving



added real 3d pointers to depth gauges showing periscope depth, crash dive depth and official test depth of the actual boat.



more clickable objects (Radar/Sonar, map table objects from original FOTRSU



new interior SClass forward battery and forward torpedo.



Ship sunk count on Torpedo doors (SClass) or in the Wardroom (Fleetboats), check folder extra mods and activate with JSGME



https://www.subsim.com/radioroom/downloads/sh4img@2021-03-12_20.36.57_217_jyq.jpg





https://www.subsim.com/radioroom/downloads/unbenannt_____74n.jpg


https://www.subsim.com/radioroom/downloads.php?do=file&id=5593


:Kaleun_Applaud::Kaleun_Thumbs_Up:

Bravo! Bravo!!

Would this work with TMO? Looks amazing!!

vickers03
03-12-21, 05:51 PM
Would this work with TMO? Looks amazing!! not fully compatible but TMO version will be next..

propbeanie
03-12-21, 09:03 PM
Oh wow! Excellamundo! We are almost in final testing for v1.4(x), so I'll download this, and see if there are any changes needed for that, which I doubt... We should be able to "certify" within a couple of days. Looks really good!

Bubblehead1980
03-12-21, 11:23 PM
Vickers, your work is amazing as ever. Look forward to the TMO version one day. Eventually looks like will basically have a proper interior for subs finally.

Funny thing, I was traveling home from a patrol in Area 5 off Japan in September 44, thinking it would be nice to walk around the sub etc for immersion purposes .

Love you have paid the S Class some attention as well!

Treetop64
03-16-21, 11:14 AM
Vickers, your work is amazing as ever. Look forward to the TMO version one day. Eventually looks like will basically have a proper interior for subs finally.

Funny thing, I was traveling home from a patrol in Area 5 off Japan in September 44, thinking it would be nice to walk around the sub etc for immersion purposes .

Love you have paid the S Class some attention as well!

I agree the old S-Class was in desperate need of some love. The external model is quite good (especially in RFB's textures) but the inside was nigh pointless, and killed it for me. I get that the real pig boat interiors were comparatively sparse, but in vanilla SHIV...

Very happy Vic worked on these.

It'll be the first time I've ever played the Old Ss to any meaningful degree.

Bubblehead1980
03-16-21, 02:56 PM
I agree the old S-Class was in desperate need of some love. The external model is quite good (especially in RFB's textures) but the inside was nigh pointless, and killed it for me. I get that the real pig boat interiors were comparatively sparse, but in vanilla SHIV...

Very happy Vic worked on these.

It'll be the first time I've ever played the Old Ss to any meaningful degree.


I agree. I actually believe S boat, really trying to play through is an experience could be a lot of fun. I dedicated a lot of time in TMO making traffic in the Philippines in 41/42 when the class was heavily involved in combat, as well Solomons and Aleutians. Even with that, having one compartment only in the S class kills immersion a bit. This will breath new life into an overlooked type of sub in this sim

iambecomelife
03-16-21, 05:51 PM
Absolutely wonderful work. I am watching "Das Boot" (yet again) and in my opinion the "S" class reminds me of the German boats - small, claustrophobic, and only four tubes forward. And great job with the chains & torpedo doors - everything is equal quality to the developers' work. :up:

propbeanie
03-16-21, 08:44 PM
I do wish we could use these:

https://i.imgur.com/XodstAn.jpg

and

https://i.imgur.com/e2uIiC2.jpg


Not directly related to the interior mod, but here is a shot from the bridge of my S-35 attempting to enter the Puerto Galera port...

https://i.imgur.com/1tKVVJg.jpg

I say "attempting" to, because we ran aground just after this snapshot... :roll: minor damage, water spraying in the control room... but we do need someone to do a damage model on vickers03's rooms... lol - 4 injured in the torpedo room, minor flooding, but everybody up there was calm as beans in the bowl... lol - is it possible to link the torpedoes on the racks to the torpedoes in inventory on the <F7> key? Full rack when you're leaving, and only one left after being out for the patrol?

