View Full Version : 2023 BOSS Noms
Onkel Neal
01-04-23, 10:28 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: I love it when guys find a fix and post it here for other players.
Forum: Classic Subsims (https://www.subsim.com/radioroom/forumdisplay.php?f=173)
Nominated Member: agathosdaimon
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2845625#post2845625)
okay i have been able to get it running nicely using DGvoodoo
some folks may not have any issues with it in win11 actually, but if you do get some issues like i did, then DGvoodoo may fix it
Aktungbby
01-04-23, 12:39 PM
Aktungbby has made a Best of SUBSIM nomination.
Nomination Category: Modelmaker
Nomination basis: GWENYDD: both for the fully operational 5' Uboat she's worked on; and the operational "experimental" Fokker VIII she built with a Volkswagon engine that actually she climbs into to fly...without a parachute!??
Forum: Best of SUBSIM Nominations (https://www.subsim.com/radioroom/forumdisplay.php?f=322)
Nominated Member: Onkel Neal
Nominated Post: Best of SUBSIM noms - Modelmaker (https://www.subsim.com/radioroom/showthread.php?p=2845658#post2845658)
Best of SUBSIM noms - Modelmaker
This member makes sub and naval models, posts pictures of the build, posts tips, resources, and help.
Aktungbby
01-04-23, 12:48 PM
Aktungbby has made a Best of SUBSIM nomination.
Nomination Category: Best News Contributor
Nomination basis: Jimbuna: persistent use of news-videos and articles in two of the longest and most participated threads at Subsim; the "Wuhan virus" and "Here we go again in Ukraine" serve to orient other members' responses and keep the threads factually up-to-date.
Forum: Best of SUBSIM Nominations (https://www.subsim.com/radioroom/forumdisplay.php?f=322)
Nominated Member: Onkel Neal
Nominated Post: Best New Member of the Year (https://www.subsim.com/radioroom/showthread.php?p=2845648#post2845648)
Best New Member of the Year
must have join date Nov 2022 or later
must have minimum 10 posts that are meaningful
must display an enthusiastic & friendly spirit
At the end of 2023 we will review all nominations; any new members who have been nominated during the year 2023 and have made recent posts (must have at least one meaningful post since Oct 1, 2023) will be qualified for BOSS New Member 2023.
fitzcarraldo
01-04-23, 05:24 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH4 Modder
Nomination basis: A new look to SH4. Nice mods.
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: jimimadrid
Nominated Post: Jimimadrid Periscope (https://www.subsim.com/radioroom/showthread.php?p=2845485#post2845485)
Changes the images of the Periscope View.
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12937
Using TGA Files let the images be more clear and sharper. Therefore i cannot only change the files, because SH4 will still use the DDS Files. So the only solution is to give the images new names and activate them in the menu_1024_768.ini with the SH_Menumerger.
Demo:
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12938
Therefore you have to activate the Periscope Mod first with JGSME and then with the SH_MenuMerger (included)
Download: https://www.subsim.com/radioroom/downloads.php?do=file&id=6279
enjoy :salute:
fitzcarraldo
01-04-23, 05:25 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: A lot of help for SH4
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: KaleunMarco
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2845315#post2845315)
it's August 1943 and you have me transferred to Darwin?
Darwin?
as soon as we put in after this patrol, i am calling my classmate in BuPers!
:haha:
Can you describe your career with some detail KM? ie, Argonaut started suchNsuch date, assigned Empire Waters, objective completed, 65 days return to Pearl. Next assignment Marshalls. objective completed, stopped by Truk on the way home, out 48 days, etc. - I have now run two Argonaut (old TMO pseudo Narwhal) careers out of Pearl and have not had issue with Brisbane transfer and docking. I have not hung around long enough to see the transfer to Darwin, but next round I will. We have more changes to the mod for the next build and I can test the Argonaut again for that.
i was kidding you!
+++
in reviewing Flotillas, everything seems to be working according to the settings.
getting assigned all of the spy/supply/commando missions in the southern Philippines.
+++
i believe the next checkpoint will be January 1945 when we are transferred to Midway and end the war there.
:Kaleun_Salute:
fitzcarraldo
01-04-23, 05:27 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: For all the work with SH3
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2845588#post2845588)
Next update will have as optional mod, the latest ARB gui by Brodaga for those who don’t like the DGui … and also slightly faster weather changes, as I don’t believe in the zero wind flat sea in North Atlantic for days and days :03:
But due to SH3 game weather limitation, if the zero wind will not last so longer, the others wind/waves as well…we can’t limit only one wind type unfortunately.
:Kaleun_Salute:
fitzcarraldo
01-05-23, 04:08 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH4 Modder
Nomination basis: The man continues to make great looking mods for SH4...
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: jimimadrid
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2845912#post2845912)
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
P.D. Request: Could be your next mod new binos for FOTRSU? Many thanks!
I hope this is what your want.
Look at the first post.🙂
GrenSo has made a Best of SUBSOM nomination.
Category: SH3 Modder
Post: Great Mod with many regular updates and a good support from Fifi
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Posted by: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2846082#post2846082)
VERSION 3 IS OUT!
- Latest ARB gui as add on mod
- Weather changes slightly reduced
- U Boat crush depth reduced for the Commander option
If you want the ARB draggable chrono to work, find the Tycho patch V3 (in ARB download) and according to instructions patch your SH3 exe...
My computer doesn't allow me to do it here...anyway i never use this chrono so i don't care.
:Kaleun_Cheers::Kaleun_Salute:
fitzcarraldo
01-06-23, 03:38 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: For all the work with NYGM, and the great support
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Fifi
Nominated Post: Fifi Enhancements for NYGM (https://www.subsim.com/radioroom/showthread.php?p=2740106#post2740106)
Fifi Enhancement NYGM is not available anymore … changed for NYGM Enhanced Hardcore.
Completely new version available in my signature. Readme pdf included for installation
I highly recommend to play this mod with no more than X256 time compression in day time, up to X1024 in night time for the starting years 1939/1942… and all time X256 for last years 1943/1945!
It is not an official megamod release, it is only my own game I have modded for myself… and I wished to share with the Subsim community :yep:
Beginners should pass the way because it’s Not for Your Grand Mother! (NYGM)
https://i.goopics.net/leqluy.jpg
http://image.noelshack.com/fichiers/2022/46/6/1668815997-sh3img-18-11-2022-22-15-27-577.png
http://image.noelshack.com/fichiers/2022/46/6/1668816061-sh3img-18-11-2022-22-29-27-552.png
:Kaleun_Salute:
fitzcarraldo
01-06-23, 08:48 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH5 Modder
Nomination basis: Best mod for SH5 TWoS, 2022.
Forum: SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
Nominated Member: Kal_Maximus_U669
Nominated Post: interior mod 2.0.3 by GrenSo (https://www.subsim.com/radioroom/showthread.php?p=2839632#post2839632)
Hey GrenSo..greeting:D
http://image.noelshack.com/fichiers/2022/47/6/1669471704-sh5img-2022-11-26-13-49-29.png
I congratulate you for this work I have just tried....
I am in the updates of all my SH3.4.5 I am late in some..
especially sh5
Tell me I still have black labels under the dials in the electrical engine room.. in the "Turm" the center of the compass is still not good.. the dials on the right TDC too..
otherwise the dials in the engine room some have gray needles.. white have you corrected the correct operation of the dials for the fonction of the individual engines..
I don't know but I suspect traces of old backup after having tested several interiors a while ago... I feel that it will end in "fresh Install" so that there is no longer any doubt..:doh:
if I'm deciding I'm going to operate a redesign of my list is operate a new change we'll see..:yep::yep:
Your friend Kal Maximus my best regards Gren...:salute:
fitzcarraldo
01-07-23, 10:19 AM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Outstanding Member
Nomination basis: Great stories and shots with SH5 in a historical context
Forum: Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)
Nominated Member: CPTLTJASON
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2846053#post2846053)
21.9.1935 Norwegian Sea “Point Blue 10” 74°17’N, 18°26’E, 20th day at sea
During training in refueling procedures A 39 suffered a list to starboard, the engineering staff under the LI of Schiff 30 Korv.Kpt.(Dipl-ing) Sonntag go aboard in an attempt to repair the damage which the Kommandant of A 39 believes was sustained during the stormy passage through the North Sea. Despite the best attempts of the engineering staff nothing could be done and the list of the tanker grew from 5° to 19° and Freg.Kpt. Hartmann ordered A 39 abandoned and sunk with scuttling charges this was carried out by 16:45 hrs. and the tanker sank in position 74°17’N, 18°26’E. A radio message was sent to operations stating that A 39 had sunk and another suitable replacement tanker be sent. A reply from the Ob.d.M. is expected sometime tonight or tomorrow morning.
Korv.Kpt. Hoffmann will be put in command of the incoming tanker the crew will be kept aboard and used to supplement the Prize Commandos. Of the 49 ratings 21 are civilian merchant sailors they all volunteer to join the Kriegsmarine.
With this new delay the departure of the convoy is now anticipated to be in mid-October. For the time being, the crew continues with their training and daily shipboard routine, the 3 radio rooms with their intelligence gathering, and the seaplanes are being sent out 4 times a day, 2 flights per aircraft. The catapult has proved to be very useful more than 60 flights have been carried out as opposed to the 10 or 15 that would have been able to have carried out without a catapult.
https://www.subsim.com/radioroom/attachment.php?attachmentid=5589&stc=1&d=1672968692
Schiff 30 stopped in stormy weather off Bear Island
https://www.subsim.com/radioroom/attachment.php?attachmentid=5591&stc=1&d=1672968938
"Esso Bremen" 'A 39' 4,500 grt DOKL sinking after being scuttled due to damage sustained during a storm in the North Sea
https://www.subsim.com/radioroom/attachment.php?attachmentid=5592&stc=1&d=1672968990
Schiff 30 and one of her seaplanes approaching to land after carrying out a reconnaissance flight
fitzcarraldo
01-07-23, 07:09 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Modelmaker
Nomination basis: Best modelmaker for SH3 (and SH4 and SH5...), from many years. VonDos Shipyard is a classic.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: VonDos
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2844509#post2844509)
Very nice :salute:
the German Fleet is getting better and better! :salute:Thanks a lot VD!
Thank you!!
About german fleet, well, i guess new and better units are coming
https://i.ibb.co/FJtK5PV/1.jpg
Best regards,
Vd
fitzcarraldo
01-10-23, 04:58 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH4 Modder
Nomination basis: SH4 Modder of the year, very helpful member and great support.
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: jimimadrid
Nominated Post: Jimimadrid SubManagement (https://www.subsim.com/radioroom/showthread.php?p=2843214#post2843214)
Today I present the new graphic backgrounds for the SubManagement.
SH4 normally uses a graphical background for all SubCompartments.
Now you can experience the differences visually.
! Now available for 1920x1080 & 1600x900 & 2560x1440 resolution. Can be activated with the MenuMerger.
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12910
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12911
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12912
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12913
The changes also affect the German side:
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12914
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12915
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12916
Since SH4 only provides one background graphic, you have to change a few things in the menu_1024_768.ini.
that's why I created an application to make the changes with just one click.
This application is the SH_MenuMerger. https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12926
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12917
With the SubManagement Backgrounds entry the Backgrounds will be visible in the Game. As the changes are in the menu_1024_768.ini, you have to close SH4, do the changes and start SH4 again.
!No need to be in port or start a new game!
With the SH_Menumerger the changes can also easily be undone.
(Download SH_Menumerger and Handbook for Modders -> https://www.subsim.com/radioroom/downloads.php?do=file&id=6273)
Additional Addons provided with the SH_Menumerger:
Renown Nixie tube -> This changes the renown counters to a nixie tube stylish
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12918
New Rank Icons
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12919
New Abilities Icons
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12920
New Crew Icons - The new Crew Icons, now also available for the german sailors
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12921
Bigger Face Icons -> Get bigger Face Icons as in the vanilla
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12922
Additional Version (included):
There is also an more detailed Version of the Damage and Torpedo Background.
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12925
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12924
Since the different submarines show changes among themselves,
it is necessary to switch the corresponding data with the following application i created herefore.
The Uboat_Selector https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12927
V1.0 has a wrong pointer to the images. Replaced by V1.01 in the Mod
(V1.02 as standalone download -> https://www.subsim.com/radioroom/downloads.php?do=file&id=6274
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12923
Here you can select the desired submarine and append the changes. The 'No Specific Class' switch back to the version for all boats.
Since FotRS and TM have differences, it is also necessary to select the appropriate mod before applying the changes.
You get also nice information about the different Uboat Classes.
BOTH APPILCATIONS ARE INCLUDED IN THE SubManagement MOD.
Installing the SubManagement Mod via JSGME, both Applications will be in the SH4 Folder available.
--------------------------------------------------------------------------
Download -> https://www.subsim.com/radioroom/downloads.php?do=file&id=6272
--------------------------------------------------------------------------
!DON'T FORGET TO ENABLE THE SubManagement WITH THE SH_MENUMERGER AFTER INSTALLING WITH JSGME!
PS: As there where so many different Uboats, i have not done too much tests to see if all works correct. If you find some failures please inform me.
Enjoy it
jimimadrid
fitzcarraldo
01-10-23, 05:02 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH4 Modder
Nomination basis: Best SH4 modder. Best looking mods for SH4.
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: jimimadrid
Nominated Post: jimimadrid Optics (https://www.subsim.com/radioroom/showthread.php?p=2846631#post2846631)
New Views for the optics of the Periscope, Binoculars, TBT and canon view.
I have changed the masks with the droplets to more visible version in the night.
Some lines has to be changed in the menu1024_768. ini.
Therefore the SH_MenuMerger is added.
First install the jimimadrid Optics Mod with JGSME. After this start the SH_MenuMerger from the SH4 Folder and merge the optics Mod .
Without merging this Mod tith the SH_MenuMerger you will no see any difference in the optics.
https://www.subsim.com/radioroom/picture.php?albumid=1390&pictureid=12947
YouTube Demo:
https://youtu.be/bkaS4B-QA0U
Download:
https://www.subsim.com/radioroom/downloads.php?do=file&id=6281
Enjoy
Onkel Neal
01-11-23, 10:03 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: test 2 test 2
Forum: Sub & Naval Discussions: World Naval News, Books, & Films (https://www.subsim.com/radioroom/forumdisplay.php?f=186)
Nominated Member: Jimbuna
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2846870#post2846870)
https://www.youtube.com/watch?v=ulNTYiqy6qU
Onkel Neal
01-11-23, 02:52 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: test test test
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: Jimbuna
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2846994#post2846994)
https://i.postimg.cc/7YmV6CvV/i-just-hate-fake-people.jpg (https://postimages.org/)
Onkel Neal
01-12-23, 07:47 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with Dangerous Waters + Mods
Nomination basis: Worthy mod, good job.
Forum: DW Mod Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=196)
Nominated Member: Stewy1
Nominated Post: Cold War Orions Repaints (https://www.subsim.com/radioroom/showthread.php?p=2846279#post2846279)
Here are repaints of the default Dangerous Waters Orion to the Cold War P-3Cs of VP-40, U.S. Navy, 10 and 11 Squadrons, RAAF, and the 6th FAS (Fleet Air Squadron) of the JMSDF.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6280
I've used the base textures that I 'patched over' from the MSFS2020 repaint done by the very talented Scott Roy - with his very kind permission.
The new liveries have been sampled from the great Orion liveries for 'https://combatace.com/' by Kevin 'Wrench' Stein, in colaboration with Florian Schnieder (aircraft and original skins/template) and Viper63a (upgraded template). Kevin was very kind in giving me permission to use his textures.
Because this is the 'default' Orion repainted, it should work with all Mods, and also the 'Vanilla' version.
**Installation**
1. Place Orionpainting.bat and CMPUTIL into your DW Graphics folder
2. Select the repaint you want and place the respective P3c.dds file into your DW Graphics folder
3. Run Orionpainting.bat and you're good to go!
4. To place a different repaint in the game, repeat steps 2 and 3.
**Backup Texture**
If you want to revert back to the default Orion, textures are included in the 'Backup' folder. Just paste the file into your Graphics folder and run the .bat.
**Legal Stuff**
I'm not responsible for any damage to your computer by downloading this file.
**Further Reading***
Info about RAAF Orion liveries - https://www.adastron.com/lockheed/orion/p-3-markings.htm
Info about the Japanese Orion liveries - http://www.j-hangarspace.jp/jmsdf-squadron-histories
Enjoy,
Stew
https://www.subsim.com/radioroom/downloads/japan1_gax.jpg
https://www.subsim.com/radioroom/downloads/raaf113_cl8.jpg
https://www.subsim.com/radioroom/downloads/raaf101_Y2s.jpg
https://www.subsim.com/radioroom/downloads/raaf102_9q1.jpg
https://www.subsim.com/radioroom/downloads/us1_YoO.jpg
GrenSo has made a Best of SUBSOM nomination.
Category: Outstanding Member
Post: Very nice idea tell us a story about sh ship in war time.
Forum: Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)
Posted by: CPTLTJASON
Nominated Post: Hilfskreuzer (https://www.subsim.com/radioroom/showthread.php?p=2768502#post2768502)
Page dedicated to the development, voyage, etc of the fictional Hilfskreuzer “Afrika”.
https://www.subsim.com/radioroom/attachment.php?attachmentid=4757&stc=1&d=1631664505
Onkel Neal
01-16-23, 03:15 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: Follow up means a lot, this could aid other players down the line.
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
Nominated Member: cdrsubron7
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2846966#post2846966)
That's great, can you please post the technique you found that worked? Thanks :Kaleun_Wink:
Well, nothing much more than what has already been mentioned here in this thread. Of course, as with all things what works on one computer may not work on another. What I did was to after the initial install was to uninstall and reinstall the original game on one of my other hard drives other than C:/ drive. After that was accomplished, I did a copy and paste of the SH4 files and made a folder on C:/ drive called C:/Games/SH4. Went through the suggested steps to modify the SH4.exe as mentioned here in this thread. Then started the game and it worked like a charm. That's all I did. Hope this helps someone else when the cause arises. :salute:
Onkel Neal
01-17-23, 02:08 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: Very detailed and thoughtful assistance.
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
Nominated Member: Larrywb57
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2848189#post2848189)
Ahoy everyone!
I have been trying to get back into SH 3 and 4 and am having some problems. Up to now, I have been calculating speed by doing the time and distance calculation on the Nav map. However, I would like to use the speed calculator on the "attack data tool" in the periscope view. I have viewed a number of video tutorials and have not found one that covers this in detail. Usually wen I try to use the speed calculator I get the message that says " cannot calculate speed need more time between intervals," or something like that. Every once in a while I get a speed estimate, but have not been able to figure out what I am doing right or wrong.
In my version of the game manual, page 63 refers to the "lock button" in periscope view. I have no idea where that lock button is. Cany anyone help me out?
In manual targeting, is a light supposed to go on when we get an accurate solution?
If someone could please post an outline of the proper steps to using the speed calculator, ( for dummies) I would appreciate it!
Thanks!
Joe S
Ahoy Captain,
Usually wen I try to use the speed calculator I get the message that says " cannot calculate speed need more time between intervals," or something like that.
Don't know if this will help, I accidentally would double-click when entering the infromation on the periscope and get the message,'cannot calculate speed need more time between intervals.' Just single click when entering the data.
In manual targeting, is a light supposed to go on when we get an accurate solution?
I haven't seen a light come on if the target solution is accurate in manual targeting. In auto-targeting, for the lack a better term, you can have three triangle size lights, green, amber and red to infrom you of your solution. And I always use manual targeting. With the 'scope up and looking at the target, push 'L' on the keyboard to lock on the target. The green light on your torpedo panel come on. To check your target solution, push the key on your keyboard, <F6> to check your target solution. But use caution when your scope is above water, if can be spotted and that will ruin a perfect target solution!
Up to now, I have been calculating speed by doing the time and distance calculation on the Nav map.
