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Rubini
08-13-05, 05:15 PM
September 13, 2005
Harbour Traffic mod 1.45c update and RUb 1.43 compatible version.

This mod is a 'add on' for Silent Hunter III to increase the immersion feeling in the game.

News, changes and fix for the stand alone 1.45c version:
- A complete rework on departure ports (one more time) to redux ships on your way out of the harbours.
- A big look for historical approach in all the features in the mod.
- Full historical addition of 16 new ports with traffic/docked ships! This covered all the Germany, Norway, Russian, Italian and Greek ports. Also French/Italian/British ports in the Mediterranean and the Germany Asian bases. Some ports have 3 or 4 layers (Tobruk for example: Italian, British, German and British again... so the work is like the same to do 40 new ports!) (thanks to Pablo, LukeFF and jaxa)
- The Mediterranean War is now more complete with plenty of ports with traffic.
- Some addition in the Roster folder: Japan, Greece and Netherland naval bases; Italian (Tanker and Liner) and Russian (Tanker and DD) new flag ships. (thanks Flakwalker)
- A rework on the LND layer, Defside.cfg file and Locations.cfg to reflect these new historical bases. Now all the game fitted correctly the dates of Friend and Foe info.
- New great Sergei's mods: Ai uboat with crews, Lighthouses and Uflak boats in the Bay of Biscay between jun-nov 1943 (meet them in the harbour entrance after your escort ship goes back)!
- A correction on the stock radio messages, now you will receive a bit more messages which was missed in the stock game.
- A new historical approach on the German Heavy Cruisers and Commerce Raiders ships on the mod. As far I attain to do, now you only will see these ships at the correct places and in the correct amount on ports.(thanks to cunnutazzo and Flakwalker)
- New La Pallice minefields&subnets map. (thanks jaxa)
- A new full adapted version of the Jace's AirPower mod (with his permission) for HT stand alone. Now the fight with airplanes is a bit more liked again and the late war allied air raids on ports are more challenge. Apply it after install the HT stand alone mod (high recommended).


News, changes and fix for new 1.45c HT RUB compatible version:
- All the above, plus:
- New Ops SCR (thanks CCIP) with armed fish boats in patrol in British coast, a more protected enemy ports and others news (it's all with Ops team).
- Greece is no more in the German side after their country's occupation. Perhaps RUB team do it too... :)
-This HT RUB version don't have the Bismarck/Tirpitz scripted missions like in the HT stand alone version. The OPs mod already have some operations on it...
-Also this version don't have any plane on the traffic stuff (it's a RUB team request) neither the special airpower for HT mod (RUB already have airpower mode inside it).


Special features for both versions:
1.Option without minefield and subnets:
-Delete your Campaign_SCR.mis file then just rename the No_minefields_Campaign_SCR.mis to Campaign_SCR.mis
2.Harbour Traffic Heavy mode - to total immersion feeling: friendly air patrols plus more anchored ships and warships on Wilhelm and Kiel (they had been important shipyards for germany) with minefields and subnets. The traffic stuff are the same, only docked ships have been added. This version are intend for the guys who have a high end system.
-Delete your Campaign_SCR.mis then just rename the HEAVY_Campaign_SCR.mis to Campaign_SCR.mis


Many thanks to all you guys that have post feedbacks and a special thanks for Syxx_Killer, jaxa and Stavinsky and the guys that made a beta test for this mod. It's a long list which is a reflexion of the great SH3 community here.

================================================== ============================================

To install the stand alone 1.45c version:
Just install using JSGME over the top of the stock SH3 installation (this is a complete package so if you have an old HT version uninstall it before)
Restart your last patrol on port or if you find some problem just start a new career.
Download link (~7.4 MB 7z file):
http://rapidshare.de/files/5000129/Harbour__Traffic_145c_standalone.7z.html


To install the HT 1.45c RUB compatible version:
Just install using JSGME over the top of the RUB 1.43
Restart your last patrol on port or if you find some problem just start a new career.
Download link (~5.8 MB 7z file):
http://rapidshare.de/files/5000747/Harbour_Traffic_145c_for__RuB_143_NEW.7z.html


Recommendations:
-If you are using the original airpower mod, uninstall it and install this new airpower mod version inside the download file (for HT stand alone only)
-This version already have a fixed stock radio messages with the new radio calls. Syxx_Killer also adds the new messages call into the last 'lite' version of irishred's radiolog mod. So just rename it to messages_en.txt if you want. It is in the campaigns\campaign folder (radiolog 'heavy'alredy have these new calls in it).