Anyway, thus far, vickers03 has incorporated all of the highlight shortcuts of the FotRSU Control Room, plus added some of his own, and all functions as intended, besides it looking good in there! Excellent job vickers03! :salute:

vickers03
03-17-21, 01:28 AM
I do wish we could use these:hm they should have worked:doh:


is it possible to link the torpedoes on the racks to the torpedoes in inventory on the <F7> key? Full rack when you're leaving, and only one left after being out for the patrol?that would be awesome! i thought about this already but:k_confused:
maybe with the statemachine..

propbeanie
03-17-21, 08:22 AM
hm they should have worked...
Oh yes, the telegraphs function as intended in the game engine - as far as clicking for Stop, Ahead Full, etc. I just meant individually, such that you could set the Port telegraph to Back One Third and Starboard to Ahead One Third, and turn a pinch faster at slow speeds... lol - Alas, the 4 motors of the submarine are based on a U-Boat model with only two, and they are "joined at the hip", and operate as one.

Mad Mardigan
03-17-21, 10:45 AM
Oh yes, the telegraphs function as intended in the game engine - as far as clicking for Stop, Ahead Full, etc. I just meant individually, such that you could set the Port telegraph to Back One Third and Starboard to Ahead One Third, and turn a pinch faster at slow speeds... lol - Alas, the 4 motors of the submarine are based on a U-Boat model with only two, and they are "joined at the hip", and operate as one.

Ahoy, propbeanie... :Kaleun_Cheers:

Yeah, I agree with ya on that. Sadly motor control is joined at the hip.. like a Siamese conjoined twin... no independent motor control.. which... suuuccckkksss majorly... :o

M. M.

:Kaleun_Salute:

vickers03
03-17-21, 11:03 AM
* update: 17.3.21 *
- file updated: there was a mixup in narwhal/porpoise upgrade classes
thanks propbeanie!

clayton
03-28-21, 06:32 PM
This mod is a game-changer for me. Thank you for this.

Bubblehead1980
03-28-21, 07:51 PM
not fully compatible but TMO version will be next..



Very nice. Is that flooding I see? We wil get actual flooding? Amazing.

Mad Mardigan
03-28-21, 08:17 PM
Know with a previous use of this mod, while in the main control room.. was NOT able to click on the hatch, leading into the conning tower, just prior to being able to click the hatch/ladder, leading to the bridge view...

Is that able to be done, with clicking on the hatch & pop up into the conning tower, or do you still have to free roam from the control room into the conning tower section.?

With before, trying to click on that hatch, leading into the conning tower section, it would not do so.. had to free cam roam up there. Once there, was able to click on the ladder/hatch leading to the bridge once in the conning tower area... so has that been fixed to be able to go from the control room... to the conning tower, or not.?

Hopefully, haven't confluzzled you... vickers03 :shucks:

M. M.

:Kaleun_Salute:

vickers03
03-29-21, 01:23 AM
Very nice. Is that flooding I see? We wil get actual flooding? Amazing.
there is some flooding if your hull is nearly gone, couldn't link it up to the actual flooding levels, controller doesn't work.


Is that able to be done, with clicking on the hatch & pop up into the conning tower, or do you still have to free roam from the control room into the conning
at the moment you have to go up there as everything is one large room now. maybe later with different camera positions.

Mad Mardigan
03-29-21, 08:47 PM
at the moment you have to go up there as everything is one large room now. maybe later with different camera positions.

Just an observation, not a criticism, as it stands, FotRS-U-EN, does have the cams for clicking the hatch between the control room & the conning tower... so, would it not be feasible to use that to inject into your mod... :hmmm:

Just a thought. :yep:

M. M.

:Kaleun_Salute:

vickers03
03-30-21, 01:23 AM
Just an observation, not a criticism, as it stands, FotRS-U-EN, does have the cams for clicking the hatch between the control room & the conning tower... so, would it not be feasible to use that to inject into your mod... :hmmm:as i said- it's one large room now, so the cameras work different.

Mad Mardigan
03-30-21, 10:41 AM
as i said- it's one large room now, so the cameras work different.

:yep:

Ok.. Was just a thought.. will wait & see what you can work out on it, vickers03, knew the cams worked in FotRS, just figured that maybe you could use them with your mod.

M. M.

:Kaleun_Salute:

Arlo
04-25-21, 03:02 AM
I'm having much better luck using megamods than I used to. Seeing this officers quarters mod was a thrill. I know many in this community have desired submarines that could be toured from stem to stern. Understanding that this is a WIP, the current state of it is still quite enjoyable.

A big <S> to Rockon' Robin, Vickers03 and James Nix (I had to use his 'eye fix.').