This is another way to calculate target speed. If the target's lenght is known and your stopwatch, the speed can be determine by also using the periscope. Your speed needs to be at or below two knots. On the periscope, looking at the target at a bearing of plus or minus sixty degrees from zero or three hundred sixty degrees, place your periscope's crosshair in front of the target's bow. Start the stopwatch when the target's bow cross the periscope crosshairs. And stop the stopwatch when the stern clears the crosshairs.
Now take the target's lenght divide by stopwatch's time and multiply by 1.85 will give you the current speed. (example: 104/50*1.85=3.848 knots) I recommend using a cheap calculator beside your computer, while pausing the game, uh, I mean training simulator, instead of the using the computer's calculator. Alt-tab can open up another can of worms.
I hope this answered some of your questions,
Good luck and good hunting, Captain!
:salute:
Onkel Neal
01-23-23, 10:19 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: SH4 Modder
Nomination basis: Very cool, watching to see where this goes.
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: ElCid97
Nominated Post: BuPers Mod Interest? (https://www.subsim.com/radioroom/showthread.php?p=2847882#post2847882)
Greetings Everyone!
I've been messing around with a mod for a few weeks now. I just wondered if there was any interest in it. I just have a few things to work out here and there, but here's what I've done so far:
1. Changed the "worded" rank structure to better represent what was used in WW2. The CWO gets cut off a little with the abbreviation after it, so for my own setup I just have the words without the abbreviations. I may just leave the wording and forget about the abbreviations in the release. Ranks are now:
Apprentice Seaman (AS)
Seaman 2nd Class (S2C)
Seaman 1st Class (S1C)
Petty Officer 3rd Class (PO3)
Petty Officer 2nd Class (PO2)
Petty Officer 1st Class (PO1)
Chief Petty Officer (CPO)
Warrant Officer (WO)
Commissioned Warrant Officer (CWO)
2. Changed the rank symbols in the Crew Management image to use the ones that were used back in WW2. CPO's now have red on blue since wartime material restrictions meant many of them would just wear the normal stripes. Also, there are now WO and CWO stripes on epaulets with the blue "dot" in the middle. These are now in place of the SCPO and MCPO ranks that didn't come out until a little before Vietnam. Finally, the AS, S2C, and S1C ranks are represented by the "cuff" marks that would be found on the lower portion of the "jumper" or "cracker-jack" uniform since they didn't wear any "rank" per say on their uniforms at all. Certain jobs did wear them (like cooks and stewards), but on a sub you either wore the working blues or the khakis. CPO's wore blues with khaki hats, while the others wore them with the white "sailor" hat or - in some cases - with baseball caps. I also remember seeing a color picture of a CPO wearing a khaki officer's shirt with dungaree pants. That may have been a "one-off" thing, but you never know. Because of this, I figured I'd use the "dress" ranks that were generally worn - with the CPO stripes as red because of the aforementioned material shortages.
3. Changed the promotion system as well. You now only promote S1C to PO3, PO1 to CPO, and WO to CWO. Here's my reasoning:
a. S1C's study hard during the patrol to get their ratings. Because of this I just left the standard system in place for these ranks to simulate this. It made no sense to re-invent the wheel and have them promote on their own past S1C without the ability to "qualify" automatically based on their "points" in the sim. In one test I did so far I had a guy go from AS all the way to CPO with only 15% leadership and no qualifications. I realize there would be no way someone would make it all the way up there without any type of leadership (I know, I know, I can hear the Washington jokes already). Since qualifications MUST be done manually in the sim in order to get a "rate," I decided it would be best to just keep the current system of who became a petty officer and who should be kicked off the boat at manual.
b. PO1's are, generally, hard working non-commissioned officers. Going from PO3 to PO1 is a preparation for CPO, so this mod will simulate letting the NCO's, "take care of themselves," so that all you should have a hand in doing - as in real life - is determining who gets to wear the khaki. After that, let the system promote them from there again.
c. Getting a commission is something that is done away from the boat. All a C.O. should have to do is make recommendations. I figure you should determine which of your WO's have done well and determine who gets the commission from there. After that, BuPers takes care of the promotions. NOTE: A Commissioned Warrant Officer was just that: A commission. That's why I figured to do this rank manually, then let BuPers and the system figure who would get the full commission to ENS and beyond.
d. Finally, I figured you will also have crew that promote out as well. You just can't get to keep an entire crew for the duration of the war. It's just not realistic. Once one of your officers makes LtCdr, go ahead and swap him out and replace him with a junior officer from the pool once you get back to base. It's the best I can do to simulate the fact that BuPers would take your experienced officers to crew other boats so that the experience gets disseminated throughout the service.
4. Made changes to the descriptions of the player ranks so that there is something there which gives a brief explanation of the rank as well as what that rank would normally do. This is the "book" that opens up when you click on the hat in the office/base screen before you go out on patrol. There's nothing really special here, but I thought something better than, "Player Rank Here." would be more appropriate for a mod as high in quality as FotRSU.
5. Modified several "Special Abilities" to better reflect the job that would be found on the boat. I only picked the ones that would actually be somewhat "savable" from an otherwise "game-ish" type of setup that reminded me of Atari or ColecoVision (I know, I'm dating myself). So far I've made the following changes:
Passive:
--------
Original UbiSoft Name = New Naming Convention
-------------------- ---------------------
Ability-Master-Engineer = Damage Control Officer
Ability-Sharpshooter = Gunnery Officer
Ability-Torpedo-Specialist = Torpedo Officer
Ability-Medic = Pharmacist's Mate
Ability-Engines-Expert = Diving Officer
Ability-Propulsion-Specialist = Chief Engineer (this is the default one that comes with the boat)
Ability-Theoretician = Training Officer
Active:
-------
Original UbiSoft Name = New Naming Convention
-------------------- ---------------------
Ability-Active-Overcharge = Torpedo Maintenance Officer
6. I've added the Pharmacist's Mate to the default (or maybe FotRSU specific??) NSS_Tambor.upc file. This is only because it's the fleet boat I've been in for a while in the current carrer I'm in. He's in the Damage Control Party and has no qualifications. He is a Petty Officer 3rd Class with the ability as PM3C, though I still have to test if I did that correctly so it shows as "PM3C" and not as "Pharmacist's Mate" like it has been. Either way, he'll get promoted like everyone else, but won't have a "rate" (qualification) like the other PO3's. You can still get other crew members with a PM qualification, but it would be just from the chance and not from default. Once tested better, I'll see about placing him in the other boats' NCC files as well so that ALL the boats (including S-Boats) will have one. Uh, I meant NSS, not NCC. Sorry. Star Trek joke. It's late as I write this.
Here's what HAS NOT been done yet, but that I would like to do still:
1. There are some very nice images of pin-on rank out there. The style is basically the same today as it was back then. I'd like to change the nasty-looking "stripe ranks" in the player's rank book to reflect these pin-on ranks since I don't think I've ever seen anything with regards to subs during WW2 where the officers were wearing anything other than khakis with pin-on, collar rank. If it looks decent, I may look into changing the ranks in the crew management image to pin-on as well. I haven't tried it yet, so they may loose something when compressed down to size in order to fit.
2. Update the medals on the bacground I've been working on. I realized after finishing with the ranks that the medals were still the default UbiSoft versions and not the FotRSU ones that include the Asia-Pacific-Campaign-Medal.
3. I'd like to add more messages that are related to things like promotions, medals, and the like. I've been through the messages file (messages.txt file in the Campaign folder) and it seems there's a type of format used. I'm not sure if the three periods (the ^...^ in there) means that it's the sub you have that's supposed to receive the message. In other words, my question is whether or not it's the same as the "NULL" entry in the upc files that takes info from somewhere else. I've seen messages that are directed directly at the sub I'm in, but I've also seen some of the messages with the ^...^ as well instead. What I'd like to know is whether or not I can have something like: @...@^...^ in order to have the message come directly from my higher command to my sub.
4. I have some limited experience with XML, so I wouldn't mind figuring out if there was a way to read, edit, then save the "CareerTrack.upc" file to automatically scan for certain things. For example, let's say you would like to give out the Asia-Pacific-Campaign-Medal to those in the crew that have been there for two (2) or more patrols. I realize medals are a fairly trivial thing in SH4 compared to SH3, but I would like to try it anyway. I know that there are "if" and "then" and other types of statements that can be used to try and find then change the lines you want. Basically look for "Medals=" and "Patrols=" and then if the value after "Patrols=" is greater than or equal to "2" you change the "Medals=" to the "Bronze Star" ID since that's the one that is now the APCM. I'm not sure if XML is going to be enough for this, but it's worth a try.
- Failing that, you can just add 60-or-so "Bronze Star" medals to the "pool" of medals available in the "CareerTrack.upc" file and then just dole them out after you go back into the sim and save again.
5. I'm going to include the PM3C in the S-Boats as well, even though I realize they didn't have them in reality. The way I see it, however, the fact I may have to put them in the S-Boats at all may be a limitation of the sim itself. No matter what I try to do, the only way you're going to have a medic on board anywhere close to the way you should have one is to put one in there to begin with. I still have to mess with the percentages in the "CrewMemeber.upc" file for the PM. Right now, you'll definitely get a PM aboard down the road eventually, but it's unfortunately a random event. He may even be an officer, which is unrealistic. At least by putting him in the DC team he'll be the rank and "place" he would normally be in.
6. I'm thinking of adding the special abilities I've modified already over to the NSS files so that the skills are there already when you take the boat. The only reason I'm thinking of doing this is to help simulate the fact you would already have these skills aboard. A sub would have a diving officer, gunnery officer, etc. There's no reason these people would be a "special" ability. Now, if you lose one of them to enemy action; that's another story. In other words: start out with what you should have. If you lose it later, then you'll just have to cope until you can get a replacement from the pool.
a. Question: Is there a way to have the personnel available in the pool with an ability but not get one in the boat as time goes on? I'd like to make sure that the diving officer, for example, is actually a CWO or higher and not something that would go to a really experienced CPO or PO1 just because the "math" says they should get it.
b. If I place the abilities in the sub to begin with using the NSS file, then the officer promotions would have to be manual since you would then have to replace the LtCdr's. Otherwise you'd have a boat full of them.
c. Reference "b." above, I guess I could always make the promotion "experience" level much higher for the officers than it is now. By doing that, then the promotions wouldn't be that often and you could keep the officers with "abilities" on board for longer. You would eventually loose one when they got to LtCdr, but you could always add the ability you just lost manually in the career's upc file like the medals, correct?
Any input would be appreciated. I've already been able to message one person and have the go-ahead to use their work for some of the image base files.
The main thing that's time consuming is the testing - even with the experience down to 20-step increments to test out the ranks and special abilities. If I can get this thing together I'd like to get it out to you guys if you're interested.
I was thinking of calling it: "BuPers Mod" if you think is sounds appropriate considering what I'm trying to do.
Let me know what you guys/gals think.
Regards,
ElCid97
Onkel Neal
01-25-23, 02:29 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with Cold Waters support
Nomination basis: Nice reply
Forum: COLD WATERS (https://www.subsim.com/radioroom/forumdisplay.php?f=268)
Nominated Member: TORDO222
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2849512#post2849512)
Anyone??
Well.... multiple choice answers: When an enemy flies over you with the intention of detecting you,identify you and sink you,spear:a.flowers,b.leaflets ordering your surrender,c.sonobuoys....so..Greetings!.Marcelo:up :
Onkel Neal
02-15-23, 10:55 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: nice summary of engines and the results of abusing them with water
Forum: Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)
Nominated Member: BrendaEM
Nominated Post: Engine Hydrolocking, Airspace (https://www.subsim.com/radioroom/showthread.php?p=2852372#post2852372)
If the diesel engines were running and mist went into the air intake, mist could likely cause the engine to misfire and perhaps stall.
Anything more, might fill an engine cylinder, bending or breaking a connecting rod or wrist pin, damaging the main bearings, perhaps throwing the rod through the side of the engine. It is possible that a hydrlocked diesel might endure more than a gasoline fueled engine because diesel engines are built to have a higher compression ratio, which means that the parts that water would break--would be stronger in a diesel than a gas engine.
If the engine were off or idling, the water might only hydrolock the engine. Because water is almost uncompressible, it would need to be drained from the cylinder before the engine could even crank. I couldn't find the video, but one Vespa had lost a head-gasket, and was hydrolocked. When they pulled the plug, water sprayed from the cylinder on each stroke. Perhaps that was an additional reason why they put the cylinder valve on the u-boat diesels, to drain water from the engine.
It's conceivable that, if you lost a connecting rod, and it didn't go through the block, and you repaired it, the water would have to be drained from the remaining cylinders. I think that in Das Boot, I saw a main bearing, they were working on.
Also, if water got into the engine the oil would be foamy yellow sludge.
https://www.youtube.com/shorts/SqLpcffZHOU
https://youtu.be/e5BdCgImVnY?t=950
https://youtu.be/zXuV0Kq7bMU?t=281
(https://youtu.be/zXuV0Kq7bMU?t=281)https://www.youtube.com/watch?v=aV-iZQinZZQ
https://www.youtube.com/watch?v=z5meCvGTsP4
https://www.youtube.com/watch?v=ElgLDRoMpmI
https://www.youtube.com/watch?v=bLRF-LRgvJk (https://www.youtube.com/watch?v=ElgLDRoMpmI)
https://www.youtube.com/watch?v=Q8RG2zzP0GA
Not now, but at some point, it would be cool that if the sub is damaged, it will fill with water, sort of like this, until the sailors float, under the remaining airspace, to get the full late-war U-Boat submariner experience.
https://i.pinimg.com/736x/f8/b7/77/f8b7776d4f1190f9e543e1c39a75d365--submarines-jam.jpg
In game, I don't know what could be done to save a flooding sub. In the movies, there's always a valve that can be tightened. : )
I suppose that it's possible that bolts on flanges that had yielded to tension, could be replaced.
An interesting game dynamic: deciding to abandon the U-boat, which has happened.
fitzcarraldo
02-18-23, 09:55 AM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH4 Modder
Nomination basis: One the best modders for SH4. New look for an old game=new game
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: jimimadrid
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2853480#post2853480)
question:
with all of the fine work you have out into this series of mods, have you discovered a way to display the course as opposed to the rudder position?
Sorry, no. I have only build a bulb font and renumbered it in the menu...in
Mon Homme
02-26-23, 10:54 PM
Mon Homme has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: The best theme!
Forum: Wolfpack Academy (https://www.subsim.com/radioroom/forumdisplay.php?f=328)
Nominated Member: Onkel Neal
Nominated Post: Wolfpack Academy Training Center - Read first (https://www.subsim.com/radioroom/showthread.php?p=2841291#post2841291)
https://www.subsim.com/radioroom/wolfpack_academy_SM.png
Welcome to Wolfpack Academy.
The goal is to assist players learning the game Wolfpack and have a little fun in the process.
Each course will have a video and other easy training materials to explain how things work, how to play the game, and how to master each role and station.
Once you are trained you can take the Exam
and when you pass, you will be awarded a Qualification certificate.
https://www.subsim.com/radioroom/picture.php?albumid=1362&pictureid=12898
:Kaleun_Wink:Exam Center (https://www.subsim.com/radioroom/vbquiz.php)
This is the suggested order of the courses. Some courses require a prerequisite course to be taken first.
Helmsman (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=5)
Senior Helmsman (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=6)
Dive Officer (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=25)
Senior Dive Officer (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=18)
Navigator (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=11)
Senior Navigator (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=24)*
Basic TDC Operation (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=8)
Advanced TDC Training (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=22)
Ship Identification (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=13)
Basic Plotting (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=2)
Radioman (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=16)
Senior Radioman (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=15)*
Enigma (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=14)
Propulsion Systems (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=21)
OberMachinist (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=1)
Electro OberMachinist (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=9)
Commanding Officer (https://www.subsim.com/radioroom/vbquiz.php?do=quiz&id=23)
Make sure you are logged in to your account.
If you have questions, suggestions, or comments about an exam or course, post there here. (https://www.subsim.com/radioroom/showthread.php?p=2851589#post2851589)
Good hunting and don't forget to close the hatch.:shucks:
Onkel
*Not active yet
.
.
.
Onkel Neal
02-27-23, 09:45 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: Superb, detailed assistance. Good job, Rick.
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
Nominated Member: propbeanie
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2855014#post2855014)
...
Prop: I have a steam library file on an SSD 5TB external drive. I can put Steam SH4 in there along with JSGME.
Update: I have SH4 now in k:/Steam Library/Common/ I opened it, it ran and - all the saves are copied from the disk ver on another drive?? Wonders what will happen if I delete the disk game???? Ran game - all loads failed. Better get the vacuum out methinks.
That will work from the SSD rather well for the Steam version. However, in your second quote there, you cannot use old Save files. The ones for the disk version of the game point to specific locations on your original install, and when you are using the Steam version, you have a different folder structure. Instant load failure when attempting any of those Saves. Everything must be EXACTLY the same. You can have both version on the same computer, no problem, but they must each have their own Save folders. So download MultiSH4 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110) and put it in each of the game folders. Run it (especially in the "new" Steam version), and enter a new 3-character Save folder name, such as TMO if you're going to run TMO, or FRS for FotRSU, or whatever you like, such as 001 or whatever. That will keep the Save folder structures between the two versions of the game away from each other. :salute:
GrenSo has made a Best of SUBSOM nomination.
Category: SH5 Modder
Post: Great idea and super addition to the history of the German submarines
Forum: SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
Posted by: Mon Homme
Nominated Post: U-18 and UB-116 Wreck in Scapa (https://www.subsim.com/radioroom/showthread.php?p=2856364#post2856364)
U-18 and UB-116 Wreck in Scapa Flow during the First World War.
U-18 can be found at the bottom of the first defense bunker at the entrance to Scapa Flow.
UB-116 lies a little further at the second defense bunker under the navigation buoy.
https://www.mediafire.com/file/ltywzk1k7ndo1p4/U-18_and_UB-116_Wreck_in_Scapa.zip/file
https://imgur.com/58NeVv8
https://imgur.com/fJzyfKH
Catfish
03-05-23, 01:55 PM
Catfish has made a Best of SUBSIM nomination.
Nomination Category: Outstanding Member
Nomination basis: Translated "Ask Me Anything of a Finnish reservist" re Ukraine war in the "Here we go Ukraine once again" thread.
Also a long time member and deserves it ten-fold :)
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: Dowly
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2856446#post2856446)
Here's the Ask Me Anything of a Finnish reservist who volunteered in Ukraine. It was posted in April of 2022.
***
I have been in Ukraine as a volunteer fighter since the beginning of the war and now on a couple of days holiday and ready to answer questions here if anyone has any! As long as I don't risk my own or anyone else's safety.
https://i.imgur.com/qKKge9e.jpeg
***
Q: What's the vibe? What kind of salary do you get there?
A: Depends on who you are under, in unofficial units there is no pay, in official units under the Ukrainian army the pay is around 8000-9000 hvrynia (~280€) per month and double that if you are in the front line. Nobody is here for the money.
***
Q: Is this the first time you have been confronted with life and death? Has the experience changed your attitude towards them?
A: I had a job before this trip where there were some rough spots, but nothing like dodging missiles and indirect fire. Haven't had time to think about it further and will probably leave that thinking there for when I get home sometime.
***
Q: What is your working language there? Do you speak Russian or Ukrainian?
A: The working language at the rear and in barracks life is English, depending on the type of unit. In combat situations, the language is usually Ukrainian, you have to know at least the orders and so on. Otherwise there will be problems because most of the guys don't speak English at all or very poorly.
***
Q: Have you got to shoot in a real situation? Most people never even get to shoot at the enemy.
A: I am on leave from the fighting in Kharkov. There's been some shooting but you're right, it's mostly indirect fire and air strikes that you have to fear the most these days. Modern warfare sucks in that sense.
***
Q: Are you directly subordinate to the Ukrainian Armed Forces?
A: In the old unit yes, in the new one no.
A2: Sorry, I misread the question. I am still under the armed forces but not the army.
***
Q: Do you leave the phones and other electronics at the base when you go to the front or to reconnoitre, so that Russia doesn't track the phones and bomb where the thickest bunch is?