Issues:
-It's not possible until now to do AIuboats crew like the players uboat crew. So they appears dressing corkjackets...and are static.
-Read the readme file inside for a lot of information about HT mod stuff.
-SH3 don't save the waypoints of the scripted units near the player's uboat. So, don't save in populate areas like enemy and friendly harbours, the British canal, etc (later when you reload the ships will go aground...).


Enjoy!
(and post feedbacks)

Rubini.
arubinig@ig.com.br

Pablo
08-13-05, 05:23 PM
Thanks - good show!

Pablo

Mud
08-13-05, 05:53 PM
Was looking out for this one :up:

cheers !

Syxx_Killer
08-13-05, 06:01 PM
That's awesome! Will install in a bit. Does the heavy version have the mines and subnets? Will there ever be a version without mines & subnets? I still play without them. I guess I like not having to worry about blowing myself up when returning home. :P :lol:

I'll just look at the map and try to remember where they are. Btw, where's Flensburg? I've never even noticed on the map before. :oops:

Rubini
08-13-05, 06:45 PM
Sixx,

The heavy version is only with minefields and subnets, but now you have those maps....do you saw them?
I have a heavy version without M&S if you really want it.

Really that you don´t know where Flensburg is? :hmm:
Flensburg is where you go in the late months of the war! It´s near the Kiel harbour.
But, Sixx...I think that you are drinking again. Come on man! :lol: :()1:


Rubini.

Syxx_Killer
08-13-05, 07:17 PM
Really that you don´t know where Flensburg is? Hmmm
Flensburg is where you go in the late months of the war! It´s near the Kiel harbour.

Ok, that would explain it then. I've never made it that far yet. :oops: :o

But, Sixx...I think that you are drinking again. Come on man!

That's what weekends are for. ;) :rotfl:

Uh ohh.... I feel a song coming on....

"It's a loooooonnnnnnggggg way to Tipperary..." :()1:

I just tried to go through that cloning thread again that Orzel did a while back. Thought I'd take a stab at a separate Tirpitz. I don't think I'm gonna be able to do it... :doh: :o :damn: :damn: :damn: :damn: :damn:

terrapin
08-13-05, 08:29 PM
Hmmm, normally I'd write the usual 'available at U-Boot.Realsi...' blurb, but this time I just want to add that these are now online at a known download repository also... ;)

HEMISENT
08-13-05, 08:37 PM
"TOO MANY USERS DOWNLOADING RIGHT NOW-PLEASE TRY AGAIN LATER"

AAAAAARRRRRRGGGGGHHHHHH!!!!!!!!!!!!

:damn: :damn: :damn:

HEMISENT
08-13-05, 08:39 PM
Bless you Terrapin-heading there now :D

terrapin
08-13-05, 08:44 PM
"TOO MANY USERS DOWNLOADING RIGHT NOW-PLEASE TRY AGAIN LATER"

AAAAAARRRRRRGGGGGHHHHHH!!!!!!!!!!!!

:damn: :damn: :damn:


You're not referring to http://U-Boot.RealSimulation.com, are you?

Rubini
08-13-05, 09:07 PM
Thanks again terrapin,

Your site rocks! :up:

Rubini.

Hunterbear
08-13-05, 09:22 PM
Hi Rubini,

As always, great job on this release version. Been waiting for this since installing new RUb a few days ago; great combo.

:up:

NZ_Wanderer
08-13-05, 10:22 PM
Great job. :up: :up:

I'm going for the "MAX" version :) - I like lots of ships....

KptnLt Eric Karle
08-14-05, 02:22 AM
Thanks Rubini this is awesome work, if there is a version without Mines and subnets I'd like it too - Will it be available for download?

Duli
08-14-05, 05:40 AM
Tnx very much for this.

NZ_Wanderer
08-14-05, 06:41 AM
Thanks Rubini this is awesome work, if there is a version without Mines and subnets I'd like it too - Will it be available for download?

Its in the packs he released, just rename the one that you want to use.. :) - its all in the readme :)

Scire
08-14-05, 07:17 AM
Awesome job!!