Here's a walkthrough of the Porpoise, Salmon, Balao and S classes (FOTRS ver. 1.2 - the latest won't work for me + the officer's quarters patch and the eye patch - that is all. I've learned that less is more if you want things to work):

https://youtu.be/v9Iyukd0-sU

vickers03
04-25-21, 04:51 AM
Here's a walkthrough of the Porpoise, Salmon, Balao and S classes (FOTRS ver. 1.2 - the latest won't work for me + the officer's quarters patch and the eye patch - that is all. I've learned that less is more if you want things to work):

there is something seriously wrong with your mod setup:timeout:.

you need at least the FOTRSU 1.2 Officers Quarters compatibility patch.
https://www.mediafire.com/file/42m5pv2ssydb84v/FI_OQ_FOTRSU_v1.2_EN_compatibility.7z/file


but i recommend try again with 1.46 there is no reason why it shouldn't work.

you can try to delete documents/sh4/data folder after deactivating FOTRSU 1.2, then activate 1.46

Arlo
04-25-21, 11:11 AM
Tried it three times, V. Read about the SH4 folder on the forum. Turns out, I have no SH4 folder.

https://i.imgur.com/jaCzvsg.png

1.46 Never made it past the office to water transition. The only error message it gave during the CTD (and only once) was 'unknown error.' So I was thrilled that an older version worked.

[edit]

Wait a sec! Turns out I *do* have an SH4 folder (realizing that by 'documents' we weren't talking about something in the SH4 game but in general documents).

https://i.imgur.com/rwecDUo.png

Things mystify me. Especially how a folder in the documents section affect my game. :06:

Mad Mardigan
04-25-21, 02:44 PM
Tried it three times, V. Read about the SH4 folder on the forum. Turns out, I have no SH4 folder.

https://i.imgur.com/jaCzvsg.png

1.46 Never made it past the office to water transition. The only error message it gave during the CTD (and only once) was 'unknown error.' So I was thrilled that an older version worked.

[edit]

Wait a sec! Turns out I *do* have an SH4 folder (realizing that by 'documents' we weren't talking about something in the SH4 game but in general documents).

https://i.imgur.com/rwecDUo.png

Things mystify me. Especially how a folder in the documents section affect my game. :06:

Ahoy, Arlo... :Kaleun_Cheers:

Because... that folder, contains info when you run it, every time.. & gets updated as you progress

This also applies, if you add in a mod, then yank it out. Any & all info that pertains to the yanked mod, will still be there & will invariably WILL contribute to CTD's.. the bane of gamers, at some point in time.. might not be right off, other times.. soon as you try & load up... *BAM* CTD.

That's why it does.. & why it is important, to delete... Think of it, as like the reset button on your computer.

Hope this info, helps... :yep:

M. M.

:Kaleun_Salute:

Arlo
04-25-21, 03:47 PM
Thanks, MM. Will do. :salute:

Arlo
04-25-21, 05:10 PM
Well, it did make a difference. Sailed my Tambor around the west cape of Australia and CTD'd. Loaded up again and sailed almost to my destination (N. of P.I.), encountered fishing boats and sampans, sinking them with my deck gun. Encountered a split freighter and exchanged surface fire (taking some damage) in the process of closing in at periscope depth to sink it and ... CTD.

Well, that's better than before.

Now, about the officer's quarters. I was told that I had the wrong version of that, as well. I have version 1.39. I thought that was the latest. I downloaded the compatibility patch, as suggested but am holding off adding the 1.39 plus patch until I test FOTRSU some more.

Still ... progress is progress. :up:

Mad Mardigan
04-25-21, 05:25 PM
Well, it did make a difference. Sailed my Tambor around the west cape of Australia and CTD'd. Loaded up again and sailed almost to my destination (N. of P.I.), encountered fishing boats and sampans, sinking them with my deck gun. Encountered a split freighter and exchanged surface fire (taking some damage) in the process of closing in at periscope depth to sink it and ... CTD.

Well, that's better than before.

Now, about the officer's quarters. I was told that I had the wrong version of that, as well. I have version 1.39. I thought that was the latest. I downloaded the compatibility patch, as suggested but am holding off adding the 1.39 plus patch until I test FOTRSU some more.

Still ... progress is progress. :up:

Ahoy, Arlo...:Kaleun_Cheers: Just out of curiosity, are you running the game, patched with a 4 GB patch, or using Large Address Aware or LAA, as some (like Myself, like to refer to it by.. :shucks:) - (which to Me, is the simplest method).

Either of these will assign your computer to assign the SH4.exe 4 GB's of RAM, rather than the nominal 1 or 2 GB's.