A: In an operational unit, yes, but I've seen those situations where guys are literally using their phones a couple of miles off the line because they want to access Netflix. But of course the risk is lower if you have a Ukrainian SIM card and a phone purchased from Ukraine.
***
Q: You probably can't be too specific, but what kind of experience did you have when you got there to fight? Just having been in the army was hardly enough?
A: I came in at the beginning of the war and they were even giving guns to people who had no military training whatsoever. Most of them, of course, have already gone home. The first direct missile/artillery/etc. usually drove them away. I myself was just a basic reservist when I came here.
***
Q: How true are these stories about the condition/status/morale of Russian soldiers?
A: Morale is low and they have to use a lot of officers on the front lines to get the guys to do anything. Therefore the most effective way to cripple a Russian unit is to just try to get the command vehicle etc out of play and the rest of the group/team/company is completely crippled. The lack of NCOs on either side of the fighting is shocking.
***
Q: Question deleted, but from reading comments it must've been about how war hungry someone must be to volunteer.
A: In fact I was a total pacifist and hippy before Putin invaded Ukraine, the deaths of loved ones there changed that a bit.
***
Q: How do Ukrainians in general feel about this war? Is a large part of it ready to fight, and what kind of morale is there?
A: Most of them are ready to fight and the problem is even that there are too many volunteers (Ukrainians) and not enough weapons for them and morale is very good. Comparable to our winter war. The whole country is united against Russia at least for the time being.
***
Q: In your experience, how does the performance and operation of the Ukrainian army compare or differ from the Finnish Defence Forces?
A: It was only after I came here that I really started to appreciate the quality of the Finnish Defence Forces. It's like the difference between night and day. I could even argue that the Finnish Defence Forces are one of the most cost-effective armies right after the Israelis.
***
Q: The picture shows a 5.56 m4, how does it compare to the rk? How about ammunition, when you can't use all the ammunition you can find everywhere? And where did you even get one?
A: I liked the rk better. The M4 feels a bit like an airsoft gun and you feel like you have to clean it twice a day even if you're just carrying it around. And there must be guns from 20+ countries in this country at the moment. You can find everything.
Q: Finland has sent some rifles to Ukraine, so if you come across a rk, would you switch to it?
A: I dare not say with full certainty as I have not seen it myself, but the rifles that Finland has sent here are old folding Ak's that Finland bought in large quantities from China and East Germany. Not RK's.
Q: Do soldiers in Ukraine's own army get to choose the weapon of their choice, or are these 20 countries' weapons reserved for foreign fighters, while their own army fights with its own equipment?
A: Their own army is trained in ak-based so they use them, they have no knowledge or skill in western weapons, the special forces of course are different. Also because of logistics.
***
Q: Have you come across any other Finns?
A: Yes.
Q: Can you take a wild guess as to how many Finns are fighting in Ukraine atm?
A: I can't give more precise figures but relative to population, Finland is over-represented here. If that tells you anything.
***
Q: Which Finnish brigade did you serve in as a conscript and what was your mission?
A: The sharp-eyed will probably notice the patch of the Guard Jaeger Regiment in the picture.
***
Q: What kind of equipment does the basic fighter have? Do most of the people you see have armor plates on their vests?
A: I have some mixed equipment, my own and that given to me by the Ukrainians. I work as a medic so I decided to choose a lighter vest for myself. Level 4 plates, of course.
A2: Yes. As a medic. I don't carry any symbols because after snipers and MG men, we're the first thing the enemy targets.
***
Q: Do they really put these volunteers to the front lines, or is it mainly supply work or something like that?
A: Yes, they do. The Ukranians have such a shortage of professional soldiers that even Finnish reservists are in high demand. Of course, there are also a lot of service personnel. According to ability. Nobody is forced into something they don't want.
***
Q: What food do you eat?
A: I've eaten quite a lot of chicken porridge. A surprisingly functional combination. Now, though, I'm on leave, devouring burgers with both hands.
Q: How does the leave policy work?
A: It depends entirely on the unit you are in. It's pointless to expect to go on leave every weekend. Of course, if there's an acute emergency in Finland that needs to be dealt with, you can usually arrange it. Of course, depending a bit on whether the unit is on the line or in the rear at the time. I've been here since the first week and this is my first real leave.
***
Q: How close have you been to the worst gunfire/air strikes, or what has been the worst situation you have faced so far?
A: The most direct and worst situation was being almost surrounded because of an incompetent commander. At the time I was pretty sure that at best I would spend the next 10 years in a Russian prison accused of being a terrorist and at worst buried in the Ukrainian steppes. But all's well that ends well, with a bit of luck I survived.
Q: Have the commanders on your side been competent for the most part? Do you feel you are in good hands most of the time?
A: Depends. Younger commanders who have been fighting since 2014 are very competent. Older and more senior commanders (those with Soviet training) in my own experience have generally been incompetent in modern warfare. And because of one of them, I almost lost my own life.
***
Q: How is the morale of Ukrainian troops on the front line? Surely we are still winning and perhaps even getting a little revenge? Slava Ukraini!
A: Heroyam slava! The war is currently going more for the Ukrainians than for the Russians. The Ukrainians don't want revenge, they just want the Russians to go away.
***
Q: Are you part of a group of other foreigners, or how have you been divided up?
A: Currently more Ukrainians than foreigners. In the previous unit only officers were Ukrainian.
***
Q: Based on your experience, can you say how good a chance Finland would have of succeeding in defence against Russia?
A: Very good. If Finland received the kind of equipment support that Ukraine has received, not a single Russian unit would be operational within Finland's borders within a couple of weeks of the war starting.
***
Q: Hats off to you! What kind of conversations did you have with your loved ones and how did they react to you leaving?
A: They were not very happy but they understood the reasons. They're just worried, of course.
***
Q: How would you compare the skill level of a Finnish conscript to Ukrainians and other foreign fighters in general?
A: Finnish conscript training goes a long way here and Finnish reservists are more or less wanted in any unit. Americans and other volunteers from NATO countries don't really know how to fight in a war where they don't have complete air superiority. Especially at the beginning of the war there were a lot of them but after the first missile strikes and air strikes most of them went home. The Finnish soldier on the other hand has the assumption that the enemy has air superiority and is trained accordingly.
***
Q: It is admirable that you are willing to risk your life and mental well-being for another country. But the flip side of the coin is interesting:
How did reality match preconceived notions of what modern warfare is?
What is the most horrific event you have encountered? How does your head hold up; do things come to you in dreams, is there any initial PTSD?
Would you leave again knowing what you know now?
A: Reality did not meet expectations at all, the films give a bit of a false picture of it. The first contact with the enemy is not a cinematic shootout where you see the enemy and get clear hits etc. But complete chaos for 5-60min, depending on how long it lasts where you might fire a couple of hundred rounds without even seeing the enemy clearly.
And the dreams haven't come yet but I've already noticed a little PSTD from the boys. Certain noises that sound too much like a falling missile or grenade always make me jump, whether it's just someone slamming the van door too hard or even closing the fireplace hatch too hard. I don't like sleeping inside four walls and I don't like sleeping without a rifle always at hand.
Q: How will you deal with your PTSD after the war?
A: With universal health care, of course? A joke a joke. But then, I hope there won't be a need, but if there is, I've already got the same contacts ready for me as the rest of the Finns here. No one is left to wrestle with that alone.
***
Q: Is there honestly any hope of recapturing territory in the long term? Or is it more a case of defending to the end until Russia gets fed up?
A: There is every chance. Ukraine is getting stronger day by day while Russia is getting weaker.
***
Q: They say don't come unless you have previous real combat experience. Is this true?
A: Yes. Changed to stricter criteria. Especially in the legion. But if you really want to get in, there's always some group that will take you. I wouldn't recommend it though.
***
Q: I read somewhere that a Finnish reserve lieutenant had ended up as a rank and file soldier in Ukraine. What military ranks do foreign fighters serve under?
A: I know the gentleman well. Soldiers all, but of course the unofficial roles are different.
Q: So everyone serves with the military rank of a soldier, and the military rank of their own country is not taken into account or used?
A: Yes. Everyone is officially on the payroll as a soldier. But if you're a captain in your own army, you won't be serving long as a grunt.
***
Q: How's the food and water situation?
A: Soldiers are always hungry, but no more so than in other armies. Peace or war. Pretty much the food side is the only one that's worked here without major problems.
***
Q: Can volunteering give you Ukrainian citizenship if you wish?
A: Yes. After the war, it's pretty much automatically granted, except that you can't have dual citizenship in Ukraine so I'd have to give up my Finnish citizenship.
***
Q: Why are you there? Do you feel you are also defending me as a Finn against the Russian threat, or are you there mainly to help Ukraine?
Do you hate Russia, Putin, or are you there mainly for adrenaline kicks?
A: Both. The main reason for coming here was the suffering of the Ukranians' loved ones here and the second main reason is that I'd rather fight here now than in Finland in a few years if Putin is not stopped now.
Adrenaline junkies were indeed the first to go home when something dropped near. You have to believe in something bigger to want to be here after that. You can get those kicks in much easier ways.
***
Q: Does it matter what kind of training you have received in the FDF, whether Ukraine will take you in? There was a story in Finland about these people who tried to go, but were turned away. Do you know more about the selection process?
A: There was no selection process at the beginning and they didn't even look at my service record that I brought with me. It depended a lot on the impression you made on the local commander you first reported to. That is, by face value. Personally, I made a good impression by bringing lots of tourniquets and other first aid supplies which I then distributed to the local UKR unit that needed them.
Now I understand it is much tighter and some with combat experience have even been turned away for one reason or another.
***
Q: What kind of military training do you have?
A: Guard Jaeger Regiment and a specialist in urban warfare.
***
Q: Have you met other Finns there?
A: Even now, I am part of an independent unit made up entirely of Finns. Relative to the population, Finns are probably the most numerous volunteers here. And although it sounds like I'm wearing blue & white glasses, we are the most effective fighters of the foreign volunteers because of our uniform training and culture.
Q: Aren't there a pretty good number of Swedes there as well?
A: There have been a few of those too.
***
Q: What is the level of medical supplies there? Is there enough CATs, Celox, hydration stuff, etc. available in sufficient quantities? Are there any big shortages that you should have?
A: You always need more CATs and Celox. The biggest shortages are those of first aid supplies.
***
Q: Whose side are you fighting on?
A: Justice and democracy.
***
Q: Is the rest of combat units handled systematically, i.e. is there a steady rotation in the front/reserve/rear?
A: There is roation, but I can't say more than that.
***
Q: Your own assessment of whether Ukraine has enough firepower to keep the country out of Russia and whether it has enough muscle to retake the Donbass? What about the Crimean peninsula?
A: My own assessment? As long as the West continues to supply Ukraine with material, Russia has no chance of occupying it. Russia did not even take Kiev when the war broke out and the situation was at its worst. I don't want to speculate on anything else at this stage but I would be surprised if the Donbas were still under Russian control by the end of the year.
***
Q: Have you seen any Estonians? How are they doing?
A: I have seen and the Estonian brothers have done credit to themselves and their country by their actions.
***
Q: You seem to have modern AR-based rifles, how did you get them? From what I've been following James Vasquez on Twitter, he had an old AK-47 slapped on his hand, and has had to scrape together a bunch of gear for himself and his team anyway.
A: Right place, right time. Equipment varies greatly between the different units. Some get their rifles directly from the Yanks, some get old Soviet AKs. I've had both here in a short time.
***
Q: How good a chance would you give Ukraine of winning the war, now that you have a perspective on the situation from the ground.
A: 100% as long as material assistance from abroad continues.
***
Q: Do you have a NCO system in your Finnish outfit? And do you have protective equipment in case the Russians use gas?
A: Yes and yes.
***
I've no idea what happened to him, last activity on his Reddit account was from 9 months ago. Though, I've seen him being mentioned by others every now and then in random posts indicating he has returned back to Finland.
Onkel Neal
03-07-23, 08:29 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Post of the Year
Nomination basis: Thoughtful and insightful.
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: Sean C
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2856696#post2856696)
The pendulum swings ever more violently. Back and forth. I think that is by design.
We need calm, level heads. Strong people who can slow the swing, and who are not easily swayed from the path of true peace.
Balance is the anathema to the chaos we see. And to those who seek to keep us preoccupied and thus ignorant of what they are really doing.
It's not too late. We can still save ourselves ... if we just learn to see what we have in common.
Stewy1 has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with Dangerous Waters + Mods
Nomination basis: Very detailed, interesting and helpful!
Forum: Dangerous Waters (https://www.subsim.com/radioroom/forumdisplay.php?f=181)
Nominated Member: Kapitan
Nominated Post: After Action Report Stewy1 Mission Ukraine 2022 (https://www.subsim.com/radioroom/showthread.php?p=2856647#post2856647)
Recently played through Stewy1 mission called Ukraine 2022 where the USS Newport News takes part in a Black Sea exercise with Turkey.
you can view pictures here: https://imgur.com/gallery/ruc0wRh
After Action Report
At the start of the mission the USS Newport News is transiting out of the Bosporus on the surface, in real life in such a high dense traffic area you would have both scopes, radio, ESM and radar masts up so this is what I did also.
The triggers are fun and how it all came together in this first portion with the disabling of the systems is pretty good I did like the other triggers that call the crew to lunch / dinner / midrats as well as captains inspection etc.
Transiting on the surface I get a message from the Turkish AOR about the rendezvous, this is pretty straight forward and I run the intercept course and manage to retain a speed of 11 knots to be ahead of the AOR.
The reason I run ahead is because a surfaced submarine is harder to handle on the surface so I wanted to be in a position where I could maneuver without having to make major course and speed changes.
I slowed the boat down to 5 knots which is just enough to maintain positive control, then the AOR approached me from astern and I allowed an over take.
When undertaking a Replenishment at sea (RAS) / Under way replenishment (U/R) the proper course is to approach from either stern quarter and await the call to come forward.
Obviously unless triggered this isn’t going to happen here so I had to make best judgement, I approached from the Starboard Stern Quarter.
The next thing to note when doing a U/R is that you have to go faster than the auxiliary which in this scenario is doing 9 knots course 096.
This means I had to come along side at 11 knots course 097, until right along side midship then slow to 9 knots.
The tasking states to keep close within 240ft that is close and the only way I could do that safely is to gradually approach in.
I did this by being along side then altering course to 094/5 working my way closer slowly until the middle of my bow is intercepting the end trail of the AOR bow wave, this also calls me to put on power to 10 knots and balance it between 9 and 10 knots as we cant do half knot increments in game.
Now this sounds somewhat difficult but understand you have to stay alongside for one hour which is actually quite taxing because the ship often pulls away as it is slightly faster which is why your up and down between 9-10 knots to maintain midship position.
Also note periodically you will need to course change as the interplay between the waves forces you outwards, it also forces you inwards so this is a very delicate hour of ship handling.
In the real world though a submarine would never undertake a underway replenishment or transfer this way, I’m not sure about the USN but the RN no long does jackstay transfers of personnel and to my recollection the submarine cannot undertake a jack stay transfer anyway.
A personnel transfer or goods transfer is usually done by VERTREP (Vertical Replenishment) using a helicopter or Via a RHIB with the vessel standing off about 300 yards parallel.
Moving on I got the code CCC which means COMEX or commence exercise, I wont detail out the other codes but there is quite a few of them and it is well thought out as well as using modern coding.
Submerging to 65ft and heading almost due south my tasking to survey the coastline, so I pick furthest point and work backwards.
During the transit I did detect what I thought was a SSK although I never did get to confirm it, but managed to confirm 2 fishing trawlers and a biologic.
I didn’t feel the need to go deeper than 65ft and most of the transit was done between 4-8 knots so it did take some time to get through the Exercise area.
On the coastline I used the LLTV even though it was daylight to highlight anomalies, what I wasn’t expecting was to find the camp so soon.
The camp was a tent and because I got within the 1.5nm tasking requirement I triggered the next phase of the exercise which was to exfiltrate to a certain set of co-ordinates, oddly its roughly where I left the AOR.
Then the next phase of the mission came into play which was a long transit 53nm and I had to be there by 0000, that’s no easy feat, I and between exercise areas but having done some real world exercises your always told units don’t always play by the rules, and don’t always appear in the right areas, so naturally I was heading with caution.
Quick calculation showed that 53nm at 5 knots is over 10 hours of sailing and I’d miss the deadline considerably, so reluctantly I had to flank bell all the way to the RV point.
Realistically in such confined waters and in areas littoral waters you wouldn’t flank bell, you may sprint and drift, this is due to sensor washout, and this is what happened to USS San Francisco.
I arrived at the second Exercise area and received tasking to gather intel on another bluefor camp and also the docks and lighthouse. I was also tasked with taking down some ASW platforms and was told to get fixes on then via sonar and also periscope pictures to rule them dead.
At the exercise box I did detect a FFG running at around 10/12 knots heading towards me from the west, I had approximated his rage to about 13nm.
Rather than intercept him and run the risk of exposing my position thus causing the other units to realize my presence and hunt me, I decided not to close and engage and go gather the intel first therefore; I proceeded south at 12 knots and changed depth to 550ft.
The black sea due to its composition has no layer so I cannot hide under one, and with the tasking being ASW focused as well and me being the target I decided that despite the shallow depths I had to run a towed array, so I let the TB16 out half way.
That move turned out to be a god send as I picked up a dolphin and classified the frigate as a meko 200, moving slightly east I put the dolphin between me and the meko.
Coming into the littoral area I had to slow down so I had to retract the towed array as it would scrape the seabed.
I did survey the coast and the only thing I did see was a vehicle, I have no idea what vehicle it was as I couldn’t ID it properly and I had to change course as I was 1.2nm from shore and the water was getting too shallow.
I moved along the coast where I intercepted the dock, I remained at 65ft 8 knots with towed array partially out and at the dock I got the pictures and pictures of the light house.
My bow sonar picked up while doing the “take” a warship closing me, I did have ESM signals but I was focusing on getting the take and getting out, this calls for periscope discipline, my scope could not be raised for any longer than 20/30 seconds.
Knowing I am in very shallow water and also potentially a threat close by I stop gathering the intel and head out to deeper water.
The transit out was fine then I came across a perry class FFG, I did get with the first periscope picture a confirmed ID which meant my towed array sonar was not fully correct and my bow sonar was correct, now confirmed by VID.
I did not close the contact beyond 10,000 yards and passed well astern of him, my objective was to exfiltrate out to a safe point near where I came in.
However during my focus on the Perry my bow sonar had confirmed the Meko had been detected and my ambiguous contact on the towed array was somewhat correct.
I ended up locking up the Meko and not the perry thus I got a kill code on the Meko.
Moving out of the way of the perry the towed array picked up two more contacts, one being biologic the other being very quiet, I closed the quiet contact from deep and moved in towards the stern as the history track showed at the time it was moving east to west.
I closed the contact and came in from astern, realizing this could be a submarine I switched on my HF sonar and came shallow to 340ft.
LLTV on the scope didn’t gain any pictures, however the possub had turned north so I followed, the HF Sonar did pick up a dot in the distance and I had estimated the possub doing around 6/8 knots but I had closed too fast so at a push I think it was only doing 3-4 knots.
Doing this and getting this close I did get another kill code come through, the submarine surfaced and put on black smoke which is why I came to PD and got a picture to verify.
To my horror however I had learnt the perry possibly had been tracking me but just didn’t have a lock, the perry wasn’t too far off so I turned around and went and dealt with them.
I did get close to the perry in some instance close as 750 yards, I did get pictures but no kill code came in so I proceeded to leave the area.
I hit the defined trigger on leaving the area and was told to await further instructions, when they came through I was to transit to another base and dock.
Unfortunately at this point the mission crashed and I was unable to complete the rest of the evolutions.
Summary
I found the mission a very good opportunity to exercise the brain in tactical ability, the mission is a long one it is also quite taxing on the brain if you do it in one hit.
I did speed up the transit between exercises and in a couple of places and this mission still took about 5 and half hours to complete, which for a hard core player is not too bad.
Some of the things I have noted as unrealistic is the underway replenishment, I have never heard of one been done on a submarine simply because submarines on the surface are hard to handle, and the interplay between the vessels would in the real world quickly overcome the submarine due to its lack of maneuverability.
