View Full Version : [TEC] Reviving the Noob Modders Task Force
Admiral Halsey
02-16-15, 07:37 PM
This thread is to announce the creation of a new modding group for Silent Hunter 4 known as the Noob Modders Task Force or NMTF for short. The goal of the group is for those with limited to no modding experience to share our experiences of learning how to mod modding, help each other out when we get stuck, help future modders out by creating a guide for the stuff we learn(something sorely needed) and creating mods together with the ultimate goal being the creation of our own super-mod(but that'd be a bit down the line) and having fun. If you're interested in joining please state so below.
I think the first post looks great.
Admiral Halsey
02-16-15, 07:49 PM
I think the first post looks great.
Thanks as I was worried about it. What do you think of the name for the group? Keep it or change it?
I love the name great thinking Bull.
Sailor Steve
02-16-15, 08:02 PM
I thought I'd give this a little boost. We'll see how it goes. :sunny:
Admiral Halsey
02-16-15, 08:06 PM
I love the name great thinking Bull.
Thanks as again I was worried about that name.
I thought I'd give this a little boost. We'll see how it goes. :sunny:
Thanks for the sticky Sailor Steve! :yeah:
merc4ulfate
02-16-15, 09:28 PM
Where are the ambient and surface ship sounds stored for the sonar station if your manning it yourself? Are the sound files wavs? What format are they in and can Audacity be used to edit them. I have an idea for a sound mod for the sonar.
This is a question for the american side and the german side. Just in case they are different. Cause I do not know ... and I'm a non-modder.
Nonmodder:oops: ... I hope the other kids don't make fun at me at school.:har::rotfl2:
merc4ulfate
02-16-15, 09:47 PM
Is there a maximum sound clip length for the ambient wav files?
Admiral Halsey
02-16-15, 10:13 PM
Where are the ambient and surface ship sounds stored for the sonar station if your manning it yourself? Are the sound files wavs? What format are they in and can Audacity be used to edit them. I have an idea for a sound mod for the sonar.
This is a question for the american side and the german side. Just in case they are different. Cause I do not know ... and I'm a non-modder.
Nonmodder:oops: ... I hope the other kids don't make fun at me at school.:har::rotfl2:
Is there a maximum sound clip length for the ambient wav files?
Don't know on question 1 yet.
Sound files are wavs.
Again don't know yet on both.
I'm pretty sure they're the same for both sides.
Don't know yet but pretty sure there is.
les green01
02-17-15, 01:18 AM
im in and like the name
This is a good idea.
I will certainly contribute, if I can.
Admiral Halsey
02-17-15, 11:41 AM
Great! Glad to have you guys aboard.
Jeff-Groves
02-17-15, 04:12 PM
Is there a maximum sound clip length for the ambient wav files?
GWX 3 uses a 26.6 MB wav file for ambient Sub interior sound in SH3.
I'd think SH4 would be OK with large files also.
Best way to know for sure is place a large file in-Game and see if it crashes.
Jolierouge
02-17-15, 04:45 PM
Creating a guide for the stuff we learn?
I am in!
greetings
Jolie
Great the more the merrier.
Admiral Halsey
02-17-15, 08:19 PM
Welcome aboard guys! I'm getting the basics of what I know written down(its not much BTW) to get the guide started still but it should be up within a few days.
iambecomelife
02-17-15, 08:21 PM
I'm not really a noob modder. But there still is a lot I don't know, despite modding the series for almost 10 years! It looks like I'm one of the only older modders still actively working on a major mod, so I'd be happy to help out.
Admiral Halsey
02-17-15, 08:23 PM
I'm not really a noob modder. But there still is a lot I don't know, despite modding the series for almost 10 years! It looks like I'm one of the only older modders still actively working on a major mod, so I'd be happy to help out.
Anything you can add to the guide would be a great help.
Jolierouge
02-18-15, 04:41 PM
@Merc4ulfate: sound-files are in Data/Sound.
Sonar-Sound is amb_hydrophone and ships you listen to yourself have exampleship_hyd.
greetings
Jolie
Found it. I'd like to participate please. I'm a little rusty however I have some good notes that might blow the cobwebs out.
I started simple 'modding' by following this old topic from Mush Martin back in 'the day':
http://www.subsim.com/radioroom/showthread.php?t=128825
It helped me learn quite a few things and may help others.
edit:
I have used S3D for editing *.sim & *.dat files a little but am lost beyond that. I 'shiver me timbers' even thinking about nodes but do want to learn more about this powerful tool.
Jeff-Groves
02-18-15, 07:08 PM
How detailed on subjects do you want to get?
What areas do you want info on?
3d subjects, import/export, S3D how to, or just text editing files?
Easy subjects or advanced?
:03:
merc4ulfate
02-18-15, 09:49 PM
What I am looking to do is add random ambient sounds through the hydrophone when listening manually. There is only one ambient sound but I want to make it longer and add some sounds to it or make it random so that more than one file could be brought up if your listening manually.
Admiral Halsey
02-18-15, 10:56 PM
Found it. I'd like to participate please. I'm a little rusty however I have some good notes that might blow the cobwebs out.
I started simple 'modding' by following this old topic from Mush Martin back in 'the day':
http://www.subsim.com/radioroom/showthread.php?t=128825
It helped me learn quite a few things and may help others.
edit:
I have used S3D for editing *.sim & *.dat files a little but am lost beyond that. I 'shiver me timbers' even thinking about nodes but do want to learn more about this powerful tool.
Awesome and also thinks for the link.(note to self PM Mush and see if we can use anything that still works in guide.)
Also I really need to download S3D and start messing with it. Been wanting to adjust the deck gun strength ever so slightly for ages on pretty much every mod. Aiming to have it take 10 hits max to sink a ship if you get them all under the water line.
I'd like to change two defaults for torpedo settings:
1. Speed defaults to "High"
2. Depth defaults to "6 feet"
Anybody know where to change this? I'm thinking it must be an easy fix. Menu settings?
Admiral Halsey
03-03-15, 01:40 PM
I'd like to change two defaults for torpedo settings:
1. Speed defaults to "High"
2. Depth defaults to "6 feet"
Anybody know where to change this? I'm thinking it must be an easy fix. Menu settings?
Think speed is in the DAT files for them. Depth default might be as well.
for torpedo speed and depht enter in library> torpedo/torpedoes_us.sim with s3d :salute:
Jeff-Groves
03-03-15, 03:40 PM
note to self PM Mush and see if we can use anything that still works in guide.
I'm sure he'd be tickled pink to know he's still helping other Modders.
:up:
Admiral, Klaus,
Many thanks!
I opened torpedoes_us.sim with S3D. How do you know which torpedoes are which? (all are amun_torpedo_xxx or similar.)
I'm not sure that is the file I'm looking for though. I'm just trying to get the Mk 14 to default to high speed and 6 ft depth (the settings on the left torpedo panel in any of the scope views or attack map.) I almost never shoot them at low speed so would just like the default to be set to high instead of having to change it every time. The 10 foot depth default is ok, but 6 is better! (Reading "Clear the Bridge" by O'Kane, and finding that he (and I suspect most others) pretty much always set depth to 6' unless choppy seas warranted deeper, in which case he would set them all the way down to 10!)
I'm liking this thread, if for nothing else, for enabling people like me to ask dumb questions!
les green01
03-07-15, 04:39 PM
I did figure out how to use the same name in campaign so I wouldn't have to type it over again everytime I start a new one and change the start date and sub avaibilty date
Jeff-Groves
03-07-15, 05:32 PM
I opened torpedoes_us.sim with S3D. How do you know which torpedoes are which? !)