As it is, it sounds like you are running it without. Which can also contribute to CTD's, as well.

Hope this info helps... :yep:

M. M.

:Kaleun_Salute:

Mad Mardigan
04-25-21, 05:29 PM
Well, it did make a difference. Sailed my Tambor around the west cape of Australia and CTD'd. Loaded up again and sailed almost to my destination (N. of P.I.), encountered fishing boats and sampans, sinking them with my deck gun. Encountered a split freighter and exchanged surface fire (taking some damage) in the process of closing in at periscope depth to sink it and ... CTD.

Well, that's better than before.

Now, about the officer's quarters. I was told that I had the wrong version of that, as well. I have version 1.39. I thought that was the latest. I downloaded the compatibility patch, as suggested but am holding off adding the 1.39 plus patch until I test FOTRSU some more.

Still ... progress is progress. :up:

As it is, v1.39, was the latest. It has now been updated to v1.46 as of.. roughly a week ago, maybe... :hmmm:

But... hey, if you want to hang back a bit.. is not an issue.. I know once you get started off on a career, it can be a... tad difficult, to want to give up progress you've made. I can well understand that. Been there, done that.. :yep: :D

Not sure if you were aware that FotRS had progressed to where it is now, or not. :hmmm: :shucks: :yep: :up: :D

Any way, hope the other info I provided, helps. :yep:

M. M.

:Kaleun_Salute:

vickers03
04-26-21, 01:22 AM
I downloaded the compatibility patch, as suggested but am holding off adding the 1.39 plus patch until I test FOTRSU some more.
the compatibility patch was for FOTRSU 1.2, it's not needed for 1.39 or 1.46

Arlo
04-26-21, 05:53 PM
Ahoy, Arlo...:Kaleun_Cheers: Just out of curiosity, are you running the game, patched with a 4 GB patch, or using Large Address Aware or LAA, as some (like Myself, like to refer to it by.. :shucks:) - (which to Me, is the simplest method).

Either of these will assign your computer to assign the SH4.exe 4 GB's of RAM, rather than the nominal 1 or 2 GB's.

M. M.

:Kaleun_Salute:

Hey M.M.,

Where might I procure either the 4 GB patch or LAA? If either are in the SubSim downloads then I'm managing to miss them.

The reason I think you're dead on about that is that it seems like I reach a tipping point when applying mods. FOTRSU will cause CTDs at about one per 15 minutes or so. Adding the officer's quarters mod causes texture fails when I start or load a mission followed by immediate CTD.

I'm hoping you nailed it with your assessment. Thanks. :arrgh!:

[edit] Found it under game patch (bandaids). Gonna give it a go (although I run Win 10). :Kaleun_Salute:

[Edit 2] Can't seem to figure out a valid directory for this bad boy. :hmmm:

Mad Mardigan
04-26-21, 09:06 PM
Hey M.M.,

Where might I procure either the 4 GB patch or LAA? If either are in the SubSim downloads then I'm managing to miss them.

The reason I think you're dead on about that is that it seems like I reach a tipping point when applying mods. FOTRSU will cause CTDs at about one per 15 minutes or so. Adding the officer's quarters mod causes texture fails when I start or load a mission followed by immediate CTD.

I'm hoping you nailed it with your assessment. Thanks. :arrgh!:

[edit] Found it under game patch (bandaids). Gonna give it a go (although I run Win 10). :Kaleun_Salute:

[Edit 2] Can't seem to figure out a valid directory for this bad boy. :hmmm:

LAA is easy to find, just google for it, d/l & install.. (standard install is fine (C:\Program files) works.. after that, is just a simple 3 step process to run it:

1 After opening, do a search for your SH4.exe you need to tell it to allow for 4 GB's of RAM to be used by it.

2. Make sure the box is check marked to assign SH4.exe

3. Click ok or accept, to finalize the process... & Done.

Couldn't be any easier...

M. M.

:Kaleun_Salute:

Arlo
04-26-21, 10:53 PM
LAA did the trick! FOTRSU with officer's quarters runs without CTD so far. That and I've got my gramophone loaded with tons of music. :up::D:()1:

Mad Mardigan
04-27-21, 12:13 AM
LAA did the trick! FOTRSU with officer's quarters runs without CTD so far. That and I've got my gramophone loaded with tons of music. :up::D:()1:

Cool beans, glad you got it all sorted out & able to enjoy.