However I can say this will test your ship handling skills as well as patience in game no end so it isn’t a negative as such.
The evolutions are well thought out and they do require some speculation of thought as to where you want to go and how to achieve the mission.
Usually I would spend about 15 minuets planning out a infiltrate run then start the execution of that process, then spend another 30 minuets planning the route I am going to take plus my route out of area.
I would also advise being flexible with this in this mission! as in the second part I had to re plan my routes about 4 times.
The transit time between exercise areas would be normal in the real world but if you’re a slow and steady person like me then by the time you finish mission 1 you haven’t left enough time to get to the next area deadline.
During exercises one thing to note is you have dedicated communications time sessions for all platforms, this is to ensure the safety of the vessel, but also to give a point in time as a time mark for evolutions, setting a routine communications time in this mission would probably be a good idea.
The second area was more challenging and I did find that one more fun to do, it does require a lot of thought and a lot of tactical and situational awareness, the platforms were realistic and how they operated.
I did like the triggers which when they were ruled killed they left the area and made smoke, I do have an issue with the perry trigger as I clearly got close enough to rule her dead and the trigger didn’t happen.
Unfortunately just after I had finished the second area the game crashed so I couldn’t continue the report.
Overall this is a good mission if you like realistic long duration missions and with a couple of minor tweaks it certainly is one of the best missions I have played in this game.
If your more about objectives than just running around and shooting this mission is for you.
GrenSo has made a Best of SUBSOM nomination.
Category: Outstanding Member
Post: There is not much to say about it... just watch his videos.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Posted by: Tonci87
Nominated Post: Full realism Campaign Series using the GWX OneAlex Edition (https://www.subsim.com/radioroom/showthread.php?p=2838239#post2838239)
Hello,
I started to play a new Campaign with the amazing GWX OneAlex Edition Mod compilation.
I like a challenge, so these will be the rules for this Campaign:
- Dead is dead. When I die, the campaign ends.
- Full realism settings. Only the external camera is allowed for filming purposes
- Manual Targeting
- No recognition manual for random merchant ships
- Attempt to abide by the historical orders in regards to the London Naval Treaty, Operating Procedures and Restrictions
:timeout:
Will this be a long campaign or will I die fairly soon?
You are very welcome to watch how I progress and to discuss it
Here is the first episode
https://www.youtube.com/watch?v=LA_Icl0akrw
Second Episode
https://www.youtube.com/watch?v=chXPwSvSovA
Third Episode
https://www.youtube.com/watch?v=Gwx6xc2VvmA
Episode 4:
We leave on our second war patrol and things don´t go that well....
https://www.youtube.com/watch?v=qUPA8EMw2oI
Episode 5:
The Skagerrak is a stormy place, as we search for enemy shipping
https://www.youtube.com/watch?v=N7W5ESsjvZU
Episode 6
The day gets a lot more explosive than I thought
https://www.youtube.com/watch?v=q_M1C7NvRLA
Episode 7
Bad Weather causes issues
https://www.youtube.com/watch?v=qhyB6a867vA
Episode 8
Our target surprises us
https://www.youtube.com/watch?v=W_Z9giYO2bs
Episode 9
A Tutorial on how to use the historical Ausdampfverfahren
https://www.youtube.com/watch?v=ZFVqPLR7U_E
Episode 10
We depart on our 4th war patrol
https://www.youtube.com/watch?v=AgLaqKnSTUo
Episode 11
Finally we get to engage a Convoy
https://www.youtube.com/watch?v=QKH78YpwjvU
Episode 12
Does our luck run out? We become the hunted
https://www.youtube.com/watch?v=POAzQSqoImE
Episode 13
We intercept a convoy in the worst imaginable weather conditions
https://www.youtube.com/watch?v=KnnKw5UCuFY
Episode 14
Another daring surface attack on a convoy!
https://www.youtube.com/watch?v=3Hnv7X9JRGQ
Episode 15
The attack on the convoy continues, but there is a destroyer sized problem
https://www.youtube.com/watch?v=BmHb--YKAXU
Episode 16
We embark on our very short 6th war patrol
https://www.youtube.com/watch?v=jqqTXuyMaWo
Episode 17
We embark as part of Operation Weserübung
https://www.youtube.com/watch?v=dpfLg-Vk5t8
Onkel Neal
03-11-23, 08:54 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Post of the Year
Nomination basis: Very cool post with some neat utility, nice!
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: rentacow
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2857244#post2857244)
Subsim Quote of the Day Generator: https://pastebin.com/LLebwhn8
On execution, it calls the openAI chatbot API to make up a few "words of wisdom" then stores the quote, with metadata to a json.
For example: A website backend could run the script once per day, then post the new quote as a "Quote of the Day" or something.
You'll get a unique quote every day! :yeah:
Some Examples:
"The sea is a good master and it teaches the duty of obedience."
"Success comes from taking calculated risks, but never forgetting to stay vigilant and prepared for the unknown."
"It is better to be a captain while on the surface, than a passenger while beneath it."
"Leadership is not a rank, but rather a responsibility to those who depend on you."
"A good captain is one who learns from the past, lives in the present and plans for the future."
And bonus points if you pass the daily quote to DALL-E's API to generate a unique art asset to go with it:
https://cdn.discordapp.com/attachments/371648463542419457/1083872371598966854/DALLE_2023-03-10_13.58.42_-_A_good_captain_is_one_who_learns_from_the_past_li ves_in_the_present_and_plans_for_the_future..png
I've had like a billion of these kinds of ideas since I started experimenting with the API and it's sent my ADHD through the roof :haha:
Of course you can customize the prompt to get any kind of quote, funny quote, poem, song lyrics or anything you want.
EDIT: Gave the script some basic error handling and error logging functionality. Like I was saying, ADHD... Also the project is on GitHub (https://github.com/rentacow/quote-me)
Onkel Neal
03-15-23, 08:26 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: This guy has some solid SH2 know-how.
Forum: Classic Subsims (https://www.subsim.com/radioroom/forumdisplay.php?f=173)
Nominated Member: Vox165
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2857723#post2857723)
Yep JSGME is very useful for these sims. Subsim is the best source for mods . FYI Many of the SH2 mods work in DC because both were designed to work together in MP. Example “ sergbuto’s v3.0 sea mod for SH2 works in DC too.
“Lg” is probably referring to 1024 resolution. The sim had separate graphic files for 640 vs 1024 resolutions.
Example: HelmLeft.tga(640x480) and HelmLeftLg.tga (1024x768).
“ 16h”. not sure. But I think this is a transparent lgraphic to display things like dial pointers as the sim runs. .
“ SL” Refers to a graphic that have to do with flyout or “Sliding Control Panel” that appears on the right side of the screen when pointer is move there.
Some file types you will be interested in are.
UDF. ( Unit definition File . All units parameters. Many types are modeled)
ADF ( Ammunition def files)
DDF ( Sensors )
SDF ( Scenario and campaign script files)
DSF ( System files effect image positions in windows etc
All of the above are txt and can be opened and change via Word Pad, and are very useful and a lot fun to experiment. There are an amazing number of multinational Units, radar, sonar , sensors systems , ammo types. etc modeled in DC . Scenario can be built from scratch or along with an editor such as Kriegstanz. Even though the scenarios in the default game are scripted they can be made made more dynamic and AI improved DIY.
JRF( 3D models AFAIK cant be changed without a special program)
Tons of stuff to play with. I haven’t played SH2 in years, but I still enjoy playing around with DC.
Hope that helps.
Onkel Neal
03-15-23, 08:29 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: Great news from a great team!
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: iambecomelife
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2856301#post2856301)
The good news keeps coming; we are now in negotiations to take on a couple more development team members - including one with advanced coding knowledge! We will let you know more soon but if it all works out it will save me a tremendous amount of time and be a huge boon to the mod.
In terms of updates, current focus is deciding which ship(s) new team members will work on. The following were begun Friday and will continue this weekend and beyond:
-A few finishing touches to AI ship firefighting by NPC's
-Implementing Submarine U-9 Class
-Raisable funnel and smoke particle effect for U-9
-New AI ship damage feature: disintegration (magazine hit causing warship or merchant to shatter completely - or break up in about 4-5 big parts)
-Tweaking smoke effects
-Work on player/crew injuries - research, modeling and texture phases
-Correcting errors to Iron Duke Class battleship model battleship/getting it into release state
-Minor corrections to SMS Westfalen Class German battleship model
-Damage effects for Iron Duke Class (torpedo and shell impacts)
-British/German light cruiser research completion (already well underway)
Onkel Neal
03-17-23, 09:38 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: Always provides great customer support!
Forum: Crash Dive & Crash Dive II (https://www.subsim.com/radioroom/forumdisplay.php?f=270)
Nominated Member: PanicEnsues
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2856591#post2856591)
Is there anyway to increase the blue circle?
The blue circle shows the current range at which you can detect enemies; either visually (bridge spotters/periscope) or with sonar. The range starts at a maximum of 6000 m, then is modified down by various factors including weather, day/night, submersion, etc.
You can change that starting max range using the game's built-in modding editor (from the main menu, Options->Modding), under Game Vars/World/Max Visibility Distance. Note that the enemy spotters use that same variable, so changing it will also change the distance from which they can spot you!
Onkel Neal
03-18-23, 06:20 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH3 + Mods
Nomination basis: Helpful suggestions from a guy who is always helpful.
Forum: Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
Nominated Member: Doolar
Nominated Post: Re (https://www.subsim.com/radioroom/showthread.php?p=2858645#post2858645)
yes, I've had that happen. It was awhile ago and I have, maybe, a clue as to why this happened. After an hour of trying to "troubleshoot" this issue, and sorry I can't remember if I started a new career or just did a reinstall that fixed it. If I recall, just before it happened, I was experimenting with a mod. I activated and deactivated a mod several times (10+), starting a patrol and restarting the patrol over and over and over (10+). Of course vilating the "save game" sugestions. Basically doing everything your not suppose to do to save a game. I'm 100% sure it was my fault and not the game or mods fault. But this is how I learn. Trial and error. Hope this helps
GrenSo has made a Best of SUBSOM nomination.
Category: SH3 Modder
Post: One of the best SH3 mods and the best this year.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Posted by: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2859211#post2859211)
NEW UPDATE V3.3 IS OUT!
So here is my new baby, after so many days of work :)
The base is still old NYGM, but they are so many changes I decided to call it « Steel Coffin edition »… it’s a brand new game!
:Kaleun_Wink:
NYGM Enhanced - Steel Coffin edition - (V3.3)
SHIPS:
- Zones boxes and spheres revised
- Command deck box added to all ships
- Sweet spot added to some ships for gun & torpedo hit
- All elements destroyable when possible (masts/funnels/lifeboats/pipes/rudders/propellers etc)
- New zones boxes created with different flooding (some small cargos can sink faster)
- New effects (fire/smoke/explosions)
- Torpedo hit explosion fire column added
- Flames water reflection adjusted
- AlexB latest small cargo C1 added
- AI guns shells more powerful (cannons)
- Ships loosing rudder or/and propeller should stop now
- Visual damage re-worked (ship size taken in account)
- Destroyers are now a bit stronger to torpedo hit
PLANES:
- Zones boxes and spheres revised
- Pilot ejection added with parachute
- New effects
U-BOATS:
- Zones boxes and spheres revised (ie Aft batteries at correct place, engines boxes slightly enlarged etc)
- Deck gun & Flak revised, now weaker (also to depth charges)
- Deck gun & Flak damaged 3D model now appearing when they are destroyed
- Visual damage decals corrected
- Damage decals water reflection glitch fixed
- Conning tower have now damage decals appearing
- Visual damaged including AI U-Boats
- Sensors zones boxes revised
- Watch tower, periscope, hydrophone receivers weaker to depth charges
- U-Boat is globally weaker in all aspects now…
I find it more challenging, you MUST take care of your U-Boat, beware the planes and the destroyers like ever…
Small ships should sink faster than before, big ships should take some time…or not…all depending where you hit. Sweet spots for deck gun & torpedo has been added :D
FRESH INSTALL RECOMMENDED - NO SAVE GAME COMPATIBLE !
Have fun, hope you’ll enjoy this version! :03:
:Kaleun_Cheers::Kaleun_Salute:
Onkel Neal
03-28-23, 08:28 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Post of the Year
Nomination basis: Major info post from the Master
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: Skybird
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2858389#post2858389)
The good news is it is type 2, not type 1.
The good news also is that you can most likely reverse it by food adaptation.
The bad news is you need to cut down on sweets and other carbohydrates.
The bad news also is you must cut your weight if you say you are overweight.
The bad news is you shoukd better forget convencience food for quite soem time.
Topics and theory you may want to familiarize yourself with:
- mediterranean diat
- keto diet (and no, that is not a canivore diat exclusively)
- low carb diet
- intermittend fasting
- good versus bad oil and fat
- vitamine D, and supplementation in general on a wide front, in depth.
Dont let your head hang down, there is no reason to. Diabetes type 2 is perfectly treatable, managable - and can be healed. My father has type 2 diabetes, and as I already told in the last two years, he is completely beyond it, age 79 now, needs no more drugs, never took insuline anyway, and the doc is perplexed. No signs that diabetes ever was there.
So, if only you want to deal with it you have good chances to control it, probably even get rid of it.
Type 1, now, that would be bad news.
:salute:
For a start, try with this, I hold that man in high esteem:
https://www.amazon.de/Diabetes-r%C3%BCckg%C3%A4ngig-machen-Ern%C3%A4hrungsprogramm-nat%C3%BCrlich/dp/3742306499/ref=sr_1_3?__mk_de_DE=%C3%85M%C3%85%C5%BD%C3%95%C3 %91&crid=2068MRHHVPC0&keywords=fung+diabetes&qid=1679003361&sprefix=fung+diabetes%2Caps%2C72&sr=8-3
Or if you prefer the English edition:
https://www.amazon.de/Diabetes-Code-Prevent-Reverse-Naturally/dp/1771642653/ref=sr_1_5?__mk_de_DE=%C3%85M%C3%85%C5%BD%C3%95%C3 %91&crid=2068MRHHVPC0&keywords=fung+diabetes&qid=1679003414&sprefix=fung+diabetes%2Caps%2C72&sr=8-5
also, this:
https://www.amazon.de/Die-Schlankformel-entscheidende-Insulinspiegel-Schlankbleiben/dp/3742300989/ref=sr_1_6?__mk_de_DE=%C3%85M%C3%85%C5%BD%C3%95%C3 %91&crid=2068MRHHVPC0&keywords=fung+diabetes&qid=1679005185&sprefix=fung+diabetes%2Caps%2C72&sr=8-6
https://www.amazon.de/Obesity-Code-Unlocking-Secrets-Weight/dp/1771641258/ref=tmm_pap_swatch_0?_encoding=UTF8&qid=1679005231&sr=8-20
Diabetes Type 2 is a symptom for a dysbalance in hormones, namely insuline and grelin, the way to tackle that dysbalance is via tackling consummation of carbohydrates to avoid insuline spikes, and switch energy production from carbs-based to ketone-based. If you get it right, you will eat plenty of healthy fats, must not hunger, and loose weight without falling victim to jojo effects. I dropped from 92 to 77kg in 6 months, and kept that weight for an additional 12 months, without jojo. Then I ate more carbs again, a few sweets but espeically bread - and gained weight again - my own fault. But I know that it works now. I did it, and I kept it. I see it in my father. And I read many other patient cases.
Do yourself a favour when you start to implent measures - do not even start to count calories, thats total nonsense. It leads you nowhere, only kills pleasure. Also, sports is good for many things, for the heart, blood system, lungs, muscles - but forget about trying to use sports to acchieve a calory deficit. Sport is fantastically unsuited for that purpose! ;)
Do not reduce food intake to a degree where you still feel hungry. Take in all energy your body needs - but make it switching energy production from carbs to fats. Your body knows it, it did that for many months when you were a newborn, it must only be reminded of it that it can do that way. Once you get into thismetabolic state - called ketosis - you body then will start to not only use the fat you eat to prodcue energy, but will realise that he can do the same with the fat in your fat reserves. And then you start to loose weight while eating rich and fatty!
Mediterranean diet has no commonly agreed definition, there are many variations in understanding what it actually is. But some similiarities are this: very few carbs (little or no pasta or bread for exmaple!). Plenty of good olive oil and fatty sea fruits. Plenty of vegetables. No sugars.
Avoid all unfermented soy. Avoid plant oil (rape, sunflower, soy, corn etc).
Avoid "Sättigungsbeilagen" like potatoes, noodles, rice. Eat the vegetables, meat, fish, but no carbs like noodles, potatoes, rice. If you want that, do it rarely andf then as a main dish that you do not eat often. If you nevertheless want side dishes, choose hirse or oats.
Have oats days.
If you are on a three meal schemes, reduce it to two meals, say breakfast and lunch. Try breakfast shortened to just a fatty coffee.
DO NOT SNACK between these meals.
Markus, there is much you can do about this diagnosis, and if you get it right, i am certain to 95% that you can get completely free of type 2 diabetes. As long as you have no additional health issues that I do not know.
And please - do not what the health authorities of your government advice you to do or some Danish food or diet association like the German Deutsche Gesellschaft für Ernährung. Their advices sometimes are simply outright toxic.
BTW, plenty of vegetable - but not more than one fruit per day at max! The sweeter the fruit, the more fructose it contains. Not good. Dark berries would be best, they say.
If you do fasting, remember that you need salt. PLENTY of it. NEVER save on salt.
Vinegar helps to keep insuline lower. Vinegar or cheese before the emal is always a good idea. Apple vinegar in water, two spoons already is enough.
:up:
Last tip: do not run such a strict regime now that you cannot maintain motivation for longer time to keep it up. There is no use in doing it ultra tough for three months, and then you run out of compliance and stop it. Do it softer, but aim for the longer haul.
And some really bad news: better ban alcohol for a year or so. Body takes plenty of energy from it, sabotaging your attempt to switch to fat-based energy metabolism.
Onkel Neal
04-04-23, 01:50 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Post of the Year
Nomination basis: very cool post
Forum: Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)
Nominated Member: ybar
Nominated Post: Wolfpack in 3D with VR head (https://www.subsim.com/radioroom/showthread.php?p=2861282#post2861282)
As simple as that.
It'd be pretty sweet. :Kaleun_Cheers:
Indeed, Wolfpack is not made for VR
But, you can use your VR headset to play in 3D
I estimate at 80% the feeling of a real immersion of a game designed for VR.
https://youtu.be/pnF9gHtwq_M
More infos on
https://discord.com/channels/521590708813955072/525817142017392650/1084031123308425286
fitzcarraldo
04-08-23, 10:02 AM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: Best SH3 modder for the Enhanced NYGM Steel Coffin edition. Best SH3 supermod.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2861955#post2861955)
Do our own torpedo rooms explode when hit ? :D
Not actually … but it might be doable, well… maybe :D
One day I will try :)
:Kaleun_Salute:
Onkel Neal
04-09-23, 11:34 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: Nice tip for finding Friend requests
Forum: Comments to SUBSIM Review (https://www.subsim.com/radioroom/forumdisplay.php?f=172)
Nominated Member: mapuc
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2862192#post2862192)
At the top of the page under my name it says that I have 19 private messages but when I click on it there is nothing in my inbox or sent folders.Where have they gone?
I made the same mistake in the beginning-Saw there was x private messages and nothing in the inbox-It turned out that we have a friendship page, where you can ask other subsim members to become friends.
So maybe all these 19 are friend request.
Markus
Onkel Neal
04-10-23, 11:47 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Outstanding Member
Nomination basis: Nice update, thanks!
Forum: Modern Naval Warfare (https://www.subsim.com/radioroom/forumdisplay.php?f=320)
Nominated Member: UglyMowgli
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2862344#post2862344)
Here a quote from Kyrgiannis about playable Russian submarines:
"I assume you ask about playable submarines (non-playables will be there from release).
