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View Full Version : [REL] Italian Atlantic Campaign for SH4 + OM V2.0 RELEASED


SwissSubCommander
10-10-22, 06:21 AM
https://i.postimg.cc/Wbqmds0C/File0041.png

Buongiorno Marinai!
I am happy to announce the release of Version 2.0 of my Italian Campaign for SH4 + OM.
All patches and fixes released for the first version have been united into a single, JSGME-ready file.
And some more things have been added, but more about that as we go along.
This mod enables you to play as a Submarine of the italian Navy in the Atlantic.
Work on this began when I downloaded the Adua-class submarine model made by keltos.
It included a well made 3D model and italian weapons with historically accurate values to them.
But it had no crew, no missions and most importantly, no career. This mod changes that.

IMPORTANT: You need SH4 + u-boat missions and the "Dark waters" mod, that you can get here: https://www.subsim.com/radioroom/showthread.php?t=243322

Here my modlist:

OM_DarkWaters_V6
OM_U-Jagd
OM_Warm_Clothes
OM_Italian_Campaign 2.0


Let me introduce you to the mods main features, and a little history:

BETASOM
https://i.postimg.cc/mDRDJk4r/somm-Finzi3.jpg

Short for "Bordeaux Sommergibile", this was the codename for the italian submarine base in Bordeaux, France.
From 30. of August 1940 until the italian armistice on the 3. of Septmeber 1943 Bordeaux served as base of operations
for Regia Marina subs operating in the Atlantic. You will command one of them.

THE SUBMARINE
https://i.postimg.cc/HkRs6LqP/Smg-ALAGI-Monfalcone-1941-g-c-Giulio-Contreas-via-Smgg-in-guerra-1994-800.jpg
https://i.postimg.cc/8PF9pxks/Silent-Hunter4-12-03-2024-01-28-08.png (https://postimg.cc/gnWN4SZP)

The Sub under your command is of the "Adua" series, itself part of the "600" class of submarines.
The most important technical data:
Displacement: 686 long tons
Length: 60,18m
Max speed: 14 knots surfaced / 7,5 knots submerged
Range: 3180nmi
Test depth: 80m
Armament: 4x bowtubes, 2x sterntubes, 1x 100mm OTO gun, 2x hotchkiss machineguns

AUTHENTICITY
https://i.postimg.cc/rFRHSF9p/2aj42z8-1.jpg

Meant by this are the mod features meant to immerse you in the setting.
Medals, both for you and your crew, have been replaced with italian ones, so have the crew icons.
The Aces in the "top aces list" in port have been replaced with historical italian ones.
But the single biggest factor in this category is the voicepack.
I have refurbished an old italian voicepack for SH2, added some voicelines from the italian movie "la grande speranza" (great film btw) and eccoci!

FUTURE PATCHES
The work is by no means done.
Future patches will concentrate on improving visual aspects, add a Med campaign and address bugs. Speaking of bugs...

BUGS

I have not managed yet to change the default hydrophone.
When starting a new career, first thing, go into the upgrades screen and manually install the hydrophone named "idrofono". It should cost you no renown.

The torpedo texture? Still fugged XwX

For some reason, medals show up in the box in port, but when you click on it, only the "document" on the right hand side loads...yeah, i will look into it.

When using time compression while diving or underwater, DO NOT USE THE MINUS KEY TO GO BACK TO NORMAL SPEED. Instead press Backspace, otherwise the audio will bug out.

DOWNLOAD V2.0: https://www.subsim.com/radioroom/downloads.php?do=file&id=6290

PATCH 2.1: https://www.subsim.com/radioroom/downloads.php?do=file&id=6346



BUONA CACCIA
https://i.postimg.cc/mDTm5J5z/8.png

ReallyDedPoet
10-10-22, 05:32 PM
Nice work :up:

JapLance
10-11-22, 10:17 AM
Nice :up:.