Now... go sink the enemy.. :Kaleun_Cheers:

M. M.

:Kaleun_Salute:

vickers03
04-29-21, 07:21 AM
update: 29.4.21
- checked compatibility FOTRSU 1.46
- Salmon/Sargo navigation map fixed
- Sonar display was not clickable fixed
- SClass Torpedo Room changed to full loadout
(can be changed with extra mod to near empty)

https://www.subsim.com/radioroom/downloads/sh4img@2021-04-29_09.01.20_451_6d4.jpg

propbeanie
04-29-21, 11:11 AM
Very nice! I do have a couple of questions for you though vickers03:
1. "- Salmon/Sargo navigation map fixed" - I was not aware of an issue. What was it?
2. "- Sonar display was not clickable fixed" are you referring to the heading dial, where you click and the head spins to that heading? Would that have anything to do with what MM and mikesn9's issue with the sonar display not reflecting the head spinning, other than the digital read-out?
3. Most importantly, if we change the "2" conns on the Salmon, Sargo and Tambor, will that influence the main portion of your mod, and / or the other fixes for the map and sonar?
Thanks. Looks really good in the torp room! "All torpedoes and other appurtenances spit and polished, ready for inspection, SIR!" :salute:

Bubblehead1980
04-29-21, 11:56 AM
update: 29.4.21
- checked compatibility FOTRSU 1.46
- Salmon/Sargo navigation map fixed
- Sonar display was not clickable fixed
- SClass Torpedo Room changed to full loadout
(can be changed with extra mod to near empty)

https://www.subsim.com/radioroom/downloads/sh4img@2021-04-29_09.01.20_451_6d4.jpg


Very nice !

vickers03
04-29-21, 01:32 PM
1. "- Salmon/Sargo navigation map fixed" - I was not aware of an issue. What was it?just a missing texture channel on the map model so it looked much too dark
on the table.


2. "- Sonar display was not clickable fixed" are you referring to the heading dial, where you click and the head spins to that heading?yes.

Would that have anything to do with what MM and mikesn9's issue with the sonar display not reflecting the head spinningi don't think so. MM didn't have my mod activated at the time.

3. Most importantly, if we change the "2" conns on the Salmon, Sargo and Tambor, will that influence the main portion of your mod, and / or the other fixes for the map and sonar?i think not, they are only the external models:hmmm:

propbeanie
04-29-21, 03:49 PM
Thanks for that. I am not certain of the issue with the sonar heads and the spinning... I'll check your new version, and compare to what v1.46 has, and if that does the trick, we will put credit where credit is due, and then send MM and mikesn9 the bill... eh?... lol :salute:

mikesn9
04-30-21, 07:06 AM
Thanks for that. I am not certain of the issue with the sonar heads and the spinning... I'll check your new version, and compare to what v1.46 has, and if that does the trick, we will put credit where credit is due, and then send MM and mikesn9 the bill... eh?... lol :salute:


Bill? no problem.
"Check is in the mail"

flaminus
05-09-21, 06:00 AM
Salmon class initeror have a transparent sink.:D
https://i.postimg.cc/xdFtKbP4/SH4-Img-2021-05-09-18-56-27-028.jpg

vickers03
05-09-21, 08:37 AM
Salmon class initeror have a transparent sinknice, isn't it?

thanks for pointing out, need to check this:k_confused:

fitzcarraldo
05-09-21, 01:48 PM
nice, isn't it?

thanks for pointing out, need to check this:k_confused:

Now aboard Nautilus, all good in the interiors.

Great job, many thanks!

Fitzcarraldo :Kaleun_Salute:

raymond6751
05-09-21, 08:57 PM
Thank you for this great addition.

:Kaleun_Thumbs_Up::Kaleun_Salute::Kaleun_Applaud:: Kaleun_Cheers:

Canonicus
05-10-21, 06:46 PM
Using GIMP I manage to give the green linoleum texture (LINO_GREEN_FLOOR) a grid. Makes the floor look like its covered in tiles. Just like the real deal. Check out the pic from USS COD for reference.
Open the dds file with GIMP and click FILTERS.... then choose... RENDER....PATTERN....GRID.
Make the grid 170 in both height and width... leave offset alone. Make the Line width and height one (1)
Open the color panel and choose black as the color and adjust the level (L) to +20
...and there you have it. It looks very nice and authentic.
I would show a screen from in -game but its on another computer that's off line (and will stay that way)

razark
05-10-21, 06:56 PM
Nice. I like the tile look.


However, I'm still having problems with the TMO version of this mod...