We would like to add a whole series of Russian (and ex-USSR) subs like Pr. 971 Shchucka-B (Akula), Pr. 885 Yasen, Pr. 877 and Pr. 636 (the Kilos) and the all time Russian favorite Pr. 949 and Pr. 949A (the Oscars). However it will all depend on two factors:
1. How well the initial version will sell.
2. How much info we can get on these subs. It is a lot easier for us to get information on the brand new Block 3 Virginia than on the almost 40 years old Pr.971 (which is my favorite)."
Onkel Neal
04-12-23, 01:25 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: Always there to help a new member.
Forum: Sub/Naval & General Games Discussion (https://www.subsim.com/radioroom/forumdisplay.php?f=177)
Nominated Member: Platapus
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2862521#post2862521)
Crash Dive is one that I play on a tablet. I "assume" it is also available for the PC.
Onkel Neal
04-13-23, 06:49 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Post of the Year
Nomination basis: Wow, nice reply with the information he has determined, great post!
Forum: Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)
Nominated Member: Alvarez
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2862774#post2862774)
I thought AoB was always a matter of judgement and observation, rather than someone that you could measure or calculate?
I am quite inquisitive, and it turned out that the calculation is possible.
In other words, we need to convert radians to degrees.
The periscope uses a scale in degrees with divisions of 1 degree horizontally and 1/16 degrees vertically. From here you can deduce a little mathematics.
Without going into details, I found and checked the information that the range is calculated according to the formula "Apparent height / height in the risks of 1/16 degrees * 0.9168". For a periscope with an x6 approximation, you need to multiply the result by 4.
But the range can not be considered, since the current version of the game has tables that are completely sufficient for a successful determination.
AoB can really be measured by eye, which after some experience is really not that difficult, and if you have a lot of time, then there is no problem in this. In addition, there are historical reference books with examples of ships from different angles, which actually led me to very accurate results.
However, I am the kind of person who wants accuracy, because with the help of RAOBF we could get it earlier. Now this is impossible, or due to a number of mathematical operations it is completely irrelevant - it can be calculated faster on a calculator, since we do not move from one device to another)
So - the AoB formula in the new realities looks like this: arcsin(apparent length / (apparent height/16) * actual height / actual length)
The arcsine is easily calculated using a calculator or tables if we want more historicity. The actual height and length of the target is taken from the directory and is calculated once. the height that can be raised is the only difficulty - since the number of units of measurement must be divided by 16, since the vertical scale is 1/16 of a degree.
In the end, you can make a form in excel, if the goal is to quickly calculate. But it seems to me, I am almost sure of this, that the difficulty of such a calculation in my head was even made on purpose in order to keep the navigator, engine engineer, acoustics, etc. busy with work. For this can be calculated on the map, bearing the ship at regular intervals, and then, having learned its real course, find the necessary AoB on the attack disk. Yes, this is only for team play, but it seems to me that it will work, and there will be less calculations.
Hello, I'm the creator of the solution solver program. I've not played Wolf Pack in ages, but i can help answer any questions about the program itself.
Only thing i can think of is to make sure make sure you have the correct zoom level selected at the top of the tool. It's been 4 years since i launched the game, i don't know whats changed about it, so the tool may no longer be useful if they've mucked with the in-game periscope zoom levels.
Hi and thanks for answering! The tool is really very cool, but it would be even more cool if the calculations were converted to degrees. If the source files of the program remain, I think it will not be difficult to transfer just one tool to a slightly different mode...
as an excel solution for AoB, I can give a formula that exactly works. =DEG(ASIN(apparent length / (apparent height / 16) * actual height / actual length))
As I wrote earlier, we are forced to divide the value of the apparent height by 16, since the vertical scale is expressed in 1/16 degrees, and each division of this scale is 10. In other words, 3 divisions is 30, and to solve the apparent height, you need 30 / 16
Well, as for the range, I already answered above - the dependence of radians (as before) and degrees is linear, so the fix would not take much time and I would be very happy if a new version of Solution Solver was released, as it is very convenient!
Onkel Neal
04-16-23, 08:38 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Post of the Year
Nomination basis: Nicely detailed post, this is the way it should be done!
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: Moonlight
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2859353#post2859353)
I'm currently watching anything Zombie related these days, the western worlds population are acting like a load of bleeding zombies so I thought if I could get into their zombie infested brains I might be able to understand just where they're coming from, I mean the population, not the zombies.
Z Nation
https://www.youtube.com/watch?v=7ZFIS2AqAz8
Season 1.
Blood, gore and people fighting for their very lives, this is bleeding great I thought, just carry on with this and it'll be well worth watching. Sadly, that was a huge mistake on my part as the writers of the show began to put unrealistic scenario after scenario in each and every episode that followed, by the end of the first season I had steam pouring out of my bleeding ears.
Season 2.
oh my bleeding word, what have these bleeding idiots done to this show, the whole of the second season should have been scrapped and re-written by someone who is even slightly competent, These writers should be tarred and feathered and the useless bastards thrown into a bleeding dustbin, (trashcan) for those people who abuse the English language on a daily basis. I know it's not your fault that your "Founding Fathers" were as thick as the proverbial brick but that's another story. :O:
Season 3.
I managed to watch 2 episodes before I admitted defeat and threw the bleeding towel in, I'd had enough, I couldn't take anymore of this bollocks, the series started out so promising with season 1's first episode getting a mighty 7.2\10 and slowly but surely descending into the shambolic putrid smelling garbage that it finally became.
I have to give it an honest rating and, taking the first ever episode into account I'm going to give it an overall rating.
Overall Rating 2.5\10.
This could have been the second best of the best zombie series that there's ever been but, the writers just weren't up to the job, what a bleeding shame, at least "The Last Of Us" is a deserved leader of the top spot for now.
I'm going to watch "Day of the Dead" next, a comedy zombie series by all accounts and after that the South Korean series "All of Us Are Dead" a school children zombie apocalypse, it sounds interesting, I can imagine eating a schoolgirl throws some interesting questions up for the writers and director so they'll have to handle that one rather delicately...... :03:
fitzcarraldo
04-22-23, 05:51 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: Best SH3 modder of 2023, April 2023.
NYGM FiFi version, Steel Coffin.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2864177#post2864177)
Many thanks both John and FiFi.
Best regards.
Fitzcarraldo :salute:
Well, you gave me a good idea :yep:
The new crew I was testing isn’t that good looking, and have trouble to give them skin right colors rendering mainly outside on deck due to my special environment lighting. So to solve the head & hair weird looking I had previously with some crew without hats, decided to give them all hats… fixed! :haha:
Some crew clothes discipline will not hurt :)
:Kaleun_Salute:
Onkel Neal
04-24-23, 07:51 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: Awesome follow up with the solution to the issue, I wish more players would do this.
Forum: Classic Subsims (https://www.subsim.com/radioroom/forumdisplay.php?f=173)
Nominated Member: hps3445
Nominated Post: Battery charge indicator and fuel gauge. (https://www.subsim.com/radioroom/showthread.php?p=2864209#post2864209)
Hello, i wanted to ask about a possible bug in PA, either that or i just don't know how the sim works. It has to do with the the battery charge indicator. I ran training mission 1 and 2 and noticed that the red bar doesnt change at all on the battery charge gauge; even after running at 17 meters below the surface for at least 3 to 8 hours under time compression. Same after running the diesel engines at a protracted amount of time. The gauges never shifted one iota. Im thinking they should have shown some movement but perhaps i did not run the sub long enough. It is a training mission and although i turned on the realism settings for the unlimited fuel and unlimited battery i still didnt see any change. Unless i would have to start a new mission for the setting to take effect, i just don't know. If anyone has any ideas of how those gauges are supposed to work, or how to get them working, im here. Let me know. I really appreciate your time and feed back. I think in the mean time ill try to reinstall it and see what happens. Thanks everyone, Shaun
:Kaleun_Salute::ping::ping::ping:
Update: Just a few minutes after i posted this, i tried starting a new mission in default SH2---with the realism settings on for both the battery and fuel gauges; ran at 256 time compression and saw that there was a needle tick mark that moved down the battery charge indicator, that i never saw before as I havent played a Silent Hunter game since almost 2010, and at that never owned it long enough to get aquainted with the gauges and controls until now. Anyway the Diesel gauge needle is also moving, so it seems the crisis is over lol. Thankyou guys. Shaun
Onkel Neal
04-24-23, 07:51 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Outstanding Member
Nomination basis: Great follow up, nice.
Forum: Classic Subsims (https://www.subsim.com/radioroom/forumdisplay.php?f=173)
Nominated Member: Hitman
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2864305#post2864305)
Glad you solved it, TBH I don't remember by now any of how SH2 works ... :k_confused: so I would have a hard time helping out :) Man, time sure flies, we did this back in 2004, that is now nearly 20 years ago ... :o
1Patriotofmany
05-02-23, 05:03 PM
1Patriotofmany has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: Helps all the time with SH4, newbies and oldies.
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: KaleunMarco
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2863010#post2863010)
I guess i spoke to soon about bugs. I'm driving a porpoise and now at the start of my 2nd patrol i'm unable to switch on my surface radar.
I've done a bit of forum searching and this looks to be related to a conning tower upgrade i received. I've ran the SH4 validator tool as admin and ran into a pile of errors. my SH4 file path is D:\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 4 Gold Edition
I've got no clue what to do at this point, would someone be very kind and take a look at the log file to see what the issue may be? I'm unable to upload the txt file due to size so i'l just post the errors. There are a bunch of ignores as well not sure if they are relevant. I have attached a text file of my mod list which i installed as per the instructions.
yeah...about that list....resolving those errors is a long, winding, and dark hole.
back to the porpoise-radar issue...
Porpoise will start the war with SD (air) radar and be eligible for SJ (surf) June 1942. Is your game calendar past June of 1942?
lastly...thank you for including your modlist. next time you want to post your modlist, Open JSGME, click Tasks, Export, To Clipboard. then open your post here at Subsim, and use Ctrl+v to paste the list into your post. this is easier than saving and attaching a text file.
:Kaleun_Salute:
Onkel Neal
05-03-23, 06:09 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: Helpful post with link to a suggested mod.
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: propbeanie
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2864456#post2864456)
CapnScurvy did a LOT of work on his Optical Targeting Correction (OTC) (https://www.subsim.com/radioroom/downloads.php?do=file&id=4051) mod to get the FOV and magnifications correct on the US boats, but I do not recall how much work he did for the German boats... you could also check with jimimadrid and maybe he could add the German boats to his recent work with the periscopes and TBT for the US boats, if he hadn't done that yet also...
Onkel Neal
05-03-23, 06:14 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Best News Contributor
Nomination basis: U-boat related news, nice.
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: Ostfriese
Nominated Post: German U 17 on its final voyage (https://www.subsim.com/radioroom/showthread.php?p=2865438#post2865438)
U 17 (Type 206A) has begun its final voyage from Kiel to Sinsheim, in Baden-Württemberg in southern Germany.
In the Kiel Bay, on the way to the Kiel Canal locks (https://www.youtube.com/watch?v=e9Nk6BShcXc)
In the Kiel Bay, on the way to the Kiel Canal locks
On the Kiel Canal (https://www.youtube.com/watch?v=x3F4jvq2B6A)
On the Kiel Canal
U 17 was laid down as a Type 206 submarine on Oct 1st, 1970, launched on Oct 10th, 1972 and commissioned into the Bundesmarine (West German Navy) on November 28th, 1973 and became part of the 3. Ubootgeschwader.
Modernized to a Type 206A from 1989 to 1991, U 17 was the first German submarine to cross the Atlantic (in 1997) after World War II. She participated in SUBEX 97 and took part in Fleet Week 1997 in New York.
U 17 was decomissioned in Eckernförde on Dec 14th, 2010. On June 30th, 2021, U 17 was transferred to Kiel, where her weapons and batteries were removed.
On June 30th, 2021, U 17 was transferred to Kiel (https://www.youtube.com/watch?v=dNZIjOGrhe4)
On its final voyage U 17 is towed (on a pontoon) first to Rotterdam and then up the Waal and Rhine rivers to Speyer, from where the 500 ton vessel will be transported over land to Sinsheim, where it's scheduled to arrive on May 21st. There it will be part of the Technik Museum Sinsheimwhich already exhibits a vast amount of cars, motorcycles, locomotives, aircraft (including aircraft from both world wars and the early jet age), tractors, steam engines, tank and other military equipment.
Onkel Neal
05-07-23, 08:37 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Thread of the Year
Nomination basis: This nom includes the awesome SHCE video series!
Forum: Classic Subsims (https://www.subsim.com/radioroom/forumdisplay.php?f=173)
Nominated Member: JconradH
Nominated Post: Made some SHCE videos for YouTube (https://www.subsim.com/radioroom/showthread.php?p=2851013#post2851013)
I've been playing SHCE on Win 10 using Dfend Reloaded for several years now- works great. :)
Also using the SHReal mod. I play having my crew helping set the TDC, and with the navigation tools built in to the game, so maybe I'm cheating a bit. I also don't play at 125% realism, but I have lost 50% of my career subs so far, oops. Here are a few quickly edited encounters from the last few months:
https://www.youtube.com/playlist?list=PLTOp9mafMoy2ZEGvZWFf0UldFAWBSLZOW
Aktungbby
05-10-23, 10:17 AM
Aktungbby has made a Best of SUBSIM nomination.
Nomination Category: Post of the Year
Nomination basis: Best "welcome aboard" post: reflecting unceasing enthusiasm for the forum. Beats my mundane 'welcome aboard' with :salute: all to pieces!
Forum: Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
Nominated Member: iambecomelife
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2867124#post2867124)
It'll never be abandoned as long as I draw breath! And if I may disagree a little bit with Onkel Neil - I and several die hards still have a lot to say! Although it is definitely quiet compared to 2007, I am not alarmed; I would say it is just part of the natural switch from mass-market, big developer/Ubisoft supported projects (like the Silent Hunter series itself) to boutique projects kept alive by amateur enthusiasts, working for a smaller fanbase. These projects include entirely new simulators like Wolfpack and mods like GWX Knights Cross & Wolves of the Kaiser, that intend to really push the modding envelope. There are some absolutely huge breakthroughs in the pipeline; it's just that several development teams (including my own WWI modding team) are spending much more time on modding than advertising/posting. Silent Hunter 5's moddability was a bit of a disappointment, but its predecessors have actually aged quite well - thanks to the magic of Silent 3ditor and other modding tools... With a little luck, SH3 and SH4 will be unrecognizable in 2-3 more years. And the forums at subsim will be here to document the revolution. So stay tuned! And welcome. :up:
Thefroglord
05-15-23, 01:39 PM
Thefroglord has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH5 + Mods
Nomination basis: Member was able to find what I needed
Forum: Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)
Nominated Member: KaleunMarco
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2865500#post2865500)
I have looked every and even have donated and downloaded the mega mod pack however I was unable to find it there as well. If anyone knows were I can find or be willing to send it my way I would be greatly appricterive of it.
have you tried this mod from sobers?
https://www.subsim.com/radioroom/downloads.php?do=file&id=5059
Onkel Neal
05-17-23, 06:47 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: Mentioned a mod and then went and found it, very helpful.
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
Nominated Member: 1Patriotofmany
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2868052#post2868052)
There's also a seperate Japanese mod IJN but damned if I can find it with the search features. IJN Jyunsen B mod v 3.9.9.9.9.3 found it using an outside search https://www.subsim.com/radioroom/downloads.php?do=file&id=4936
Onkel Neal
05-19-23, 08:41 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Outstanding Member
Nomination basis: He made the helpful vert chart guide and helps players find it!
Forum: Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)
Nominated Member: Bilge_Rat
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2864012#post2864012)
Hi, posted this in another thread, but this is how to use the new periscope overlay to figure out RANGE:
https://www.subsim.com/radioroom/showpost.php?p=2817784&postcount=21
Looks complicated at first, but easy to use once you get the hang of it.
Onkel Neal
05-23-23, 09:14 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Thread of the Year
Nomination basis: Great start to an interesting thread.
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
Nominated Member: Kpt. Weyprecht
Nominated Post: In a pigboat again! Training a periscope eye (https://www.subsim.com/radioroom/showthread.php?p=2868676#post2868676)
I'm back roaming the Pacific! My old saved games are gone with a previous install and I had to fire up Windows again but there I am taking command of an S-boat.
I was planning on a fully realistic campaign with no map updates and maybe even restricting myself to 0-gyro angle shots to emulate the lack of a TDC...
My resolve didn't survive the first encounter with a task force off Lingayen Gulf. I can't manage to build a decent amount of situational awareness. I can be reasonably accurate with with my periscope ranges on a lone target from a fairly close distance but I'm not good enough to set up a good attack on a zigzagging taskforce.
I wonder if I could have more success in a u-boat. Still, any tactical tips on gathering information from afar, when ranging is really inaccurate? I feel I should switch to drawing on paper ang doing things really slowly but with the trips from homeport to patrol area I ended up smashing the TC button again.
By the way -- at first I lanuched a Brisbane campaign, but I somehow missed all the action around Guadalcanal and spoent 3 patrols in empty seas, only getting some ships off Rabaul.
Onkel Neal
05-29-23, 06:25 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Post of the Year
Nomination basis: Good to see Easy Rhino back to share his expertise.
Forum: Classic Subsims (https://www.subsim.com/radioroom/forumdisplay.php?f=173)
Nominated Member: Easy Rhino
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2869578#post2869578)
So, kind of old thread, and this isn't an definitive answer, but a clue, i have a snippet old old source code from the game and here is the only part where the DMOH might get awarded:
if (nScoreMax >= 200) // High-difficulty missions
{
if (m_aAwards[AWARD_SILVER_STAR] == 0)
IssueAward(AWARD_SILVER_STAR);
else if (rPercent >= 0.99f && m_aAwards[AWARD_NAVY_CROSS] != 0)
IssueAward( AWARD_MEDAL_OF_HONOR );
else
{
if (rPercent >= 0.9f)
IssueAward( AWARD_NAVY_CROSS );
else
IssueAward( AWARD_SILVER_STAR );
}
}
So in other words, you'd have to be in a difficult mission anyway (over 200 points total), and have already received both the silver star and navy cross in previous missions. And play at 100% difficulty.
I can't guarantee there isn't a bug somewhere preventing the DMOH anyway, even if not, this could lead to bonkers situations where you have to singlehandedly sink the Scharnhorst or Yamato multiple times to get enough medals.
Onkel Neal
06-09-23, 10:00 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH3 + Mods
Nomination basis: Outstanding level of assistance.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: kapuhy
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2865947#post2865947)
well can i get the link so it can be easier:hmmm:
https://download.blender.org/release/Blender2.79/
select blender-2.79b-windows64.msi (unless you use 32 bit windows in which case select blender-2.79b-windows32.msi )
Edit: By the way, if you still didn't solve this problem, you can try posting your file here so that either myself or someone else could take a look at it.
Onkel Neal
06-13-23, 07:23 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful in General
Nomination basis: Very helpful, esp about resetting CMOS.
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: Commander Wallace
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2871575#post2871575)
I have no idea what the operating system would have to do with a CMOS (Complementary Metal-Oxide Semiconductor) battery going bad would have to do with anything. The CMOS battery acts as a battery and chip that maintains settings and things like dates on startup.
Simply replace the battery, wait, then reset the jumper beside the CMOS battery. The jumper should have something like " Reset CMOS. " near the location, on the motherboard.
The battery itself is easy to remove in a desktop machine. It becomes a little more complicated in laptop computers as the battery itself has a protective case with two wires protruding from it with a small socket that plugs into the mother board. They can be relatively expensive.
Onkel Neal
06-14-23, 07:00 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: Nice assist.
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
Nominated Member: erahmig
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2871224#post2871224)
This is very strange. I thought I had turned OFF "No external view". I even tried deleting Documents\SH4, restarting the game, re-doing the realism settings again and ensuring "No external view" was off, restarting a campaign, saving the game, quitting the game, restarting the game, loading my saved game, and ... free camera was still disabled.
So, i poked around inside Documents\SH4. It turns out that all instances of GamePlaySettings.cfg somehow had
NoExternalView=true
instead of
NoExternalView=false
I changed all instances of GamePlaySettings.cfg so that "NoExternalView" was set to false, restarted the game and ... voila, free camera now works.
