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View Full Version : Living Silent Hunter III Modifikation: Part I


Drebbel
07-30-05, 09:52 AM
http://www.silent-hunteriii.com/de/home.php

Does someone knows if this mod runs on the English SHIII ?

Especially the increased "interactive" radio traffic seems very interesting.

- - - - - - - - - - - -

The highlights of this mod (covering 1939 till end 1941) are:

- Living German bases.
- Living UK ports.
- More living ports: Capetown, Freetown, African East Coast, US West Coast.
- Historical correct air attacks on various bases
- Milk Cows and Tenders. This is an improvised feature, they behave like bases.
- Two additional historical missions. Chariot and Wesserubung
- Improved Medal system. Getting medals is now somewhat more difficult.

The main feature of this mod is the improved radio traffic:
- All historical Uboat successes. With correct Time, Commander, Ship, etcetera.
- Player is ordered by radio to go to a new patrol area.
- Player is requested to radio status messages.
- Player is radioed to take part in Wesserubung.
- Player is ordered by radio to enter enemy ports.
- All historical Uboat losses
- Historical correct news

And it also has the best readme I have seen for ages :up:

- - - - - - - - - -

http://www.silent-hunteriii.com/de/mods/sshot1.jpg

http://www.arcor.de/palb/alben/97/805297/400_6533383634666631.jpg

http://www.arcor.de/palb/alben/97/805297/1280_3330363830316136.jpg

http://www.arcor.de/palb/alben/97/805297/1280_3262643933366239.jpg

http://www.arcor.de/palb/alben/97/805297/1280_3338306630663165.jpg

http://www.arcor.de/palb/alben/97/805297/1280_3062356661643835.jpg

http://www.arcor.de/palb/alben/97/805297/1280_3438313330666331.jpg

http://www.arcor.de/palb/alben/97/805297/1280_6461633966303039.jpg

FesterShinetop
07-30-05, 09:59 AM
Wow, that does look (and sound) very promising! :cool:

terrapin
07-30-05, 10:04 AM
Wow, that does look (and sound) very promising! :cool:

Already announced and mirrored this a few days ago on http://U-boot.Realsimulation.com

It should run on a english version, but the radio messages are in German.

rulle34
07-30-05, 10:23 AM
I just hope som merciful english-german spoken person could translate the text in to english!

Drebbel
07-30-05, 10:25 AM
Think Neal should get Terrapin with the staff. I have no idea how a slow guy can be so fast :-)

Got a good feeling about this mod. Even the readme looks professional.

The highlights of this mod (covering 1939 till end 1941) are:

- Living German bases.
- Living UK ports.
- More living ports: Capetown, Freetown, African East Coast, US West Coast. - Historical correct air attacks on various bases
- Milk Cows and Tenders. This is an improvised feature, they behave like bases.
- Two additional historical missions. Chariot and Wesserubung
- Improved Medal system. Getting medals si now somewhat more difficult.


The main feature of this mod is the improved radio traffic:
- All historical Uboat successes. With correct Time, Commander, Ship, etcetera.
- Player is ordered by radio to go to a new patrol area.
- Player is requested to radio status messages.
- Player is radioed to take part in Wesserubung.
- Player is ordered by radion to enter enemy ports.
- All historical Uboat losses
- Historical correct news

terrapin
07-30-05, 10:27 AM
Think Neal should get Terrapin with the staff. I have no idea how a slow guy can be so fast :-)



Hehe, I chose the nick because I was a excellent runner in school sports... ;)

terrapin
07-30-05, 10:29 AM
I just hope som merciful english-german spoken person could translate the text in to english!

I could, but I feel it's just too much work for me right now...

FesterShinetop
07-30-05, 10:31 AM
Wow, that does look (and sound) very promising! :cool:

Already announced and mirrored this a few days ago on http://U-boot.Realsimulaion.com

It should run on a english version, but the radio messages are in German.

Hehe, you misspelled your own site... :P
:smug:

terrapin
07-30-05, 10:33 AM
Fixed. I'm typing too fast... :D

Rubini
07-30-05, 11:01 AM
terrapin,

Pleaseee, translate the radio text! :yep: :yep: :yep:


Rubini.

terrapin
07-30-05, 11:04 AM
terrapin,

Pleaseee, translate the radio text! :yep: :yep: :yep:


Rubini.


too much work, sorry.. .no time left. In fact I'm already only able to do 70 % of the things I'd like to do.

sergbuto
07-30-05, 11:10 AM
too much work, sorry.. .no time left. In fact I'm already only able to do 70 % of the things I'd like to do.