Open the torpedoes_us.dat and get the ID of the torpedo.
Doing a search in the .sim then will point you to it.
(torpedo 3, node 6, in the sim is the one you want.)
Jeff-Groves
03-07-15, 05:38 PM
I did figure out how to use the same name in campaign so I wouldn't have to type it over again everytime I start a new one and change the start date and sub avaibilty date
Details?
:hmmm:
Admiral Halsey
03-07-15, 08:11 PM
Details?
:hmmm:
Oh yes please. This is exactly one of the reasons I started the group. So we can share our breakthroughs while modding the game.
Originally Posted by les green01
I did figure out how to use the same name in campaign so I wouldn't have to type it over again everytime I start a new one
Details?
:hmmm:
In the US Pacific Careers, edit menu.txt (near) line 134 as shown below with a text editor, NOT Word. Use something like Notepad.
It typically says, "John Doe" (or some other name if a mod) for the Captain Name:
Approximate Line #:
133=Career lost!
;default name for the player starting a career
134=A. Anker;John Doe
135=Bernard Von Unfall
My name will be, Rank A. Anker ---> i.e. ---> LCDR A. Anker
Menu.txt is found in your main game installation folder, then:
\Data\Menu\Menu.txt
The semi-colon after my name and before, "John Doe" above reminds me what it said, and prevents "John Doe" from being displayed.
Important:
If you are running a mod that alters menu.txt you should disable the mod with JSGME first, then make the edit before enabling the mod again.
I don't play the U-Boat side, however the procedure may be the same.
Find out what the default Captain name is and do a search in menu.txt for that name and make the edit following the procedure similar to that described above.
Happy Hunting!
les green01
03-07-15, 10:11 PM
yep as Aanker say and the U-boats is same
les green01
03-24-15, 11:21 PM
has anyone figure out how to place nets and mines in the harbors
leadtail
03-24-15, 11:30 PM
What steps do you need to do to add a AI gun and get it to work in game? Never mind I figured out my problem, was a barrel name in the sim file DOH!
Jolierouge
03-26-15, 06:25 PM
You just Need to figure the depth of the port you want to mine, then set the depth of the mines according to that at around -1 to -15.
A minefield Needs a waypoint to start (is only a waypoint if Memory serves) and the next Point is the actual field placed. As it is a circle calculate the area covered and set the mine-density. Note that this is in meters!
One Point: high density slows the game down.
greetings
Jolie
I recall reading anti-sub nets slow things down, too.
les green01
03-27-15, 08:24 AM
would slow down harbor raiding or make it harder anyway
Jolierouge
03-27-15, 10:33 AM
Yes, the nets do that too, but mines have more of an Impact on gamespeed.
les green01
03-27-15, 02:30 PM
so it be better to use nets then instead of mines :yeah:
Jolierouge
03-27-15, 05:18 PM
Have a look at the "Hellcat-Warpatrol", there you can see what a minefield should be.
You can use mines and nets but I guess this is single-Mission-only as it would slow the game.
What do you have in mind?
leadtail
04-23-15, 10:21 PM
What is the most common error that would make a conning tower not show up?
What is the most common error that would make a conning tower not show up?
I assume you are talking about your boat's tower.
Check whatever changes you made, before the errors started.
Check what is written in *.eqp file. Are the dates correct? Are the nodes correct?
Someone else may have better ideas.
The first mod I tried back in 2007 was this fix for firing a torpedo every time I bumped the Enter Key that wasted many of my first torpedoes. Today I read a post by Sniper297 that describes the solution that so many including myself used in Stock SH4 to prevent this accidental firing of our valuable torpedoes:
For Stock SH4 v1.5 & 1.4.
Sniper297 wrote:
If you open \Data\Cfg\Commands.cfg in notepad and find;
[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x0D,,"Enter"
Change that to
[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x0D,c,"Enter"
The lowercase c changes that from ENTER to CTRL+ENTER so the fish won't fire from accidentally hitting either ENTER key, since you have to hold down the CTRL key and hit ENTER to fire that tube.
Happy Hunting!
Armistead
05-03-15, 03:01 PM
has anyone figure out how to place nets and mines in the harbors
I created my own modded version of RSRD for TMO. I did make most ports that contain capital ships almost impossible to get into, adding mines, subnets, many more shore guns, numerous fishing boats that will report u and some extra elite sub killers...
I also went and edited the crew ratings to add more vet and even numerous elites, taking the time to place elite status for many merchants and most capital ships, it does seem to impact how they respond.
When I quit, I was correcting the special missions and adding more in and now that I'm playing again, I may finish that part.
However, since I touch so many files, it was just silly to run RSRD and my mod, so all you need is my updated version. What issues that would cause with orginal modder, lurker and he's never around, not sure.
I created my own modded version of RSRD for TMO. I did make most ports that contain capital ships almost impossible to get into, adding mines, subnets, many more shore guns, numerous fishing boats that will report u and some extra elite sub killers...
I also went and edited the crew ratings to add more vet and even numerous elites, taking the time to place elite status for many merchants and most capital ships, it does seem to impact how they respond.
When I quit, I was correcting the special missions and adding more in and now that I'm playing again, I may finish that part.
However, since I touch so many files, it was just silly to run RSRD and my mod, so all you need is my updated version. What issues that would cause with orginal modder, lurker and he's never around, not sure.
Hey Armistead!, I haven't heard from you in a long time. Your playing again? What happened?
Armistead
05-05-15, 09:00 AM
Hey Armistead!, I haven't heard from you in a long time. Your playing again? What happened?
Yea, finally got into the mood again, playing some....been almost two years
iambecomelife
05-05-15, 03:43 PM
Here's some precious information on .zon files for new ship modders that I found on another forum - All credit to Observer, NOT me:
*.ZON - This file is the file for the damage model for the applicable ship, submarine or aircraft. This file has two important parts which are collision spheres and damage boxes. The names describe the actual geometry of the applicable part. As the name implies, the collision spheres control how other objects interact with the zoned object. Collision spheres must be present in order for an object to receive and/or give damage. Generally, collision spheres should follow the object's 3D model as closely as possible, although sometimes this is difficult given the spherical shape of the collision spheres and the geometry of a given object.
The damage boxes are game engines method for converting collision detection (via the spheres) into damage to the 3D object. Zone definitions from the zones.cfg are assigned to the damage boxes in order to define additional characteristics beyond the armor setting. More on this below:
Here are some typical parameters for a zone definition and the meaning/application for each:
Category=Engines Room Special zone category that is used to define a special application. The application referenced here is as an Engine Room
Multiplier=1.000000 Damage multiplier
Flotability=0.000000 Represents a "sinking factor" for the zone due to flooding. As a thumbrule, 1.0 units of floatability = 10 tons of seawater
HitPoints=100 The amount of damage the zone is able to sustain before being destroyed
Destructible=No Will the zone, and associated 3D object, be destroyed - removed - when HP=0?
Armor Level=1.0 Zone armor setting. More on this below.
Critic Flotation=0.300000 The amount of the damage the zone must sustain before the zone starts flooding. In this case it is 30% damage or 30 HP damage.
Critical=Yes Will a hit from an impact torpedo result in a critical hit to the zone? If the zone sustains a critical hit, it will destroy the object.
Critical Chance=0.05 Probability of a critical hit. This value represents 5%. Note that only whole percents are valid entries.