But it would be nicer to have a Mediterranean based campaign instead. I think it would fit the short range of the submarine better.

You also need to add a custom made CrewMembers.upc so you get the proper crew in the boat without having to recruit them from the pool of sailors the game offers.

But it's a great start. I added it to my DW install and worked quite well.

KaleunMarco
10-11-22, 05:10 PM
Nice :up:.

But it would be nicer to have a Mediterranean based campaign instead. I think it would fit the short range of the submarine better.

You also need to add a custom made CrewMembers.upc so you get the proper crew in the boat without having to recruit them from the pool of sailors the game offers.

But it's a great start. I added it to my DW install and worked quite well.

i could swear that DW has a Med Campaign. Based in Northern Italy, I believe.

SwissSubCommander
10-12-22, 09:24 AM
Nice :up:.

But it would be nicer to have a Mediterranean based campaign instead. I think it would fit the short range of the submarine better.

You also need to add a custom made CrewMembers.upc so you get the proper crew in the boat without having to recruit them from the pool of sailors the game offers.

But it's a great start. I added it to my DW install and worked quite well.
I was thinking it was this file that needed editing, but I have no idea what I need to change :k_confused:
As I said this is my first step into the world of modding :oops:

Kapitain Oliver Leinkraunt
10-12-22, 10:27 AM
I can't do anything, but applaude :Kaleun_Applaud: :Kaleun_Applaud:
Finally a real first step to create an Italian Mod for SH4.
Hope in future we'll unite our forces to finish the old "Rapidi ed Invisibili" project.
:Kaleun_Wink:

JapLance
10-12-22, 11:54 AM
I was thinking it was this file that needed editing, but I have no idea what I need to change :k_confused:
As I said this is my first step into the world of modding :oops:

Basically, just rename the field ID with the Italian ranks (a bit tedious because the are like 70 different ranks taking specializations into account):

[CrewMember 1]
ID= Marinaio-Watch

and then use that ID in the .upcge files of the Submarine folder and in the .upc in UPCUnitsData, in the CREWMEMBER SLOTS part.

IDLinkCrewMember= Marinaio-Watch

Do it for all the compartments that need crew: both Torpedo rooms, Engine room, Command room, Radio room, and the Watch in the turret.

SwissSubCommander
11-07-22, 06:04 PM
Many Thanks JapLance for the advice!
I have made a patch, Link in the top post

SwissSubCommander
11-09-22, 12:30 PM
I have run into a new problem :/\\!!
The Adua Sub does not have a Hydrophone!
I have tried tinkering with the Equipment and UpgradePack files
but nothing i do seems to help.
Could anyone help me out with this one please? :Kaleun_Crying:

SwissSubCommander
11-09-22, 02:05 PM
Solved the problem :yeah:
Just download the second patch, it will allow you to install the "Type 0" hydrophone in port for just 50 renown points.

Onkel Neal
01-29-23, 12:11 PM
V2.0 RELEASED

Randomizer
01-29-23, 12:25 PM
I am going to try this, many thanks for uploading your Mod.

-C

Kapitain Oliver Leinkraunt
01-30-23, 03:38 PM
Fantastic :Kaleun_Applaud:
I really like how it's going with your project: really enjoyable.
I have some skills as a sound modder, so if you would like in future some help for an updated version of the sound mod, you're about to ask. :Kaleun_Wink:

PS: idk if you aready done it, but about the Tools, TDC, submanagement pictures etc (if you want to italianize them), maybe you could ask to jimimadrid (he's doing an incredible job for the classic SH4 interfereance).

vitovt13
02-01-23, 06:32 PM
Greetings. When I download the archive with the mod, its size is not 81.25 mb, but 63 mb. And it is called, like the folder inside, not OM_Italian_Campaign 2.0, but simply OM_Italian_Campaign. Is it supposed to be like this or am I downloading a previous version of the mod?