70% :o . You are indeed fast. Accomplished 70% of things you'd like to do. Lucky man. :D

redstorm101
07-30-05, 12:39 PM
This looks and sounds like a great mod..... :sunny:

sergbuto
07-30-05, 12:52 PM
Looking at Readme, it is quite an effort considering that the mod is done by one person. :up:

rulle34
07-30-05, 01:09 PM
Terrapin: I fully understand that it's too much work, Im surprised in a positive way that you have such a good standard on your site. Thanks again for your much appreciated work.

I checked out the Basic.cfg file, and the only changes from original 1.4b is the medal thing. Its like Drebbel wrote, more difficult to earn medals.

If someone already have a modded Basic.cfg, you can just remove the Basic.cfg file in this mod or just add the changes for the medal thing. Just a small tip!

Drebbel: What do you mean by "Two additional historical missions" I couldn't see any single missions in that mod folder. Is it scripted things in campaignfolder? Do you have to be in the right place and time to take part? In that case I can understand this "interactive" thing about radio messages.

/Rulle

ps. I still hope someone can do the translating some rainy evening... :roll:

Edit: Here are the changes in Basic.cfg (changed lines colored) :

[PLAYER_RENOWN]
AcademyBonus=1000
RankLevel0=0; SCORE
RankLevel1=5000; SCORE
RankLevel2=15000; SCORE
RankLevel3=25000; SCORE
MedalSettings0=0.25
MedalSettings1=0.5
MedalSettings2=1
MedalScore0=3000;2 class, SCORE
MedalScore1=6000;1 class, SCORE
MedalScore2=20000; knight, SCORE
MedalScore3=30000; oak leaves, SCORE
MedalScore4=50000;swords, SCORE
MedalScore5=75000;diamonds, SCORE
MedalScore6=100000;all, SCORE

I will try out this mod now.

Good luck!

August
07-30-05, 01:57 PM
So what happens in 1942? Do the living harbors go away or does just the radio traffic stop?

Drebbel
07-30-05, 02:15 PM
Drebbel: What do you mean by "Two additional historical missions" I couldn't see any single missions in that mod folder. Is it scripted things in campaignfolder? Do you have to be in the right place and time to take part? In that case I can understand this "interactive" thing about radio messages.

The modder used the word "unternehmungen", which can be translated in various ways. I just assumed it where single missions. :roll:

ps. I still hope someone can do the translating some rainy evening...

Just do it with a decent dictionary. I will be happy to correct the results for you. You might pick up some German while doing it ! Never hurts to learn another language:D

KiloAlpha4
07-30-05, 03:19 PM
Wasn't alot of this covered in other mods...or maybe I'm just mistaken :stare:


Improved Medal system. Getting medals is now somewhat more difficult.

no thanks...bad enough as it is.

Egan
07-30-05, 03:34 PM
Wasn't alot of this covered in other mods...or maybe I'm just mistaken :stare:


Well. to my mind it seems that they are doing a lot of work with scripted stuff. The forthcoming Ops-Mod will have that sort of thing too but we have tried to concentrate on the dynamic patrol side of things. it sounds interesting. I'm a little curious about the seemingly dynamic radio traffic. There is a way to spawn radio messages based on hidden triggers but, as far as I am aware, they only work in single misions and not the campaign. Could be their own radio messages mod along the lines of Irishreds work but I don't know.

As for new ports etc: yes, most of that will be in the Ops-Mod.

I can't read the read-me so i'm just basing this on the details that have been posted here. from what I can make out of the read-me it might be more like an RUB kind of thing as well with lots of changes.

Interesting.

Seeadler
07-30-05, 03:42 PM
Be aware this mod requires a good system, 3.0Ghz or higher and a fast graphic card (f.e. X800 or 6800 series) otherwise your framerate slows rapidly down to 5-7 fps in harbours such Wilhelmshaven or Kiel.

kriller2
07-30-05, 04:24 PM
I have just tried it! lots of stuff going on in the harbour now, allmost to much... :-? I think... it's like rushhour all day long ;)

Egan
07-30-05, 04:53 PM
I dl one rar file with the campaginfiles and a german radio text file. It was about 20 megs? Am I missing anything? I thought there was going to be more or is this coming later?

Rubini
07-30-05, 04:57 PM
The readme doc is about 19MB!!!


Rubini.

Egan
07-30-05, 05:01 PM
The readme doc is about 19MB!!!


Rubini.

Good lord, you're right! :o

29meg all uncompressed.

Rubini
07-30-05, 05:03 PM
I just open the SCR layer, if the rushhour exist it's here! :o

And I see that there are a lots of uboats on ports, so the old "dial gauges bug" is here too! :down:


Rubini.