Father=36 Links this zone to another as a child zone. When the parent zone - in this case zone index 36 or TorpedoRoomFront - is destroyed it will destroy this zone
Effect1=#dc_bubbles, 30 Indicates a special effect linked to the zone that plays based upon a certain level of damage to the zone. In this case the #dc_bubbles effect - found in the particles.DAT - will play when the zone is damaged to 30% or 30 HP. As with critical chance only 10% values are valid entries.
FloodingTime=120 Time to fully flood the zone if damaged at 100%, in seconds. This time increases as the damage to the zone is reduced.
CargoType=None A special cargo effect tied to the zone. This may be tied via effects from the particles.DAT.
CrashDepth=10 When the zone is deeper than crash depth, the zone will start to lose HP until destroyed or the zone depth is less than the crash depth
Collisionable object controller - this controller is another important and fundamental part of object damage modeling and includes many important parameters:
ArmorLevel - this is the object (ship/submarine/aircraft) level armor setting
Hit_Points - this is the object level HP setting. When the object HP are reduced to zero, the object will be destroyed.
CrashDepth - When the object goes below this depth, HP will be removed at the CrashSpeed (defined below) until either: (a) the objects depth is less than the crash depth, or (b) all HP have been removed and the object is destroyed.
CrashSpeed - the rate, in HP/sec, that HP are removed from the object when below crash depth.
Rebound - Coefficient used for collisions between objects. A high number means a higher objects rebound (rate objects move away from each other after a collision) and a smaller number is just the opposite.
Armor: This is an extremely important attribute as it helps define how likely weapons will penetrate and cause damage to the zone. While armor levels are expressed in CM of armor plating, the relative value when compared to various types of ammunition is more important than the armor thickness in cm. Also, armor is a very commonly misunderstood and misapplied attribute for damage modeling.
First, some armor basics. Armor can be applied at three levels: individual zone box, zone definition, or object level. Keep in mind the following: each zone box is unique, but a zone definition can be applied to many zone boxes, and an object (e.g. ship, submarine, or aircraft) will contain many zone boxes. As such the armor attribute has a hierarchy, and this hierarchy is very, very important. This is the armor hierarchy (from highest to lowest, top to bottom):
object (highest)
zone defintion (parent=object)
individual zone (lowest - parent=zone defintion)
Armor can have a variety of values. If armor value is >= 0 it has one decimal point of precision. If armor is < 0 only integers are acceptable.
Here are some armor values and their definitions:
10.0 - armor thickness of 10.0 cm. Ordinance with an Armor Penetration (AP) >= 10.0 will cause damage to the zone. If AP < 10.0 no damage will occur.
0.0 - armor thickness of 0.0 cm. In essence, the zone has no armor and all ordinance will cause zone damage.
-1 - the zone inherits the armor setting from its parent. If this setting is applied at the individual zone box level, then it will inherit the armor setting from the zone definition. If the zone definition also uses the -1 setting, then it will inherit the armor setting from the parent object.
-2 - the zone inherits the armor setting from the parent and doubles the armor setting. -3, -4, etc. are also valid values.
Example #1: This is the armor setting for each:
individual zone = -1
zone definition = -1
object = 12.5
The zone armor is 12.5.
Example #2: This is the armor setting for each:
individual zone = -1
zone definition = 5.0
object = 12.5
The zone armor is 5.0.
Example #3: This is the armor setting for each:
individual zone = 0.0
zone definition = 5.0
object = 12.5
The zone armor is 0.0.
The important concept is that even though armor is inherited from a parent, it is applied at the zone level at the lowest possible level. Therefore it is possible to have multiple zones with the same definitions, but different armor settings on the same object. This is a very important concept.
How does the game engine know if the weapons AP is sufficient to penetrate the zone armor? It is based on several formulas below:
Shells: Armor Penetration = (random number between 1-PT and 1+PT)*Shell AP + HP/ALF where
PT = Penetration Threshold. This is defined in the zones.cfg in the [Global Params] section and is 20% for RFB
Shell AP = the shell AP setting in the AmmoDamageInfo controller of the shells.ZON
HP = a random number between the minimum and maximum HP setting in the AmmoDamageInfo controller of the shells.ZON
ALF = Armor Leveling Factor. This is defined in the zones.cfg in the [Global Params] section and is 4 for RFB
Example:
PT = 20%
ALF = 4
Shell AP = 5
MinEF = 1
MaxEF = 3
1. What is the maximum armor this shell will penetrate?
Using the formula above: AP = (1+0.2)*5+3/4 = 6.75
Therefore this shell will penetrate any armor less than 6.7 and cause damage at least part of the time. It won't penetrate this armor every time since the HP and PT are random numbers.
2. What is the minimum armor this shell will always penetrate and cause damage?
Using the formula above: AP = (1-0.2)*5+1/4 = 4.25
Therefore this shell will always cause damage to anything with an armor setting of 4.2 or less every time a shell impacts the zone.
In the example above, if the zone armor is between 4.2 and 6.7 the shell will only cause damage part of the time. Understanding this results in a very handy way to control how much damage is applied to zones, especially for guns with high firing rates.
While I've never explicitly tested it, I believe bombs and torpedoes work in a manner similar to shells. In the case of torpedoes, this is irrelevant because the torpedo AP is very high (100 for RFB). In the case of bombs, and based on changes to the submarine damage model, the bomb AP is also high enough to not be important. Since I only cared about the AI vs. player interaction WRT bombs, I did not spend any time on them because their AP was high enough (~12 or so) to cause catastrophic damage to the submarine with a direct hit.
Depth Charges: DCs are different from penetrating ammunition. In the case of DCs, in order for the DC to penetrate the zone armor, the following equation is used:
AP = DC HP/4
Example:
MinEF = 2
MaxEF = 50
What is the maximum armor this DC will penetrate?
AP = 50/4 = 12.5
Therefore if the DC rolls 50 damage HP, it will damage zones with armor of 12.5 or less, but it will never be able to damage a zone with armor of 12.6.
What is the minimum armor this DC will penetrate?
AP = 2/4 = 0.5
Therefore this DC will always damage zones with an armor of 0.5 or less. If the zone armor is between 0.5 and 12.5, the DC may be able to damage the zone depending on the HP the DC randomly rolls (and the distance of the DC from the zone, but I'm not going to cover that now).
This is quite a bit of information for now (see...I said it would be lengthy! http://forum.kickinbak.com/images/smilies/icon_mrgreen.gif ). I would suggest reading the ship and submarine damage model sections of the RFB manual. They have some different information not covered here that may be useful.
I'll cover special zones and equipment damage tomorrow, and likely propulsion damage and the many-to-one and one-to-many zone relationships the following day.
...this was very useful to me with the "Lusitania" - now, my model has the coal bunkers more or less modeled correctly so that she gets a terrible list when she's hit where Walther Schweiger historically torpedoed her...the internal arrangements of her were a major design flaw in real life.
I created my own modded version of RSRD for TMO. I did make most ports that contain capital ships almost impossible to get into, adding mines, subnets, many more shore guns, numerous fishing boats that will report u and some extra elite sub killers...
I also went and edited the crew ratings to add more vet and even numerous elites, taking the time to place elite status for many merchants and most capital ships, it does seem to impact how they respond.
When I quit, I was correcting the special missions and adding more in and now that I'm playing again, I may finish that part.
However, since I touch so many files, it was just silly to run RSRD and my mod, so all you need is my updated version. What issues that would cause with orginal modder, lurker and he's never around, not sure.