Now, if the guy who keeps saying "Passing thermal layer" while we are sitting in port, depth 0, speed 0, waiting to start the 1st patrol would be quiet I would be happy :) ...
Onkel Neal
06-14-23, 08:55 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Funniest Post
Nomination basis: ahh hahaha, good one.
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: Rockstar
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2870445#post2870445)
https://i.postimg.cc/s2WvLJZy/IMG-1578.jpg
Onkel Neal
06-21-23, 08:39 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Wittiest
Nomination basis: I like my laughs delivered dry and understated, good one!
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: August
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2872742#post2872742)
I wonder if the ticket-price will be refunded??!!'
Definitely, just like if your parachute fails the Army will give you a new one in exchange. :)
Onkel Neal
06-21-23, 03:17 PM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Outstanding Member
Nomination basis: Anytime Captain Jack Aubrey is quoted is a reason to nominate the post!
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: Aktungbby
Nominated Post: Post Traumatic Tube Syndrome (https://www.subsim.com/radioroom/showthread.php?p=2873056#post2873056)
The only way I would get on is if I was a barnacle. https://s.wsj.net/public/resources/images/7152932a-2404-4e58-9d30-22d2b54fa9d0-AI2HTML_ST_SUBSEARCH2-_620px.jpgNo one who's been in a MRI machine 3 times in one year(prostate, diverticulitis, and stroke)https://media.gettyimages.com/id/56959352/photo/close-up-of-a-person-getting-an-cat-scan.jpg?s=612x612&w=0&k=20&c=3AIOFdGYSfa8XILjZB27zuLTjYOQmJdm1gbVuRhPLTE= would even dream of getting into this contraption!:O: but like your avater: http://www.subsim.com/radioroom/images/ranks/luckyjack15.jpg" Lucky Jack Aubrey says: "What a fascinating modern age we live in"??!! For these depths we are looking at perfect spheres…to withstand such pressure,” he said. Any defect could cause a pressure hull implosion, which would take place in milliseconds and would be large enough to be picked up by seismometers that detect earthquakes, he said. The craft's contact was lost 1 hour and 45 minutes into its descent; no such seismograph report has been recorded; but if it's in the bottom mud on its skids, the passengers cannot shift to one side to rock the lead pipe ballast off of the 'shelving' to give the craft ascent buoyancy imho...:hmmm:
Onkel Neal
06-29-23, 06:35 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: As always, right on target.
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
Nominated Member: propbeanie
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2874065#post2874065)
I have two SH4 installs, one Steam and the other Game front (which shows how much I like the game). One install has FOTRSU and the other TMO. Fleetboat Interiors works fine with FOTRSU, but I get a freeze and a CTD with TMO. What am I doing wrong? I'm using the TMO version with TMO and I deleted my SH4 folder from User/Documents, btw, so it's not that.
Thanks.
It is easier to manage two copies of SH4 if you download and use MultiSH4 v1.5 (https://www.subsim.com/radioroom/downloads.php?do=file&id=1110) (or use the copy included in FotRSU mod pack). You do have to make certain that the FileManager.dll in the SH4 game folder is write-enabled by right-clicking on it, choosing Properties from the context menu, and on the General tab it opens to, make certain the "Read-only" tick box is clear. Now run MultiSH4 from within your game folder, and in the little dialog box it creates, name a new Save folder name, such as FRS for Fall of the Rising Sun Ultimate, or TMO for the Trigger Maru Overhauled, or whatever you want to name it. It cannot be over 3-characters in length, and you cannot use any special characters not allowed by the old DOS naming convention. Leave the SH4 named save folder for when you play the Stock game.
As to what KaleunMarco asks, that is really important for the Fleetboat Interiors - Officer's Quarters (FI-OQ) mod, in that in might not function correctly in regular TMO, since it was written for the Bubblehead1980 version. Also, make certain (if you have the newer Bubblehead1980 version) that you install the mod correctly and that it functions properly first, then add the FI-OQ to the mix.
When you post back to KM's question with which version of TMO you are using, also include the install path for your games please. That could also loom large in this. :salute:
Onkel Neal
07-10-23, 06:18 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: Worthy SH3 work.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Ahnenerbe
Nominated Post: German U-Boats Compilation (https://www.subsim.com/radioroom/showthread.php?p=2220320#post2220320)
http://i61.fastpic.ru/big/2014/0629/fe/164f2d1ab07505a298b3283059e368fe.jpg
Hi, everybody!!
In advance I apologize for the translation by means of google as I will publish and in Russian.
I made this compilation three months ago for itself what to get rid of a heap of numerous spendthrifts and an overshoot one another (for convenience of use), but at the request of Russian-speaking captains I spread on www.sukhoi.ru (http://www.sukhoi.ru) (at present doesn't work), there I am registered under the name TKSS18 therefore at assembly there is my name, distinctive from the local. But I believe that it won't complicate, as an essence in the assembly.
Models of boats entered compilation type 9 from Wise and Kovall converted from Silent Hunter 5 of the boat type 7C and 7B, from Silent Hunter 4 type 18 remade in type 21 and as type 2 which model was processed by companion Kovall, as well as all are higher the converted works too from Kovall. All this I added with various practices of spendthrifts from such authors, as Anvart, Aces, Testpilot and many others, for what to all of them many thanks. I created new textures and skins and as still some things and amendments. It was tested by me on such gigamod's as GWX 3.0, CCoM 10.1 and a version drain, is known that others used assembly in WAC 4.1, complaints weren't and everything worked well. As the companion of Anvar1061 if that, and it helps with questions helped with testing.
Shortly about application. Skins will work only with these models. In the folder with textures it is possible to change for the frontal emblems, setting it the same name. Pennant for type 7C_1 as can be replaced on new, in the folder there are examples for replacement or creation of the new. That there would be no questions in GWX with display of models in game or the museum (textures can be black id because of the conflicts), it is necessary to establish FixAllSubGWX for a solution (remap id's in S3D) as this fix can be put and on other gigamod's was required or to make remap of conflict ai of boats most. As for assembly there are also other models of boats, and it is the late cabin 7B_1 and boat 7C41 model with the cabin 7C_3 from Kovall, and as model 9C40 with the cabin 9C_3 from Wise and Kovall. To put for a change on assembly top during use of these types of boats in game (at will). I in additives processed tools from Testpilot which didn't work about type 9 from Wise, there were departures from game, to use at will. I apply in readme archive in pictures on keyboard use commands.
Successful hunting! ! Yours faithfully Ahnenerbe, it is TKSS18.
------------------------------------------------------------------------
Всем привет!!
Заранее прошу прощения за перевод с помощью google, так же опубликую и на русском.
Сделал данную компилляцию три месяца назад для себя, что бы избавиться от нагромождения многочисленных модов и перекрывания одного другим (для удобства использования), но по просьбе русскоязычных капитанов выкладывал на www.sukhoi.ru (http://www.sukhoi.ru) (в данный момент не работает), там я зарегестрирован под именем TKSS18, поэтому в сборке присутствует моё имя, отличительное от здешнего. Но я полагаю, что это не внесёт неясности, так как суть в самой сборке.
В компилляцию вошли модели лодок тип 9 от Wise и Kovall, конвертированные из Silent Hunter 5 лодки тип 7C и 7B, из Silent Hunter 4 тип 18, переделанный в тип 21, а так же тип 2, модель которого была переработана товарищем Kovall, как и все выше конвертированные работы тоже от Kovall. Всё это дополнил различными наработками модов от таких мододелов, как Anvart, Aces, Testpilot и многих других, за что им всем огромное спасибо. Мною были созданы новые текстуры и скины а так же ещё некоторые вещи и поправки. Тестировалась мною на таких гигамодах, как GWX 3.0, CCoM 10.1 и сток версии, известно, что другие использовали сборку в WAC 4.1, нареканий не было и всё работало хорошо. Так же помогал с тестированием товарищ Anvar1061, если что, то и он поможет с вопросами.
Коротко о применении. Скины будут работать только с данными моделями. В папке с текстурами можно менять на свои фронтальные эмблеммы, задавая им то же самое имя. Вымпел для тип 7C_1 так же можно заменить на новый, в папке есть примеры для замены или создания новых. Что бы не возникало вопросов в GWX с отображением моделей в игре или музее (текстуры могут быть чёрными из-за конфликтов id), нужно установить FixAllSubGWX для решения проблемы (потребовался remap id's в S3D), так же этот фикс можно ставить и на другие гигамоды или сделать remap конфликтных ai лодок самому. Так же для сборки имеются и другие модели лодок, а это поздняя рубка 7B_1 и модель лодки 7C41 с рубкой 7C_3 от Kovall, а так же модель 9C40 с рубкой 9C_3 от Wise и Kovall. Ставить для разнообразия по верх сборки в ходе использования данных типов лодок в игре (по желанию). Мною в добавок были переработаны орудия от Testpilot, которые не работали с тип 9 от Wise, происходили вылеты из игры, использовать по желанию. Прилагаю в архиве readme в картинках по использованию клавиатуры в командах.
Удачной охоты!! С уважением Ahnenerbe, он же TKSS18.
http://i62.fastpic.ru/big/2014/0629/2b/2a8f5d1177a591619b63c1e759d7852b.jpghttp://i62.fastpic.ru/big/2014/0629/70/0403e6f0abaee1defee0423f08cffd70.jpghttp://i63.fastpic.ru/big/2014/0629/ee/3b8ee95736476944da5c4c6fa58501ee.jpghttp://i61.fastpic.ru/big/2014/0629/4b/429a3ecc1f6df55d4f7aa2320382804b.jpghttp://i61.fastpic.ru/big/2014/0629/07/f386a3a4f1756a31a42231b6dd374a07.jpghttp://i61.fastpic.ru/big/2014/0629/e5/61041554acdbd6c86b334c37d82156e5.jpghttp://i61.fastpic.ru/big/2014/0629/7c/9fb72f8797edac518d9e818fdab1ef7c.jpghttp://i62.fastpic.ru/big/2014/0629/c0/a7efccdfb27015b1b62a8a1cae7e41c0.jpghttp://i62.fastpic.ru/big/2014/0629/2a/a7a9fbc489991629cc0dc0b3abd4aa2a.jpg
P.S. Finally I will repeat about about what I spoke above. My name is born only by compilation, on authorship of the spendthrifts used in it, don't apply (even on sobstvenny creations), I don't accept remunerations. I know precisely that such authors as Wise, Kovall and Anvart, have against nothing (with them more than once spoke about many things). To other authors of spendthrifts, and it is Aces, Testpilot, Flakmonkey, HanSolo78 and is possible still to whom, I express huge gratitude for their work, their works will continue the way in this compilation. Otherwise, for use of a flag of Kriegsmarine too it should ask someone permissions. Only at whom?
----------------------------------------------------
P.S. Напоследок повторюсь о том, о чём говорил выше. Моё имя носит только компилляция, на авторство модов, использованных в ней, не претендую (даже на собственние творения), вознаграждений не принимаю. Знаю точно, что такие авторы, как Wise, Kovall и Anvart, против ничего не имеют (с ними не раз говорили о многих вещах). Иным авторам модов, а это Aces, Testpilot, Flakmonkey, HanSolo78 и возможно ещё кому, приношу огромную благодарность за их труд, их работы продолжат свой путь в данной компилляции. В противном случае, за использование флага Kriegsmarine тоже пришлось бы у кого-то спрашивать разрешения. Только у кого?
Links:
TKSS18 German U-Boats Compilation.part1.rar (http://www.mediafire.com/download/x79z24jxjysaydv/TKSS18_German_U-Boats_Compilation.part1.rar) or TKSS18 German U-Boats Compilation.part1.rar
(https://mega.co.nz/#!x4kWjQKC!YP8Lk0Sgx-_h3hKD6xaiHhbDzf8uRmO12fMo15naLdo) TKSS18 German U-Boats Compilation.part2.rar (http://www.mediafire.com/download/57336xt80cg3d38/TKSS18_German_U-Boats_Compilation.part2.rar) or TKSS18 German U-Boats Compilation.part2.rar (https://mega.co.nz/#!cotVXbwR!WAgSbEiSSB0UX7ZXIcB8z2o89txKHorJeKTvrCh mfmw)
U-Boat Skins.7z (http://www.mediafire.com/download/u18tztc6qiccsqy/U-Boat_Skins.7z) or U-Boat Skins.7z (https://mega.co.nz/#!4w1XAZ7a!MDBNrALkAWbWDWWmGYw6FDFnnYlKfN9QxxLXR2e doCI)
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation).rar (http://www.mediafire.com/download/cd64fjj7sn7l46m/New_U-Boat_Guns_Fixed_Reworked_(for_German_U-Boats_Compilation).rar) or New U-Boat Guns Fixed Reworked (for German U-Boats Compilation).rar (https://mega.co.nz/#!d0sCTLpa!PugDuHL3Tvw2TLuKU8T262rNw8J4xC_3Xdb5xSR tu0E)
U-Boat IXC 40.7z (http://www.mediafire.com/download/bpcpxd5w3pxry4g/U-Boat_IXC_40.7z) or U-Boat IXC 40.7z (https://mega.co.nz/#!Js1zUJgR!EaClMG1JiGNX6pJnfU7kowiXYLpcdfYVVuAQ0nZ tPsc)
U-Boat VIIC 41.7z (http://www.mediafire.com/download/3x7dlod3pzxoafb/U-Boat_VIIC_41.7z) or U-Boat VIIC 41.7z
(https://mega.co.nz/#!IxVCjQ7C!GhdSjQxd0tWrgVqfjilyf3UuJwMsjHQZ23I6d6W 95Vg) U-Boat VIIB (Turm 1 Late).7z (http://www.mediafire.com/download/541k0srzhzqaan1/U-Boat_VIIB_(Turm_1_Late).7z) or U-Boat VIIB (Turm 1 Late).7z (https://mega.co.nz/#!Yx0GjLrA!PAhl32axCWHH5L-WlklBQyUG4-YT5YpzxWO00Mx7Vz4)
German U-Boats Compilation Pictures Readme.7z (http://www.mediafire.com/download/36g3w3n3jeg4dsh/German_U-Boats_Compilation_Pictures_Readme.7z) or German U-Boats Compilation Pictures Readme.7z (https://mega.co.nz/#!hhd2lYjR!TZbWQCfHpeCAVKCjEKdpSlh7H3ZKoKCDkMb3Xmr dTbE)
FixAllSubGWX.7z or (http://www.mediafire.com/download/qkbqpmwtjkmuc3f/FixAllSubGWX.7z)FixAllSubGWX.7z (https://mega.co.nz/#!khEHXYbb!U5zs0Df19RtfcWMOWhmlbFany3o9IvepZ5TrGhS mMko)
(http://www.mediafire.com/download/qkbqpmwtjkmuc3f/FixAllSubGWX.7z)
Catfish
07-19-23, 12:16 PM
Catfish has made a Best of SUBSIM nomination.
Nomination Category: Post of the Year
Nomination basis: Think this post is an outstanding example how we identify as brothers in spirit, rather than nationalities ;)
Forum: General Topics (https://www.subsim.com/radioroom/forumdisplay.php?f=175)
Nominated Member: GoldenRivet
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2876998#post2876998)
You know... i used to post a lot more often here than i do these days, but its not for lack of visiting, because i do visit, but more so because my online life and my real life have shifted my energies in other directions BUT
i'll tell you this - what i always loved about SUBSIM (and still do) is that while our members come from Australia, Finland, Germany, New Zealand, Norway, the United States and many other places around the globe... I always got the feeling in interacting with all of my SUBSIM brethren - that while we are here on this forum, to some degree, we were less identified by our individual nationalities and more identified by our place in this world as Subsimmers!
When discussing one thing or another here with a member from Norway for example, i never thought of myself as an American and i never thought of them as Norwegian - i thought of us as subsimmers.
When i came here today, to visit the forums and lurk, I saw this thread title thinking there would be some neat thing that applies to the referenced member, or perhaps some sort of birthday or congratulatory message... instead, what i found was this drivel. Motivated by what i cant say.
Its posts like this that contribute nothing remotely constructive to the forum and certainly do not promote any degree of comradery in the group.
I'll have to agree with Neal... tasteless is what it is.
les green01
08-13-23, 05:17 AM
les green01 has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH5 + Mods
Nomination basis: improves silent hunter 5 twos
Forum: SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
Nominated Member: GrenSo
Nominated Post: GrenSo's Submarine Environment (https://www.subsim.com/radioroom/showthread.php?p=2810214#post2810214)
After thinking for a while, just because I was already called as someone who doesn't know what he's talking about, I still decided to show first pictures of my GSE (GrenSo's Submarine Environment).
On the pictures you can see only a very small part of the changes, because besides the optical stuff I also worked on many other things, like the lighting, sound ambience, water, weather events, harbors, strength of the torpedoes and the cannon.
I was inspired by some modifications like TWoS (english and russian version) and modders like gap, vdr1981, boogieman335, Bstanko6, SteelViking, TheBeast, TheDarkWraith and many others, which were partly used 1:1 and partly as a template for my own changes*.
https://i.postimg.cc/VNgcy3NQ/GSE.jpg
*all files created and edited by me have a hidden signature
Download can be found here: https://www.subsim.com/radioroom/downloads.php?do=file&id=6342
Changelog:
v1.0 - first public release
v1.1 - small bugfix
v1.2 - new textures for TRA room of VIIA, B, C and C41
- alternative periscope and OBS view as add-on
v1.2.1 - bug fix in scale of periscope and OBS view
v1.2.2 - alternative clock with black face as add-on
v1.2.3 - change the subfolder structure for bug fixes
v1.2.4 - changed some textures in all submarines
- historical correct floor
- Radion R3 as alternative radio as add-on
- alternative gyro compass as add-on
- alternative torpedos (optic of G7e) in TRF room as add-on
v1.2.4a - reworked texture of the alternative torpedoes from version 1.2.4
- delete alternative gyro compass as add-on for non TWoS
v1.2.5 - small texture change in TRA room
- some new but not animated dails in DER room
- small color correction at alternative gyro compass add-on
- new relistic torpedo texture/color in UZO, periscope and OBS view when a torpedo is fired
- small adjustment of the chimney smoke at the merchant ships
- change submarine texture on sub system page with blueprint/construction plan
v1.2.5a - revision of the coloring of both compass variants
- switched dark version of the gyro compass to default one and the light version as alternative add-on
v1.2.5b - compass is now draggable on the top in heading view
v1.2.5c - fixed a bug with "out of sector" in external view
- fixed the bug with brocken texture of the ladder in CR
v1.2.5d - retracted
v1.2.6 - fix the bug of flickering ladder in QR2
- change position of the toilet in QR2 to historical correct position
- added additional boxes of food in QR1
- reworked texture of the ship flags to make them look more used
- folder structure of the add-on mods revised and the documentation refined
- reworked some textures in CR room
- a few minor tweaks and fixes
v2.0.1 - deleted the some add-on (gyro compass, Radione R3 and Stopwatch)** to have better compatibility with other mods
- deleted additional boxes of food in QR1
- deleted boxes of food and ladder in QR2
- folder structure of the add-on revised
- deleted reworked ship flag textures, because graphic errors can occur
- changed interior and exterior light have been undone
- a few minor tweaks and fixes
v2.0.2 - toned down night filter for the navigation map
- changed colors for axis (blue) and allies (red) terrain on navigation map
v2.0.3 - color correction from harbors on map
- a few minor tweaks and fixes
v2.0.4 - new textures for oxygen bottles in TRA room of VIIA, B, C and C41
- small texture changes in CT and QR1 room
** The deleted add-ons, some other files and also the additional boxes of food and ladder in QR1 and QR2 are avalaible as separat mods. This mods are:
- GrenSo's Stopwatch v1.1 (https://www.subsim.com/radioroom/downloads.php?do=file&id=6194)
- GrenSo's Compass v1.6 (https://www.subsim.com/radioroom/downloads.php?do=file&id=6343)
- Radione R3 v1.1 by GrenSo (https://www.subsim.com/radioroom/downloads.php?do=file&id=6345)
- silentmichal's interior mod 2.0.3 by GrenSo (https://www.subsim.com/radioroom/downloads.php?do=file&id=6344)
- Conus' Das Boot Crew Faces (https://www.subsim.com/radioroom/showthread.php?t=206345)
propbeanie
08-15-23, 03:53 PM
propbeanie has made a Best of SUBSIM nomination.