Egan
07-30-05, 05:04 PM
I just open the SCr layer, if the rushhour exist it's here! :o

And I see that there are a lots of uboats on ports, so the old "dial gauges bug" is here too! :down:


Rubini.

What is the dials bug?

irishred
07-30-05, 05:11 PM
Took a look at this, seems to be a lot of traffic, it's good if your PC can handle it though. Also took a peek at the radio messages, really nothing in here that isn't already in radiolog, yet it is nice to see a German radio mod. Considering the modder did all of that by myself makes me feel lazy, good work. :up:

Egan
07-30-05, 05:18 PM
Took a look at this, seems to be a lot of traffic, it's good if your PC can handle it though. Also took a peek at the radio messages, really nothing in here that isn't already in radiolog, yet it is nice to see a German radio mod. Considering the modder did all of that by myself makes me feel lazy, good work. :up:

Yeah. I agree. There were about ten people working on the Op-Mod...

Rubini
07-30-05, 05:19 PM
Egan wrote:

What is the dials bug?


Over 2 or 3 months ago when I start the work on traffic I try to place uboats in the traffic. But early I (and others) notice that if you save a game in any point in your patrol when you reload it all your uboat's dials are point up and don't work any more. Later I find the cause (it's a cam and dat file), PM to Sergei and then we make the AI uboats that don't cause this bug. And the stock uboats don't follow waypoints...

So, if (and it's the case) this new mod use the stock uboats to make traffic the bug will be there! :know:

Rubini.

(sorry for the delay, I'm using babel fish plus two more dictionarys!)

Egan
07-30-05, 05:21 PM
(sorry for the delay, I'm using babel fish plus two more dictionarys!)

Lol. It's quite alright! Thanks for the info. :up:

sergbuto
07-31-05, 04:19 AM
Yes, the author of the mod seems to be unaware of the player-sub dials bug.

What I like about the mod though that it adds some port traffic in the RND layer.

Rubini
07-31-05, 08:43 AM
Yes, Sergei this is a good idea but it's very difficult to implement because the AI evasion maneuvers is very bad. When I made the traffic I misspend a lot of days only to debug a few ships traffic in the SCR. I take a look in the RND of this mod and I may affirm that the ships will all go aground in Lorient, for example, because the mission editor don't fit exactly the in game terrain.

Rubini.

mopedmoppel
12-21-07, 12:08 PM
The works on LSH v3.0 is in progress.
Marinesims.de is the official Board for this Mod.
The informations are only in German.

But...screens you can see and when anybody want to translate the important Infos, then do it ;)
My English is sadly to bad.

Strahlsund 1939:
http://static3.filefront.com/images/personal/a/alfudet/117381/qiyqzdusya.jpg

Kreutzer Köln-Klasse:
http://static3.filefront.com/images/personal/a/alfudet/117381/nltllobnxq.jpg


Here the Link to the Living Silent Hunter III Mod-Zone
http://www.marinesims.de/wbb2/board.php?boardid=102

The Release of this Mod is Spring 2008

mopedmoppel
01-03-08, 12:44 PM
German interview with the developer... http://www.marinesims.de/wbb2/thread.php?threadid=9074&sid=

bigboywooly
01-03-08, 01:43 PM
German interview with the developer... http://www.marinesims.de/wbb2/thread.php?threadid=9074&sid=

Very interesting
I know Rowi is very busy with it

Good luck :up:

JCWolf
01-03-08, 02:26 PM
Wow, that does look (and sound) very promising! :cool:

Already announced and mirrored this a few days ago on http://U-boot.Realsimulation.com

It should run on a english version, but the radio messages are in German.


You should pay to enter this forum!:down:

My apologies to the rest of the forum users!

KLARCH
01-03-08, 07:41 PM
Wow, that does look (and sound) very promising! :cool:

Already announced and mirrored this a few days ago on http://U-boot.Realsimulation.com

It should run on a english version, but the radio messages are in German.


You should pay to enter this forum!:down:

My apologies to the rest of the forum users!

7-30-2005 :o

:roll:

gimpy117
01-03-08, 09:44 PM
i can already hear my computer chugging... good work!!

Alex
01-04-08, 07:20 AM
Let's see what you can come up with ! :up:

Good luck ! :arrgh!:

dcb
01-04-08, 07:59 AM
Might prove most interesting.:up:
Pity I don't speak German, as a big immersion booster of this mod seems to be its radio messages - German only:cry:.

robbierob2005
01-04-08, 07:46 PM
What about this mod and GWX2?
Is it compatible?

A6Intruder
01-05-08, 03:33 AM
What about this mod and GWX2?
Is it compatible?

Of course NOT!
Do you know any supermod who is compatible with an other supermod?:nope:
I do not.
Kind regards

mopedmoppel
01-05-08, 06:59 AM
Itīs not full compatible. But....LSH3 v3 is a JSGME-install Game, you can see wich files you install and you have the choice, wich files you want to take over from GWX 2.0.

The core of LSH3 is, that the player deeper in the events of 2. WK will integrate. One will be able to be present by important operations, as for example Norway invasion. If you leave your harbour by the middle / end of the war, you will notice, how often has attacked the RAF the harbours and how tiresome something like that is. All in all.... Living SH3 will make more alive Silent Hunter 3.

A6Intruder
01-05-08, 07:42 AM
Itīs not full compatible. But....LSH3 v3 is a JSGME-install Game, you can see wich files you install and you have the choice, wich files you want to take over from GWX 2.0.

The core of LSH3 is, that the player deeper in the events of 2. WK will integrate. One will be able to be present by important operations, as for example Norway invasion. If you leave your harbour by the middle / end of the war, you will notice, how often has attacked the RAF the harbours and how tiresome something like that is. All in all.... Living SH3 will make more alive Silent Hunter 3.

Dear Kaleu,
if you will mix this two supermods one thing is clear: The GWX-Part will not work!
Please correct me if I am wrong but this had not been working in the past and will not work in future.:down:
Kind regards

mopedmoppel
01-05-08, 09:49 AM
thats right, will not work... but you can install a second SH3 stock with LSH3, and then you can take little things from GWX what you like. (sounds/Skins/etc). If you have GWX 2 Version as first. ;)

But the campaigns are not compatible.

mopedmoppel
01-06-08, 11:28 AM
Might prove most interesting.:up:
Pity I don't speak German, as a big immersion booster of this mod seems to be its radio messages - German only:cry:.

If the test phase is concluded and also the German radio messages with the campaign run is compatible, an English version message.txt is planned.

mopedmoppel
01-11-08, 03:27 PM
Maybe an important thing for U-Boat-Fans... The Ehrenmal in Laboe Moeltenort.
Itīs a little kind of Living SH3 v.3.0

http://static3.filefront.com/images/personal/a/alfudet/110665/jjbryemawc.jpg

http://static3.filefront.com/images/personal/a/alfudet/117381/woicapamtt.jpg

http://static3.filefront.com/images/personal/r/rowi58/122299/iwpcvneckv.jpg

Laboe is a little Village in the "Kieler Bucht", the way to the Port of Kiel

Link to Laboe-Naval Memorial (http://en.wikipedia.org/wiki/Laboe_Naval Memorial)

bigboywooly
01-11-08, 04:41 PM
Yes very nice :up:

;)

Jimbuna
01-11-08, 05:03 PM
Very cool http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Paco
01-12-08, 05:36 PM
Very nice,

I climbed the tower with shaking knees in the late 80's :rotfl:

Paco

denis_469
01-12-08, 06:42 PM
What about this mod and GWX2?
Is it compatible?

Of course NOT!
Do you know any supermod who is compatible with an other supermod?:nope:
I do not.
Kind regards

I think, that near all mods compatible with other mods. Of course if you have hands and head.;)

I himself play in my game with parts 1.4b, NYGM, GW, GWX, LSH, Ace II and more other (forget now) and all compatible. Forget - and SH IV parts including also.

mopedmoppel
01-13-08, 01:26 PM
Hey...then you can make a new Mod.
The Mega Mix Mod by Denis ;)

denis_469
01-13-08, 01:38 PM
Hey...then you can make a new Mod.
The Mega Mix Mod by Denis ;)

:D It's not mod. It's unknow what. In Sukhoi forum people tald me that need place my game for all from Russia and I place it. For identification I write that it "War Elite v.2". But near all people can not launch game. So it's game need more than power machine.
RAM: minimum 512 MB, for normal running compaign 4 GB, for museum more than 4 GB
Video: minimum 256 MB, normal 1 GB
CPU: minimum 2x3 GHz, optimal 4x3 GHz.
And more other...

In it case only 2-3 people can launch my game in compaign regime with use virtual memory. And now post in Sukhoi forum close with it case. Too far ahead game made I. Vary many people was angry in me, so can not running game and prefer excellent GWX games (various).

mopedmoppel
01-13-08, 03:33 PM
Ups, thatīs really high end. itīs not running on my system too. :huh:
Ok...maybe i can play it in 5 years ago, with my future system :)

lutzow
01-13-08, 05:24 PM
The Ehrenmal in Laboe Moeltenort

- is it possible to implement this into GWX 2.0 ?;)

mopedmoppel
01-14-08, 11:24 AM
normally yes, but now i canīt say how itīs to make. If the Mod is released then start this question again.