Hi Armistead, I actually always wanted to do what you did. So can u go into more detail about how you added more mines and nets and made the ship responses harder?
Hey guys, does anyone here know how to model in wings 3d? I want to learn how to model in wings 3d so I can help out people trying to make mega mods. I know there are tutorials online, but I would also appreciate the help of people here who know how to use wings 3d.
Fearless
06-11-15, 02:10 AM
Could anyone possibly advice me how I can convert an Axis career playable surface ship to an US career playable?
That would be greatly appreciated. :salute:
Well Bill, it's been almost a month and still no response from steibler, I may have been wrong when I thought he was around. We may have try to crack the code ourselves.
Admiral Halsey
09-06-15, 03:57 PM
Well Bill, it's been almost a month and still no response from steibler, I may have been wrong when I thought he was around. We may have try to crack the code ourselves.
I could've sworn he was still on as well. Yeah looks like we're going to have to mess with it ourselves as well. Now to figure out what the 'ell we'll need to actually try and crack the code.
Kapitain Oliver Leinkraunt
09-07-15, 03:03 PM
I also want to join this group :salute:
Admiral Halsey
09-07-15, 04:46 PM
I also want to join this group :salute:
Then welcome aboard! Right now i'm still(to many archived posts) trying to gather up as much modding info as I can. Until then it's really just post the stuff you've discovered while messing with the SH4 files and the discussion on cracking the code and the eventual mega-mod the group will do.
Jeff-Groves
09-07-15, 04:53 PM
If your going after the code and changing it?
You start with this.
http://www.ollydbg.de/
It's what was used for SH3 code changes as far as I recall.
Admiral Halsey
09-07-15, 07:46 PM
If your going after the code and changing it?
You start with this.
http://www.ollydbg.de/
It's what was used for SH3 code changes as far as I recall.
Thanks mate! With luck soon we'll crack the code and start fixing some of the most annoying in game bugs. The ruder will be reparable or i'll eat a torpedo!
captcrane
09-09-15, 08:20 AM
Hey Aanker thanks for this one
For Stock SH4 v1.5 & 1.4.
Sniper297 wrote:
Quote:
If you open \Data\Cfg\Commands.cfg in notepad and find;
[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x0D,,"Enter"
Change that to
[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x0D,c,"Enter"
The lowercase c changes that from ENTER to CTRL+ENTER so the fish won't fire from accidentally hitting either ENTER key, since you have to hold down the CTRL key and hit ENTER to fire that tube.
Thanks mate! With luck soon we'll crack the code and start fixing some of the most annoying in game bugs. The ruder will be reparable or i'll eat a torpedo!
Hey Bill, any kind of progress made on the mission?
Admiral Halsey
09-20-15, 01:06 PM
Hey Bill, any kind of progress made on the mission?
Unfortunately not. I've been busy with work lately and haven't had time to mess with it. Been thinking I should let my brother who loves messing with code have a go with it until I can get back to working on it.
Yeah, I'm also busy with school and family so u really have no time either.
I downloaded the program, pointed out in an earlier post, and I'm going to learn how to use it, but still no progress other than that. Any progress on your end, Bill?
Admiral Halsey
10-02-15, 01:10 AM
I downloaded the program, pointed out in an earlier post, and I'm going to learn how to use it, but still no progress other than that. Any progress on your end, Bill?
Downloaded and messed about with it a bit. Other then just looking at the surface though I have had no time to work on it. Next time I talk to him and certainly gonna ask my brother if he wants to help as well.
Rockin Robbins
10-28-15, 04:13 PM
Here's some precious information on .zon files for new ship modders that I found on another forum - All credit to Observer, NOT me:
*.ZON - This file is the file for the damage yada, tada, yada
Why THANK YOU IABL! I've been casting the occastional jaundiced eye toward WernerSobe's Natural Sinking Mechanics, thinking to upgrade it for version 1.5 and saying "no, I just don't understand what he did here."
Now you've given enough information that I can kill myself trying to move the immovable rock and give my life a much needed sense of futility and despair!:har::har::har:
Modding: it's much more than a hobby. It's a DISEASE.:subsim:
les green01
12-31-15, 07:42 PM
sorry for being gone for awhile but downloading sh4 right now,downloaded olly program see if i can crack the exe two things i would love to work on be removing the tdc from the s-boat adding a wiz wheel in a slide out panel next would be getting all 4 engines working like they should everyone have a happy new years and a safe one
DieReeperbahn
01-30-16, 09:12 AM
I'm trying to change the "Nearest visual contact" message to display in yards instead of feet. The Menu.txt entry is 4616=Nearest visual contact at bearing %03.0f, range %.0f %s! What do the last string of characters mean? and what should I change it to read in yards?
lukterran
05-09-16, 02:41 PM
What do I need to start creating my own mod?
After playing with the mods here and I find that most of them effect too much of the stock game for my taste.
There are only a few minor things that I want to change from SH4 1.5.
- Reduce the amount of Enemy Air Traffic
- Make enemy destroyers and cruisers have more realistic handling characteristics (where they can't accelerate and turn like a sports car)
- Fix the medals and awards
- Change Torps to default to high speed instead of low speed
Rockin Robbins
06-27-16, 10:10 AM
What do I need to start creating my own mod?
After playing with the mods here and I find that most of them effect too much of the stock game for my taste.
There are only a few minor things that I want to change from SH4 1.5.
- Reduce the amount of Enemy Air Traffic
- Make enemy destroyers and cruisers have more realistic handling characteristics (where they can't accelerate and turn like a sports car)
- Fix the medals and awards
- Change Torps to default to high speed instead of low speed
There are mods in the downloads section to reduce Enemy Air Traffic. Webster's Better Air Patrols (http://www.subsim.com/radioroom//downloads.php?do=file&id=473) is definitely worth a try.
Two attempts have been made to stop the jackrabbit escorts, JREX's Ship Acceleration Physics (http://www.subsim.com/radioroom//downloads.php?do=file&id=1314)and Websters Ship Maneuvering Fix (http://www.subsim.com/radioroom//downloads.php?do=file&id=942). Also in development for FOTRS Ultimate is a separate module, code named Jackrabbit.
Medals and awards have been fixed by CapnScurvy with his Medals Fix II (http://www.subsim.com/radioroom//downloads.php?do=file&id=597) mod.
I don't think the default to low speed has been tackled by anybody. Two things influence the accuracy of your shot more than any other: the torpedoes' speed and your range to target. For some reason, SH4 players are obsessed with shooting low speed to get the greater range, which is a lose/lose proposition. Real sub commanders didn't use low speed so I agree with your preference here.
My fix has been to load up my Cheap and Early Torpedoes (http://www.subsim.com/radioroom//downloads.php?do=file&id=1325) mod and just load the boat with Mark XXIIIs. Voila! No low speed!
Even if you want to make your own changes, these mods will give you ideas of which files to modify, and the adjustments used in them will give a great starting point for your own. We all started just by fiddling around with other people's mods and you can too!
Most configuration files can be modified with a text editor. You can use Notepad but I use Notepad++ (https://notepad-plus-plus.org/) for many more features. Also look up skwasjer's Silent 3ditor v.99 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4489) for the ability to edit more SH4 configuration files.