RUBIINI FOR ADMIRAL!! :up:

Thanks a lot!!

Pascal
08-14-05, 09:23 AM
Fantastic work. Certainly very complicated to do. Thank you.
Ubibugs company should refunded back to you the price of your cd game (at a minimum!)

Lost At Sea
08-14-05, 11:18 AM
Luvly. I just have to quickly finish that mission to GR-something near Kapstadt to install HT and enjoy it...

Thanks for the efforts and quick update.

Kpt. Lehmann
08-14-05, 11:21 AM
RUBINI FOR ADMIRAL!!! RUBINI FOR ADMIRAL!!!

WONDERFUL STUFF SIR!

JBClark
08-14-05, 01:48 PM
Once again, great work. I just did a patrol with the RUB compatable version and it was great, no problems or inconsistencies. Unfortunately, I forgot about the minefields and blew myself right up. :damn: :rotfl: My fault, and I have changed to the version without the bloody mines for the moment.

Fantástico meu amigo. :up:

Rubini
08-14-05, 01:52 PM
JBClark,

Did you saw the maps of the minefields and subnets? :hmm:

Rubini.

JBClark
08-14-05, 02:01 PM
Rubini,

No, I didn't know about maps. I thought you had to follow an escort ship in and out of harbor, but I have never tried. I have nothing against mines and subnets, just haven't gotten quite that hardcore yet.

OK, I just found the maps in the documentation folder. :damn: That should teach me to read the directions. :88)

I'll definately put them back.

Thanks again, I really like this.

JBC

Syxx_Killer
08-14-05, 02:56 PM
Unfortunately, I forgot about the minefields and blew myself right up.

lol I did that too. When I was testing the mod, I was sailing to Kiel (placed myself at the wrong spot in the mission editor :oops: ). All of a sudden I got the death screen and wondered what the heck was going on. Turns out I ran into the subnet placed outside Kiel. :oops: :rotfl: I just wonder why the game didn't go down to 1x TC, though? :-?

jaxa
08-15-05, 10:42 AM
Rubini - excellent work, as usually!
I've only one question about minefields and subnets in La Pallice. There is map of minefields and subnets in La Pallice in RUb1.43, but I don't see map of this port in your HT1.45b documentation.
Did you do it or not?

Rubini
08-15-05, 12:52 PM
jaxa,

I don't make a map for La Pallice/La Rochelle because that location isn't a departure harbour (but I have put traffic in there...). I'm now working in minefields and subnets maps that will apper in the navigation map. When I conclude this I will include the M&Subnets map for La Pallice, ok?


Greetings,

Rubini.

jaxa
08-15-05, 01:54 PM
"I'm now working in minefields and subnets maps that will apper in the navigation map."

Did I understand clearly? When I'll go to navigation map I see minefields and subnets in my port? It sounds fantastic!

Nopileo
08-15-05, 03:22 PM
"I'm now working in minefields and subnets maps that will apper in the navigation map."

Did I understand clearly? When I'll go to navigation map I see minefields and subnets in my port? It sounds fantastic!

Indeed it does! I hope you understood correctly as well, jaxa! :ping:

And thank you once again for bringing us this, Rubini.

Rubini
08-15-05, 11:41 PM
This is a preview of the 'maps of minefields and subnets in the Nav map'. When you 'zoom in', the map become visible, when you go back, zooming out, the map goes out too. (You need to be close to a specific port to see the map). Simple, but I don't know if they will be useful for someone here.

Rubini.

Kiel zoom in:
http://img164.imageshack.us/img164/9914/kielzoomin9qr.jpg


Kiel zoom out:
http://img301.imageshack.us/img301/2338/kielzoomout8gp.jpg


Wilhelm zoom in:
http://img274.imageshack.us/img274/5445/wilhelmzoomin3ay.jpg


Wilhelm zoom out:
http://img6.imageshack.us/img6/5044/wilhelmzoomout9xd.jpg

NZ_Wanderer
08-16-05, 12:00 AM
Very Very cool :up: :up: :up:

That will be a great help..

