View Full Version : [REL] FIFI enhancements for Ccom12
https://i.goopics.net/10YNN.jpg
https://i.goopics.net/jolAN.jpg
https://i.goopics.net/m0WrW.jpg
Last version final 4 reworked.
Readme inside.
https://www.mediafire.com/file/a5rs1v94w9ody9y/Fifi_Enhancements_Ccom12_Final4.7z/file
Best use with DGUI for Ccom12:
https://www.subsim.com/radioroom/showpost.php?p=2734851&postcount=1
You must DEACTIVATE the BAD WEATHER FIX option in Hsie patch!
Because of the Stiebler Envsim.act 10 included.
Example of activation:
https://i.goopics.net/rJ3Q0.jpg
Here, only the CCOM12_Type7_without_full_interior is overwriting my mod. It is normal.
This last add-on mod (included) is highly recomanded for game stability!
About the Stiebler envsim.act 10:
- Decided to include this Envsim.act because it is working perfectly with Ccom12 and my mod, giving plenty of weather changes more nicely than Ccom12 stock one. Main change is you can now have rain & fog without big waves, and changes can occur faster, apparently without brutal changes. Starting from bases are not always with fog as in others mods. YOU MUST DEACTIVATE HSIE BAD WEATHER FIX OPTION!
- Crew sight has been increased +1000m, so only smoke and top of funnel can be spotted. Depending crew skills & endurance, ships size and external light of course.
- Hsie night vision fix adjusted
- Hsie torpedoes fix has been adjusted so not so many duds all the time. Still plenty remaining...Type II can now sink at least few ships!
- 10 to 15 ms waves again adjusted for best splashes enjoyment and ships sea handling. Best cruise speed when big waves remains ahead 1/3 (7/8 knots)
- Sunset and sunrise colors adjusted
- Ships guns and AA adjusted for better accuracy. No longer firing everywhere but on you!
- Ships flooding has been doubled so they don’t disappear so fast after the destroyed message
- No more negative buoyancy, until it will be fully fixed for Ccom12. To simulate the historical impossibility of steady depth when all stopped, don’t stop your U Boat when submerged!...
- A randomized event cfg file has been added, for your Ccom12 Commander/Cfg folder, in OPTIONAL FOR CMDR. Just drop this file in your Commander, to give escorts better random listening. It will simulate their constant ASDIC search, that is not present in SH3. Thanks John Pancoast for this find!
Brighter Nights: https://www.mediafire.com/file/pwxqurjm7j7r2q9/Dark_Night_Fix_Ccom12.7z/file
To be activated on top of my mod.
BEST PLAY AROUND ENGLAND & FRANCE NO MORE THAN X256!
Otherwise all planes and action will be skipped...Time Compression is a game killer!
:Kaleun_Salute:
John Pancoast
01-13-21, 08:24 AM
Well done Fifi, congratulations ! :salute:
FUBAR295
01-13-21, 08:27 AM
Fifi,
Down loaded. :Kaleun_Salute:
Thank you for your hard work, bringing this enhancement to life. :Kaleun_Applaud:
Good hunting,
FUBAR295
Thank you guys! :up:
Also i didn’t changed any waves height in my mod.
I now prefer using commander seasonal waves option...
:Kaleun_Salute:
Templar
01-13-21, 09:11 AM
Very nice Fifi, thank you for all your work.
:Kaleun_Applaud::Kaleun_Cheers:
:Kaleun_Salute:
Stahlsarg-Tobi
01-13-21, 10:00 AM
Hello!
First a big merci for all the work! Looking very well!
I have a question:
Will your mod be compatible with the mod"Tiefenabhängige Meldungen 2.01 (TAM) + UCS 3.01 (UserCommandSounds) für CCoM (12.0 Ready) from Kermit?
When I enable your mod,Jsgme detects some conflicts.
I could try,but asking is perhaps better...
Greetings!
That would interest me too.
CapZap1970
01-13-21, 01:37 PM
Great work, Fifi!!! :Kaleun_Thumbs_Up:
Hello!
First a big merci for all the work! Looking very well!
I have a question:
Will your mod be compatible with the mod"Tiefenabhängige Meldungen 2.01 (TAM) + UCS 3.01 (UserCommandSounds) für CCoM (12.0 Ready) from Kermit?
When I enable your mod,Jsgme detects some conflicts.
I could try,but asking is perhaps better...
Greetings!
If the mod you are talking about is only sounds, so yes it’s compatible.
Otherwise no.
a-kermit
01-13-21, 02:02 PM
Moin, moin ...
No, it is no longer, because this mod (UCS and TAM) is linked to the respective Ubootxx.dat and a tower file is used.
But I'm working on a final version of the combined sound mod, name not determined yet, with many new things in it.
So there will be a new adapted/extended version. (when I am fit again ... after Covid)
Greetings Kermit
Stahlsarg-Tobi
01-13-21, 02:45 PM
Thanks for the replies,
I decide to try the 2 mods for 5 minutes(in campaign),Shift-D and Ctrl-D don't work,I noticed,with Fifi's mod activated last.The Uzo on Bridge-sound missed,too.
@Kermit and Fifi: That would be great to make both mods compatible!
Sadly I'm a Idiot in modding,so I can't do it myself!
a-kermit
01-13-21, 03:01 PM
... you actually need, will not work.
As already said, in the respective Ubootxxx.dat are the "trigger nodes" which then access the UCS/TAM data.
Since the Uboot.dat's were exchanged by FIFI I have to adapt/insert this again.
So patience .... is in work.
Greeting Kermit
Stahlsarg-Tobi
01-13-21, 03:27 PM
Ich hab's nich eilig....
I fell in love with CCom,it's very nice with this dangerous planes!
And this lovely ships.And now more dangerous escorts Fifi transfers to CCom.
And the stable running so far(only my trials and errors with mods cause a CTD).
Thanks for keeping this great mod up to date!
Kal_Maximus_U669
01-13-21, 03:59 PM
Merci Fifi pour ton travaille ici cela fait plaisir de voir le mod de ROWI58 comme cela....a l epoque qu il est sortie n a pas été trop discuter...pourtant vraiment il fait partie des incontournables :Kaleun_Applaud::Kaleun_Salute:
Thank you Fifi for your work here it's nice to see the ROWI58 mod like this .... at the time it was released was not too much discussion ... yet really it is one of the essentials
I am delighted a-kermit for the update....
Thanks guys for your appreciation :salute:
ericlea
01-13-21, 05:20 PM
Merci Fifi pour ton travaille ici cela fait plaisir de voir le mod de ROWI58 comme cela....a l epoque qu il est sortie n a pas été trop discuter...pourtant vraiment il fait partie des incontournables :Kaleun_Applaud::Kaleun_Salute:
Thank you Fifi for your work here it's nice to see the ROWI58 mod like this .... at the time it was released was not too much discussion ... yet really it is one of the essentials
I am delighted a-kermit for the update....
C'est un bel hommage que tu fais à Rowi là Fifi !
Bravo pour ce cadeau que tu nous fais !
Merci !
Vive CCOM12 !
:Kaleun_Cheers::Kaleun_Thumbs_Up::Kaleun_Applaud:
ericlea
01-13-21, 06:09 PM
https://i.servimg.com/u/f36/19/84/56/02/sh3im134.jpg (https://servimg.com/view/19845602/206)
Very glad you all enjoy my work dedicated to Rowi’s memory and his Ccom12 :yeah:
New enhancements makes us completely forgot the GUC U-Boat looking (quite perf demanding)
Furthermore, i can say Ccom12 is the most detailed mod available here.
Rowi dedicated love for SH3 gave us a stable platform with so many details such as:
- torpedos present in torpedo tubes!
- all latest harbors at the right places including gates and ships environment
- full interiors detailed
- animated observation periscope raising/retracting
- accurate planes dive gauges
- diving Xmas tree with accurate lights
- pennants
- the most numerous ships ever
- life everywhere, even on many ships!
- fantastic planes threat
- accurate and most commissioned VIIB
- playable VIIC/41 & 42!
- full detailed nav map with accurate names everywhere
- etc etc
Now we have new sailing experience and more details :03:
:Kaleun_Salute:
Belmondo
01-14-21, 03:38 AM
Very glad you all enjoy my work dedicated to Rowi’s memory and his Ccom12 :yeah:
New enhancements makes us completely forgot the GUC U-Boat looking (quite perf demanding)
Furthermore, i can say Ccom12 is the most detailed mod available here.
Rowi dedicated love for SH3 gave us a stable platform with so many details such as:
- torpedos present in torpedo tubes!
- all latest harbors at the right places including gates and ships environment
- full interiors detailed
- animated observation periscope raising/retracting
- accurate planes dive gauges
- diving Xmas tree with accurate lights
- pennants
- the most numerous ships ever
- life everywhere, even on many ships!
- fantastic planes threat
- accurate and most commissioned VIIB
- playable VIIC/41 & 42!
- full detailed nav map with accurate names everywhere
- etc etc
Now we have new sailing experience and more details :03:
:Kaleun_Salute:
Great, I added it to sh3 gwx and it worked with a small exception: day was at night and night by day and maybe it's because I use TKSS 18, the u-boat looks a bit different but on board sailors great thing
Great, I added it to sh3 gwx and it worked with a small exception: day was at night and night by day and maybe it's because I use TKSS 18, the u-boat looks a bit different but on board sailors great thing
:haha::o:o
I think many more issues will raise up...as GWX doesn’t have same environment Km radius, but most of all different U-Boats nodes ID and particules.dat/materials.dat!!!
Should better work with LSH3 than GWX...as LSH3 was the base of Ccom12 (nevertheless not tested - it may have some incompatibility)
:Kaleun_Salute:
Hello Fifi and Kermit, thank you very much for your great work. If the two mods work together it will be awesome.
Hello Fifi and Kermit, thank you very much for your great work. If the two mods work together it will be awesome.
Only Kermit can make it compatible with my mod, as i don’t know this mod (and don’t have it).
What is it changing EXACTLY?
a-kermit
01-14-21, 12:31 PM
... I have to put the "trigger nodes" back into the relevant Ubootxx.dat's, once for the TAM and then for the UCS, then check the Turm7c_3_hd.DAT, and put my entries there again if needed. Then they would be "Adjusted" for now, but there are still new things to be added.
they must be installed uach still, which should represent however no large problem.
Greeting Kermit
ericlea
01-14-21, 03:00 PM
Thanks Fifi !
But it is better i think if you make that for us and publish a little update to your enhencements fifi mod :)
Thanks Fifi !
But it is better i think if you make that for us and publish a little update to your enhencements fifi mod :)
Ok, tomorrow then...
John Pancoast
01-14-21, 03:10 PM
In order to raise the pennants when back home (very close to deck), you should add this line in my Data/Cfg/Commands_En
So when hitting "shift+K" the pennants will appear.
But first, you have to hit "Ctrl+Page up" to fully raise attack periscope!
https://i.goopics.net/5povX.png
Do the pennants still show a bunch of them regardless of ships sunk ?
Do the pennants still show a bunch of them regardless of ships sunk ?
Yes, as always all of them.
Do you know how to link them to kills?
I don’t :hmmm:
John Pancoast
01-14-21, 04:03 PM
Yes, as always all of them.
Do you know how to link them to kills?
I don’t :hmmm:
No, I asked the same question awhile back and iirc the reply was something like save/exit the game when near port, edit the necessary files, reload the save.
But I could never get it working and/or I didn't understand the reply so I haven't bothered with using them since.
I like how the pennants show the correct info. in AOD.
But I bet it would be easy for you/your skills to figure out ! <hint, hint>
ericlea
01-14-21, 04:55 PM
Thank you Fifi, we will all play CCOM12 again now !
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1-12-FULL MAP UPDATE + functional draggable chrono :
https://www.dropbox.com/s/l6o56hflccub5u5/ahnenerbe_ws-gui_1920x1080_fuer_ccom_11.1-12-full%20map%20update%20%2B%20functional%20draggable %20chrono.rar?dl=1 (https://www.dropbox.com/s/l6o56hflccub5u5/ahnenerbe_ws-gui_1920x1080_fuer_ccom_11.1-12-full%20map%20update%20%2B%20functional%20draggable %20chrono.rar?dl=0)
:Kaleun_Salute::Kaleun_Cheers:
No, I asked the same question awhile back and iirc the reply was something like save/exit the game when near port, edit the necessary files, reload the save.
But I could never get it working and/or I didn't understand the reply so I haven't bothered with using them since.
I like how the pennants show the correct info. in AOD.
But I bet it would be easy for you/your skills to figure out ! <hint, hint>
What is AOD?
Mad Mardigan
01-14-21, 05:46 PM
What is AOD?
ahoy, Fifi... :Kaleun_Cheers:
Thanks for the add in work you did. Gonna download it & add it in.
Am guessing here... AoD = Aces of the Deep... perhaps.
M. M.
:Kaleun_Salute:
In order to raise the pennants when back home (very close to deck), you should add this line in my Data/Cfg/Commands_En
So when hitting "shift+K" the pennants will appear.
But first, you have to hit "Ctrl+Page up" to fully raise attack periscope!
Hello, Fifi
What is the elevation of the periscope raising in your example?
This mod is designed for the speed and height of the periscope raising as in the original game (5 m).
...
I am the author of the mod "..._ DFa-Flag & Pens_2010".
After changing the status of the submarine to InHarbor (or InHarbor_Neitral) after the automatic raising of the rear periscope, the animation of lifting the cable with pennants will automatically start. In the original mod, the pause time before raising the pennants is calculated for raising the periscope by 5 m (original). If someone wants to raise the periscope by 7 m, then the pause time must be increased by 4 (better by 5 seconds) ... while after the automatic raising of the periscope, the pennants will automatically appear on it.
This is the right decision - see the picture in the spoiler.