Note that to the best of my knowledge Webster's Game Fixes Only (http://www.subsim.com/radioroom/downloads.php?do=file&id=1196) supermod fixes all these problems while leaving the game functioning as close to stock as possible. But don't let that stop you from messing with the game yourself. It's as fun as playing the game! In fact, one of the hazards of modding is that you spend your time fiddling instead of playing. Ducimus called it CTD: Compulsive Tweak Disorder. No cure exists. The syndrome is always fatal.
propbeanie
06-27-16, 03:13 PM
I do believe that CTD and GAS (Gear Acquisition Syndrome) are related... Mostly a male of the species malady, it can also affect the female.
chrysanthos
08-13-16, 03:27 AM
i have a problem about a playble ship can i ask here please?
i have a problem about a playble ship can i ask here please?
Why of course. Maybe someone will point the way to a post describing how to do it, or inform us how it's done..
Admiral Halsey
08-13-16, 12:37 PM
I have most of the playable ships downloaded and been messing about with them when I get the time. Go ahead and ask away.
chrysanthos
08-14-16, 03:23 AM
ok here is my problem about a playble ijn maya cruiser for american side.....if i change the roster name from japan to american so the enemy ships open fire at you.....or else is blue friendly.....the game crashes....while if i change it back into japan the game is loading properly!!!
rick_bagby27
02-01-17, 10:48 AM
After a long absence (about 10 years) I'm back in the game. I will certainly help with what I have learned and with what I am trying to do. I am trying to create a nearly impossible mod. Increased IJN (Imperial Japanese Navy) punch power and damage, increased hit points, while leaving my sub "factory". Rockin Robbin, Capnscurvy, are also VERY knowledgeable. The things that I have forgotten about through the years, they are still very sharp on. My hats off to both of them.
Aktungbby
02-01-17, 10:56 AM
rick_bagby27:Kaleun_Salute:
InterstellarMarbles
05-18-17, 08:17 PM
I'm looking to create more interior rooms for jhapprich's Project 941 Typhoon mod. After I saw what FlakMonkey did creating interiors with his NewInteriors mod I want to try my hand at creating a nice set of rooms to bring life the Typhoon. Been obsessed with it ever since I saw Red October as a kid.
I have some experience with 3ds max and I have been reading about Silent 3ditor but I am still very confused at this point.
Can someone with more experience point me to a tutorial about doing interiors? Like something from the ground up?....
Some questions to start:
1. What is the relationship between the .cam, .dat, .dsd, .sim files in the interior folder?
2. I would assume I create the interior models in 3ds max and use Silent 3ditor to put them into a SH4 format?
3. FlakMonkey's mod seemed to have the entire length of the boat rendered at once. From the stock game I assumed that every time you clicked to a new station it rendered that room and dumped the last station render....if that makes sense. For example, I am sure the game is not trying to render the sea visuals while you are in the command room, right? So I am wondering if I could use this to my advantage to model larger portions of the Typhoon (its a huge boat!), having only one major section rendered at a time? Imagine free-walking down the command room steps and then about half way you reach a click-point like clicking on the "bridge" hatch, hit that and it would load up a section of the port pressure hull and dump the command room from memory, the you continue down into the port pressure hull. A perfect example is moving around the Normandy ship in Mass Effect on Xbox if anyone is familiar with that.
4. Has anyone ever tried incorporating 3d models from 3dwarehouse or other free sites online? Not sure if that is even possible in 3ds but was hoping it might speed things along when adding details.
Aktungbby
05-18-17, 11:24 PM
InterstellarMarbles!:Kaleun_Salute:
I'm looking to create more interior rooms for jhapprich's Project 941 Typhoon mod. After I saw what FlakMonkey did creating interiors with his NewInteriors mod I want to try my hand at creating a nice set of rooms to bring life the Typhoon. Been obsessed with it ever since I saw Red October as a kid.
I have some experience with 3ds max and I have been reading about Silent 3ditor but I am still very confused at this point.
Can someone with more experience point me to a tutorial about doing interiors? Like something from the ground up?....
Some questions to start:
1. What is the relationship between the .cam, .dat, .dsd, .sim files in the interior folder?
2. I would assume I create the interior models in 3ds max and use Silent 3ditor to put them into a SH4 format?
3. FlakMonkey's mod seemed to have the entire length of the boat rendered at once. From the stock game I assumed that every time you clicked to a new station it rendered that room and dumped the last station render....if that makes sense. For example, I am sure the game is not trying to render the sea visuals while you are in the command room, right? So I am wondering if I could use this to my advantage to model larger portions of the Typhoon (its a huge boat!), having only one major section rendered at a time? Imagine free-walking down the command room steps and then about half way you reach a click-point like clicking on the "bridge" hatch, hit that and it would load up a section of the port pressure hull and dump the command room from memory, the you continue down into the port pressure hull. A perfect example is moving around the Normandy ship in Mass Effect on Xbox if anyone is familiar with that.
4. Has anyone ever tried incorporating 3d models from 3dwarehouse or other free sites online? Not sure if that is even possible in 3ds but was hoping it might speed things along when adding details.
*.cam tells SH4 what you should see in compartment and station views.
*.dat is the model of the interior and in another folder the model of the sub
*.sim files adjust parts of the *.dat interior model like the depth ,fuel, & CO2 gauges plus other things.
*.dsd files tell the game what files to use for various sound effects like breaking glass etc
-
Export in triangles to import back to SH4 with S3D or it won't import. You may need a 3rd party program to do this.
-
Your #3 remark is correct for the most part
-
You're lucky to have 3ds Studio Max.
-
There, I've told you more than I know..... lol
Happy Hunting!
propbeanie
05-19-17, 12:32 PM
... there is no way I now know more than ~THEE~ aanker... and I'll probably forget it by the time I finish lunch anyway...
InterstellarMarbles
05-20-17, 05:55 PM
Thanks for the quick reply!
On the other hand maybe I won't be doing any of that as I can't seem to find anything that explains the process of getting ships/interior models into SH. Creating objects in 3ds is no problem, creating them so that they work in SH and then transitioning them into game readable format is.
I guess I had hoped to come across something similar to this:
https://www.youtube.com/watch?v=2Tgy0lBdJK0&list=PLtc664E1n3akfnzVNPuJChuBGeGsce_-J&index=2
I'm willing and excited to do the work but I was not a computer science major either :o
propbeanie
05-20-17, 10:07 PM
Have you read all that this feller has written?
http://s3d.skwas.com/
That's the defacto standard of import / export for SH4 models. You have to export files from your 3d drawing app in the only format that S3ditor understands... I just barely have figured out how to view and move the models in it's viewer in the almost 10 years that I've been noodling with it, so I'm not one to advise on procedures there, but look over there and on SubSim for the same program. Lots of reference material... It aint' easy to get the hang of I'm sure, but there are folks with a ~LOT~ of talent hanging around here to ask questions of...
How to change the flag on subs I want to put my own flag on sub.
How to change the flag on subs I want to put my own flag on sub.
The easiest way is to rename the US or pirate flag by adding bak to the end of one of the names, and name your flag the name that the pirate or US flag was named.
Put your flag in the same folder that the US & pirate flag are located. The flag graphic needs to be in a format that SH4 will recognize... *.tga or *.dds.
Copy the folder structure that TMO uses to swap flags and you can have your own mini-mod if you want.
Happy Hunting!
where are the flags located and will it work for Sh 3 too?
Ducimus, the modder who put TMO together decided to have an optional flag in TMO. Maybe RFB did too because I see that LukeFF was active in this.
During the War, US boats didn't fly a flag while on patrol. Some may have in Home Port between patrols, and one boat laid their flag out on the forward deck so they wouldn't get bombed by friendly fire while picking up someone in very shallow water close to shore.