SwissSubCommander
02-02-23, 09:03 AM
Thanks for the feedback vitovt13
In fact it seems the link is faulty. I will look into it right away

SwissSubCommander
02-02-23, 09:07 AM
It should be working now.
Im very sorry for the inconvenience :oops:

vitovt13
02-02-23, 02:20 PM
Thanks for the new link and great mod.

Best regards, vitovt13 :Kaleun_Thumbs_Up:

SwissSubCommander
02-03-23, 11:00 AM
https://i.postimg.cc/zvpwMR34/Silent-Hunter4-03-02-2023-16-57-04.png
R.Som. Dagabur en route to her patrol area

SwissSubCommander
02-04-23, 01:58 PM
What have I gotten myself into? :o

Wish me luck everyone :D

https://i.postimg.cc/2jJGjxy5/Blender-C-Users-timos-Desktop-boazt-blend-04-02-2023-19-56-01.png

Randomizer
02-04-23, 02:19 PM
Good Luck and Good Hunting.

Have started a career in v2.0 with RM Gondor but it seems to be taking forever to get to my patrol area in CC21. Those Adua boats are really slow on the surface at standard speed.

Nice work, thanks for the mod.

-C

mazzi
02-15-23, 11:44 AM
Here's a Salmon https://disk.yandex.ru/d/DQdalM8EKVo5vw for you. I know that Italy did not have its own radar and TDC, which means that they are not on boats either.
Triton has exactly 10 torpedoes, Ammiragli has 38 torpedoes, I don't know about the other boats. If there are Italians then write down how many torpedoes were actually on the boats. So far, I've done as much as it says-16 torpedoes.

SwissSubCommander
02-16-23, 05:06 AM
WOW :o
Thank you so much mazzi!
You just took a lot of work off my shoulders.
The calvi class submarine is surely a valid addition,
but the first sub I am planning to add is the "marcello" class.
It has 8 tubes (4x bow/4x stern) and 12 reserve torpedoes (8xbow/ 4x stern)
and two deck guns, just like the calvi.
If you want to help me with the marcello, it is exactly the same as the calvi,
the only diffrence is the number of spare torps.
About the TDC...I think it would be best to keep them. I know the italian subs did not have them,
but removing them will render the game very difficult or even unplayable I am afraid.
Lets just say the TDC simulates the 1. officer, doing the math for the skipper :03:

Grazie caro :Kaleun_Wink:

mazzi
02-16-23, 09:03 AM
The calvi class submarine is surely a valid addition,

For Calvi, someone already laid out the rendering of the finished cabin, so I started making Calvi a long time ago.

It has 8 tubes (4x bow/4x stern) and 12 reserve torpedoes (8xbow/ 4x stern)

Here is from the Italian site, usually everywhere they write the TOTAL ammunition of torpedoes, Marcello: http://www.betasom.it/forum/index.php?/topic/31939-classe-marcello-1937/&tab=comments#comment-298845

Armamento:
- 4 tls AV da 533 mm, 6 siluri da 533 mm
- 4 tls AD da 533 mm, 6 siluri da 533 mm
- 2 cannoni da 100/47 mm (300 colpi per i cannoni)
- 4 mitragliatrici 13.2 affusti binati a scomparsa (3.000 proiettili)There are 8 TA 533mm and 12 torpedoes: the nose is 4 torpedoes in pipes and 2 in reserve, the stern is 2 in reserve and 4 in pipes.
Where did you get your data on Marcello's 20 torpedoes? And why not 10 (4+6) torpedoes in the stern and bow?

About the TDC...I think it would be best to keep them.

TDC is not on the boat, but in the game in general it will remain and will work on this boat. If you need to completely disable TDC from the game, then you need to edit the file torpedo.sim. Without TDC, it is much easier and faster to shoot.

I'll make the boat in a week or two.

Randomizer
03-08-23, 03:47 PM
Regarding v2, I discovered that the hydrophones do not work. The sensor does not rotate and there is no sound from the set. A check of the mod shows no hydrophone entries in the ...\Library\GESubParts\Senzori files or any other location that I could find.