Nomination Category: Funniest Post
Nomination basis: OK, double-entendre filled set of posts, with Ak baby closing it out with a Bang (sorry, couldn't help myself)... :fff:
Forum: Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
Nominated Member: Aktungbby
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2880898#post2880898)
...sadly putting 'finis' to the eel's big bang theory!:timeout::nope::dead:
Onkel Neal
08-23-23, 07:05 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Outstanding Member
Nomination basis: Nice follow up to a question
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: FUBAR295
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2881850#post2881850)
Philipp Thomsen's mod is available here :
https://maikhaas.synology.me:5001/fsdownload/jYnMD3Bau/PHILIPP%20THOMSEN
That is all that is available.
Good hunting,
FUBAR295
Onkel Neal
08-29-23, 07:08 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: very detailed and helpful post
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
Nominated Member: Bubblehead1980
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2882449#post2882449)
Finally (as in Finally) got it working on my new laptop (I think). Just a question--is every single torpedo supposed to be either a dud or sail peacefully under the enemy ship even though they're set for surface? I can see 70%, as it was with the Mark 14 in RL, but 100%? I'm setting them all on Low-Contact. Any hints?
Thanks. Great mod though.
Something I always disliked about stock and event he best mods, was it was far too easy to rack up tonnage in early war (1941-mid 1943), the torpedoes were just far too reliable. Thus, when I set out to created my mod for TMO,
I put a lot of time and effort to get a result that would in most cases keep tonnage at realistic levels by mimicking torpedo performance of early but also throughout the war and making sure was not so easy to rack up tonnage, to simulate. I conducted a lot of research and then quite a bit of testing. I'd estimate I spent a solid month and a half testing on the torpedo aspect of the sim.
Magnetic Detonators..
The magnetic detonators by default were tied to wave height (silly), so if player was firing in calm or mild seas, magnetic torpedoes were quite reliable. Then if firing in choppy or heavy seas, they tended to prematurely detonate more, but were still far too reliable.
I toyed with the settings so wave height was not the factor, then toyed with the percentage chances until I found, based on a research, a realistic level of
premature detonations that were random.
The result was what I desired, much as real life Captains and crews, player has no idea if the magnetic detonators are going to function. Really adds tension and aspect to game. The disappoint of doing an approach and firing solution perfectly, then torpedoes prematurely detonate, really brings a new aspect to this sim and mirrors reality much as possible.
Dud Torpedoes
--------------------
The contact detonators were far too reliable as well, especially when set to magnetic and the torpedo impacted the target vs running below.
I had to play with the impact angles and dud chance percentages to obtain historical performance.
Deep Running Torpedoes
---------------------------
Another issue was torpedoes running deeper than set. In Stock and most mods can "game" this from start, knowing this was a problem (where it was no definitively proven until late 1942 and issue not resolved in MK 14 until early 1943).) so they set torpedoes to minimum depth and magnetic detonators would do the rest.
I altered the max depth for deep runs and also the chances to gain historical results. Its random, some will run deeper than others, sometimes not at all.
These issues combined ensure historical performance of torpedoes and make for a immersive experience. Sometimes, extremely frustrating. Yet, when do finally sink even one ship, its quite rewarding.
fitzcarraldo
09-09-23, 06:21 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH5 Modder
Nomination basis: For the environment and interior mods for SH5 TWoS, and the great support.
Forum: SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
Nominated Member: GrenSo
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2884154#post2884154)
New version v2.0.7 is ready for download. Updated first post.
Change log:
- closed toilet lid in QR2
- fixed a graphic glitch of a pipe in toilet in QR2
- added the add-on "GSE - QR1 + QR2 Fix" to get GSE version of QR1 and QR2 if you use mods that overwrite the files Room_QR1.GR2 and QRoom_QR2.GR2
fitzcarraldo
09-09-23, 06:32 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Mod/Modder of the Year in General
Nomination basis: For the constant improvement of the graphics in SH5.
Forum: SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
Nominated Member: GrenSo
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2884153#post2884153)
New version v2.0.5 is ready for download.
https://www.subsim.com/radioroom/dow...o=file&id=6344 (https://www.subsim.com/radioroom/downloads.php?do=file&id=6344)
Changelog:
- added ham, ribs and salamis to caboose and CR
- added additional cookware in caboose
- closed toilet lid in QR2
- fixed a graphic glitch of a pipe in toilet in QR2
https://i.postimg.cc/G20cv6T0/sh5img-2023-09-06-19-27-02-Uua.jpg
https://i.postimg.cc/Fsv7MkRt/sh5img-2023-09-09-16-42-41-CON.jpg
https://i.postimg.cc/25t1MHqT/SH5-Img-2023-09-09-19-21-32.jpg
fitzcarraldo
09-10-23, 12:00 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: My vote for one of the better modders of SH3. His version of NYGM is a must have alongside OneAlex GWX.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2884206#post2884206)
Others examples of new skins for NYGM MFM ships:
https://i.postimg.cc/QMnTtwWL/SH3-Img-10-9-2023-11-12-46-941.jpg
https://i.postimg.cc/85Jrr4h7/SH3-Img-10-9-2023-11-13-34-658.jpg
Time consumer but worth it :yeah:
:Kaleun_Salute:
fitzcarraldo
09-17-23, 04:20 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Mod/Modder of the Year in General
Nomination basis: GrenSo continues to add great (and difficult to make) graphics addons for SH5.
Best modder of 2023, for sure.
Forum: SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
Nominated Member: GrenSo
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2884892#post2884892)
New version v2.0.8 is ready for download. Updated first post.
Change log:
- added curtains for the bunks in QR2
- reworked curtains in QR1
- new texture for all curtains in QR1 and QR2
- added pictures in QR2
- fixed the graphic bug of the red button of the hydrophone so it is visible again
https://i.postimg.cc/HnvPqqRj/SH5-Img-2023-09-17-18-43-24.jpg
https://i.postimg.cc/BQtzTvPF/SH5-Img-2023-09-17-18-44-24.jpg
https://i.postimg.cc/wjmbrbVT/SH5-Img-2023-09-17-18-44-31.jpg
https://i.postimg.cc/MGJrJbP0/SH5-Img-2023-09-17-18-44-43.jpg
https://i.postimg.cc/j5K9PQyq/SH5-Img-2023-09-17-18-42-15.jpg
https://i.postimg.cc/Y0CsyrXJ/SH5-Img-2023-09-17-18-42-41.jpg
https://i.postimg.cc/9FYp56SJ/SH5-Img-2023-09-17-15-21-52.jpg
Onkel Neal
09-22-23, 07:49 AM
Onkel Neal has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH3 + Mods
Nomination basis: Excellent support!
Forum: Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
Nominated Member: Kal_Maximus_U669
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2874324#post2874324)
Hey parkerc341 Greetings and welcome to the World's most famous SUBSIM subsimmer site..:salute::salute:
to complete what blackswan40 tells you that I salute ..:salute::Kaleun_Cheers:
Do not play a mission on the same installation as the one where you play a campaign it is better to have a single installation for the campaign and another installation for the missions otherwise you will have problems in perspective it is inevitable...
For the settings in "Order" proceed like this see screens
here install path of your game
https://image.noelshack.com/fichiers/2023/26/5/1688160419-00.png
here Carrer option
https://image.noelshack.com/fichiers/2023/26/5/1688160423-01.png
Here Meteo option (not integritie)
https://image.noelshack.com/fichiers/2023/26/5/1688160430-02.png
here the settings speak for themselves according to the titles
https://image.noelshack.com/fichiers/2023/26/5/1688160437-03.png
here install path "order"
https://image.noelshack.com/fichiers/2023/26/5/1688160443-04.png
Good editing is good fun Alex's mods are great you'll see :yep:
fitzcarraldo
10-05-23, 08:36 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: Great helpful member.
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: propbeanie
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2887047#post2887047)
I finished my second patrol (S-Class), departing from Surabaya on January 26, 1942, arriving at my new base in Brisbane on July 1, 1942.
I spent five months (!!!) in this patrol. Wonder if historically some S-Class (or any other boat in the PTO) lasted that time in only a voyage.
As KM alludes, the S-Class generally did not exceed 45 days. Some did 50, but food and fuel (and lube oil and parts and rust) were the main reasons they had to come back in. The mechanical breakdowns with them were quite often. It would be nice to have that modeled, but...
Curious is- when awarded with the Asiatic Fleet medal - the text tells "three patrols", but I did only two (first Manila-Surabaya, second Surabaya-Brisbane).
That is because the programming teams did not coordinate their work. Team A working on the counting started with number "1" (One) and neglected to get the specs off the report guys of Team B, which started their counting like a computer does at "0" (Zero), hence what appears to be bad math on their parts...
I had five patrol areas assigned during 4 months, and sunk 3 merchants (one a fishing boat) and two destroyers. Also a Betty bomber was destroyed.
My main concern is the continuos assignment of new patrol objetives, lasting four months on patrol; this seems too much for a WW2 sub, more for a S-Class.
As KM said, if you use the Status Update, and there is another valid assignment within 1500km, and you have enough fuel and ammo for the mission to be assigned, then off you go on another assignment. We have lowered the distance away from, and raised the fuel and ammo requirements for the next release...
No refueling in five months, no rearm, no provisions...
The fuel "efficiency" was something we have been working on since the start of the FotRSU project. We either end up with unrealistic fuel usage, OR (horrors) exaggerated battery re-charge time, to the point of ridiculousness. Just be sure you set your Gameplay Options in the Captain's Office prior to departure, since the main menu's Gameplay Options are different. Still, doing a 60+ day patrol is rather too easy in FotRSU in that regard. We are still tinkering on it, but have not made any progress. A rebuild of the sub config (and sim) files is probably needed.
Navigating at 6-7 knots, the fuel was enough for the five months of patrol.
No more than TCx512 in all the patrol.
Full realism, except external camera.
[6 imgs above]
Now departing from Brisbane to the Coral Sea, with the same boat.
Best regards.
Fitzcarraldo :Kaleun_Salute:
Comments in orange above... :salute:
fitzcarraldo
10-08-23, 09:30 AM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: Nice ships for our SH3 lifes.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: VonDos
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2887404#post2887404)
:Kaleun_Salute::Kaleun_Thumbs_Up::Kaleun_Applaud:
Excellent :yeah:
:Kaleun_Cheers:
WONDERFUL, EXELLENT AND SUPERB!!!
:Kaleun_Salute::Kaleun_Thumbs_Up::Kaleun_Applaud:
Thank you so much!!
Best regards,
Vd
fitzcarraldo
10-24-23, 04:07 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: Many years of beautiful ships for SH3.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: VonDos
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2889373#post2889373)
Thank you everyone!
Meanwhile, talking about TB1939 Elbing class, a pre-release poster:
https://i.ibb.co/R0TkFc6/KMTB39-Elbing2023.jpg
Best regards,
Vd
pmcmull
10-29-23, 01:18 AM
pmcmull has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: As a recent arrival to the world of Silent Hunter 4, I quickly found Subsim as the best support location. And I have posted new newbie questions and challenges to the forums. KaleunMarco has been very helpful with answers and explanations. Just recently here I started trying the Fall of the RisingSun - Ultimate mod package. And was having a problem with the numerous air attacks. Very helpful in explaining how to avoid all the air attacks.
Now if I can just get a little deeper in the career ....
Pat in Phoenix
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
Nominated Member: KaleunMarco
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2889775#post2889775)
Well the first part is easy enough. I've given up on the AA shooting in the career missions. Waste of time. And ammo.
JSGME list of mods. Very short. I have Nihon Kaigun and Nippon Maru downloaded and extracted but did not activate yet.
Generic Mod Enabler - v2.6.0.157
[D:\SteamLibrary\steamapps\common\SH4FRS\MODS]
100_FalloftheRisingSun_Ultimate_v1.8
Pat
ok, well, neither of those mods you mention includes an a/c files so we are good to go.
download this file: https://www.mediafire.com/folder/cfoargeby9rjb/4xx-Aircraft+Reduction+Mod+-+FOTRSU+1.8+for+pmcmull
unzip it into your FOTRSU 1.8 MODS folder and then activate it with JSGME.
it must be activated after Ver1.8. it can go before or after the Maru mods.
have fun.
:Kaleun_Salute:
p.s. don't tell PB that i sent you a mod for his mod. he doesn't like that kind of thing.:har:
stork100
11-05-23, 08:05 AM
stork100 has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: High quality SH3 modding. Regardless of the outcome (the work is still experimental at this time), this member is pushing the limits of SH3 and related knowledge, pushing the boundaries so that future players might enjoy a higher sense of historical realism in their experience of the game. Very commendable.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: rik007
Nominated Post: Rik007: SH-3 Night surface attack project (https://www.subsim.com/radioroom/showthread.php?p=2890806#post2890806)
https://i.ibb.co/khfQ9wH/Splash.png (https://ibb.co/fC54ny1)
I feel I'm not 20 anymore. So I'm a slow modder and for years SH-3 didnot have my attention anymore but everything came back a year ago when I upgraded my video card...
On an average I now worked a few hours per week on this project which delivers an enabler. Basically it could be a breakthrough or a failure: who knows?
For me it is a breakthrough and I hope it will be the same for you all. I create some movies this week to explain it and some demo's.
First I explain the project itself and my experiments into night surface attacks and what I think of it:
Night surface attacks project explained (https://youtu.be/Yj_UlDdhpHI?t=0)
Then an example of a night surface attack in 'Otto Kretschmer-style', unprecedented I think:
https://youtu.be/lnYKPIArADY
Then a sample of the wheather transition bug which is in most environment mods. The wheather will suddenly switch around 00:26:
https://youtu.be/Fxfatp70eCA
And the version with a correct - smooth wheather transition:
Correct wheather transition (https://youtu.be/pBjZYLQKMP0)
Then a demo with Northern Lights and detection:
Northern lights (https://youtu.be/TqEgh_hwirM)
What is happening next?
If there is need for these mods: the Moon mod is about to be finished. There is no whish list. This project as-is drained my energy. If people are willing to learn how=to-hard-code-fix I might organize an online workshop.
As how to contine: I will ask some people to 'beta-test' and depending on the results further steps will follow. I have no intention to change Fifi's or OneAlex's mod so some form of working together is the idea.
I want to thank:
- Hsie for his exellent hardcode mod. If you read this: a few of your discoveries in your assembly files I re-used!
- hughesjr for his basic voice attack profile (unreachable on Steam)
- Jerry Mason and crew
Here you find the site with the u-boot journals:
https://www.uboatarchive.net/
Go to U-boat KTB for the logs.
Have fun with it.
Rik007
fitzcarraldo
11-05-23, 01:06 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Mod/Modder of the Year in General
Nomination basis: Awesome and detailed work in all the produced mods. A lot of work...A well deserved award.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2890906#post2890906)
For next update, i'm fixing ships textures troubles...MFM ships have plenty!
Such as those platform foot:
Before
https://i.postimg.cc/4N4gpLYk/SH3-Img-5-11-2023-16-39-7-175.jpg
After
https://i.postimg.cc/DyCK6rGW/SH3-Img-5-11-2023-18-0-31-654.jpg
Also modifying some ships 3D model details to better accuracy (to me)
Again very long work...
:Kaleun_Salute:
propbeanie
11-10-23, 12:31 PM
propbeanie has made a Best of SUBSIM nomination.
Nomination Category: Thread of the Year
Nomination basis: The continuing Hilfskreuzer sagas that CPTLTJASON relates make for interesting reading, and includes some really nice screen shots. He could probably compile some of what he writes into an historically-based fiction novel. Good stuff. Good thread.
Forum: Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)
Nominated Member: CPTLTJASON
Nominated Post: Hilfskreuzer (https://www.subsim.com/radioroom/showthread.php?p=2768502#post2768502)
Page dedicated to the development, voyage, etc of the fictional Hilfskreuzer “Afrika”.
https://www.subsim.com/radioroom/attachment.php?attachmentid=4757&stc=1&d=1631664505
fitzcarraldo
11-11-23, 06:36 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Thread of the Year
Nomination basis: Wonderful shots and a good story, using SH5 TWoS.
Forum: Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)
Nominated Member: CPTLTJASON
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2891072#post2891072)
10.7.1937 Aegean Sea 678th. day at sea
The military and political situation has continued to worsen, In the east the Marco Polo Bridge Incident has unleashed yet another war, the Second Sino-Japanese War. After 2 weeks of waiting the Skl. gives Schiff 30 permission to enter Black Sea. Due to the Montreux Convention which came into effect on 9.Nov.1936. the Skl. was trying to justify the entry of the raider into the strait they came up with a task for the merchant raider. Schiff 30 will be disguised as a German merchant ship with the task of gathering information on Spanish and Soviet merchant ships sailing for Spanish Republican ports.
Schiff 30 is forbidden from sinking ships in the Black Sea.
Schiff 30 will follow the shipping lanes up and down keeping well outside Soviet territorial waters. Kapitan zur See Hartmann intends to remain in the Black Sea for 3 weeks before returning to the Mediterranean Sea to sink more Spanish Republican merchant shipping.
Hartmann plans to enter the Black Sea no later than the 15th. of July.
https://www.subsim.com/radioroom/attachment.php?attachmentid=5873&stc=1&d=1699313715
Schiff 30 drifting in the Aegean Sea.
Midcon113
11-21-23, 01:12 AM
Midcon113 has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH4 + Mods
Nomination basis: Solved a LONG TERM problem for me running SHIV in a multi-monitor environment! Amazing how a quick change fixes something a lot of people thought couldn't be fixed!
Forum: Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
Nominated Member: themrwho
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2695177#post2695177)
I also have the same problem with dual monitors.
...
I haven't found an answer. ...
Have you tried the workaround I posted above?
Dieselglock
11-25-23, 06:17 AM
Dieselglock has made a Best of SUBSIM nomination.
Nomination Category: Mod/Modder of the Year in General
Nomination basis: Fifi's NYGM Enhanced. Unparalleled attention to detail, period.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2892316#post2892316)
You will not recognize the MFM ships in next update :D
They look much much better the new way:
https://i.postimg.cc/d3bsHCLv/SH3-Img-17-11-2023-18-26-27-779.jpg
https://i.postimg.cc/NGSjf3bV/SH3-Img-17-11-2023-18-27-43-757.jpg
As example, here the M06X in 2 skins :ping:
All the X models (neutrals) will have no more deck gun & AA empty platform remaining…
:Kaleun_Salute:
fitzcarraldo
11-25-23, 04:13 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: NYGM FiFi Edition-Steel Coffin: Best mod/supermod/enhacement for the legendary SH3.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2893091#post2893091)
Just finished the new M12B :ping:
https://i.postimg.cc/Rh5yKN6d/SH3-Img-23-11-2023-16-37-5-952.jpg
https://i.postimg.cc/JnBSsbnt/SH3-Img-23-11-2023-16-34-42-647.jpg
https://i.postimg.cc/wMXPVgDp/SH3-Img-23-11-2023-16-35-27-569.jpg
:Kaleun_Salute:
fitzcarraldo
11-25-23, 04:21 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH4 Modder
Nomination basis: Best modder for SH4 this year alongside with Jimmimadrid. Both deserve the award.
Forum: SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
Nominated Member: ElCid97
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2890702#post2890702)
Good Evening!
First off, my appologies for the length. I just figured I'd add the changelog I have so far. It covers what I'm up to in the project. I basically just do a little here and a little there when I get a chance to after getting home from work.
So far this is what I have:
CHANGELOG - As of 03-NOV-2023
=============================
1. Changed all the vessel codes to match the ONI codes used by the U.S.N. during World War II.
-- Still have to finish the listing, but it's getting there.
-- Finished the default ship listing and the FotRSU listing.
-- Still need to finish the Nipon Maru and the Nihon Kaigun listing.