I don't know about SH3 but I think Anvart made a flag mod for it.
This link will tell you about flags using the Gato.eqp file as an example:
http://www.subsim.com/radioroom//showpost.php?p=1911052&postcount=14
In \Data\Submarines, each boat has an eqp file. Here is the end of the Gato.eqp file:
\Data\Submarine\NSS_Gato\ :
NSS_Gato.eqp :
[Equipment 18]
NodeName=I07
LinkName=NSS_TBT_base_aft
StartDate=19410101
EndDate=19600631
[Equipment 19]
NodeName=I08
LinkName=SubFlag_US
StartDate=19410101
EndDate=19600631
;[Equipment 19]
;NodeName=I08
;LinkName=SubFlag_Pirate
;StartDate=19410101
;EndDate=19600631
Look in /Data/Library for flag.dat
Flags:
http://www.mediafire.com/?njuzumjl5ml .... download while you can. I was surprised it is still there.
The flags go in:
\Data\Textures\TNormal\tex\
Sadly, there is no Lithuanian flag. My ancestors on part of my Dad's side came to the US from Memel, Prussia, (now Klaipėda) in the late 1800's. Lithuania was occupied by the Soviet Union (1940–1941), Nazi Germany (1941–1944), and the Soviet Union again in 1944 - 1999.... (pick a flag, or be a rebel and fly your own : )
I don't fly a flag.
Happy Hunting!
Logan20142
08-31-17, 09:51 AM
Okay, so I know this isn't really fro Silent Hunter Modding, but I'm working on a Locomotive for Trainz: A New Era. Check out the image below.
http://hostthenpost.org/uploads/8d0ec498138b097da3919b6281f97469.png (http://hostthenpost.org)
Thanks,
Logan Thurman
Rockin Robbins
08-31-17, 10:40 AM
Well, the Barb sank a train in the only US combat ever conducted on Japanese home soil. I think it works!
Nice, looking good; a 4-8-4 locomotive.
propbeanie
08-31-17, 03:59 PM
Is that gonna be an N&W "J" there Logan20142? We need someone to do some Japanese railroad equipment, including the track, for a Fluckey mission in SH4... hint hint...
Logan20142
09-06-17, 02:08 PM
Actually it's an SP GS-3 Class 4-8-4. I'm building it for one of the best railway games ever, and if someone had original Drawings for Japanese locomotives and rolling stock, I'd build them for one of these silent hunter mods.
propbeanie
09-06-17, 07:40 PM
Ahhh, the SP, the railroad my former employer should have made a bid on, instead of just the Gold Coast routes... good road.
It would be nice to have a "railway equipment" mod, with a couple of Japanese locomotives and some rolling stock of theirs, and something like an FRA 0-6-0 and US rolling stock for around a few of the US Naval Bases. You can see railroad stuff around the Eastern area of Pearl, and around a lot of the Mainland US bases. All we'd have to figure out is how to build the "railway" itself... There really aren't even "roads" in the game...
Ichthyos
01-30-18, 04:27 AM
I've been using silent 3editor to mod sim files for boats in sh3 with much success, but for some reason I don't have the expected results from modding sub ranges (surface and subsurface) in sh4.
anyone have a good idea how to properly mod a sub to reduce fuel consumption/battery consumption (thus increasing range)?
thanks.
Rockin Robbins
05-24-18, 06:47 AM
There are huge problems in SH4. In the turmoil between SH3 and SH4, Ubi lost most of the people who wrote SH3. The new ones didn't understand how the game works, mostly because of terrible documentation during the development of SH3, and they saw the various modules as black boxes. When they had problems getting the black boxes to do what they wanted, they just patched their own routine on top of the black box.
So we're left with sensors that aren't adjustable as originally intended, AI detection that's sometimes exactly backwards, where a sub is MORE detectable if you keep the nose on the target and less detectable if you turn beam on.
It's been driving the FOTRSU team crazy, and is a very difficult thing to make progress against sometimes. Our motto is "simplify and emulate stock." The game bites you when you depart from that motto, just about every time.
I've been using silent 3editor to mod sim files for boats in sh3 with much success, but for some reason I don't have the expected results from modding sub ranges (surface and subsurface) in sh4.
anyone have a good idea how to properly mod a sub to reduce fuel consumption/battery consumption (thus increasing range)?
thanks.
In another Thread I tried explaining to you the Propulsion Specialist method Ducimus (TMO) came up with that I have used for years. Maybe I didn't describe it that well.
I happily cruise and patrol at 15 knots Standard speed with a 14,500 range+/- and submerged I move/creep at 3 knots with a 98+/- mile range, and can move submerged at 6 knots for about 6 hours. These figures are very close to the speeds and distances reported in real USN WW2 Patrol Reports (two engine speed surfaced) and interviews with real USN WW2 Skippers and XO's.
Right under my post a couple others posted with their methods that were very involved and didn't work that well - which may have distracted or confused you.
There are ways to hide the green Propulsion Specialist icon but it doesn't bother me so I don't bother. There are ways to cheat while recharging the batt but if I just patrol normally everything is fine. I'd only be cheating myself anyway and what's the point of that?
The US side of SH4 wasn't easily adapted from SH3 because fleetboats and U-Boats are very different. The Devs did the best they could with what they had to work with and this is why it is so hard to get realistic surfaced and submerged speeds and ranges.
Do you guys know how to increase aircraft bomb accuracy?
propbeanie
04-24-19, 12:46 PM
Airplanes are weird. They follow the "CrewRating" of their "launching" asset, if one is involved, whether aircraft carrier or airbase. You can "see" the "modifiers" in the "Data / Cfg / AirStrike.cfg" for the airbases. There's a little bit of 'documentation' at the top of the file. The other place to put changes would be in the mis files for each individual airplane ("Search" on "Type=30?" in a text editor), and set them to "CrewRating=4" ("Elite") in a text editor. They'll "fly" better also. Then, for all the CV type vessels you have, set them to "CrewRating=4", and the planes they 'launch' will also be "Elite". In the appropriate Campaign folder, and the appropriate XX_AirCover.mis file, set all of the AirBases to "CrewRating=4", which is "Elite". You should see a marked improvement in the planes' 'flying' and accuracy. The Betty still needs help though... After that, you'd better crash-dive and fast when you spot a plane... :salute:
The Kraken Wakes
04-24-19, 09:54 PM
Guys,
I would like to join the group and I am willing to help out with documentation. I can edit sim, zon and upc files with s3d and notepad.
I have no idea at all about graphics.
T K W
Is that a Mission Editor or a flea circus ? Haven't seen this many bugs since I watched Starship Troopers...
Would it be possible to make visual map contacts always be lines like sonar and never become squares?
Hello I am trying to find a way to bring back squares which appear after getting contact report. The modpack is KSDII.
Hi, is this modding group dead?
If not, does anyone have the original S3D tutorial videos, I can't find them all, I need the one on texturing.
I say we ought to revive the NMTF, so i'll repost Halsey's original post:
This thread is to announce the creation of a new modding group for Silent Hunter 4 known as the Noob Modders Task Force or NMTF for short. The goal of the group is for those with limited to no modding experience to share our experiences of learning how to mod modding, help each other out when we get stuck, help future modders out by creating a guide for the stuff we learn(something sorely needed) and creating mods together with the ultimate goal being the creation of our own super-mod(but that'd be a bit down the line) and having fun. If you're interested in joining please state so below.