Torpex77
05-10-21, 08:16 PM
Using GIMP I manage to give the green linoleum texture (LINO_GREEN_FLOOR) a grid. Makes the floor look like its covered in tiles. Just like the real deal. Check out the pic from USS COD for reference.
Open the dds file with GIMP and click FILTERS.... then choose... RENDER....PATTERN....GRID.
Make the grid 170 in both height and width... leave offset alone. Make the Line width and height one (1)
Open the color panel and choose black as the color and adjust the level (L) to +20
...and there you have it. It looks very nice and authentic.
I would show a screen from in -game but its on another computer that's off line (and will stay that way)

Beautiful 9 x 9 tiles..lol asbestos lol :yep:

Bubblehead1980
05-10-21, 09:36 PM
Nice. I like the tile look.


However, I'm still having problems with the TMO version of this mod...

There is a TMO version ? How did I miss that?

Canonicus
05-10-21, 09:52 PM
A couple of pic's...

https://i.ibb.co/qm7GmRg/sh4-2021-05-10-21-29-44.png

https://i.ibb.co/TwL6Wm1/sh4-2021-05-10-21-29-26.png

razark
05-10-21, 10:03 PM
There is a TMO version ? How did I miss that?
No there's not, and that's the problem.

vickers03
05-11-21, 01:41 AM
Using GIMP I manage to give the green linoleum texture (LINO_GREEN_FLOOR) a grid. Makes the floor look like its covered in tiles. Just like the real deal. Check out the pic from USS COD for reference.
Open the dds file with GIMP and click FILTERS.... then choose... RENDER....PATTERN....GRID.
Make the grid 170 in both height and width... leave offset alone. Make the Line width and height one (1)
Open the color panel and choose black as the color and adjust the level (L) to +20
...and there you have it. It looks very nice and authentic.
I would show a screen from in -game but its on another computer that's off line (and will stay that way) very nice! and thanks for the info! will build this into the next update:up:


However, I'm still having problems with the TMO version of this mod... sorry for being late with TMO.. if you could tell me
what problems you have would help me with the conversion:ping:

Canonicus
05-11-21, 01:41 PM
very nice! and thanks for the info! will build this into the next update:up:

Thanks vickers03...My pleasure to add a little bit to your excellent work! :salute:

When i was poking around happened to notice something odd about the fan in the wardroom. Seems to be missing something. Just wanted to bring this to your attention.

https://i.ibb.co/dP0bVff/sh4-2021-05-11-06-41-43.png

https://i.ibb.co/0FKYpc9/sh4-2021-05-11-06-41-34.png

vickers03
05-11-21, 01:47 PM
When i was poking around happened to notice something odd about the fan in the wardroom. Seems to be missing something. Just wanted to bring this to your attention.
hm:hmmm: if you mean the texture it's supposed to be a black one:03:

Canonicus
05-11-21, 02:29 PM
hm:hmmm: if you mean the texture it's supposed to be a black one:03:
Oh..ok... understood :salute:

Mad Mardigan
05-11-21, 03:15 PM
hm:hmmm: if you mean the texture it's supposed to be a black one:03:

As I recall, isn't that fan blade portion, supposed to be a brass color... just like the outer section of the gauge dials. :hmmm:

vickers03
05-11-21, 04:30 PM
As I recall, isn't that fan blade portion, supposed to be a brass color... just like the outer section of the gauge dials.
most fans i've seen on real pics where black.

Mad Mardigan
05-11-21, 06:19 PM
most fans i've seen on real pics where black.

Ok.. :hmmm: I admit, what I know of that could be.. faulty, to be frank about it, & what I am thinking of could be after the fact info, as well. it has been some time since I was last on board of a WWII U.S. sub. :yep:

Which would have been the U.S.S. Drum, back down in Mobile, Al., @ Battleship Park, there.

M. M.

:Kaleun_Salute:

razark
05-11-21, 06:38 PM
sorry for being late with TMO.. if you could tell me
what problems you have would help me with the conversion:ping:
I honestly haven't tried it with TMO. I wouldn't even expect it to work at all, and mostly likely cause problems.


It was just a gentle poke to hopefully remind you that a TMO version is still hoped for. Didn't mean to cause any confusion.