-C

SwissSubCommander
03-20-23, 01:21 PM
Regarding v2, I discovered that the hydrophones do not work. The sensor does not rotate and there is no sound from the set. A check of the mod shows no hydrophone entries in the ...\Library\GESubParts\Senzori files or any other location that I could find.

-C

Yes Randomizer, as stated above, I have not figured out how to change the default Hydrophone. Your Hydrophone does not work, because your Sub does not have one :p2:
Simply, in port, install the upgrade called "idrofono" in the hydrophone slot :03:

SlySkydiver
04-15-23, 12:09 PM
Very great mod. It's about time we got an Italian career in this game. Thank you for the hard work!

Aktungbby
04-15-23, 12:21 PM
It's about time we got an Italian career in this game. Thank you for the hard work!

You'll be a-woppin' em shortly I 'spect!!:O::arrgh!::Kaleun_Salute:

1Patriotofmany
04-30-23, 04:11 PM
Not bad, when I was playing with the sonar, got into a sound loop. Nor does the standard hydrophone when installed sweep automatically.

SwissSubCommander
05-01-23, 04:48 AM
Not bad, when I was playing with the sonar, got into a sound loop. Nor does the standard hydrophone when installed sweep automatically.
The sound loop occurs when using time compression while diving or while submerged. To avoid it, use backspace to pause the game instead of hitting the minus key to get back to normal speed.
This problem occurs because the "diving sequence" sound I added is longer than the stock version. Other mods have this problem too, for example the "soviet waterway" mod. But I never got into the soundloop as long as I used the above mentioned workaround :salute:

propbeanie
05-02-23, 02:18 PM
How close to 15 seconds in length is your diving sequence SwissSubCommander? We did some judicious editing of the Crash_Dive sequence in FotRSU, which at the time of "The Sound" was 21 seconds long. We got rid of some "dead air" at either end of the file, and did some editing in the middle, which got us to 18 seconds, and then we used Reaper to alter the speed that the file plays at, and got it down to less that 15 seconds (14.92 if I remember correctly). We also had to edit the "Creaks" sounds similarly, since two of the four were too long. The "bell" sound in our old crash dive was the sound that got "stuck" in the que, and is what made the "ding" we would hear sound once every second. Strange stuff... We have since changed more of our sound files for quite a few bits, and are more closely in accordance with the "when in doubt, do it like Stock" missive from CapnScurvy... lol :arrgh!:

SwissSubCommander
05-04-23, 05:23 AM
How close to 15 seconds in length is your diving sequence SwissSubCommander? We did some judicious editing of the Crash_Dive sequence in FotRSU, which at the time of "The Sound" was 21 seconds long. We got rid of some "dead air" at either end of the file, and did some editing in the middle, which got us to 18 seconds, and then we used Reaper to alter the speed that the file plays at, and got it down to less that 15 seconds (14.92 if I remember correctly). We also had to edit the "Creaks" sounds similarly, since two of the four were too long. The "bell" sound in our old crash dive was the sound that got "stuck" in the que, and is what made the "ding" we would hear sound once every second. Strange stuff... We have since changed more of our sound files for quite a few bits, and are more closely in accordance with the "when in doubt, do it like Stock" missive from CapnScurvy... lol :arrgh!:

In its current form it is 36 seconds long :woot:

propbeanie
05-04-23, 06:41 AM
Ahhh... that would be quite a bit of editing then... lol - The "creak" sounds (four files, "Creaks_LevelX.wav" with the "X" a number) were the actual culprits in FotRSU. Those caused the game to grab that last little bit of the too-long Crash_Dive audio. Those should also be under 15 seconds in length, such as 14.99 seconds or lower. I looked for my notes last night from when we went through the sound files several years ago, and cannot find them... But some sounds have to be less that 5 seconds (FX4??), others are 15 seconds, and the ambient sounds can be rather long. You also should match the sample rate (such as 22.05 or 44.1 kHz), mono or stereo, and the bit-depth (16 bits or lower) of Stock.