The aim is the same, any modder, new or experienced is invited, we really do need unified guides for S3D, and other modding areas.
I'm not the most experienced, and will be happy to turn over operations to the experienced folks.
Group link: https://www.subsim.com/radioroom/group.php?groupid=149
I did some changes to the submarine.sim file. Mainly the mass, Gravity center height in order for the uboat to jump and swing more in the rough seas. But now the diving times are slightly too long. What are the best ways to reduce them.? I have taken a look into Ballast settings. What are the differences between Max main ballast tanks flood speed and Max dive ballast tanks flood speed [l/s]. I have heard that you can give some sort of special abilities for the crews to also decrease the timing times.
Mad Mardigan
06-14-22, 11:13 AM
I did some changes to the submarine.sim file. Mainly the mass, Gravity center height in order for the uboat to jump and swing more in the rough seas. But now the diving times are slightly too long. What are the best ways to reduce them.? I have taken a look into Ballast settings. What are the differences between Max main ballast tanks flood speed and Max dive ballast tanks flood speed [l/s]. I have heard that you can give some sort of special abilities for the crews to also decrease the timing times.
Talked with John Pancoast about that... with regards to SH3 Niume... & they asked Me to send them each & every .sim file I believe it was, for the uboats.
John after looking through those.. sent back some edited ones to Me to test out &... have to say the results were more (at least to these old eyes at any rate) more realistic to surface to submerge time/s.
I can zip them up & if you know how to poke about in .sim files... well, maybe see what John did to do that.
:Kaleun_Salute:
M. M.
Jeff-Groves
06-14-22, 12:18 PM
Hi, is this modding group dead?
If not, does anyone have the original S3D tutorial videos, I can't find them all, I need the one on texturing.
What do you need to know?
How to UV map a model or how to assign a texture in S3D?
propbeanie
06-14-22, 02:15 PM
I say we ought to revive the NMTF, so i repost(ed) Halsey's original post:
The aim is the same, any modder, new or experienced is invited, we really do need unified guides for S3D, and other modding areas.
I'm not the most experienced, and will be happy to turn over operations to the experienced folks.
Group link: https://www.subsim.com/radioroom/group.php?groupid=149
Not to sound mean about anything, nor to discourage any modding, but referring to your link above and goldmastersims proposition therein, let it be known now that you may not call anything that you do "FotRSU". FotRSU is an active mod, with an active team, and the mod is still in active development. You may mod all you want to on the FotRSU mod for your own enjoyment and use, and so long as any "distribution" is done via PM, that is fine. That is your private business. Either do that, or submit any mods you build / combine to the FotRSU team for consideration as "official" add-in mods. Note also that several of the mods that are mentioned as potential parts for the endeavor are already in the AddInModzPak, which is an officially sanctioned package. Proper permissions for the several parts mentioned would be required of those mods' authors. Also, generally speaking, it is rather rude to say that any mod has "shortcomings", whether it'd be "FotRSU" or "Bob's Your Uncle". You insinuate incompetence on the part of the mod team. Whether you change devices or settings or whatever, that is a "perspective" - what you like versus what someone else likes. Again though, like I said, not to sound mean, but it is what it is. :salute:
Jeff-Groves
06-14-22, 02:22 PM
^What he said.
Not that has ever Stopped others from doing as they Wish and Releasing stuff under dubious names and claims.
propbeanie
06-14-22, 02:29 PM
Exactly. That is another option. Call it "Bob's Your Uncle" (if that name is not already in use) or whatever, but not "FotRSU Shortcomings Fixes". You cannot have it sound like it is a mod from the FotRSU Mod Team.
goldmastersims
06-15-22, 01:57 AM
I'm addressing propbeanie's statement.
FotRSU team and its predecessor's team have done great a deal of work to made their mod a reality. The tweaks to my mod wouldn't be possible without their work.
Xerxes holds no responsibility for what I'm doing with that mod.
I can only credit myself for successfully merging non-sanctioned mods into FotRSU 1.7p3.
I am aware I took many mods from others. If I choose to release my mod, I will gather consent from the original mod makers when possible and if they're still active.
I merged them in because I find they make the game look and sound better.
If you believe I've insinuated incompetence, I'm sorry for that. That wasn't my intent. The post wasn't written in the best way for all parties.
My perspective wants some more challenge than base FotRS and a more TMO-like set of aesthetics.
As I go, I'm discovering how modding the SH games works. I gave S3D a look recently.
Having seen how things are handled in other communities, it can get really bad. I hope things stay great here.
propbeanie
06-15-22, 08:26 AM
Things will stay great here, especially with discussion. I understand wanting more "TMO" in FotRSU, which did originate with TMO v1.7 as its "base" years ago in AOTD_MadMax's FOTRS. There is nothing stopping you from modding, and I would expect you to keep modding (once bitten, you cannot stop), no matter what anyone says.
In the FotRSU Mod Team's opinion, there are AI add-in mods that "up the ante" for the AI response, and there are other add-ins more tuned for FotRSU in that AddInModzPak, that should be used before using any of the 'regular' version of the mods. The main reason being the ID conflicts one would encounter using the original add-ins. You have to be especially careful with the Torpedo files, as well as particles and materials files with the add-ins. While making one aspect of the game look better, you might end up disabling another aspect. We looked into "jimimadrid’s shiny torpedoes" mod, and there are several conflicts in there in FotRSU, but the plan is to eventually clear those, and then ask his permission to use his mod in the base FotRSU - that is a couple of versions away at this time. I do not recall the issues off the top of my head, but it is the way FotRSU is built... vickers03's Sea Life, so long as you use the latest version, should do fine. We have not tried any of yours or xerxes more recent mods yet, since we are attempting to push the stubborn next version out the door here... We will not be changing the periscopes or binoculars to a TMO-style, since CapnScurvy spent so much time on the mod's current views and zooms, and for the team, they are preferable. I have found multiple links to his REL threads, but they are broken. Onkel Neal is looking into that again.
As for the "insinuated incompetence", it was not taken as that, but others might. As we have encountered previously with other modders, the choice of words used was "strong", but there are not that many terms for saying "I want to change this aspect of the mod to better suit me" in one or two words. No harm no foul. Just be careful of how and what you release. As I said, you are more than welcome to submit any mod package to the FotRSU Mod Team for 'inspection' for conformity, and if something is amiss with IDs or similar, we can patch that and then submit it back to you for your approval. It could then carry "goldmastersims' FTT FotRSU Mod" (Flavored To Taste, ala Ducimus and others), aka: the "gFTTF" mod. Or leave the FotRSU out of the title, so there is no confusion that it came from you, without FotRSU Mod Team "inspection" or approval. :salute:
Jeff-Groves
06-15-22, 12:15 PM
You have no IDEA how much CRAP The Grey Wolves took for trying to do the same thing for GWX long ago!
Any mention of not approving add-ons as 'Officially Approved by the Grey Wolves' made us the most Evil SOB's who ever walked the Earth!
:har:
In private we did have a Seal designed.
Jimbuna
06-15-22, 12:17 PM
You have no IDEA how much CRAP The Grey Wolves took for trying to do the same thing for GWX long ago!
Any mention of not approving add-ons as 'Officially Approved by the Grey Wolves' made us the most Evil SOB's who ever walked the Earth!
:har:
In private we did have a Seal designed.
AMEN
Jeff-Groves
06-15-22, 12:26 PM
Wish I had saved a copy of that Seal!