But some comrades do not understand the work of the mod or do not want to study the mod ... they offer solutions corresponding to their level of "understanding" of the mod and thereby discredit the idea of the mod.
https://i.postimg.cc/Yq2rvk9B/Up-Pause-4-Penants-Tros.jpg
Stahlsarg-Tobi
01-14-21, 06:07 PM
Hello!
AoD means Aces of the deep,an old U-Boat Simulator from 1993(if I remember right),this old game is,until today,one of the best simulaters for U-Boat gaming in my opinion.
It is installed on my rig today again.The grafics are very old but evrything else
is very realistic.This game was made by Dynamix.
Because of playing this game in these old days,I was disappointed from SH3 in 2005.SH3 seems to me like a backstep when I played it the first time.
But today I feel well with SH3.:03:
a-kermit
01-14-21, 06:32 PM
@FIFI ... you have the crew on deck of my "UCS 3.01 for WAC 5.xx use with the" automatic in port "+ timer function for the automatic" crew below deck ". Don't mind, but ... then you have to explain to people what that entails. may not be to everyone's taste. So: When the submarine is in port or arrives, the crew automatically goes to deck ... even if you send them back down manually, they are there again immediately ... "automatic port". If you are now at port or on the open sea and the crew on deck is at full speed and / or going ahead (even if it is only briefly) the crew goes "below deck" after about 55 seconds ... "timer- Automatic ". So you have to avoid full and extreme voyages when leaving the port and only go on it when you want to have the crew down on the timer. To change or remove this you have to delete the respective entries in the respective "Crew_Typexx.dat" ... "INHARBOR", "IN HARBOR NEUTRAL", ... Port automatic "Ahead_flank" and "Ahead_full" automatic timers
Greetings Kermit
Edit: How about if you could incorporate a text in the start loading screen ... for example "In memory of ROWIE58" or something similar?
John Pancoast
01-14-21, 08:30 PM
What is AOD?
Aces of the Deep. Sacrilege that you didn't know that. :D
Mad Mardigan
01-14-21, 10:39 PM
Ahoy... :Kaleun_Cheers:
Got the enhancements by Fifi added in, and noting something... a tad off with just starting a career... (new one, I might add, just to clarify & yes, that did include My taking out the TAM kombi mod, as I was using it before I added in this mod, as well as the new enviro from before... unless I was supposed to leave that in & activated in place before the enhancement mod.. :hmmm: )
& the oddity I noticed...
when using the ruler & the compass tools on the Nav map... the starting point using them... is not centered with the tool, they're offset by a good bit. (See attached snap shots, for clarity on this point, thanks..)
Compass tool snap shot:
http://snipboard.io/BdEVTF.jpg
Ruler tool snapshot:
http://snipboard.io/Glb23C.jpg
Any one else , noticed this, by chance..?? :hmmm:
Despite the offset, I was able to use them, but.. it took a bit of doing to get the marker icons where I needed them to start off from... wasn't easy...
Other than this... looks grand, thanks for the work on it Fifi... :Kaleun_Cheers: :Kaleun_Salute:
M. M.
:Kaleun_Salute:
Hello, Fifi
What is the elevation of the periscope raising in your example?
This mod is designed for the speed and height of the periscope raising as in the original game (5 m).
...
I am the author of the mod "..._ DFa-Flag & Pens_2010".
After changing the status of the submarine to InHarbor (or InHarbor_Neitral) after the automatic raising of the rear periscope, the animation of lifting the cable with pennants will automatically start. In the original mod, the pause time before raising the pennants is calculated for raising the periscope by 5 m (original). If someone wants to raise the periscope by 7 m, then the pause time must be increased by 4 (better by 5 seconds) ... while after the automatic raising of the periscope, the pennants will automatically appear on it.
This is the right decision - see the picture in the spoiler.
But some comrades do not understand the work of the mod or do not want to study the mod ... they offer solutions corresponding to their level of "understanding" of the mod and thereby discredit the idea of the mod.
https://i.postimg.cc/Yq2rvk9B/Up-Pause-4-Penants-Tros.jpg
Thank you, i will check this.
Pennants were already included in Ccom12, i didn’t import them...always had problems seeing them :03:
@FIFI ... you have the crew on deck of my "UCS 3.01 for WAC 5.xx use with the" automatic in port "+ timer function for the automatic" crew below deck ". Don't mind, but ... then you have to explain to people what that entails. may not be to everyone's taste. So: When the submarine is in port or arrives, the crew automatically goes to deck ... even if you send them back down manually, they are there again immediately ... "automatic port". If you are now at port or on the open sea and the crew on deck is at full speed and / or going ahead (even if it is only briefly) the crew goes "below deck" after about 55 seconds ... "timer- Automatic ". So you have to avoid full and extreme voyages when leaving the port and only go on it when you want to have the crew down on the timer. To change or remove this you have to delete the respective entries in the respective "Crew_Typexx.dat" ... "INHARBOR", "IN HARBOR NEUTRAL", ... Port automatic "Ahead_flank" and "Ahead_full" automatic timers
Greetings Kermit
Edit: How about if you could incorporate a text in the start loading screen ... for example "In memory of ROWIE58" or something similar?
Thank you Kermit, i will also check this. Didn’t know it was from you.
Good idea for in memory of Rowi58...
Ahoy... :Kaleun_Cheers:
Got the enhancements by Fifi added in, and noting something... a tad off with just starting a career... (new one, I might add, just to clarify & yes, that did include My taking out the TAM kombi mod, as I was using it before I added in this mod, as well as the new enviro from before... unless I was supposed to leave that in & activated in place before the enhancement mod.. :hmmm: )
& the oddity I noticed...
when using the ruler & the compass tools on the Nav map... the starting point using them... is not centered with the tool, they're offset by a good bit. (See attached snap shots, for clarity on this point, thanks..)
Compass tool snap shot:
http://snipboard.io/BdEVTF.jpg
Ruler tool snapshot:
http://snipboard.io/Glb23C.jpg
Any one else , noticed this, by chance..?? :hmmm:
Despite the offset, I was able to use them, but.. it took a bit of doing to get the marker icons where I needed them to start off from... wasn't easy...
Other than this... looks grand, thanks for the work on it Fifi... :Kaleun_Cheers: :Kaleun_Salute:
M. M.
:Kaleun_Salute:
Mad, it has to be on your side. No such issue here, everything is ok with map tools :yep:
Anvar1061
01-15-21, 02:13 AM
How about if you could incorporate a text in the start loading screen ... for example "In memory of ROWIE58" or something similar?
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
SH3 Commander CCoM\Cfg\SH3 options.cfg
;Loadup text
en_13=CCoM - `C0x00CCFFFF`In memory of ROWI58`C0x00CCFFFF` Captain's Choice of Mods - V 12.0 (SH3_Cmdr)
de_13=CCoM - `C0x00CCFFFF`In Erinnerung an ROWI58`C0x00CCFFFF` Captain's Choice of Mods - V 12.0 (SH3_Cmdr)
fr_13=CCoM - `C0x00CCFFFF`À la mémoire de ROWI58`C0x00CCFFFF` Captain's Choice of Mods - V 12.0 (SH3_Cmdr)
a-kermit
01-15-21, 04:29 AM
Mion'sen ...
I'll make a mini-fix, so that everyone can choose for themselves, whether with or without "port automatic".
Is not necessarily each man's thing.
Was also then Experimentel and somehow slipped into WAC, and since I found it good, I had left it so.
Should I also remove the "timer function" or should it continue to be used ?
Without "port automatic" I can also shorten the time from the command "full speed ahead" to the "crew below deck" to about 25 -35 seconds instead of 55 sec.
Greeting Kermit
Mion'sen ...
I'll make a mini-fix, so that everyone can choose for themselves, whether with or without "port automatic".
Is not necessarily each man's thing.
Was also then Experimentel and somehow slipped into WAC, and since I found it good, I had left it so.
Should I also remove the "timer function" or should it continue to be used ?
Without "port automatic" I can also shorten the time from the command "full speed ahead" to the "crew below deck" to about 25 -35 seconds instead of 55 sec.
Greeting Kermit
Not necessary in my opinion...i have fixed the crew on deck as per your instructions, and the pennants too!
I will upload new & last version very soon :up:
WILL UPLOAD NEW VERSION VERY SOON.
I HAVE FIXED THE CREW ON DECK IN HARBORS (NOW ONLY FULLY MANUAL WITH SHIFT/CTRL+D) AND THE PENNANTS APPEARING AUTOMATICALLY WHEN ONLY HITTING CTRL+PAGE UP (FEW SECONDS AFTER THE ATTACK PERISCOPE IS FULLY RAISED)
:Kaleun_Salute:
a-kermit
01-15-21, 05:17 AM
So here is the mini fix for CoD without "port automatic.
The "Timer function I have left, but reduced to 20Secunden
https://www.mediafire.com/file/2ajh6lko7pyqsji/Fifi_Enhancements_Ccom12_CoD_without_port_automati c.7z/file
Greeting Kermit
So here is the mini fix for CoD without "port automatic.
The "Timer function I have left, but reduced to 20Secunden
https://www.mediafire.com/file/2ajh6lko7pyqsji/Fifi_Enhancements_Ccom12_CoD_without_port_automati c.7z/file
Greeting Kermit
Same as my fix but without the time reduction :03:
NEW DOWNLOAD LINK ON POST #1
Pennants in harbor and crew on deck is fixed :yeah:
Only hitting control+Page up will raise periscope + pennants close to harbor deck.
Crew on deck is now working completely manually in harbor via shift+D and Control+D
Thanks to those who helped!
:Kaleun_Salute:
ericlea
01-15-21, 07:28 AM
:Kaleun_Cheers::Kaleun_Applaud::Kaleun_Thumbs_Up:: Kaleun_Salute:
a-kermit
01-15-21, 08:03 AM
Thanks FIFI for the update.
You can now use my "Mini-Fix" to use the "Timer-Automatic" with 20 seconds. With FIFI it is 55 sec.
Just activate it after FIFI's update
The whole sound package is in work, so the merged version of the UCS/TAM with new sounds/functions, but it takes a while, because it is simultaneous for the 3 big mods ... CCoM 12, WAC 5.2 and LSH 2020 ...
For GWX this does not work ... too many single mods, there would always be overlaps ...evtl for "Onealex" there only he has the hand on it.
Remains healthy ... Kermit
Translated with www.DeepL.com/Translator (free version)
great news, thank you very much !!!
Very glad you all enjoy my work dedicated to Rowi’s memory and his Ccom12 :yeah:
New enhancements makes us completely forgot the GUC U-Boat looking (quite perf demanding)
Furthermore, i can say Ccom12 is the most detailed mod available here.
Rowi dedicated love for SH3 gave us a stable platform with so many details such as:
- torpedos present in torpedo tubes!
- all latest harbors at the right places including gates and ships environment
- full interiors detailed
- animated observation periscope raising/retracting
- accurate planes dive gauges
- diving Xmas tree with accurate lights
- pennants
- the most numerous ships ever
- life everywhere, even on many ships!
- fantastic planes threat
- accurate and most commissioned VIIB
- playable VIIC/41 & 42!
- full detailed nav map with accurate names everywhere
- etc etc
Now we have new sailing experience and more details :03:
:Kaleun_Salute:
I will add to this list a good Mediterranean campaign and probably Black Sea also (didn’t test last one yet)
Didn’t know Rowi had enhanced Mediterranean too :yep:
Even got few important messages of enemy activity along Tunisia coasts...
Arnd Stuke
01-15-21, 09:33 AM
Salu Fifi,
très bon travail. J'ai changé le commands_de.cfg à la main et tout va bien.
https://abload.de/img/001vrkrf.jpg
:Kaleun_Thumbs_Up::Kaleun_Salute::Kaleun_Cheers:
Anvar1061
01-15-21, 09:34 AM
https://sun9-1.userapi.com/vHUPAsOh5f32Zfrfr1qBOzlkbWV7d4OENfuzBw/GRei-ffSGTw.jpg
Stahlsarg-Tobi
01-15-21, 10:10 AM
Salu Fifi,
très bon travail. J'ai changé le commands_de.cfg à la main et tout va bien.
https://abload.de/img/001vrkrf.jpg
:Kaleun_Thumbs_Up::Kaleun_Salute::Kaleun_Cheers:
Hallo Herr Störtebecker!
Hab ich auch gesehen,daß die Commands.de nicht dabei ist.Könntest du mir verraten,was ich da ändern muss? Oder gibt's nen kleinen Ergänzungsmod?:D Das versteh ich bis jetzt zumindest noch nicht.
@Kermit:Gute Besserung!:sunny:
Mad Mardigan
01-15-21, 10:12 AM
Mad, it has to be on your side. No such issue here, everything is ok with map tools :yep:
Ahoy, Fifi...
After going back over your initial post (i.e see post #1... :D :yep: :oops:) I believe I know what is causing it with Me... In My install, I still have your other enhancements before this 1 in the mix.
Am figuring that you worked them into this release, by chance... yes... If so, then will need to go back & re-delete save game folder, open jsgme & remove them out of the mix... D'oh... to quote Homer... :haha: :D
In addition, am using the ''Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1-12-FULL MAP UPDATE + functional draggable chrono'' in place of the other 1, ''Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1-12-FULL MAP UPDATE''...
After I finish up posting this reply, will see to grabbing the updated version here & replace the old copy...
M. M.
:Kaleun_Salute:
Arnd Stuke
01-15-21, 10:34 AM
Hallo Herr Störtebecker!
Hab ich auch gesehen,daß die Commands.de nicht dabei ist.Könntest du mir verraten,was ich da ändern muss? Oder gibt's nen kleinen Ergänzungsmod?:D Das versteh ich bis jetzt zumindest noch nicht.