Canonicus
05-12-21, 12:26 PM
What's that scratching noise I hear from behind the pantry door? hmmmm...better check it out.

https://i.ibb.co/tmrpPcZ/sh4-2021-05-12-13-01-34.png

Well...everything looks ok...but I hear something moving around....

https://i.ibb.co/j3r9Ttc/sh4-2021-05-12-13-02-07.png


AH HA!....caught you!...you little bugger! You can run!..but you cant hide!
Squeeeeeek!

https://i.ibb.co/gjb318W/sh4-2021-05-12-13-02-28.png

vickers03
05-13-21, 01:27 PM
What's that scratching noise I hear from behind the pantry door? hmmmm...better check it out.
good one, i think you're the first one after a whole year!:ping: the rat is based on a true story btw.

Bubblehead1980
05-13-21, 05:04 PM
good one, i think you're the first one after a whole year!:ping: the rat is based on a true story btw.


Silversides right ?

vickers03
05-15-21, 12:12 PM
Silversides right ? "Bill Battenfield on USS Pogy (SS-266) was considered crazy by other crew members when he insisted a rat lived with a japanese POW
in the forward torpedo room." - The Silent Service in WW II

propbeanie
05-15-21, 12:14 PM
He didn't name him Willard by chance, did he?... :o

Bubblehead1980
05-15-21, 12:40 PM
"Bill Battenfield on USS Pogy (SS-266) was considered crazy by other crew members when he insisted a rat lived with a japanese POW
in the forward torpedo room." - The Silent Service in WW II

Thanks. I was thinking it was a homage to a story I believe was mentioned in "The War Below" about two mice living in the Silversides, crew named them, they were kind of like pets ( I believe, will have to check back) , they gave them names. One disappeared, they believe it went into a torpedo tube when was opened.

flush deck
05-15-21, 05:28 PM
Wow!! Impressive work here. That's just amazing
Thanks for top job!

flaminus
06-09-21, 10:56 AM
Ahoy Vickers~
I've just noticed that this mod replaces many gauge textures in the "Data\Textures\TNormal\tex" folder. However, the quality of these new gauge textures are not so good comparing with the original files of FotRSU, for expample, the radar bearing gauge of gato below. I'm wondering is that any purpose for replaceing these gauges? Can we resotre the original FotRSU textures?:Kaleun_Salute:

Original FotRSU
https://i.postimg.cc/jq4xQBKX/Gato-Gauges-02-fr.jpg

This mod
https://i.postimg.cc/fyCMzS5F/Gato-Gauges-02-fi.jpg

Torpedo
06-09-21, 03:13 PM
Ahoy Vickers~
I've just noticed that this mod replaces many gauge textures in the "Data\Textures\TNormal\tex" folder. However, the quality of these new gauge textures are not so good comparing with the original files of FotRSU, for expample, the radar bearing gauge of gato below. I'm wondering is that any purpose for replaceing these gauges? Can we resotre the original FotRSU textures?:Kaleun_Salute:

Original FotRSU
https://i.postimg.cc/jq4xQBKX/Gato-Gauges-02-fr.jpg

This mod
https://i.postimg.cc/fyCMzS5F/Gato-Gauges-02-fi.jpg

Hi flaminus!
The file, which was changed in "Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN", is "Gato_Gauges_02.dds" in the "Data\Textures\TNormal\tex" folder.
I tried replacing the Vickers modified file with the original FORTSU file and the problem is solved. Obviously better graphics IMHO and no problem with Vickers' MOD.
If you are able to create your own little MOD, you can use JSGME to activate it at any time without doing any damage because it is just a graphic file and you can always go back with JSGME. It is not advisable to swap the two files directly to avoid problems.
The small mod can be for example: "Old Gato Red Gauges" or whatever you want and then create the folders: "Data\Textures\TNormal\tex" all empty. The Gato_Gauges_02.dds file is what you find in FORTSU 1.46 in the same folders that you copy and paste it into the last "tex" folder of your new MOD. Once this is done you can put this little mod in the MODS folder where you put the MODs to be activated with JSGME, so your mod could be:
Old Gato Red Gauges with the "Data\Textures\TNormal\tex\Gato_Gauges_02.dds" folders and file then activate it with JSGME.
However, you must ask Vickers for correctness the authorization to make this small MOD, even if it is for strictly personal use because it is always a modification to one of his works.
If you think you are not sure about making this MOD, I can make it myself but then I ask Vickers for permission.