SwissSubCommander
05-24-23, 08:03 AM
Small patch with a few optical improvements. Read description:

https://www.subsim.com/radioroom/downloads.php?do=file&id=6346

igor7111
01-26-24, 03:45 PM
Thanks for doing this fantastic mod. I'm having a great time with it.

SwissSubCommander
02-06-24, 03:38 PM
Thanks igor, glad you are enjoying it :Kaleun_Salute:

1Patriotofmany
02-28-24, 10:40 PM
Is there a fix for the audio repeating yet after slowing down the time compression using the minus on the sim? I understand that using backspace is a manual workaround, but I use multiple mods and it's certainly hard for me to remember not to use the minus in the game. Anybody know what the cause of that bug is?

KaleunMarco
02-28-24, 11:21 PM
Is there a fix for the audio repeating yet after slowing down the time compression using the minus on the sim? I understand that using backspace is a manual workaround, but I use multiple mods and it's certainly hard for me to remember not to use the minus in the game. Anybody know what the cause of that bug is?

this is a SWAG on my part, having designed systems for thirty years, but not this one.:03:

the game was designed with certain output queues, like sound.
so, events occur during the play and sound files queue up to be played but because the player accelerated TC sound will not play again until TC retreats to whatever the sound threshold TC is.
so, you surface, give a course change, give a speed order, and then accelerate TC to 1024 in quick succession. not all of the sound files generated from your orders will have had sufficient time to play out, so they remain in the queue. when you drop out of warp-TC, the queue is then played out.
at least that is how i think it works.:hmmm:

it's not necessarily a bug...just an unintended feature.

1Patriotofmany
02-29-24, 12:34 PM
this is a SWAG on my part, having designed systems for thirty years, but not this one.:03:

the game was designed with certain output queues, like sound.
so, events occur during the play and sound files queue up to be played but because the player accelerated TC sound will not play again until TC retreats to whatever the sound threshold TC is.
so, you surface, give a course change, give a speed order, and then accelerate TC to 1024 in quick succession. not all of the sound files generated from your orders will have had sufficient time to play out, so they remain in the queue. when you drop out of warp-TC, the queue is then played out.
at least that is how i think it works.:hmmm:

it's not necessarily a bug...just an unintended feature. Hmmmm the same phrase is just repeated over and over.

KaleunMarco
02-29-24, 02:48 PM
Hmmmm the same phrase is just repeated over and over.

yeah, i have had that experience too. my apologies for misreading your issue.
trying to remember....i think i had to stop SH4, reboot, and relaunch SH4 to get it to stop. it has been a while.....

OberstRaul
03-01-24, 02:31 PM
Wanted to say it's a really awesome mod and I love the idea of having finally some subs that are of other nations then Germany or USA :D Never had Italy in an Subsim game playable. Thank you a lot!

1Patriotofmany
03-01-24, 10:24 PM
Wanted to say it's a really awesome mod and I love the idea of having finally some subs that are of other nations then Germany or USA :D Never had Italy in an Subsim game playable. Thank you a lot! There's also Japanese and British available for download on the site.

Aktungbby
03-03-24, 11:58 AM
OberstRaul!:Kaleun_Salute:..."modded" back to the surface after an 8-year 'silent run'!:up:

SwissSubCommander
03-06-24, 05:14 PM
Hmmmm the same phrase is just repeated over and over.

When this happens to me I save, and then just load the created save, dont even have to go back to the main menu

SwissSubCommander
03-11-24, 08:04 PM
https://i.postimg.cc/8PF9pxks/Silent-Hunter4-12-03-2024-01-28-08.png (https://postimg.cc/gnWN4SZP)

Sciré surfacing after a job well done