:/\\!!
propbeanie
06-15-22, 12:52 PM
Do you mean one of these?:
https://www.subsim.com/radioroom/picture.php?albumid=1070&pictureid=12587
s7rikeback
06-17-22, 04:32 PM
Not to sound mean about anything, nor to discourage any modding, but referring to your link above and goldmastersims proposition therein, let it be known now that you may not call anything that you do "FotRSU". FotRSU is an active mod, with an active team, and the mod is still in active development. You may mod all you want to on the FotRSU mod for your own enjoyment and use, and so long as any "distribution" is done via PM, that is fine. That is your private business. Either do that, or submit any mods you build / combine to the FotRSU team for consideration as "official" add-in mods. Note also that several of the mods that are mentioned as potential parts for the endeavor are already in the AddInModzPak, which is an officially sanctioned package. Proper permissions for the several parts mentioned would be required of those mods' authors. Also, generally speaking, it is rather rude to say that any mod has "shortcomings", whether it'd be "FotRSU" or "Bob's Your Uncle". You insinuate incompetence on the part of the mod team. Whether you change devices or settings or whatever, that is a "perspective" - what you like versus what someone else likes. Again though, like I said, not to sound mean, but it is what it is. :salute:
I also concure with the above statement, the statement about FotRSU "shortcomings" is in poor taste indeed. This mod in still in production, and will evolve over time, just because you do not like something, there is no need to label it as thus, one person's bad opinion, is another persons good opinion...
I did receive an invite to this group, but due to the labels being thrown about, to other mods, by people who by their their own words "borrow" other mods, i will be declining this invite with immediate effect.
Kpt. Lehmann
06-18-22, 12:16 AM
For what it's worth from the founder of The Grey Wolves Project / GWX and out of respect for the crazy-awesome crew that built it....
Do you remember the scene in Das Boot near the beginning of the movie, where the Old man, his Chief Engineer, and the war correspondent made their way inside the pen to their U-boat?
Do you remember when a moment later they are standing on the deck with the crew, and the looks they gave each other? Those looks said, "This is our boat. There may be others that look like it, but this one is ours, and WE are its crew." In the movie, U-96 belonged to them.
Now imagine if the captain of U-791052 a few pens across, strolled over on that day and said, "Refitting your boat seems to be taking too long. I think I'll be the captain now." Well, even if that captain was the nicest guy on earth, he runs the risk of becoming fish food.
I wouldn't DREAM of stomping onto the deck of the U.S.S. FotRS with that intention in mind. I will say that the day I was invited into the control room by propbeanie and s7rikeback was an awesome day. I may never know what valve transfers what. Heck, Jeff Groves and I used to joke about inadvertently crashdiving in the harbor independently during our old noob days. I may only have the steam to cheerlead when different challenges are being worked and/or when different elements are completed, but I respect the boat they built. I shall not operate the toilet on the U.S.S. FotRS because I haven't received any training on said device.
We all like different amounts of salt and pepper. Some of us like Dunklegrau 50. Others enjoy chartreuse yellow and fuchsia.
In a lot of ways, as a prospective new modder the world is your oyster. However, ya GOTTA respect the old heads and the work they did. Thousands of very real hours spent thrashing rigs and keyboards over years of neck-aching work was spent building this block of ships or those million plus lines of campaign code. Even the thought of Joe Random swooping over at the end of that process to snatch it all up while saying, "This is mine now" makes you want to catch fire.... and in reality it happened a LOT.
We learned lessons by stepping on toes and taking our lumps... and we taught lessons too. Neither was any fun at all. As Chief Jimbuna says to Jeff above... I'll say it too... AMEN.
I stand firmly with propbeanie and s7rikeback. The name Fall of the Rising Sun / FotRS is taken. It is theirs and I also KNOW by personal observation that work on it has never stopped and they hold the keys to the conning tower hatch. They decide when that hatch is open and they decide when that hatch is closed.
That concept doesn't keep anyone from making mods. However, it does protect the name they chose for the body of work they produced and the work they were entrusted with. Heck, as I recall it, GWX releases were about a year apart. ("It will be ready when it is ready." Got said about a bajillion times in between.)
It has been a minute or two ago now, but Neal Stevens once gave me a sweet and sour pill and it went like this:
'Think about it Kap. It used to be that everyone wanted to make mods for Silent Hunter III, and now they all want to make mods for GWX.' (If I remember correctly, I was on his back porch right after Hurricane Ike when he said that to me.) He meant it as a compliment, but it was also medicine. He also later defended our right to keep our name when a truly nasty someone thought to take it away sometime later. Today, I still have the keys to the The Grey Wolves Project / GWX hatch.
I don't want to pour cold water down any modder's neck. SH3 and SH4 no longer enjoy the ranks of experts they once could call on, but the miles and miles of trails blazed must be respected by those who look to sail in those waters now.
In an effort to offer a bit of encouragement, can tell you this: A guy here once told me, "If you don't like it, build your own damn mod!"
.... and that was the birthday of The Grey Wolves Project / GWX.
Almost anything is possible if you are determined enough. Libraries of knowledge and boxes of tools were created on the old journeys if you spend the time to find and understand them.... but the name "Fall of the Rising Sun" is taken and still in use.:ping:
What does this value exactly do Propulsion (propeller) influence factor in the dive planes ?
propbeanie
06-19-22, 07:28 PM
Are you referring to the SubName.sim file Niume, under the "unit_submarine" nodes, the front_ and rear_diveplane with the "drag=0.02" and "prop_fact=0.0" or maybe 0.05? I am not certain, but if I remember correctly, the "drag" was how much using the diveplanes being used slowed your depth change and speed, and the prop_fact is for how much the speed of the prop spin (hence the speed of the boat) affected dive and rise times. The rear planes on a some subs are right there with the rudder behind the props, and would utilize the prop wash more "efficiently" to help change depth. This is from memory of an ETR3(SS) note on one of his sub mods... brain matter here deemed unreliable at data recovery... :roll: - notice though that the numbers are using hundredths... but of what? for what? a multiplier? dunno
hauangua
06-21-22, 05:16 AM
I say we ought to revive the NMTF, so i'll repost Halsey's original post:
The aim is the same, any modder, new or experienced is invited, we really do need unified guides for S3D, and other modding areas.
I'm not the most experienced, and will be happy to turn over operations to the experienced folks.
Group link: https://www.subsim.com/radioroom/group.php?groupid=149
You can create your own mod, but if it does not pass through the approval of the FOTRSU team, you have no right to boast of the same acronym. you can call it "Serse mod", specifying that the base you worked on is the merit of the FOTRSU team
How does one make periscopes harder to be detected by escorts?:hmmm:
I also concure with the above statement, the statement about FotRSU "shortcomings" is in poor taste indeed. This mod in still in production, and will evolve over time, just because you do not like something, there is no need to label it as thus, one person's bad opinion, is another persons good opinion...
I did receive an invite to this group, but due to the labels being thrown about, to other mods, by people who by their their own words "borrow" other mods, i will be declining this invite with immediate effect.
I will have you know that such language was only used by one member, and I was under the impression that he was going to get permission and follow all etiquette pertaining to his project, and make his tweaked version of FOTRSU for private use. I failed to notice the fact that he planned to release it. I apologize, but also am offended by your attempt to paint me and others in the same light as him. I ask you to reconsider your decision about joining.
On a side note, if I ever released a mod with (FOTRSU) in front of the title, it should be fixed now, tis but a typo, it should have been behind the title.
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