@Kermit:Gute Besserung!:sunny:
Hallo Tobi,
Du musst im Spieleordner unter data --> cfg die commands_de.cfg so ändern
[Cmd150]
Name=Maneuver_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Helmsman_view
und cmd204 hinzufügen
[Cmd204]
Name=Maneuver_officer_end
Ctxt=1
Key0=0x44,Cc,"CTRL+D"
Dann funktioniert das mit Shift+D und Ctrl+D
http://https://abload.de/img/011v4jr8.png
Stahlsarg-Tobi
01-15-21, 10:51 AM
Vielen Dank für die Hilfe!
Wieder was gelernt!
Werde es morgen testen!
ericlea
01-15-21, 12:12 PM
https://i.servimg.com/u/f36/19/84/56/02/ccom_r10.jpg (https://servimg.com/view/19845602/210)
:Kaleun_Salute:
Mad Mardigan
01-15-21, 12:37 PM
Trying to figure this out...
If I use the sh3.exe in the CCoM folder... to start it, the loading screen with ''In memory of Rowi'', shows up, as it should.. no problems there....
It is when I go to use the sh3Commander, that it becomes a pain...
The loading screen, using it to start up CCoM sh3, isn't the 1 with ''In memory of Rowi'',... it's just the standard stock loading screen...
am at loose ends on how to get the ''In memory of Rowi'' to show up, NOT that bloody plain stock one...
I tried doing a created data\Menu\Loading with the loading screen image & using jsgme in the Commander folder, to activate it... BUT... no go doing that... any ideas on how to get that loading screen to show up honoring Rowi..???? :hmmm:
M. M.
:Kaleun_Salute:
Trying to figure this out...
If I use the sh3.exe in the CCoM folder... to start it, the loading screen with ''In memory of Rowi'', shows up, as it should.. no problems there....
It is when I go to use the sh3Commander, that it becomes a pain...
The loading screen, using it to start up CCoM sh3, isn't the 1 with ''In memory of Rowi'',... it's just the standard stock loading screen...
am at loose ends on how to get the ''In memory of Rowi'' to show up, NOT that bloody plain stock one...
I tried doing a created data\Menu\Loading with the loading screen image & using jsgme in the Commander folder, to activate it... BUT... no go doing that... any ideas on how to get that loading screen to show up honoring Rowi..???? :hmmm:
M. M.
:Kaleun_Salute:
Yes it’s located in Cmdr/date/19390801\data\Menu\Loading folder...i couldn’t find it at first, that’s why you only see it via SH3 exe and not via Cmdr exe.
It was too late for change, and i didn’t want to load it up again for just a TGA :oops:
Mad Mardigan
01-15-21, 01:41 PM
Yes it’s located in Cmdr/date/19390801\data\Menu\Loading folder...i couldn’t find it at first, that’s why you only see it via SH3 exe and not via Cmdr exe.
It was too late for change, and i didn’t want to load it up again for just a TGA :oops:
Soooo... what..?? Take a copy from the main mod of the loading screen & drop it into that folder in Cmdr then... I'm thinking... :hmmm:
Soooo... what..?? Take a copy from the main mod of the loading screen & drop it into that folder in Cmdr then... I'm thinking... :hmmm:
No, give it up, i will make a new upload tomorrow with correct TGA for Rowi and 2 things i noticed in my Commands.cfg that need small correction :up:
ericlea
01-15-21, 03:10 PM
Thanks for your great job Fifi !
Don't hurry !
We (players) need now a little time to test ccom12 with all your enhencements.
and we can write in this topic the details that still need to be corrected.
:Kaleun_Salute::Kaleun_Cheers::Kaleun_Applaud:
Mad Mardigan
01-15-21, 03:48 PM
No, give it up, i will make a new upload tomorrow with correct TGA for Rowi and 2 things i noticed in my Commands.cfg that need small correction :up:
No sweat, but.. was able to take a copy of the ''In honor of Rowi'' loading screen, then drop it into that folder in the Commander dates folder... & did a test run &... success.
It worked just fine.
You doing a reworked download for others, is still a good idea... & thanks for your work on this addition to the CCoM v12. :up:
On the other thing I noticed... after dropping your earlier add ons, before this 1... & deleting game save, the issue has sorted itself out... sooo...
All's well, that ends well.
M. M.
:Kaleun_Salute:
post edit...
Will keep a weather eye out for that update...
:Kaleun_Salute:
ericlea
01-15-21, 04:35 PM
https://i.servimg.com/u/f36/19/84/56/02/sh3im135.jpg (https://servimg.com/view/19845602/211)
a-kermit
01-15-21, 05:15 PM
So, I think that's it ...
You can leave it like that ...
German:
https://www.mediafire.com/view/notai4w1rrmhqp7/Intro.jpg/filehttps://www.mediafire.com/view/notai4w1rrmhqp7/Intro.jpg/file
DL: https://www.mediafire.com/file/kdvdjk22wk9a1ym/Intro.tga/file
English:
https://www.mediafire.com/view/a22n7ctom57g6i4/Intro.jpg/file
DL: https://www.mediafire.com/file/g9esbbaz2q6d1r6/Intro.tga/file
Is my Final Version.
...Kermit
Thank you, i will check this.
Pennants were already included in Ccom12, i didn’t import them...always had problems seeing them :03:
...
:rotfl2:
Obviously, the crooked hands become a massive phenomenon in your region...
Or as say: "To the bad dancers eggs always get in the way..."
OK, jokes aside.
If you've never used my mod, what can you knows and to speak about it? I emphasize, my mod, not the rubbish that you are discussing.
Today I tested single missions with all Turms of the GWX_DFA_Flag&Pens_2010 mod.
Everything works better than a Swiss watch!.. for over ten years.
You can download the test video and readme from the link in the signature.
Good luck.
:haha:
:rotfl2:
Obviously, the crooked hands become a massive phenomenon in your region...
Or as say: "To the bad dancers eggs always get in the way..."
OK, jokes aside.
If you've never used my mod, what can you knows and to speak about it? I emphasize, my mod, not the rubbish that you are discussing.
Today I tested single missions with all Turms of the GWX_DFA_Flag&Pens_2010 mod.
Everything works better than a Swiss watch!.. for over ten years.
You can download the test video and readme from the link in the signature.
Good luck.
:haha:
No need to be harsh here buddy, the pennants in Ccom12 are working great :haha:
Had to adjust the new commands cfg to make it work as intended, that all
a-kermit
01-16-21, 03:11 AM
Commander Intro DE
https://www.mediafire.com/view/loddwxmkezto7uj/Intro.jpg/file
DL: https://www.mediafire.com/file/f6axtu3saumyjr4/Intro.tga/file
Commander Intro EN
https://www.mediafire.com/view/cc4n9ymwaebs0vz/Intro.jpg/file
DL: https://www.mediafire.com/file/ahdq93dqjbf2hyy/Intro.tga/file
Have a relaxing weekend ... Kermit
LAST VERSION FINAL UPDATED POST #1
- Negative Buoyancy adjusted for all subs
- No officer at helm station fixed when raising periscope
- In memory of ROWI added to Cmdr
- Adjustments of commands_En.cfg
Our German friends have to merge commands_En.Cfg to commands_Ge.Cfg, so all commands works as intended in German!
You can activate Kermit mods above, on top of all :up:
Thanks Kermit :yeah:
a-kermit
01-16-21, 05:21 AM
Here the complete package ...
DL: https://www.mediafire.com/file/1lmi3seo01ozru0/Rowi_Intro_DE-EN.7z/file
... Kermit
Here the "Carefree" complete package ...
DL: https://www.mediafire.com/file/1lmi3seo01ozru0/Rowi_Intro_DE-EN.7z/file
... Kermit
:hmmm: What is the care free?
a-kermit
01-16-21, 06:01 AM
:hmmm: What is the care free?
Sorry is my "Google-english" ;)
Sorry is my "Google-english" ;)
No problem :03:
But is it your mods compilation all in one?
a-kermit
01-16-21, 06:47 AM
Moin FIFI....
Yes, but only concerning the Rowi Intro for CCoM and Commander
Greeting kermit
Mad Mardigan
01-16-21, 02:43 PM
With regards the TAM+USC kombi mod, any status update on it being upgraded to work with the enhancements that Fifi did.?
Brilliant work, by the way Fifi... kudos shipmate... :Kaleun_Cheers: :Kaleun_Thumbs_Up:
2 questions that come to mind, with updating or upgrading CCoM even further...
1. With this 1, is more in line with the work you put into enhancements Fifi...
With using the F1 key for info while in game on what button does what & such... was there any adjustments in the help menu that key pulls up, & if not, would you consider doing so... just asking...
2. with regards to upgrading/updating the uboat bases... know that with GWX primarily, there was work done to place Lorient that also included use of it for LSH3... which, as I understand it, Rowi was part of the team that worked on LSH3. Rowi did CCoM, as was his vision of what the direction that LSH3 should have taken, yet didn't. I know.. an agree to disagree case in point... I do like LSH3 & am also liking CCoM, as well... so anything that helps to improve them singly or together is for the better, the way I see it. :yep:
I know this thread is for CCoM & the enhancement that was done for it... so getting back on point, as it were....
Know that the New Lorient sub base for LSH3 took, haven't had much opportunity to check it out... but, is there any thoughts or plans to improve Lorient's placement base wise planned for CCoM, as well..
It is hoped that it will be...
M. M.
:Kaleun_Salute:
RickSarg
01-16-21, 02:55 PM
I've already done a repositioned L'Orient for CCoM a while back
Still in a beta stage: download:https://mega.nz/file/jjh1gICQ#f0MjMK_KEleuEuZ2gRmYKq6jf8smEewUADAJMGd6c Bg
Rick
In order to raise the pennants when back home (very close to deck), you should add this line in my Data/Cfg/Commands_En
So when hitting "shift+K" the pennants will appear.
But first, you have to hit "Ctrl+Page up" to fully raise attack periscope!
...
Had to adjust the new commands cfg to make it work as intended, that all
Hello, buddy.
If it so, the likely cause of the automatic pennant raising confusion is in Commands_xx.cfg.
I want you to fully understand the logic of my mod... so I'm say it again.
Original mod
"..._DFa-Flag&Pens_2010"
File: Commands_xx.cfg
Game commands for
raising/lowering pennants
*******************************
[Cmd121]
Name=Rise_whole_periscope
Ctxt=1
Key0=0x21,c,"Ctl+PgUp" ;;;;; and Pennants Up
[Cmd123]
Name=Lower_whole_periscope
Ctxt=1
Key0=0x22,c,"Ctl+PgDn" ;;;;; and Pennants Down
*******************************
Buffer of commands for implementing
the logic of automatic pennants raising
*******************************
[Cmd418]
Name=DGuns_Update_target
Ctxt=1
Key0=0x22,Cc,"Ctl+PgDn"
Key1=0x22,C,"PgDn"
Key2=0x21,C,"PgUp"
[Cmd429]
Name=AAGuns_Update_target
Ctxt=1
Key0=0x21,Cc,"Ctl+PgUp"
*******************************
Conclusion: For automatically raising of the pennants (and the periscope) command "Ctl + PgUp" is used.
And you don't need to invent anything.
https://i.postimg.cc/9XGsmGcx/logic-automatic-raising-pennants.jpgP.S.
I found two more of the same mods on my HDD:
LSH3-5_DFa-Flag & Penns_2010.7z,
WAC_DFa_FlagPens_BrHatch.7z (WAC 4.1, for TypIIA, TypIID Turms).
Somewhere there was one more... :hmmm:
Hello, buddy.
If it so, the likely cause of the automatic pennant raising confusion is in Commands_xx.cfg.
I want you to fully understand the logic of my mod... so I'm say it again.
Original mod
"..._DFa-Flag&Pens_2010"
File: Commands_xx.cfg
Game commands for
raising/lowering pennants
*******************************
[Cmd121]
Name=Rise_whole_periscope
Ctxt=1
Key0=0x21,c,"Ctl+PgUp"
[Cmd123]
Name=Lower_whole_periscope
Ctxt=1
Key0=0x22,c,"Ctl+PgDn"
*******************************
Buffer of commands for implementing
the logic of automatic pennants raising
*******************************
[Cmd418]
Name=DGuns_Update_target
Ctxt=1
Key0=0x22,Cc,"Ctl+PgDn"
Key1=0x22,C,"PgDn"
Key2=0x21,C,"PgUp"
[Cmd429]
Name=AAGuns_Update_target
Ctxt=1
Key0=0x21,Cc,"Ctl+PgUp"
*******************************
Conclusion: For automatically raising the pennants (and the periscope) command "Ctl + PgUp" is used.
https://i.postimg.cc/9XGsmGcx/logic-automatic-raising-pennants.jpg
:Kaleun_Thumbs_Up: :Kaleun_Cheers:
a-kermit
01-18-21, 02:43 AM
Moin, moin men's
Here once again the grammatically (DE) correct version of the "Rowis Gedenk Intro DE_EN_V2
https://www.mediafire.com/view/7y3u5f0jnpt94m9/Intro-1.jpg/file
and ...
https://www.mediafire.com/view/bo86pmrvo4i8end/Intro-2.jpg/file
DL: https://www.mediafire.com/file/kktejheqxds7dxg/Rowi_Gedenk_Intro_DE_EN_V2.7z/file
... Have a nice day ... Kermit
Moin, moin men's
Here once again the grammatically (DE) correct version of the "Rowis Gedenk Intro DE_EN_V2
https://www.mediafire.com/view/7y3u5f0jnpt94m9/Intro-1.jpg/file
and ...
https://www.mediafire.com/view/bo86pmrvo4i8end/Intro-2.jpg/file
DL: https://www.mediafire.com/file/kktejheqxds7dxg/Rowi_Gedenk_Intro_DE_EN_V2.7z/file
... Have a nice day ... Kermit
:Kaleun_Thumbs_Up: :Kaleun_Cheers:
Any problems encountered with last version of my mod?
ericlea
01-18-21, 07:45 AM
I have already tested :
type 7B :
10/1939 at Erprobungsstelle : all is ok
11/1939 at Wilhelmsahfen + ride to England : all is ok
type 9B :
10/1941 at Erprobungsstelle : all is ok
11/1941 at Lorient : all is ok
type 9C :
10/1942 at Erprobungsstelle : all is ok
11/1942 at Saint Nazaire : all is ok
So far so good !