Torpedo:Kaleun_Salute:

vickers03
06-09-21, 03:34 PM
i think FOTRSU team re-did some of the gauges thats why they are so
good quality. my gauges are based on OakGrooves original work with more
contrast added.
of course there is no need to ask for permission for mods like this, all good:salute:

Torpedo
06-09-21, 06:30 PM
i think FOTRSU team re-did some of the gauges thats why they are so
good quality. my gauges are based on OakGrooves original work with more
contrast added.
of course there is no need to ask for permission for mods like this, all good:salute:

Hi vickers!
in the file "Gato_Gauges_02.dds" I think that only the gauge shown by flaminus is better and is placed next to the hydrophone. What exactly that gauge can do I haven't figured out yet but I don't think it's fundamental. I saw that you increased the contrast in various gauges and complemented them aesthetically. Good job! Exceptional are the quarters you added!
The "plane angle indicators" and the "rudder angle indicator" have a red background. Were some gauges red?
Last question: was the radar screen red or green?

:Kaleun_Cheers: Torpedo

flaminus
06-09-21, 07:20 PM
@ Torpedo: That gauge is for bearing of radar contact. Yes, it's not fundamental, because we don't need very accurate radar bearing and we can also get it from PPI screen. :Kaleun_Salute:

@vickers03: Thanks. I will make a personal mod on that. :Kaleun_Salute: And may i ask in the next version of interior mod, is there any new compartment?

vickers03
06-10-21, 03:32 AM
And may i ask in the next version of interior mod, is there any new compartment? yes!


https://www.subsim.com/radioroom/downloads/sclass_aft_b_PG9.jpg

vickers03
06-10-21, 03:51 AM
The "plane angle indicators" and the "rudder angle indicator" have a red background. Were some gauges red?yes but i'm not 100% sure if it's ww2 configuration.
https://i.pinimg.com/originals/21/9a/ae/219aae398748648e17aa4ffe833bbaa7.jpg


Last question: was the radar screen red or green? https://www.submarinemuseums.org/pics/cobia/cobiaradar.jpg

Torpedo
06-10-21, 05:02 AM
yes but i'm not 100% sure if it's ww2 configuration.
https://i.pinimg.com/originals/21/9a/ae/219aae398748648e17aa4ffe833bbaa7.jpg


https://www.submarinemuseums.org/pics/cobia/cobiaradar.jpg
Hi vickers!
thanks for your clarifications! Now I have much clearer ideas and it is evident that the red background was used at least in certain configurations. Also for the PPI radar, I finally have confirmation that it was red, while the A-Scope was green.
I customized my sub as you explained. Now there is my real name in "LABEL_CPT.dds" and my wife's photo in "CPT_PICTURE.dds". LOL! Thanks you did an outstanding work!
The only minor thing is that the typewriter can be heard in the captain's room. I try to see if I can reduce the distance of the sound in Sh.sdl

Torpedo :Kaleun_Salute:

flaminus
06-10-21, 05:22 AM
yes!


Exciting! :Kaleun_Cheers:

vickers03
06-10-21, 05:23 AM
The only minor thing is that the typewriter can be heard in the captain's room.
i think you could hear that in real life too, walls are very thin:ping:

flaminus
06-10-21, 06:57 AM
Hi, vickers, I made a small texture add-on for your mod. It removes the redundant “red arrows” in depth gauges, since you have added "real needle" for them. Radar range labels are also modified to show the right figures according to the screens.
Please find it here (https://www.subsim.com/radioroom/downloads.php?do=file&id=5895) and feel free to integrate it into your work.:Kaleun_Salute:
https://i.postimg.cc/NMBjmbbd/DEP.jpg
https://i.postimg.cc/g09JkGhF/radarrange.jpg

vickers03
06-10-21, 07:40 AM
It removes the redundant “red arrows” in depth gauges, since you have added "real needle" for them. Radar range labels are also modified to show the right figures according to the screens.they are already removed in my gauges for 1.46:hmmm:

flaminus
06-10-21, 08:33 AM
they are already removed in my gauges for 1.46:hmmm:

Oh, I mean the arrows are removed from the files which are copied from FotRSU, in order to get better texture quality.

Texas Red
06-11-21, 01:00 PM
Hey, will this along with the other fleet boat interior add ons work with TMO?

I’d like to continue playing TMO and not have to switch over to FoTRSU

vickers03
06-11-21, 02:16 PM
Hey, will this along with the other fleet boat interior add ons work with TMO?sorry not really but TMO version is in the works..
why not do a multiSH4 install so you can have both..

Texas Red
06-11-21, 09:45 PM
Good idea. Haven’t thought of that :doh: