View Full Version : CCIP, a question about some of your mods in RUB 1.43
shipkiller
08-08-05, 07:06 PM
I am a big fan of Beery's mods generally, and I use several of them. However, there are many mods inside RUB 1.43 that I don't want/need. There are a couple that you worked on that I am unsure of their goal/effect. Can you explain?
1) The asw mod. What does it do?
2) The ops mod. What does it do?
Thanks in advance.
The ops mod is a big campaign modification. It affects things like convoy routes, adds historical events, ports, fixes air cover and adds other campaign-related improvements.
ASW mod? Check out the tips here:
http://www.subsim.com/phpBB/viewtopic.php?t=41331
They describe exactly what some of the nuisances of the mod are.
I found a possible bug in the LND file.
It´s the area around Dover. Some coastal devence is placed in the water.
It´s just west of Dover, i use the visibility mod, so you can see the port in the background.
Everything else ist stock real uboat 1.43. I don´t think it´s caused by the visibility mod...
Can anyone confirm this?
http://img343.imageshack.us/img343/203/dover4sz.th.jpg (http://img343.imageshack.us/my.php?image=dover4sz.jpg)
I did a fresh install to confirm the issue, this time without the visibility mod, just to be sure...
There is something badly wrong with the whole area around Dover, to see for yourself go to free camera mode, "travel" to Dover and go further west.
I don´t think its an issue with the new LND file, some big parts of the landmass is missing here...Isn´t it the area where the "white cliffs" should be? Where are they? I don´t think it´s fixable by modding, the best you can do perhaps is to remove the shore batteries west of dover and place them further west or east.
The develepers should have fixed such issues with the last patch, before adding more harbour buildings and stuff. :down:
http://img238.imageshack.us/img238/9550/whitecliffs0pq.th.jpg (http://img238.imageshack.us/my.php?image=whitecliffs0pq.jpg)
This is taken using the external camera, right? (well, of course!)
This isn't really "fixable" by modders, and even for devs this would take a major revision of the whole engine. So this is definitely what you should be and will likely be seeing in SHIII all through (but hey, you're not supposed to "spy" using the camera on full realism! :P )
To explain:
The game engine renders water in 3D infinitely. However, it renders 3D terrain to only 10km FROM YOUR BOAT, maximum. Not from the camera position - from your boat position. At the same time it renders objects, like ships or these installations, up to 20km from your boat.
So... there you have it. It's not really a bug. It's the way the game engine avoids rendering too much and straining video memory and RAM.
shipkiller
08-09-05, 10:01 AM
CCIP,
I read the post you indicated. However, I am still unclear. Does the asw mod affect the AI or just the sonar/depth charge capabilities?
Second question. Is the ops mod stable on its own or does it require one of the other mods to function? I am picking through the mods inside RUB for suitability.
Many thanks to you, Beery, Egan, and all the other modders for your efforts. I will echo what another person said here a few days ago.
Thanks to your efforts, it is like a whole new game.
CCIP,
I read the post you indicated. However, I am still unclear. Does the asw mod affect the AI or just the sonar/depth charge capabilities?
No, there's nothing we can do about AI routines themselves, although the Ops mod does adjust the AI difficulty levels for escorts to more reasonable settings.
The main changes in the "ASW mod" (that's Beery's title BTW - what it actually represents is not so much a standalone mod but a project to bring together, balance, and if possible - improve several different mods including AirPower, RealDC/SonarFix, and Hollywood Damage) are the damage and weapons models, along with more subtle adjustments to a couple of late-war sonar and radar types.
Second question. Is the ops mod stable on its own or does it require one of the other mods to function? I am picking through the mods inside RUB for suitability.
It does require a number of mods, especially AirPower and its' changes to air base settings, a number of unit fixes for ships and planes, and a set of new nationalities. For all purposes, it's made to work with RUb. It's possible to get it to work otherwise (until recently, I tested/worked with it on a completely custom, non-RUb setup), but be careful not to leave out too much, especially the things I mentioned.
If you're keen on leaving that or other part out, just say what you're removing and I'll tell you if it breaks Ops or not :)
You´re right CCIP, shame on me! :oops:
Everything allright around Dover!
I did another test, this time i placed my sub nearer to that location. All was fine :P
I thougt for mistake that the aerea is rendered around relative to your camera spot, not to the positon of your sub.
But i still havn´t found that white Cliffs. Are they in the game?
Hehe i wasn´t spying out the harbour lol, i never do harbour raids. (ok i did 1 time and spyed it out before lol) I was looking for that cliffs :yep:
No, I'm pretty sure they're either only green hills or grey rocks of Dover (not quite too sure, but I suspect that they're not really any different from other similar locations in the game). They're white in the winter though :hmm:
Don't leave out the airbases and the aircraft stuff at the very least. The game will crash.
shipkiller
08-09-05, 01:26 PM
Egan
I have airpower as a mod already. Does this do the trick? I didn't see any additional mods in RUB other than skins that were aircraft related.
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