:Kaleun_Salute:
Mad Mardigan
01-18-21, 11:09 AM
Ahoy... :Kaleun_Cheers:
Have it added in & thus far, Started off with shakedown cruise, out of Strausand (think I got that spelled right) completed that, docked after getting message to do a transfer to Wilhelmshaven (did take a bit to get the transfer through, the 1st couple of times I got an ok for it, but the reported locality was listed as ''null'' for some odd reason & then could not back out to retry the transfer... finally got transited to the new base without any issue/s) & am on My first patrol out of Wilhelmshaven now.
Date is like end of August '39, so look for WW2 to start while I am in My assigned patrol grid.
Thus far... all good.
End report.
M. M.
:Kaleun_Salute:
ericlea
01-18-21, 11:52 AM
when you have this little bug tranfer, simply quit the game and enter again. and tranfer will be ok.
you can try this too :
when you end a patrol. give the medals and ability and quit immediatly the game.
enter the game and do the transfer before patrol (not just after)
Mad Mardigan
01-18-21, 12:17 PM
when you have this little bug tranfer, simply quit the game and enter again. and tranfer will be ok.
you can try this too :
when you end a patrol. give the medals and ability and quit immediatly the game.
enter the game and do the transfer before patrol (not just after)
Ahoy, ericlea...:Kaleun_Cheers:
Yeah, that's what I had to do to get past the issue, I clocked out, reloaded & was finally able to complete the transfer to Wilhelmshaven. Just NOT sure of what caused it.
I clicked on 2nd flotilla then the the other area to finalize it.1st time I did so, it did that assigned to 'null' but on the 2nd attempt, it went through fine with giving the assigned to 'Wilhelmshaven... go figure...
Think the area to click on selecting 2nd Flotilla is probably a bit wider than is needed for it & could be the reason it occurred.. that is just a guess. Can't confirm it since I got past that stage, but.. I seem to recall '2nd Flotilla' lighting up before I ever got the mouse pointer over the exact spot & as a result I MAY have clicked a bit faster than I should have.
Again, this is all guess work based on what I remember... :yep:
As stated, that was the only... hiccup I had... as it stands, have not ran into any other issues thus far.
M. M.
:Kaleun_Salute:
Ahoy, ericlea...:Kaleun_Cheers:
Yeah, that's what I had to do to get past the issue, I clocked out, reloaded & was finally able to complete the transfer to Wilhelmshaven. Just NOT sure of what caused it.
I clicked on 2nd flotilla then the the other area to finalize it.1st time I did so, it did that assigned to 'null' but on the 2nd attempt, it went through fine with giving the assigned to 'Wilhelmshaven... go figure...
Think the area to click on selecting 2nd Flotilla is probably a bit wider than is needed for it & could be the reason it occurred.. that is just a guess. Can't confirm it since I got past that stage, but.. I seem to recall '2nd Flotilla lighting up before I ever got the mouse pointer over the exact spot & as a result I clicked a bit faster than I should have.
Again, this is all guess work based on what I remember... :yep:
As stated, that was the only... hiccup I had... as it stands, have not ran into any other issues thus far.
M. M.
:Kaleun_Salute:
Hopefully this little bug (that i have never encountered) can’t come from my mod :up:
https://i.goopics.net/2gK7r.jpg
Starting to be wet...
https://i.goopics.net/oONKD.jpg
Being real wet! :haha:
https://i.goopics.net/8ZPob.jpg
Mad Mardigan
01-18-21, 12:49 PM
Hopefully this little bug (that i have never encountered) can’t come from my mod :up:
Ahoy, Fifi... :Kaleun_Cheers:
Don't think so... BUT... will cross check it using a stock copy of SH3, followed up by CCoM again, but with a new career started, then further followed up by cross checking with the copy of LSH3 & 1 Alex I have...
As I mentioned, seem to recall the '2nd Flotilla' lighting up before I selected it on that 1st go... so will look & see if such is the case, with all the SH3's I have at My disposal, to hunt down & verify this... :up:
Will share what I learn after completing all that testing...
M. M.
:Kaleun_Salute:
CapZap1970
01-18-21, 02:11 PM
Kaleuns, could you please provide a link to download this mod:
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE
I am bout to take my first steps into this mod... :oops:
Thanks a lot :yeah:
CapZap
Kaleuns, could you please provide a link to download this mod:
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE
I am bout to take my first steps into this mod... :oops:
Thanks a lot :yeah:
CapZap
http://www.mediafire.com/file/jby93nd8lj7yuxl/Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1.7z/file
:Kaleun_Salute:
CapZap1970
01-18-21, 03:12 PM
Please, a little help is needed here....
I have a split F5 view, I am pretty sure I did something wrong with the patching (most likely)... :oops: The process is a bit confusing...
https://i.postimg.cc/D02F1gQV/SH3-Img-18-1-2021-16-5-49-23.jpg
BTW, I enabled the mods just as Fifi says in the first post of the thread, no other mods, just the ones seen in Fifi's screenshot
CapZap1970
01-18-21, 03:14 PM
http://www.mediafire.com/file/jby93nd8lj7yuxl/Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1.7z/file
:Kaleun_Salute:
Thank you very much Fifi!!! :Kaleun_Salute:
ericlea
01-18-21, 03:45 PM
Here the same mod + functional draggable chrono :
(+ speed mark corrected on the AOBFOuterDisc)
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1-12-FULL MAP UPDATE + functional draggable chrono
https://www.designmodproject.de/en/forum/ccom-captain-s-choice-of-mods/1329163-great-enhancements-for-ccom12?start=15#1493671
This mod activates the navigation F5 full map and the dragabble and functional chrono in CCOM12.
INSTALLATION :
1- copy your sh3.exe (already patched with h.sie) and
paste it in this mod.
2-launch "FullMapAndChronoPatch.bat" to patch sh3.exe
3-then activate this mod with jsgme.
Thanks to Wurmonkel and Tycho
ericlea
:Kaleun_Thumbs_Up:
Mad Mardigan
01-18-21, 03:48 PM
Ahoy, Fifi...:Kaleun_Cheers:
Can rule out that transfer snafu of your mod.. which to be frank, I never thought it was related to that any way.
For the record, I don't want it being thought of, that I am disparaging CCoM v12, either... as this is NOT the case, either.
After doing a test run with SH3 stock, CCom, & LSH3 ( I left out 1Alex's version, as it does NOT start you out in Strausland i.e the training base, heck SH3 stock doesn't either... but I checked the transfer, just the same, as to eliminate it being related to stock conditions...) can report the following:
Stock SH3: No issues with doing a transfer...
CCoM: See attached snap below...
LSH3 v15: No issues, & the whole selecting tranfers to flotilla's is radically different in set up...
CCoM transfer page in game:
http://snipboard.io/cAdbIL.jpg
Ok, here we have the transfer page up, in game.
I did note that when you mouse over the avatar (the double reversed N's icon, by the way...) when the mouse is on the mid way point of the right side reverse N icon, '2.Flotille', lights up.
I believe that was when after seeing it do that, I clicked.. thinking I was set to then click on 'Apply for transfer' (which lit up when I moused over it...).
When I clicked on that, was when I got the pop up stating I had transferred to 'null' which locked Me up from even backing out of the transfer screen & back to the office, leading to having to close out & then reload.
Best advice, short of going into the guts of CCoM, & adjusting the trigger for selecting 2.Flottile to not be so... broad, as to be triggered to highlight (which, I admit.. I have no knowledge on how to any way... :oops:), just ensure clicking on '2.flotille' itself... so as to NOT encounter the null transfer issue...
Hope this info helps any one else who may inadvertently trigger that happening to them... unless someone knows how to adjust that & fix it from happening again... :up: which, ain't Me... :yep:
End report...
M. M.
:Kaleun_Salute:
CapZap1970
01-18-21, 06:41 PM
Here the same mod + functional draggable chrono :
Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1-12-FULL MAP UPDATE + functional draggable chrono
https://www.designmodproject.de/en/forum/ccom-captain-s-choice-of-mods/1329163-great-enhancements-for-ccom12?start=15#1493671
This mod activates the navigation F5 full map and the dragabble and functional chrono in CCOM12.
INSTALLATION :
1- copy your sh3.exe (already patched with h.sie) and
paste it in this mod.
2-launch "FullMapAndChronoPatch.bat" to patch sh3.exe
3-then activate this mod with jsgme.
Thanks to Wurmonkel and Tycho
ericlea
:Kaleun_Thumbs_Up:
Ericlea, thanks a lot!! :up:
However I'm still confused... The SH3.exe file is the one that come with the basis mod of CCOM12 is patched with Hsie? What about the WS Gui mod by Wurmonkel that has another patcher? Do I have to do it with both mods, the one that belongs to Wurmonkel and with the one for which you just shared the d/l link? :hmmm:
That's what's breaking my head...
diego_gut
01-18-21, 10:03 PM
Tycho's patch will not work if you try to apply it over a stock steam version. You need to apply Hsie's patch first even if you opt out of every option. To make it quicker and easier you can apply Hsie's patch and open the options selector and just select 4Gb patch, this way you don't have to prepare the supplement.
Regards,
Diego
CapZap1970
01-19-21, 12:18 AM
Thanks a lot guys for your replies.... Finally got it sorted! :up:
One more question.... How do I put the UZO on its place? I tried SHIFT+U, but nothing happens, however, if i press the "U" key, it goes automatically to the UZO view without being it mounted on its place... :hmmm:
CapZap
Thanks a lot guys for your replies.... Finally got it sorted! :up:
One more question.... How do I put the UZO on its place? I tried SHIFT+U, but nothing happens, however, if i press the "U" key, it goes automatically to the UZO view without being it mounted on its place... :hmmm:
CapZap
You can click the dedicated icon in the left hand bar! (Big part to raise, small part to lower)
Or hit Shift+N or Ctrl+N (from memory - i don’t use keys)
:Kaleun_Salute:
Ahoy, Fifi...:Kaleun_Cheers:
Can rule out that transfer snafu of your mod.. which to be frank, I never thought it was related to that any way.
For the record, I don't want it being thought of, that I am disparaging CCoM v12, either... as this is NOT the case, either.
After doing a test run with SH3 stock, CCom, & LSH3 ( I left out 1Alex's version, as it does NOT start you out in Strausland i.e the training base, heck SH3 stock doesn't either... but I checked the transfer, just the same, as to eliminate it being related to stock conditions...) can report the following:
Stock SH3: No issues with doing a transfer...
CCoM: See attached snap below...
LSH3 v15: No issues, & the whole selecting tranfers to flotilla's is radically different in set up...
CCoM transfer page in game:
http://snipboard.io/cAdbIL.jpg
Ok, here we have the transfer page up, in game.
I did note that when you mouse over the avatar (the double reversed N's icon, by the way...) when the mouse is on the mid way point of the right side reverse N icon, '2.Flotille', lights up.
I believe that was when after seeing it do that, I clicked.. thinking I was set to then click on 'Apply for transfer' (which lit up when I moused over it...).
When I clicked on that, was when I got the pop up stating I had transferred to 'null' which locked Me up from even backing out of the transfer screen & back to the office, leading to having to close out & then reload.
Best advice, short of going into the guts of CCoM, & adjusting the trigger for selecting 2.Flottile to not be so... broad, as to be triggered to highlight (which, I admit.. I have no knowledge on how to any way... :oops:), just ensure clicking on '2.flotille' itself... so as to NOT encounter the null transfer issue...
Hope this info helps any one else who may inadvertently trigger that happening to them... unless someone knows how to adjust that & fix it from happening again... :up: which, ain't Me... :yep:
End report...
M. M.
:Kaleun_Salute:
Don’t understand what’s your transfert issue...anyway it can’t be my mod.
Never had any transfert issue in Ccom, as far as you don’t change anything to your sub at first patrol! (Except allowing you torpedoes!)
If you still have issue with transfert, make sure you have installed Ccom12 Commander to the letter from Rowi’s instructions...
All instructions are inside Ccom in PDF (German language you can google translate)
:Kaleun_Salute:
CapZap1970
01-19-21, 09:18 PM
You can click the dedicated icon in the left hand bar! (Big part to raise, small part to lower)
Or hit Shift+N or Ctrl+N (from memory - i don’t use keys)
:Kaleun_Salute:
Thank you Fifi!!! Will try that tonight! :03:
CapZap
Mad Mardigan
01-20-21, 11:47 AM
Any one know of an add in of sub emblems that will work with CCoM (or any other modded version of SH3 would be nice, as well... :yep:) that covers all of the uboats, regardless of what uboat number you get.
I chose the type in SH3Cmdr, yet leave the numbering alone. I know this is just cosmetic, but would really like to have an emblem on the conning tower, & find the limited choices disheartening, to say the least... so any info on being able to round out the choice of emblem, would be greatly appreciated.
I might add, would like to keep it to primarily historic uboat emblems... & few to none that are... outlandish... thanks.
Oh, 1 other question... is is doable to add in a radio set up in SH3... radio, of course meaning radio stations. Seem to recall in Das Boot, the sonar guy, tuning in a radio... find it odd, that this is not in SH3...
M. M.
:Kaleun_Salute:
Any one know of an add in of sub emblems that will work with CCoM (or any other modded version of SH3 would be nice, as well... :yep:) that covers all of the uboats, regardless of what uboat number you get.
I chose the type in SH3Cmdr, yet leave the numbering alone. I know this is just cosmetic, but would really like to have an emblem on the conning tower, & find the limited choices disheartening, to say the least... so any info on being able to round out the choice of emblem, would be greatly appreciated.
I might add, would like to keep it to primarily historic uboat emblems... & few to none that are... outlandish... thanks.
Oh, 1 other question... is is doable to add in a radio set up in SH3... radio, of course meaning radio stations. Seem to recall in Das Boot, the sonar guy, tuning in a radio... find it odd, that this is not in SH3...
M. M.
:Kaleun_Salute:
Ccom12 emblems have a great variety of historical ones (but you have to get few kills first to access them)
If you find it’s not enough, it’s easy via photoshop to make new ones.
Keep in mind Ccom12 is the only super mod around, who has correct emblems positioned ... double face... and they are not working on other super mod (as inverse too!)
About radio, you can add more than Ccom12 has, but again keep in mind the more you add, the less memory you’ll have.
Furthermore, i know music + radio can bring CTD when used while TC.
:Kaleun_Salute:
CapZap1970
01-20-21, 02:04 PM
You can click the dedicated icon in the left hand bar! (Big part to raise, small part to lower)
Or hit Shift+N or Ctrl+N (from memory - i don’t use keys)
:Kaleun_Salute:
Yes, Sir!!!! :Kaleun_Thumbs_Up:
That did the trick! Thanks again, Fifi! :Kaleun_Salute:
ericlea
01-21-21, 05:33 PM
type XXI, 01/1945
https://i.servimg.com/u/f36/19/84/56/02/sh3im151.jpg (https://servimg.com/view/19845602/229)
:Kaleun_Thumbs_Up:
https://i.goopics.net/Q89K0.jpg
:Kaleun_Salute:
John Pancoast
01-22-21, 09:15 AM
type XXI, 01/1945
https://i.servimg.com/u/f36/19/84/56/02/sh3im151.jpg (https://servimg.com/view/19845602/229)
:Kaleun_Thumbs_Up:
First XXI sea patrol wasn't until 4/17/45. :) Nice looking boat though !
Belmondo
01-22-21, 10:23 AM
https://i.goopics.net/GbrDv.jpg
Hi all,
First i want to dedicate this mod to ROWI58 memory, very talented modder who passed away some time ago.
He created Ccom from LSH3, beeing part of the LSH3 dev team in the first times (of what i understood), but making it reflecting his own naval warfare vision...
To me it’s the only super mod that reflect the planes threat nightmare for U-Boats.
Escorts were still a little too easy (harder than LSH3 though) and i tried to make them more deadly (but still playable).
I’ve enhanced plenty things, but always trying to not break Rowi’s work.
So here it is, any comments are welcome! :03:
LIST OF CHANGES:
- Key 'T' for activate/deactivate TDC (instead of 'Ctrl+T')
- NumPad '*' to jump directly max TC
- better DF antenna
- better periscopes
- Rubini volumetric clouds
- new environment with darker nights and sea colors adjusted
- water streams & splashes added to all U-Boats
- better foam, sea foam, and sub siaj
- few new emblems
- few new sounds
- camera.dat adjusted and UZO view now unstable when selected
- compass rose added to sub on nav map
- commands Cfg file adapted for Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel (should work with ARB gui - not tested)
- type II interior adjusted
- sub sensors adjusted (hydrophone wheel rotation speed increased)
- Hsie.ini adjusted
- crew on deck feature added, with 'shift+D' and 'Ctrl+D'
- camera.dat adjusted
- default radio room sonar view (type VII & IX) now heading right direction
- fixed type II watch officer on deck not rotating for visual search
- smaller moon
- better ruler compass
- torpedo tubes can now be all opened without closing each other
- full radio messages in English for Ccom12
- AI sensors increased so U-Boat can now be detected periscope depth with ASDIC
- Escort detection increased (more obvious late war)
- type VIIB has grey skin as VIIC (must be dropped in COMMANDER MOD folder & activated in COMMANDER Jsgme!)
- smoke from different fires has been enhanced
- negative buoyancy added so sub is slowly sinking when all stopped (like NYGM) ----> IMPORTANT: REMOVE THE DATA/ZONES.CFG OF MY MOD FOR PLAYING type XXI (to avoid the main pump destroyed at start with this type, because of negative buoyancy included)
FOR USE WITH: Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel (and optional Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE). Might work with ARB gui also (not tested)
----> In folder "TO BE PUT INTO CCOM12 COMMANDER MODS", you will find inside 2 folders named 19431201_IXC and SkinVIIB_Grey. Those 2 folders have to be put into your Ccom12 Commander MODS folder, and to be activated via Commander JSGME!
MY MOD HAS TO BE ACTIVATED LAST IN THE CCOM12 JSGME!
https://i.goopics.net/glXoK.jpg
DOWNLOAD NEW VERSION FINAL:
https://www.mediafire.com/file/c8y1qiq5spbz4t3/Fifi_Enhancements_Ccom128_Final.7z/file
For this version of Ccom12, in Hsie options, it is recommanded to NOT activate Night Vision Fix & Crash Dive Blues Bugfix!
Enjoy!
:Kaleun_Salute:
Is GWX patch1.4 enough to install this mod?
Is GWX patch1.4 enough to install this mod?
Don’t understand your question...GWX patch 1.4?
Ccom12 must be installed over a fresh SH3 installation patched 1.4 yes.
Then, once all Ccom12 mods required activated, you can activate my mod on top of all.
:Kaleun_Salute:
Belmondo
01-22-21, 04:12 PM
Don’t understand your question...GWX patch 1.4?
Ccom12 must be installed over a fresh SH3 installation patched 1.4 yes.
Then, once all Ccom12 mods required activated, you can activate my mod on top of all.
:Kaleun_Salute:
Pure GWX, with patch 1.4 and Ccom 12
CapZap1970
01-22-21, 06:02 PM
Fifi, one more question... Is there a way to bring back the u-boat marker? In CCom12 it's visible, but after enabling your mod it disappears... Is it possible?
Thanks a lot for your help and sorry for the trouble... :up:
CapZap
Fifi, one more question... Is there a way to bring back the u-boat marker? In CCom12 it's visible, but after enabling your mod it disappears... Is it possible?
Thanks a lot for your help and sorry for the trouble... :up:
CapZap
:hmmm: You said the U mark is not visible anymore?
Dive a little more :D
(It’s stock Ccom feature)
:Kaleun_Salute:
CapZap1970
01-23-21, 02:37 PM
:hmmm: You said the U mark is not visible anymore?
Dive a little more :D
(It’s stock Ccom feature)
:Kaleun_Salute:
:haha::haha::haha:You were right... it's there, I don't know why it didn't show up in the academy, but it's there!
Fifi, what a fantastic job you did! it's simply amazing!
Thanks a lot and congrats!!!
https://i.postimg.cc/TPhHCdDr/SH3-Img-23-1-2021-1-20-23-209.jpg
https://i.postimg.cc/8C3XY2Rx/SH3-Img-23-1-2021-1-39-22-19.jpg
https://i.postimg.cc/63vbxMzq/SH3-Img-23-1-2021-1-52-35-403-P.jpg
https://i.postimg.cc/1X1CmDYH/SH3-Img-23-1-2021-3-2-15-352-P.jpg
Belmondo
01-24-21, 01:38 AM
:haha::haha::haha:You were right... it's there, I don't know why it didn't show up in the academy, but it's there!
Fifi, what a fantastic job you did! it's simply amazing!
Thanks a lot and congrats!!!
https://i.postimg.cc/TPhHCdDr/SH3-Img-23-1-2021-1-20-23-209.jpg
https://i.postimg.cc/8C3XY2Rx/SH3-Img-23-1-2021-1-39-22-19.jpg
https://i.postimg.cc/63vbxMzq/SH3-Img-23-1-2021-1-52-35-403-P.jpg
https://i.postimg.cc/1X1CmDYH/SH3-Img-23-1-2021-3-2-15-352-P.jpg
You can tell which files are responsible for this view and also the smoke file from the engines
CapZap1970
01-24-21, 01:30 PM
You can tell which files are responsible for this view and also the smoke file from the engines
If you hit the F12 key you will have the free cam view and hit the CTRL+F11 keys to take screenshots...As for the smoke file, I couldn't say... but probably someone else will answer that with certainty...
:up:
CapZap
John Pancoast
01-24-21, 01:36 PM
If you hit the F12 key you will have the free cam view and hit the CTRL+F11 keys to take screenshots...As for the smoke file, I couldn't say... but probably someone else will answer that with certainty...
:up:
CapZap
The smoke textures are usually in data\textures\tnormal\tex and also on various nodes in the sub .val file.
Belmondo
01-25-21, 04:40 AM
The smoke textures are usually in data\textures\tnormal\tex and also on various nodes in the sub .val file.
Thanks, I just want to dim the smoke more
John Pancoast
01-25-21, 04:58 AM
Thanks, I just want to dim the smoke more
A .tga editor such as GIMP would do the trick.
Mad Mardigan
01-27-21, 05:04 PM
Know that with that mod, was useable with CCoM v12, before the very good add in that Fifi come up with for it... :up:
Just wondering if there is any word on the status of it being updated to work with the improvements made with Fifi's enhancements they did for CCoM...? liked hearing the command voices that started when calling for the Uzo among others that were in that mod.
M. M.
:Kaleun_Salute:
ericlea
01-27-21, 05:53 PM
Sure that enhencements from fifi +
the mod tam + ucs from Kermitt, it would be fantastic.
Kermitt can do ucs+tam for ccom12 but we must be patient.
:Kaleun_Cheers:
a-kermit
01-28-21, 02:37 AM
Moin, moin .....
Is in progress, tests start this weekend.
.... Kermit
ericlea
01-28-21, 04:32 AM
:Kaleun_Thumbs_Up::Kaleun_Salute::Kaleun_Cheers:
https://i.goopics.net/9yLwY.png
Gyrocompass ring added for all types VII & IX :up:
See end of post #1.
Has to be activated on top of all.
:Kaleun_Salute:
ericlea
01-30-21, 04:05 AM
:Kaleun_Thumbs_Up::Kaleun_Cheers:
Toyotagt86
02-02-21, 10:40 AM
Hi Fifi
I have test the Enhancement mod for the CCOM12 ,but I found that when I test in the Naval Academy with 7B uboat at periscope depth and All stop 0 knot speed, The Uboat can not keep the depth. It keep dropping.
Also the snokel cover for the 7B have some problem when using the Enhancement Mod.
Best Regards
Toyotage86
Kal_Maximus_U669
02-02-21, 11:01 AM
Hi Fifi
I have test the Enhancement mod for the CCOM12 ,but I found that when I test in the Naval Academy with 7B uboat at periscope depth and All stop 0 knot speed, The Uboat can not keep the depth. It keep dropping.
Also the snokel cover for the 7B have some problem when using the Enhancement Mod.
Best Regards
Toyotage86
Yes it is normal "Negative buoyancy" effect when on the cover of the snockel I think that Fifi has not finished with that it is in progress
Hi Fifi
I have test the Enhancement mod for the CCOM12 ,but I found that when I test in the Naval Academy with 7B uboat at periscope depth and All stop 0 knot speed, The Uboat can not keep the depth. It keep dropping.
Also the snokel cover for the 7B have some problem when using the Enhancement Mod.
Best Regards
Toyotage86
Yes, as Kal said above, my mods include the negative buoyancy so when all stopped the sub is slowly sinking :yep:
In real life it’s impossible to get the perfect steady at zero knot in any submarine.
So you’ll have to play with the speed telegraph to get at least 1 knot in every situation!
You can stay steady at zero knot for around 1 minute/1 minute 30, so should be enough to measure target speed with U-Jagd.
When very deep, you may have to run more than 2 knots to go up! Just because of water pressure.
About the snorkel mask, it’s not from my mod. I didn’t changed it from stock Ccom.
It’s a known glitch (even in LSH3) with the VIIB type... all others are fine though.
I tried to solve it, but didn’t success yet.
:Kaleun_Salute:
Toyotagt86
02-02-21, 07:52 PM
Yes it is normal "Negative buoyancy" effect when on the cover of the snockel I think that Fifi has not finished with that it is in progress
OK Understood Thank you very much
Toyotagt86
02-02-21, 08:33 PM
Yes, as Kal said above, my mods include the negative buoyancy so when all stopped the sub is slowly sinking :yep:
In real life it’s impossible to get the perfect steady at zero knot in any submarine.
So you’ll have to play with the speed telegraph to get at least 1 knot in every situation!
You can stay steady at zero knot for around 1 minute/1 minute 30, so should be enough to measure target speed with U-Jagd.
When very deep, you may have to run more than 2 knots to go up! Just because of water pressure.
About the snorkel mask, it’s not from my mod. I didn’t changed it from stock Ccom.
It’s a known glitch (even in LSH3) with the VIIB type... all others are fine though.
I tried to solve it, but didn’t success yet.
:Kaleun_Salute:
Yes I agree with the "In real life it’s impossible to get the perfect steady at zero knot in any submarine." But when we play the game Wolfpack the Dive officer will manage the trim Compressed air valve and the trim Ballast tank to keep the depth at 0 knot. While in the Silent Hunter 3 we do not have such mechanism to adjust the buoyancy accurately, it makes the player hard to control the depth steady. In my opinion when the player in the SH3 he is just the Captain of the Uboat, the Dive officer will Execute the command to keep the depth, especially at Periscope depth the Water pressure won't as horrible as deep waters. Also for the better user experience when playing the game I like the original depth control.
Anyway thank you for answering me
Best Regards
Toyotagt86
While in the Silent Hunter 3 we do not have such mechanism to adjust the buoyancy accurately, it makes the player hard to control the depth steady.
Best Regards
Toyotagt86
That’s precisely the purpose of my negative buoyancy.
To make the game harder, trying to simulate the difficulty of a steady position as it was in RL. It’s totally playable though, but you have to be more attentive than stock game, and it changes the way of planning attacks.
Stiebler and his NYGM was the first to introduce it, and perso i couldn’t play without anymore. Much more interesting than beeing a sitting duck!
Nevertheless there is still an easy way to disable it from my mod :03:
Just let me know via PM if you are interested...
:Kaleun_Salute:
Toyotagt86
02-03-21, 02:42 AM
That’s precisely the purpose of my negative buoyancy.