2. Changed classification of some vessels to represent historical names.
-- "Fleet Carrier Saratoga Class" changed to (CV) Lexington Class
-- "Fleet Carrier Enterprise Class" changed to (CV) Yorktown Class
-- etc, etc.
3. Added "Length:" and "Asp. Ratio:" fields to the name of the ship. This gives the data to the user so that speed and AOB calculations will be much simpler to compute.
-- The ship's names now appear on the navigation map and targeting map as well, as long as they are identified and selected (All information now appears as being "written" on the maps).
-- Gives a better ability to get the AOB more accurately, which can -- in turn -- help have a better estimate of target course when combined with periscope bearing and own sub's heading.
4. Changed the grammaphone into an updated "Targeting Assistant" with various formulae and data that is useful in computing targeting manually. Also added a "sinus scale" to the grammaphone, courtesey of "Hitman" who came up with the original in his tutorial on how to target ships using 100% realism.
-- Work is taken from the "Targeting Assistant V1" work I've already done and, in essance, will replace that release. The other one can still be used independantly, just not with this release since the files in this package will replace that grammaphone.
5. Added "Hitman"'s "TSAC Scale" to the attack map so that you can find the spread angle for torpedo shots using the length of the ship and the bearing.
-- Also made the TSAC a little bigger for wide-ratio screen resolutions.
-- Requires you to download and activate Hitman's file first, then activate the "ini" file which I'll include with the "Targeting Assistant" in order to change the size/ratio in the "menu_1024_768.ini" file using the Jimimadrid MenuMerger program.
6. Updated the Recognition Manual so there is a section labeled "U.S.N. Hull Classifications".
-- Gives the user the ability to decipher the new hull codes used in the manual.
-- Example: CV=Fleet Carrier, PG=Gunboat, ATF=Fleet Tug Boat, AK=Cargo/Freighter, etc.
-- Basically a new "country" that uses fake "ships" to represent the information in what are the sillouette pages.
-- The "flag" is on an index card and it now reads, "BuC&R/BuShips -- Ship's Data: U.S. Naval Vessels"
-- Data taken from Wikipedia, but is actually the data used by the Bureau of Construction and Repair -- later Bureau of Ships -- to identify ships. Uses codes used/active during WW2.
7. Changed the "MERCHANT SHIPPING" label (flag) to an index card that reads, "ONI-209 CLASSIFICATION FOR MERCHANT SHIPPING".
8. Enlarged the manual itself by changing the scalar ratio in the "Zone" line to "1" instead of "0" as originally written.
-- Original idea given to me by Mazzi at Subsim, though I had to change his suggestion values. Thanks, Mazzi!
-- As with the Hitman overhaul of the TSAC, this is part of the lines included in the "ini" file activated with Jimimadrid's MenuMerger program.
9. Updated all ships to include those from the default listing, FotRSU 1.8, Nihon Kaigun, and Nippon Maru 1.8 (inclusive).
-- NOTE: Still need to finish the listings. Not all sections/ships complete yet. See above.
10. Created a PDF file with all the information in the "U.S.N. Hull Classifications" listing for the manual so that users can print out a hard-copy if they choose.
-- Same information in the Recognition Manual, but in a "printer-friendly" version which is just text and won't "kill" your ink supply (other than black, at least).
11. Changed the radio from the strategic map over to something that contains various data elements to help in identifying ships. Charts there were taken from a PDF version of an original ONI-223-M manual and cobbled together as best I could figure while still maintaining readable fonts and pictures of the originals.
-- I can't remember where I got the ONI-223-M manual from. May have been from the Navy's Historical Command database, but can't remember.
-- There is other data and other manuals I got from the Ibiblio.org website (hyperwar) as well as from the USS Pampanito website (maritime.org). Thanks to all for making all this data available to us.
12. Added a chart to the radio that allows a generic estimation of tonnage of an observed vessel. According to the ONI-223-M manual, this should be good enough for about 80% of all merchant vessels in service at the time.
-- I tested it against some of the ships in-game, and it seems to work fairly well in estimating the tonnage. Most I was off was 1,000 tons or so.
-- I may delete this since it takes up a good chunk of the space and the "tonnage" is already in the manual itself when you get to the ship. I just figure this would be good enough for estimating the tonnage from reading the "name" written on the navigation map if identifying with the weapons officer (yes, FotRSU has a button for that).
13. Changed the "Cooler" ships to reflect what it should have said to begin with -- "Coaler". These were coal-transports known in USN parlance as, "Colliers" instead. Hull Code: AC.
-- Curiosity Note: The two most famous colliers/coalers were the "U.S.S. Jupiter" and the "U.S.S. Cyclops". The "Cyclops" was lost at sea between Trinidad and NYC, and is the first of the famous "Bermuda Triangle" losses. The "Jupiter" was renamed "Langley" and became the first aircraft carrier in the U.S. Navy.
-- Some, not all, colliers/coalers were used as "bulk fuel/oil" carriers. What this means is that the holds were filled with palletized 55-gallon drums of diesel or gasoline and transported like regular cargo. Probably not the best idea, but a similar thing was done with whale factory ships.
14. Repositioned the flags in the actual pages of the manual. These are the ones that are at the top-left of the manual when you actually go to a ship's page. The original setting had the flag covering the "ONI 41-42" tag at the top left.
-- The flags are now placed just below the title and centered vertically between the "ONI 41-42" tag and the sillouette of the ship below.
15. Thanks to Daniel Coffey and his work on the sillouette info way back when. It made things MUCH easier to do when making the changes for the manual.
16. Figured out how to add the great plastic cover image used in Dark Waters for the navigational map into the map for the US fleetboats and S-Boats.
-- Need to find who I need to ask permissions from in order to release, however. All credits have to go to whomever put that thing together, otherwise it's just for my own use. Sorry.
-- Mainly wanted it as an optional thing for the S-Boats and early fleet boats (Narwhal, Cachalot, etc.) that have the condensation dropplets all over the place when you're submerged. I just thought it would be a nice touch to the map since it would make sense to have.
17. Managed to create monochrome versions of ALL the flags for the manual cover. It now looks like you have a bunch of index cards with either printed monochrome flags for the countries involved, or it has something typed to signify what is being covered in the sub-pages.
-- This is the same index card used for the written labels I've mentioned already, but with a monochrome flag instead of writing.
-- Uses only naval ensigns and not the national flags as before.
-- In the case of France, the ensign is the one with the different width ratios for the vertical stripes. This means it's accurate when compared to the French national flag which is equal-ratio.
As for some screenshots, this is from earlier in the week.
New page for the fake country I made to accomodate the hull classification system:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13341
This is the new "MERCHANT SHIPPING" page I mentioned above:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13342
And an example of a finished section in final format. Here's the "Conte Verde" ocean liner that was requisitioned by the Japanese at the beginning of the war:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13343
Here are some of the flags. U.S. and Japan in this case:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13344
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13345
Unfortunately they lose some quality when shrunk down to fit (128x64 isn't really that big), but they can still be used and don't look too bad.
As you can see by the shots (and the comments above), I've managed to add the plastic cover from Dark Waters to the navigation map. If anyone knows who I would need to PM or contact for permission to release with this as part of the mod, please let me know. Otherwise I won't include it.
The plan is to spend the next few days working on the coding for the "Nipon Maru" ships. I have the entire ONI-208-J from the Pampanito website downloaded. I've made a few images as "test" subjects. If I can figure out how to actually add another "page/group" to the HUD (and the menu "ini" file as well), then I can add a whole new "book" for the sim.
Here are some shots of what I have so far. WIP, no doubt, but still not too bad:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13346
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13347
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13348
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13349
This is an example of how you could have a page for a ship, in this case the "Conte Verde" with the sillouette from the game cropped to "1-pixel=1 foot" and marked with dimensions where I thought would be the easiest things to see through the scope or the TBT:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13350
I don't know if there would be an interest in this, but it would definately be a challenge for a V2.
At the very least, I could work on it AFTER the manual updates and make it into a PDF file that could be uploaded in various chapters. That way, even if I couldn't program another button or "page" for this, I could at least get the work out there if there was any interest.
Hope everyone enjoys their Friday!
Regards,
ElCid97
fitzcarraldo
12-02-23, 04:19 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: More nice ships for our SH3
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: VonDos
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2894161#post2894161)
Hi everyone!
Today i'm releasing the revised (2023) version of Hipper class cruisers, with new textures from flush deck, added static shadow effects and revised UVMap:
https://i.ibb.co/GnTsH1h/KMHipper2023.jpg
D\L link: https://www.subsim.com/radioroom/downloads.php?do=file&id=6065
https://i.ibb.co/KqXDxM7/1.jpg
https://i.ibb.co/Dr2XCYN/2.jpg
Best regards,
Vd
fitzcarraldo
12-07-23, 11:32 AM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: Great mod with day-to-day support and enhancement.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2894086#post2894086)
M17B finished in 2 skins
https://i.postimg.cc/wMZ8R7WR/SH3-Img-1-12-2023-11-11-16-828.jpg
https://i.postimg.cc/8k0V001k/SH3-Img-1-12-2023-11-13-22-586.jpg
:Kaleun_Salute:
fitzcarraldo
12-08-23, 06:24 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: SH3 Modder
Nomination basis: More wonderful ships for our SH3.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: VonDos
Nominated Post: Kriegsmarine - HSK 5 Pinguin auxiliary cruiser - 2023 edition (https://www.subsim.com/radioroom/showthread.php?p=2894964#post2894964)
Hi everyone,
i'm glad to release this new mod; HSK Pinguin auxiliary cruiser - commerce raider
https://i.ibb.co/TtRm7pD/KMHSKPinguin2023.jpg
D\L link: https://www.subsim.com/radioroom/downloads.php?do=file&id=6390
https://alchetron.com/cdn/german-auxiliary-cruiser-pinguin-ebd82dcd-90fa-4745-84ab-09b84ad0ce1-resize-750.jpeg
https://alchetron.com/cdn/german-auxiliary-cruiser-pinguin-bbc05f69-aff1-4773-961c-e9825312af4-resize-750.jpg
https://upload.wikimedia.org/wikipedia/commons/f/fd/Pinguin_%28Indian_Ocean_1941%29.jpg
This is the twenty-first of a serie of units for Kriegsmarine, reworked in collaboration with flush deck.
Pack include a multiskin unit based on Pinguin auxiliary cruiser (sperrbrecher disguised as dutch troop transport, disguised as Kassos greek merchant, and disguised as a british merchant).
https://i.ibb.co/q9c5jTn/thumbnail-VD-Pinguin-Recap2.jpg
Based on SHV german auxiliary cruiser model, 3d reworked and updated using SHV model and parts and a lot of details (portholes, stairs, cables, lifeboats, glass windows\interiors, turning rangefinders...).
https://i.ibb.co/pvS54SB/2.jpg
https://i.ibb.co/wM7nTff/1.jpg
CREDITS
For this 2023 version:
Thanks to Ubisoft for original model;
Thanks to Stefan Thimme for help me with library!
Special thanks to flush deck for new fantastic textures, for ship and library also!
Thanks to Sphere, who give me permissions to include and modify his searchlights mod (please read original readme included).
Thanks also to Anvar1061 for some suggestions about those searchlights and about optimize .eqp files.
Thanks to Fifi for suggestions related with guns' reflections.
NOTE: In the library new version, there's a couple of reworked weapons based on another library where in the "author info" i can read the name "isinchievici"; i was unable to contact him. He has full credit for his work. If you, who are reading, are the author, please contact me if you want me to remove these guns, or if you want me to modify this disclaimer. I can only say thank you, for now.
--------------------------------------------------------------------------------
Don't use this unit for shareware mod.
If you want to include her in a freeware mod, just ask me;
if you've asked permission and i've not reply for more than 2 weeks, feel free to include her in your freeware mod, just give credits =)
Best regards,
Vd
fitzcarraldo
12-29-23, 02:17 PM
fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category: Mod/Modder of the Year in General
Nomination basis: Modder of the year because the SH3 NYGM enhancement, updated constantly, all the year. Deserved.
Forum: SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
Nominated Member: Fifi
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2897266#post2897266)
Thanks guys :yeah:
After the cargos, the tankers... here the big T03B as example, in its 2 suits.
They will look globaly like that :03:
https://i.postimg.cc/3NjWtcHR/SH3-Img-28-12-2023-17-3-33-504.jpg
https://i.postimg.cc/J4mssMbB/SH3-Img-28-12-2023-17-5-47-106.jpg
HAPPY NEW YEAR TO ALL!
:Kaleun_Cheers:
fisher_bcn
01-12-24, 07:34 AM
fisher_bcn has made a Best of SUBSIM nomination.
Nomination Category: Most Helpful with SH5 + Mods
Nomination basis: Best solution sextant problem ; UZO view.
Forum: Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)
Nominated Member: Dönitz78
Nominated Post: Link (https://www.subsim.com/radioroom/showthread.php?p=2898894#post2898894)
Hi,
Come on Alpheratz discord and i help you step by step if you want for a clear installation, with real Navigation, sextant, ephemeride, realism 100%etc etc...
Don't worry you are not alone with this problem.
It's hard to do this on a forum, really it's better on discord.
But i can try here.
1/ Complete uninstallation of TWOS and Silent hunter 5.
when I say complete uninstallation I mean complete, don't also forget the files in document.
2/ Clean installation of Silent Hunter 5
Once silent hunter 5 is installed, launch it, and check in the main menu that the version is 1.2.0
3/ Clean installation of T.W.O.S last version
You must follow step by step the TWOS installation instructions. I put the link of the PDF named "The_Wolves_of_Steel_2_2_Install_instructions" here: https://drive.google.com/file/d/15415mNt_3fAastih_qT3rz7n2rjmZmmP/view?usp=drive_link
Launched the game, without any mod, nothing, launch a campaign, when you are in the U-Boot-Bunker, save the campaign then return to the main menu and reload your save. Check that there are no display bugs.
4/ Activate mods in the correct order
Here an exemple for the order :
https://i.gyazo.com/68d27e7736a53cf353661637ce8b358c.png (https://i.gyazo.com/68d27e7736a53cf353661637ce8b358c.png)
5/ When you want to download a mod check that it is not already included in TWOS
Here list of all the mods include in TWOS :
Accurate German Flags
Accurate German Medals_by ual002
SD_MapLocationNameFix_v1_2
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking's Sky Banding Mod
gap - Real Diveplane Gauges v. 1
gap - HD 1 deg Scope Bearing v 1.0
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch - Revised
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Sobers Best Ever Tweaks - Wakes Fix
DynEnv v2.9 - No U-Mark
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_5_ byTheBeast
Equipment_Upgrades_Fix_v1_4_Hinged Snorkel_CTD Fix
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes - MagDet range 2.5m (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files v2
FXU_0_0_22_Shells Explosions_No Debris
FXU_0_0_22_Debris Particles_CTD Fix
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
FXU_0_0_22_UBoot_Sensors.fx
Large Optics for TDW UI for NewUIs_TDC_7_5_0
Large Optics for TDW UI 16 by 9_Fixed
Large Optics for TDW UI Manos Scopes Glass Effects
Large Optics for TDW UI RAOBF + Nomograph Fix
RadcapricornLarge Optics No Milliradian Scale Binoculars
TDC Graphics by Naights v1.0
TDW Round Fire Button v12 by Torpedo
Stopwatch by Shmal
Sjizzle's - Charts for NewUIs part 1_07.06.2013 (13)
Sjizzle's - Charts for NewUIs part 3_24.06.2013 (6)
Sjizzle's - Charts for NewUIs part 4_20.07.2013 (4)
Sjizzle's - Charts for NewUI's_06.08.2015 ( merged part_2 and part_5)
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2 (1)
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Sensors Difficulty Settings (init.aix)_v0.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
OPEN HORIZONS II v2.5
SH5 External Cargo 1.0
OPEN HORIZONS II v2.5_TWoS Enhancement
OH II v2.5 Grid Request fix Patch SH5
OH II v2.5 Flag_Wind_Patch
MQK LocationMaps_IO
MQK ShapeTextures_NO
MQK Gradient_IO
IO_StrategicMap_7_5_0_for_TDWv750
IO_StrategicMap_7_5_0_for_TDWv750 Grid Req Fix
IO_MapCourseLine_normal pencil_mod
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.3_IO Strat.Map_NewUIs v7.5.0
OHII v2.5 - Neutr.Nations in Allied Convoys_Temp.Fix II
OHII v2.5 - Convoys_Ships Enhancement_0.1.2
OHII v2.5 - Change days in bunker_24d_Flotillas.upc
TF capital ships behavior_Testing v0.1.1
Iron Crosses Disabled for No Tonnage Bar_IO Strat.Map_by vdr1981
Church's Compass Dials Mod v2.2 - Option Two
EQuaTool 01.01 by AvM - Large Style
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Patrolsearch autoscriptsV04
autoscripts1.0_WOS_tuned
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Real U-Boat Performance - Type VII v1.7.2
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
Shells_zon
torpedoes_g7a-e(.zon)_v0.2.1
R.S.D. - Reworked Submarine Damage v5.8.1 by vdr1981_Main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.8.1 - German Patch
Ship Capsize & Listing Effects 1.0_by vdr1981
Ship C&L Effects 1.02 - Test
Speech fixes and additions (german version)
Sub Center on Map Fix_SF&A (ger.version) Compatible
Shadow Improvement ModLR
Small_trees_SH5_V1
sobers water splash anim SH5
sobers green crew training V4 SH5
sobers no footstep sound mod SH5 V2
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers CrewAI mod SH5
sobers shipwreck mod V8 SH5
Oby's Fix for Sobers shipwreck mod V8 SH5_no rocks
Pascal-sh5-VIIC-correct periscope in tube
pascal-sh5-VIIB-correct periscope in tube
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
Wasserbomben_SoundFix_Basic_1.1
SkyBaron's Bold SFX for SH5 1.0
Shallow Waters Voice Be Gone
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Geleitschutz Gesichtet_WO Audio Fix
SH5_Sinking_ship_hydro_fix
SH5_Starshells_patch
SH5_No Funny Bandages
Disabled Unrealistic Commands_(ini files)_v1.01
KDB+GHG Upgrade
DBSM_Music_1_0_4
My Fog & Underwater 0.3
My Waves v0.2
My Sound Mix
Silent UI Sounds
No Crew Whispering
Grossdeutscher Rundfunk New Remix 1939-1945
Grossdeutscher Rundfunk New Remix 1939-1945_CTD Fix
Radio Stations_(radio.ini)
AilBubbles 1.0
AilImpurity 1.2
AilWhiteInterior 1.0
TWoS_New Ships Enhancement
TDW_No_Contact_Colors_1_1_0
TDW_No_Color_Dashed_Contact_Line_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
SH5_MataHari's_More_Accuracy_for_TWoS_1.04_RAOBF Textures
Attack Disc by Andrey_Hard
SH5_FW Coastal Defenses by Vecko & gap
A Fistful of Emblems v1.51_TWoS Compatible
A Fistful of Emblems v1.51 (Weathered)_TWoS Compatible
SH5_Playable U-FlaK_0.1
RUSTED GLORY SH5_VIIA_Textures only
gap - Alternative Cursors & KM Map Tools v2_Parts
nVidia missing lights
SH5_Credits
new_KM_binos
smaller flags for Warships 1_0b
SkyBaron's ENIGMA v1.02 for TWoS
Ships sonar Fix For TWoS
METOX warning sound v 1.0
Rudder orders and send radio messages speech fix 1.0
Silentmichals interior mod 1.2.4
Old Style Explosions V1.1
_Jet_Aircraft
Flower_Class_Corvette_Pack
Targors SH5 Wooden Lifeboats ver. 0.4
Z_Roster_Names.cfg
Z_Tweaks_by vdr1981If after all this, it doesn't work, go to the Alpheratz discord and we will help you. On a forum it's hard, discord more easy.
From what I read from you, one of your problems comes from the mods you installed, some are not compatible with others. But that shouldn't be the only problem...
A complete and clean installation will eliminate all problems.
:spammm:
A complete and clean installation will eliminate all problems.
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