To make the game harder, trying to simulate the difficulty of a steady position as it was in RL. It’s totally playable though, but you have to be more attentive than stock game, and it changes the way of planning attacks.
Stiebler and his NYGM was the first to introduce it, and perso i couldn’t play without anymore. Much more interesting than beeing a sitting duck!
Nevertheless there is still an easy way to disable it from my mod :03:
Just let me know via PM if you are interested...
:Kaleun_Salute:
Thank you very much, The PM was sent
FUBAR295
02-06-21, 04:52 PM
Is there a fix or file remediation for this?
Having this issue with the flag with CCoM non modded :
https://ibb.co/XV5yv17https://i.ibb.co/QXH81LP/CCo-M-flag-issue.jpg
The flag image and the flag mesh do not appear to be attached to each other or in sync, just get this twisted stringy thing for a flag.
Have down loaded fresh copies of CCoM but still having the problem. Even persists with Fifi's update.
Any help would be appreciated!
Good hunting,
FUBAR295
I use ARB 1920x1080 and the flags are ok
Aktungbby
02-06-21, 05:44 PM
Kl43!:Kaleun_Salute:
Is there a fix or file remediation for this?
Having this issue with the flag with CCoM non modded :
https://ibb.co/XV5yv17https://i.ibb.co/QXH81LP/CCo-M-flag-issue.jpg
The flag image and the flag mesh do not appear to be attached to each other or in sync, just get this twisted stringy thing for a flag.
Have down loaded fresh copies of CCoM but still having the problem. Even persists with Fifi's update.
Any help would be appreciated!
Good hunting,
FUBAR295
Didn’t touched the flags, the sub flags even the pennants in my mod for Ccom12....
I’m afraid it’s on your side, don’t have such problems here.
...and don’t see what could cause it. Sorry.
FUBAR295
02-06-21, 06:47 PM
Didn’t touched the flags, the sub flags even the pennants in my mod for Ccom12....
I’m afraid it’s on your side, don’t have such problems here.
...and don’t see what could cause it. Sorry.
I know it is not your mod as the problem persists with just CCoM running unmodded. Thanks for the response. :Kaleun_Salute:
Good hunting,
FUBAR295
FUBAR295
02-06-21, 06:49 PM
I use ARB 1920x1080 and the flags are ok
Using the GUI that comes with the package and the problem still is there. Thank you for your reply. :Kaleun_Salute:
Good hunting,
FUBAR295
Using the GUI that comes with the package and the problem still is there. Thank you for your reply.
FUBAR295
Therefore, try an external gui-ARB WideGui 1920x1080
best regards kl43
I highly recommand the use of DGUI, for Ccom12 + my mod :yep:
It is lighter than all others 1920x1080 Gui, and solve some random CTDs i had even using Ahnenerbe.
With DGUI, everything is fine and smooth like before.
:Kaleun_Salute:
FUBAR295
02-07-21, 12:30 PM
Therefore, try an external gui-ARB WideGui 1920x1080
best regards kl43
I highly recommand the use of DGUI, for Ccom12 + my mod :yep:
It is lighter than all others 1920x1080 Gui, and solve some random CTDs i had even using Ahnenerbe.
With DGUI, everything is fine and smooth like before.
:Kaleun_Salute:
Thanks, I will look at that to see if that corrects the problem. :up: :salute:
Good hunting,
FUBAR295
But the DGUI will not change your flag issue!
No flag files inside!
FUBAR295
02-07-21, 12:39 PM
But the DGUI will not change your flag issue!
No flag files inside!
Okay then, guess I won't for correcting the flag problem, but look at the change of GUI's, anyway.
Good hunting,
FUBAR295
Anvar1061
02-07-21, 01:04 PM
Okay then, guess I won't for correcting the flag problem
See what changes your data\Animations\FLG_GE.anm file
FUBAR295
02-07-21, 01:41 PM
See what changes your data\Animations\FLG_GE.anm file
Just figured this out ( DOAH???) and tested... everything is right as rain. That was the issue, the file I had was dated 2010 and every other supermod had one dated 2014. Changing it out solved the problem.
Thanks everyone for helping this elder personage. :up:
:Kaleun_Salute:
Good hunting,
FUBAR295
Changing it out solved the problem
Thats great
Good hunting
kl43
Magic1111
02-11-21, 06:26 PM
Hi Fifi!
First of all, I have to say, great work from you, everything works wonderfully!:up:
But I have a small request ... would it be possible for you, to release a small add-on with brighter nights?
Unfortunately, I find the nights much too dark, I can hardly see anything at all, even in good weather.
Would that be possible please?
Many thanks in forward!
Hi Fifi!
First of all, I have to say, great work from you, everything works wonderfully!:up:
But I have a small request ... would it be possible for you, to release a small add-on with brighter nights?
Unfortunately, I find the nights much too dark, I can hardly see anything at all, even in good weather.
Would that be possible please?
Many thanks in forward!
Hi Magic,
With S3D, open my scene.sim, and in Light-MoonLight node raise a little bit the Attenuation value (it’s set on 0,1 but you can raise up to 0,5)
It should do the trick :up:
If not enough, also raise your monitor gamma settings!
Nights are perfectly adjusted in my opinion & on my monitor rendering.
Very difficult to set values, depending on each one’s monitor!...
Overcast nights without rain, you should barely see the horizon line, not to say you shouldn’t see it with light fog! Corresponding to really dark nights in real. Ships could be only seen quite close. Very difficult to attack...
Overcast nights with rain, you shouldn’t see anything! No attacks possible...
Partially clouded and clear weather you should see the horizon line, but not as clear as no clouds at all of course.
In any way the sky should be other rendering than black! Except in Baltic area and Artic where the nights skies are more dark blue than black (on my monitor again)
Hope that helps!
:Kaleun_Salute:
CapZap1970
02-12-21, 01:56 AM
Just my 2 cents....
At the beginning, I was very reluctant to use the new environment exactly because of the dark night, until I took enough courage and decided to start a completely new career using Fifi's CCOM12 environment mod, and I must confess I fell in love with it. It's incredible how everything stands out in the dark night (moon, stars, fire, explosions, reflections of the moon and clouds on the sea, etc). Of course, when there's bad weather, forget it, you won't be able to see your hand 10 inches in front of your nose... :haha:, but that's exactly how it's supposed to be in real life.
As for the day, everything is simply spectacular.... :yep:
The thing is that in my case, I got used to the standard GWX environment, which is also nice, but Fifi's mod is a complete different world.
Anyway, everyone has tastes, but that's just my opinion... :salute:
CapZap
Thank you guys for your kind comments :up:
I’m very happy you like my enhancements!
Currently working on making LSH3 2020 more harder & realistic...as beautiful as Ccom12 (maybe even more)
:Kaleun_Salute:
Magic1111
02-12-21, 04:01 AM
With S3D, open my scene.sim, and in Light-MoonLight node raise a little bit the Attenuation value (it’s set on 0,1 but you can raise up to 0,5)
It should do the trick :up:
Many thanks Mate, I´ll try this out this evening! :up:
One more question please:
Which files are responsible for "Rubini volumetric clouds" MOD?
I'm not sure I like this. At night the voluminous clouds look like fog that lies a little higher over the water. :D
Many thanks Mate, I´ll try this out this evening! :up:
One more question please:
Which files are responsible for "Rubini volumetric clouds" MOD?
I'm not sure I like this. At night the voluminous clouds look like fog that lies a little higher over the water. :D
Volumetric clouds are in same scene.sim file :03:
Just delete it, and you’ll be back with normal clouds & normal sky light.
You’ll understand i can not satisfy each player’s tastes! :D
ericlea
02-12-21, 04:37 AM
Explanations on how to do yourself in your mod is extra too !
Thanks Fifi !
:Kaleun_Applaud::Kaleun_Cheers:
Magic1111
02-12-21, 04:38 AM
Volumetric clouds are in same scene.sim file :03:
Just delete it, and you’ll be back with normal clouds & normal sky light.
Okay, I understand! :up:
Many thanks for your work and support! :Kaleun_Applaud:
ericlea
02-12-21, 04:38 AM
You’ll understand i can not satisfy each player’s tastes! :D
Explanations on how to do yourself as you do is extra too !
Thanks Fifi !
:Kaleun_Applaud::Kaleun_Cheers:
John Pancoast
02-12-21, 04:46 AM
Hi Magic,
With S3D, open my scene.sim, and in Light-MoonLight node raise a little bit the Attenuation value (it’s set on 0,1 but you can raise up to 0,5)
It should do the trick :up:
If not enough, also raise your monitor gamma settings!
Nights are perfectly adjusted in my opinion & on my monitor rendering.
Very difficult to set values, depending on each one’s monitor!...
Overcast nights without rain, you should barely see the horizon line, not to say you shouldn’t see it with light fog! Corresponding to really dark nights in real. Ships could be only seen quite close. Very difficult to attack...
Overcast nights with rain, you shouldn’t see anything! No attacks possible...
Partially clouded and clear weather you should see the horizon line, but not as clear as no clouds at all of course.
In any way the sky should be other rendering than black! Except in Baltic area and Artic where the nights skies are more dark blue than black (on my monitor again)
Hope that helps!
:Kaleun_Salute:
Iirc, moonlight itself doesn't do anything in the game with the visual sensors (:o) but would changing the light-moonlight node affect the sensors at all ?
Or is it the same thing (moonlight) ?
Iirc, moonlight itself doesn't do anything in the game with the visual sensors (:o) but would changing the light-moonlight node affect the sensors at all ?
Or is it the same thing (moonlight) ?
To me, Light_MoonLight node value doesn’t affect AI visuals or sensors, but the player ability to see better (or less).
John Pancoast
02-12-21, 05:04 AM
To me, Light_MoonLight node value doesn’t affect AI visuals or sensors, but the player ability to see better (or less).
:up:
Templar
02-12-21, 06:42 AM
Thank you guys for your kind comments :up:
I’m very happy you like my enhancements!
Currently working on making LSH3 2020 more harder & realistic...as beautiful as Ccom12 (maybe even more)
:Kaleun_Salute:
:Kaleun_Applaud::Kaleun_Cheers::Kaleun_Salute:
Post 1 updated with Enlarged 3D Waves rendering add-on :up:
Might impact graphical card performance...
:Kaleun_Salute:
Magic1111
02-22-21, 02:05 PM
Post 1 updated with Enlarged 3D Waves rendering add-on :up:
Might impact graphical card performance...
:Kaleun_Salute:
:Kaleun_Applaud::Kaleun_Cheers:
CapZap1970
02-22-21, 11:19 PM
Fifi, thank you so much for this update!!! It is fantastic!!! :up::yeah::salute:
Just tried it and I didn't notice a significant impact in the performance (FPS wise)
I tried it with calm waters and 13 m/s winds, so far didn't have rain or faster winds in this test run, so I will wait until I see them with your update to let you know how it was...
So far it works splendid!
CapZap
Thank you guys, always glad you like it :up:
To make it clear, the last waves add-on does not change waves shapes nor height ...
It just enlarge the 3D waves rendering, to decrease the « flat & blurred » radius rendering around the sub when you look toward the horizon.
It is very noticeable when you take little height with external camera.
At first i thought it would impact PC perf, but it seems it’s very ok.
:Kaleun_Salute:
FUBAR295
02-23-21, 08:03 AM
Fifi,
Thanks for your efforts in rejuvenating this great mod. :Kaleun_Thumbs_Up:
:Kaleun_Salute:
Good hunting,
FUBAR295
CapZap1970
02-23-21, 10:05 AM
Fifi,
Thanks for your efforts in rejuvenating this great mod. :Kaleun_Thumbs_Up:
:Kaleun_Salute:
Good hunting,
FUBAR295
Fifi accomplished it successfully!!! :yeah:
CapZap1970
02-23-21, 11:07 AM
Thank you guys, always glad you like it :up:
To make it clear, the last waves add-on does not change waves shapes nor height ...
It just enlarge the 3D waves rendering, to decrease the « flat & blurred » radius rendering around the sub when you look toward the horizon.
It is very noticeable when you take little height with external camera.
At first i thought it would impact PC perf, but it seems it’s very ok.
:Kaleun_Salute:
Yes, I know it doesn't change the waves, but I was testing it with all weather types to see if there was a combination of weather conditions in which the performance was affected somehow, but everything is working perfect!!! :up:
Once again, thanks a lot Fifi!!! :Kaleun_Cheers:
ericlea
02-23-21, 11:23 AM
:Kaleun_Cheers::Kaleun_Thumbs_Up::Kaleun_Applaud:
Testing new version of my mod actually, with longer sinking times and much better waves in scene.dat :yeah:
CapZap1970
02-25-21, 10:37 AM
Bravo!!! Yes, Sir!!! Thank you and will be waiting for that! :Kaleun_Thumbs_Up::Kaleun_Cheers:
CapZap
https://i.goopics.net/4yXej.jpg
https://i.goopics.net/Px8Vk.jpg
FUBAR295
02-25-21, 01:57 PM
Looking very nice there Fifi.:up:
Good hunting,
FUBAR295
ericlea
02-25-21, 04:37 PM
Excellent Fifi !
DGUI_1920x1080_for_CCOM12_ProPo in progress
:Kaleun_Cheers:
DGUI_1920x1080_for_CCOM12_ProPo in progress
:Kaleun_Cheers:
Good news! :up:
Magic1111
02-26-21, 04:00 AM
Guys, excellent work! :Kaleun_Thumbs_Up:
NEW VERSION FINAL 2 IS OUT!
See post #1
:Kaleun_Salute:
Onealex
03-02-21, 06:08 AM
Stop using my files in your Enhancement for LSH3 2020 and Enhancement for Ccom12! You don't have permission for that! You din't ask me!
I just want to explain my position. All files from Env folder were copied from my modpack (GWX Onealex edition and mod New Water (Blue Atlantic)). Please see screens. The author of that environmental mod is me but not Fifi. Of course I have taken some files from another environmental mods but all env colors I have created by myself. Talking "but with my new environment" Fifi doesn't respect my work and I hope this situation will not be continued.
https://c.radikal.ru/c42/2103/88/7761e26844c4.png (https://radikal.ru)
https://b.radikal.ru/b39/2102/1f/c6bfbf27958a.png
https://d.radikal.ru/d23/2102/04/c709de74b2eb.png
https://a.radikal.ru/a23/2102/d2/6baa675c69a5.png
You are mentioned in the readme for the environment.
Didn’t know you were the exclusive owner of the colors we can use in the scene dat...
Anyway no problem, it will be deleted.
You can sleep again on your 2 ears.
Jimbuna
03-02-21, 06:33 AM
Appreciated guys.
Onealex
03-02-21, 06:34 AM
You are mentioned in the readme for the environment.
Didn’t know you were the exclusive owner of the colors we can use in the scene dat...
Anyway no problem, it will be deleted.
You can sleep again on your 2 ears.
I gave you those files only for private usage and I want to have some exclusive content for GWX Onealex Edition. So any copying of files from my modpack needs permissions as I did for example when the new sensors were added to my modpack. I have found the original author of the 3d models and asked for permission...
Magic1111
03-02-21, 10:10 AM
I think it's a pity that Fifi has deleted his MOD for CCoM just because it's about the sensitivities.
In my opinion, an agreement should be reached, and the handful of SH3 modders should stick together instead of arguing.
Nobody won anything like that because the MOD no longer exists.
A mention in the credits should be enough.
My opinion on the subject.
A mention in the credits should be enough.
It was.
Mod is still home anyway :D
ericlea
03-02-21, 12:32 PM
Nice !
Thanks all for your works. Onealex is a very good modder and his Gwxonealex is very nice.
Fifi too and do wonderful job for ccom and Lsh.
What is excellent in a supermod can be in another too.
That is very well for all sh3 players.
I will finish soon the DGUI 1920x1080 adaptation for ccom12. DIEGO_gut did an excellent work with the DGUI and i am happy we can play with DGUI not only with gwx but with all other great supermods :)
I will re-work my environment folder with slightly different colors so everyone will be happy next time.
:Kaleun_Salute:
CapZap1970
03-08-21, 10:55 PM
I will re-work my environment folder with slightly different colors so everyone will be happy next time.
:Kaleun_Salute:
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:Th ose are great news, Fifi!
Will be looking forward to it, just as the rest of the Kaleuns around here, I presume... :yeah:
Magic1111
03-09-21, 05:31 AM
I will re-work my environment folder with slightly different colors so everyone will be happy next time.
And with an optional Folder "Brighter Nights" please..... https://www.cosgan.de/images/midi/frech/a036.gif
:Kaleun_Wink:
And with an optional Folder "Brighter Nights" please..... https://www.cosgan.de/images/midi/frech/a036.gif
:Kaleun_Wink:
Can’t you increase a little your monitor gammas?
Don’t think i will brighter nights because they already are when volumetric clouds reflects on sea...except of course when bad weather overcast (as in real no attack possible)
Magic1111
03-09-21, 09:19 AM
Can’t you increase a little your monitor gammas?
Don’t think i will brighter nights because they already are when volumetric clouds reflects on sea...except of course when bad weather overcast (as in real no attack possible)
I don't think that solves the general problem. :03:
I have a very good, new gaming monitor https://de.msi.com/Monitor/Optix-MAG271CQR and the default brightness is completely sufficient.
Even when the weather is good, the night is much too dark for me.
I solved the problem, that I extracted the Sky_Atl.tga file with S3D Tool from Manos Environment and inserted into your .dat file. I like it much better! :D
Look here:
https://www.subsim.com/radioroom/showpost.php?p=2734216&postcount=15602
These are the darkest nights when the weather is good, which is perfectly adequate for me.
I don't think that solves the general problem. :03:
I have a very good, new gaming monitor https://de.msi.com/Monitor/Optix-MAG271CQR and the default brightness is completely sufficient.
Even when the weather is good, the night is much too dark for me.
I solved the problem, that I extracted the Sky_Atl.tga file with S3D Tool from Manos Environment and inserted into your .dat file. I like it much better! :D
So everyone is happy :03:
You can release it as add-on mod for my mod if you want :up:
(Ie brighter nights)
Magic1111
03-09-21, 09:33 AM
So everyone is happy :03:
Correct! :D
You can release it as add-on mod for my mod if you want :up:
(Ie brighter nights)
Oh, that´s only for my private use, because I think I must ask before a release Manos regarding permission (I think he ist the author from his Sky tga File), and I did more changes (Moonlight increase to 0,5 and Underwater Fog/Visibility increase to 18 or -18, I don´t remember). :haha:
John Pancoast
03-09-21, 10:11 AM
Correct! :D
Oh, that´s only for my private use, because I think I must ask before a release Manos regarding permission (I think he ist the author from his Sky tga File), and I did more changes (Moonlight increase to 0,5 and Underwater Fog/Visibility increase to 18 or -18, I don´t remember). :haha:
Be careful; some changes to those files will mess with the sensors though nothing from what you've listed that I can tell. :)
Magic1111
03-09-21, 12:07 PM
Be careful; some changes to those files will mess with the sensors though nothing from what you've listed that I can tell. :)
Thank you for your hint, but the changes described are only cosmetic and do not affect the AI or sensors. :salute:
Link post#1 updated.
:Kaleun_Salute:
CapZap1970
03-12-21, 10:55 AM
Thank you Fifi!!!! :up:
Downloading it right now! Tonight will try it! :yep:
CapZap
Magic1111
03-12-21, 03:28 PM
Link post#1 updated.
:Kaleun_Salute:
Wonderful good news, many thanks for your work!
:Kaleun_Applaud:
Kal_Maximus_U669
03-12-21, 03:37 PM
viens d essayer thank's Fifi...:sunny:
https://i.goopics.net/dwGnd.jpg
CapZap1970
03-13-21, 03:24 PM
https://i.goopics.net/dwGnd.jpg
:Kaleun_Salute::Kaleun_Thumbs_Up::Kaleun_Applaud: :Kaleun_Cheers:
Fantastic work my friend!!!
Drooling like a dog because didn't have time to try it yet... Hopefully tonight or tomorrow
CapZap
ericlea
03-14-21, 10:55 AM
:Kaleun_Thumbs_Up::Kaleun_Cheers::Kaleun_Applaud:
https://i.goopics.net/pyNqm.jpg
https://i.goopics.net/RyqxA.jpg
https://i.goopics.net/v7Oqe.jpg
https://i.goopics.net/7g0Ep.jpg
https://i.goopics.net/AnA9p.jpg
post #1 updated with latest Hsie Ini settings for bad weather fix & night vision fix values!
ericlea
03-16-21, 02:52 AM
Ok thanks Fifi,
I will now activate h.sie's night vision fix and bad weather fix with your values in hsie.ini file.
:)
Ok thanks Fifi,
I will now activate h.sie's night vision fix and bad weather fix with your values in hsie.ini file.
:)
I gave this value for night vision fix in regard of what i can see on my computer.
It’s also up to each player to fine tune this value, if you think you can see ships at nights closer than your crew, or inverse...
Increase this value, and you should see ships further in the night :yep:
Kal_Maximus_U669
03-17-21, 10:57 AM
I have this problem I have already seen it on onealex mods .... !! how to correct thank you :ping:
http://image.noelshack.com/fichiers/2021/11/3/1615996554-sh3img-17-3-2021-16-49-36-166.jpg
I have this problem I have already seen it on onealex mods .... !! how to correct thank you :ping:
http://image.noelshack.com/fichiers/2021/11/3/1615996554-sh3img-17-3-2021-16-49-36-166.jpg
You don’t have the correct camera.dat (of the mod)...or at least, the zoom values have been changed.
Kal_Maximus_U669
03-17-21, 11:22 AM
You don’t have the correct camera.dat (of the mod)...or at least, the zoom values have been changed.
I find it really strange I have nothing to tinker in these files ...
won't that be a problem with your mods ...? :03:
Here everything is fine with opticals...
Ericlea could confirm too.
Kal_Maximus_U669
03-17-21, 12:59 PM
Here everything is fine with opticals...
Ericlea could confirm too.
je vais manger.... refaire une install fresh.... puis je te redit tous ça...merci Fifi
pour ce qui est des mods 1 le ccom12
2 fifi enhancement
3 interface hud
est ce bon?
je vais manger.... refaire une install fresh.... puis je te redit tous ça...merci Fifi
pour ce qui est des mods 1 le ccom12
2 fifi enhancement
3 interface hud
est ce bon?
Oui mais il est preferable d’utiliser le DGUI pour Ccom!
Tu n’auras pas ces problemes :03:
Kal_Maximus_U669
03-18-21, 08:23 AM
Oui mais il est preferable d’utiliser le DGUI pour Ccom!
Tu n’auras pas ces problemes :03:
J ai regler le probleme je suis étonner que je sois le seul car comme tu peut le voir ces fichier provienne de Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel du dit mod CcoM12
http://image.noelshack.com/fichiers/2021/11/4/1616073738-capture.png
il s agit d une erreur tga le reticule est en trop... voir screen construction Onealex de plus je viens d essayer le dgui d Ericlea il ne veut pas patcher mon "exe" H.sie la methode Htlm quand je selectionne le chrono drag+agrandissement map+uzo reticul au moment de sauvegarder il m active d autre parametre de vent est souris j aime pas la methode commande bat je pense plus sur...j ai la carte couper en deux
J ai regler le probleme je suis étonner que je sois le seul car comme tu peut le voir ces fichier provienne de Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel du dit mod CcoM12
http://image.noelshack.com/fichiers/2021/11/4/1616073738-capture.png
il s agit d une erreur tga le reticule est en trop... voir screen construction Onealex de plus je viens d essayer le dgui d Ericlea il ne veut pas patcher mon "exe" H.sie la methode Htlm quand je selectionne le chrono drag+agrandissement map+uzo reticul au moment de sauvegarder il m active d autre parametre de vent est souris j aime pas la methode commande bat je pense plus sur...j ai la carte couper en deux
Est ce que tu veux mon exe déjà patché pour le DGUI Ccom12?
Je peux te le fournir par PM :03:
Kal_Maximus_U669
03-18-21, 10:52 AM
Est ce que tu veux mon exe déjà patché pour le DGUI Ccom12?
Je peux te le fournir par PM :03:
yes Fifi there are no problems... :salute:
here the good gratitude
http://image.noelshack.com/fichiers/2021/11/4/1616082707-sh3img-18-3-2021-16-10-26-844.jpg
Kal_Maximus_U669
03-18-21, 11:18 AM
YES it's good Fifi it works ... big thank you :Kaleun_Cheers: :up:
YES it's good Fifi it works ... big thank you :Kaleun_Cheers: :up:
You are welcome :up:
I plan to release in few days an other better version, with many adjustments and the Stiebler envsim.act 10 as add-on mod...for better weather changes.
:Kaleun_Salute:
Kal_Maximus_U669
03-18-21, 12:10 PM
You are welcome :up:
I plan to release in few days an other better version, with many adjustments and the Stiebler envsim.act 10 as add-on mod...for better weather changes.
:Kaleun_Salute:
Good very well I will contact you via pm shortly
I think it would be good to do a little tutorial for this stiebler + hsie ... because it is not easy to implement for all ... it all avoids a lot of reading
"pitch" simplifying with the necessary tools would bode well for everyone here I think.... :Kaleun_Salute:
http://image.noelshack.com/fichiers/2021/11/4/1616087367-sh3img-18-3-2021-17-51-58-167.jpg
Not talking about the Stiebler patch (with its own option) on top of Hsie patch...
I’m talking about the Stiebler envsim.act 10 file, in replacement of Ccom12 stock envsim.act file (giving better weather changes)
Very easy to apply, just the bad weather fix option of Hsie to deactivate with it.
John Pancoast
03-18-21, 02:19 PM
How much practical use are you able to get out of the plotting triangle ? I tried using it in the past but you can't use the Watch Officer to help with it, as his info. isn't always on the ship you want to plot.
Eyeballing for it's info works but then the triangle isn't really needed in that case anyway. I should add I use the Assisted Plotting mod too.
Kal_Maximus_U669
03-18-21, 02:37 PM
Not talking about the Stiebler patch (with its own option) on top of Hsie patch...
I’m talking about the Stiebler envsim.act 10 file, in replacement of Ccom12 stock envsim.act file (giving better weather changes)
Very easy to apply, just the bad weather fix option of Hsie to deactivate with it.
if I understood correctly to deactivate the bad weather of "hsie" apply the parameters of post # 1 this activates the act 10 environment with your mods ... is it that? :timeout:
Playing 100% realism, I rarely plot anything on the map, but when i do, i ask my WO the distance and bearing (it’s always the nearest ship) i plot a mark, and re-do it around 5 times at 5 minutes interval.
Assuming his distance is not accurate, with the 5 marks i get pretty good line path for target.
Of course i try to travel parallel to target!
Many times i just estimate visually without plotting.
I know when ship is far enough from me (seeing only masts and top of funnel) so he can’t see me.
Kal_Maximus_U669
03-18-21, 02:43 PM
How much practical use are you able to get out of the plotting triangle ? I tried using it in the past but you can't use the Watch Officer to help with it, as his info. isn't always on the ship you want to plot.
Eyeballing for it's info works but then the triangle isn't really needed in that case anyway. I should add I use the Assisted Plotting mod too.
good evening John would you have some documentation on this famous triangle can be the rule knots can be used is still I did not try ... :Kaleun_Salute:
if I understood correctly to deactivate the bad weather of "hsie" apply the parameters of post # 1 this activates the act 10 environment with your mods ... is it that? :timeout:
No, if you want to play with Stiebler envsim.act 10 (not included yet) you have to deactivate Hsie bad weather fix.
If you are playing with stock Ccom12 envsim.act (dated 2012) you have to activate bad weather fix.
The SH3 exe i sent you is for my game with the Stiebler envsim.act 10...hence with the bad weather fix deactivated!
So you have to re-activate it to play without Stiebler envsim act!
John Pancoast
03-18-21, 03:25 PM
good evening John would you have some documentation on this famous triangle can be the rule knots can be used is still I did not try ... :Kaleun_Salute:
The only documentation I've used with it is the author's, Hitman. The triangle was part of his "Hitman_GUI_NYGM3_1.1" which is included with the "NYGM3_New" download available from the Subsim NYGM downloads section.
Kal_Maximus_U669
03-19-21, 06:10 AM
No, if you want to play with Stiebler envsim.act 10 (not included yet) you have to deactivate Hsie bad weather fix.
If you are playing with stock Ccom12 envsim.act (dated 2012) you have to activate bad weather fix.
The SH3 exe i sent you is for my game with the Stiebler envsim.act 10...hence with the bad weather fix deactivated!
So you have to re-activate it to play without Stiebler envsim act!
Thanks Fifi for the details ... I will try "act 10 environment" I have this file as you provided me with the exe I will test and I will keep you posted ... :03:
Kal_Maximus_U669
03-19-21, 06:13 AM
The only documentation I've used with it is the author's, Hitman. The triangle was part of his "Hitman_GUI_NYGM3_1.1" which is included with the "NYGM3_New" download available from the Subsim NYGM downloads section.
Thank you john for this information I will look ... I have this Hitman_GUI_NYGM3_1.1 which must be lying somewhere in NYGM folder Thank you to you :subsim:
Thanks Fifi for the details ... I will try "act 10 environment" I have this file as you provided me with the exe I will test and I will keep you posted ... :03:
Huh :doh: i didn’t provide you the envsim.act 10!
Only the exe, with bad weather fix deactivated...
Kal_Maximus_U669
03-19-21, 07:04 AM
Thanks Fifi for the details ... I will try "act 10 environment" I have this file as you provided me with the exe I will test and I will keep you posted ... :03:
Huh :doh: i didn’t provide you the envsim.act 10!
Only the exe, with bad weather fix deactivated...
oui Fifi I know you did not give me this file but I have it it can be found in NYGM no ....
John Pancoast
03-19-21, 07:07 AM
Thank you john for this information I will look ... I have this Hitman_GUI_NYGM3_1.1 which must be lying somewhere in NYGM folder Thank you to you :subsim:
Thanks to you and Fifi !
Magic1111
03-19-21, 12:12 PM
I plan to release in few days an other better version, with many adjustments and the Stiebler envsim.act 10 as add-on mod...for better weather changes.
Oh, sounds wonderful! :yeah:
Oh, sounds wonderful! :yeah:
Yes, Ccom12 has never been so nice!
Right now, I’m re-doing the negative buoyancy for types VII & IX (was not satisfied at all with it - quite long work)
Have to adjust the spotting distances too (they were a little too close) so crew will spot ships when only funnel smoke visible and top of masts.
Then testing...
:Kaleun_Salute:
Ktl_KUrtz
03-19-21, 01:27 PM
Yes, Ccom12 has never been so nice!
Right now, I’m re-doing the negative buoyancy for types VII & IX (was not satisfied at all with it - quite long work)
Have to adjust the spotting distances too (they were a little too close) so crew will spot ships when only funnel smoke visible and top of masts.
Then testing...
:Kaleun_Salute:
Many thanks for this!
I am looking forward to it.
KUrtz
Kal_Maximus_U669
03-19-21, 09:45 PM
I tried yesterday stiebler "EnvSimAct_10" with the bad weather deactivate .. I replaced in the supplement ... for the 1 turn it seems not bad ...
http://image.noelshack.com/fichiers/2021/11/6/1616207760-sh3img-20-3-2021-1-35-40-566.png
http://image.noelshack.com/fichiers/2021/11/6/1616207697-sh3img-18-3-2021-21-41-52-796.png
http://image.noelshack.com/fichiers/2021/11/6/1616212286-sh3img-20-3-2021-2-12-24-239.png
http://image.noelshack.com/fichiers/2021/11/6/1616212425-sh3img-20-3-2021-4-41-32-611.png
Magic1111
03-20-21, 12:52 PM
Yes, Ccom12 has never been so nice!
Right now, I’m re-doing the negative buoyancy for types VII & IX (was not satisfied at all with it - quite long work)
Have to adjust the spotting distances too (they were a little too close) so crew will spot ships when only funnel smoke visible and top of masts.
Then testing...
:Kaleun_Salute:
Wonderful, good luck to your work! :Kaleun_Thumbs_Up:
Not satisfied with the negative buoyancy.
It’s working fine, until you get minor damages, like the deck gun deck or the Flak gun after some bombing close to you.
It becomes unrealistic, U Boat not able to keep any depth at 3/4 knots...even with full hull integrity.
So i will not release this feature anymore in next update, it can be real game breaker.
:Kaleun_Salute:
John Pancoast
03-22-21, 01:09 PM
Not satisfied with the negative buoyancy.
It’s working fine, until you get minor damages, like the deck gun deck or the Flak gun after some bombing close to you.
It becomes unrealistic, U Boat not able to keep any depth at 3/4 knots...even with full hull integrity.
So i will not release this feature anymore in next update, it can be real game breaker.
:Kaleun_Salute:
Strange. Something else must be going on, as it still works fine in NYGM after such damage. :hmmm:
Yes strange.
Stiebler made it from scratch, not me, only adaptating his work to an other work...and here have no clue.
So best is to avoid any bad side, Ccom is rock solid even without this damn buoyancy.
Don’t want any game breaker.
Kal_Maximus_U669
03-22-21, 02:32 PM
Yes strange.
Stiebler made it from scratch, not me, only adaptating his work to an other work...and here have no clue.
So best is to avoid any bad side, Ccom is rock solid even without this damn buoyancy.
Don’t want any game breaker.
hi Fifi I just looked at what you said about negative buoyancy in yours
_boat types 7 speed=0 2.30/3.00 -1 metre
_boat types 7 speed=0 1.30/2.00 -1 metre (Onealex)
Regarding the pistol problems, I haven't looked at it yet
John Pancoast
03-22-21, 02:37 PM
Yes strange.
Stiebler made it from scratch, not me, only adaptating his work to an other work...and here have no clue.
So best is to avoid any bad side, Ccom is rock solid even without this damn buoyancy.
Don’t want any game breaker.
Good idea. :up:
Kal_Maximus_U669
03-22-21, 03:40 PM
hi Fifi I just looked at what you said about negative buoyancy in yours
_boat types 7 speed=0 2.30/3.00 -1 metre
_boat types 7 speed=0 1.30/2.00 -1 metre (Onealex)
Regarding the pistol problems, I haven't looked at it yet
just compared the files isn't it a problem armor of the boat a lot of different things i don't have enough knowledge for that nor enough time for that :oops:
Last version final 4 is out!
See post #1
:Kaleun_Salute:
CapZap1970
03-23-21, 10:28 AM
Bravo Fifi!!!!! Thank you very much! :yeah:
Can't wait to be home to try it out!!! :up:
From your screenshots I can tell you those colors are fantastic!
CapZap
Magic1111
03-23-21, 03:30 PM
Last version final 4 is out!
See post #1
:Kaleun_Salute:
Looks very nice, great work Fifi! :Kaleun_Applaud:
Many thanks, I´ll test it in a few days!
:Kaleun_Thumbs_Up:
Kal_Maximus_U669
03-23-21, 07:35 PM
Last version final 4 is out!
See post #1
:Kaleun_Salute:
:Kaleun_Wink:
http://image.noelshack.com/fichiers/2021/12/3/1616545974-sh3img-24-3-2021-1-26-18-131.png
http://image.noelshack.com/fichiers/2021/12/3/1616546022-sh3img-24-3-2021-1-26-43-423.png
tous simplement superbe.....simply superb :Kaleun_Cheers::Kaleun_Cheers: big thank's Fifi
ericlea
03-24-21, 05:17 PM
:Kaleun_Thumbs_Up::Kaleun_Applaud:
chevyhd1986
03-25-21, 08:22 PM
First timer trying out Ccom12. Had a few questions I was hoping to get some help with... I was wondering what to run in Commander for options? I like to get my game as realistic as I can for a game and I was mostly wondering about the fatigue model to use and if any of the game options are required? I know in nygm you had to adjust deck gun reload time etc in the options. Im assuming malfunctions is also good to have turned off?
Second question is in regards to the hsie options, I have all ticked except the diesel damage and bad weather fix seeing as I wanna run this enhancement pack. Im assuming Diesel damage is over exaggerated and best left off? also the oxy in boat and comp oxy sliders what is the best setting for a close to real value?
Sorry for all the questions just trying to check this mod out and want it set up the best i can for a nice experience.
First timer trying out Ccom12. Had a few questions I was hoping to get some help with... I was wondering what to run in Commander for options? I like to get my game as realistic as I can for a game and I was mostly wondering about the fatigue model to use and if any of the game options are required? I know in nygm you had to adjust deck gun reload time etc in the options. Im assuming malfunctions is also good to have turned off?
Second question is in regards to the hsie options, I have all ticked except the diesel damage and bad weather fix seeing as I wanna run this enhancement pack. Im assuming Diesel damage is over exaggerated and best left off? also the oxy in boat and comp oxy sliders what is the best setting for a close to real value?
Sorry for all the questions just trying to check this mod out and want it set up the best i can for a nice experience.
Hi Chevy,
I too, like max realism for SH3.
In commander, I’m using GWX/8h fatigue model. You can use any Cmdr option you want, except the seasonal waves that may increase way too much my 15ms waves (ships could sink by themselves)
Gun loading times are quite accurate without adjusting times in Cmdr.
About Hsie, i have all options checked, except of course bad weather fix (because of envsim.act 10) and crash dive blues fix (not necessary for Ccom).
Diesel damage is ok, i just have to remember to slow down after half an hour full run, then i can full run again for an other 30mn (avoiding this way a break down so far)
I have set my oxygène sliders as per Stiebler recommandations (2 & 2.5)
And last, playing 100% realism difficulty (except external camera for screen shots)
:Kaleun_Salute:
John Pancoast
03-26-21, 04:06 AM
Hi Chevy,
I too, like max realism for SH3.
In commander, I’m using GWX/8h fatigue model. You can use any Cmdr option you want, except the seasonal waves that may increase way too much my 15ms waves (ships could sink by themselves)
Gun loading times are quite accurate without adjusting times in Cmdr.
About Hsie, i have all options checked, except of course bad weather fix (because of envsim.act 10) and crash dive blues fix (not necessary for Ccom).
Diesel damage is ok, i just have to remember to slow down after half an hour full run, then i can full run again for an other 30mn (avoiding this way a break down so far)
I have set my oxygène sliders as per Stiebler recommandations (2 & 2.5)
And last, playing 100% realism difficulty (except external camera for screen shots)
:Kaleun_Salute:
Hi Fifi. Fwiw, Stiebler recommended a 3.5/1 setting for the sliders.
https://www.subsim.com/radioroom/showthread.php?t=236848
Hi Fifi. Fwiw, Stiebler recommended a 3.5/1 setting for the sliders.
https://www.subsim.com/radioroom/showthread.php?t=236848
Thanks for that :up:
Didn’t know about this Stiebler update in 2018.
Will change my settings right away (as well as in LSH3 install)
:Kaleun_Salute:
Magic1111
03-26-21, 06:14 AM
Thanks for that :up:
Didn’t know about this Stiebler update in 2018.
Will change my settings right away (as well as in LSH3 install)
I didn't know that either, so far I always used 2 / 2.5. :hmmm:
To set the new recommended values, I need the new Stiebler option selector from the download at the end of the linked post, right?
And is it compatible with CCoM?
I didn't know that either, so far I always used 2 / 2.5. :hmmm:
To set the new recommended values, I need the new Stiebler option selector from the download at the end of the linked post, right?
And is it compatible with CCoM?
Yes absolutely, new option selector by Stiebler, in replacement of Ccom one.
It is compatible, even if you don’t use Stiebler patch add-on :up:
Copy the whole content of the download in your Ccom12 basis mod.
And just don’t click on Stiebler button to access his options, if you don’t have Stiebler patch add-on.
Perso i don’t use Stiebler patch add-on for Ccom12...only in my LSH3 install.
:Kaleun_Salute:
Magic1111
03-26-21, 09:51 AM
Copy the whole content of the download in your Ccom12 basis mod.
The whole Content? Incl. StieblerContents.txt File? :hmmm:
The whole Content? Incl. StieblerContents.txt File? :hmmm:
Well, i did!
NEW WAVES for my enhancements mod: https://www.mediafire.com/file/g2yhybp4vmf24g7/LSH3-Ccom12_Waves_For_Fifi_Enhancements.7z/file
Highly recommanded, to be activated last on top of my mod (or replace the scene.dat inside my mod)
Even better, can be used with Stiebler EnvSim.act 10 (if so, you MUST deactivate Hsie Bad Weather Fix!)
Magic1111
04-27-21, 09:16 AM
NEW WAVES for my enhancements mod: https://www.mediafire.com/file/g2yhybp4vmf24g7/LSH3-Ccom12_Waves_For_Fifi_Enhancements.7z/file
Highly recommanded, to be activated last on top of my mod (or replace the scene.dat inside my mod)
Even better, can be used with Stiebler EnvSim.act 10 (if so, you MUST deactivate Hsie Bad Weather Fix!)
Many thanks Mate, will try this! :Kaleun_Applaud:
:Kaleun_Cheers:
Many thanks Mate, will try this! :Kaleun_Applaud:
:Kaleun_Cheers:
You are welcome my friend :up:
You should reduce speed now in bad 15ms bad weather...attacks will be more weather dependent, i like it!
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