Amazing work as usual :up: :up:

nattydread
08-16-05, 01:27 AM
I cant believe how much of a difference this mod has made. My harbours are finally alive, no more ghost ports. Following the escort out of harbour to avoid the mines and nets is amazing...Its only missing the light signal goodluck and happy hunting message as he peels off to head back to port. *spoiler alert* The uboat coming into port was the biggest surprise, and the air presence was very reassuring.
Amazing, absolutly amazing.

Syxx_Killer
08-16-05, 08:13 AM
The map add-on looks great! :rock:

jaxa
08-16-05, 10:40 AM
Rubini - don't destroy Ubisoft! They see how they are weak in games making now. :D
OK, it's outstanding. I'm affraid to ask you what will you do in HT after that.

Nopileo
08-16-05, 11:16 AM
Simple, but I don't know if they will be useful for someone here.

Perfection is always simple! This will certainly be useful for me, as 'unfortunately' in this digital world of ours, I prefer to use as little paper material as possible, at least when working on the computer.

I see a good example of this at work. Everyone has their own office basically, but since all the work is done on the computer, every office should at all times be kept 'clean', so that anyone could use anyone else's office at any time without having to get something from his or her own office. And of course quite a few log on to the company network from home and do their work from there instead. Sign of the times... :ping:

Anyway (another off-topic drifter from me and I'll kick myself) - when do you expect this marvel to be available for us to enjoy?

Rubini
08-16-05, 07:41 PM
Nopileo,

Excuse me by the delay for the reply. I'm very busy at my work in these days. I mean to do one harbour per day, so only in more or less ten days all the ports will be done, ok?

For now put all the jpgs in one or two pages of your text editor, print it and go ahead. :D

Greetings,

Rubini.

Maverick_[GER]
08-16-05, 08:53 PM
The harbour-minefield-subnet-map is incredible, Rubini! :up:
Then only the accurate convoy routes would be missing. :88)


Sorry, for my poor english. :oops:

Nopileo
08-17-05, 09:02 AM
Nopileo,

Excuse me by the delay for the reply. I'm very busy at my work in these days. I mean to do one harbour per day, so only in more or less ten days all the ports will be done, ok?

For now put all the jpgs in one or two pages of your text editor, print it and go ahead. :D

Greetings,

Rubini.

Rubini,

Thanks for the update, and by all means don't rush anything. Work you get paid for comes first, and perheps even friends and family in between... :P

But this looks really great, and proves once again how mod friendly SH3 is. I wonder what kind of sim we'll have in a year or so...? :ping:

Syxx_Killer
08-17-05, 08:29 PM
Hi, Rubini.

I was browsing the Ubi SH3 forums and came across the SeaWolves displayed on the Combatplanes website. The mod now includes the Tirpitz and Bismarck stuff. Sure looks like what we worked on. :nope: :hulk:

http://www.combatplanes.ca/seawolves.htm

http://www.combatplanes.ca/sh3/tirpitz.jpg

Rubini
08-17-05, 10:09 PM
Sixx,

No, Seawolfes don't have our work. It's a pure World Mod 2 SCR which already have Bismarck/Tirpitz stuff. But our work is more elaborate and more complete. We start where they stopped. :know:


Rubini.

Twitch
08-19-05, 11:54 PM
does anyone have this mod in a zip format that isnt stupid As$ retarded "7-zip" garbage?

i mean really.. that is the ABSOLUTE BIGGEST PIECE OF SH!T PROGRAM ON THE FACE OF THE EARTH!!!

winzip, winrar... thats all you need.. not this 7Zip POS trash..

for gods sake..

I DLD the stupid 7zip program and it shows the file "harbortrafick" as a 0 bites and no contents..


ive Dld it 4 times..

NZ_Wanderer
08-20-05, 12:36 AM
does anyone have this mod in a zip format that isnt stupid As$ retarded "7-zip" garbage?

You DO realise that the latest WINRAR will read those Zz files with no problems at all don't you??? (I have v3.42 and it reads Zz just fine)

CWorth
08-20-05, 01:06 AM
does anyone have this mod in a zip format that isnt stupid As$ retarded "7-zip" garbage?

i mean really.. that is the ABSOLUTE BIGGEST PIECE OF SH!T PROGRAM ON THE FACE OF THE EARTH!!!

winzip, winrar... thats all you need.. not this 7Zip POS trash..

for gods sake..

I DLD the stupid 7zip program and it shows the file "harbortrafick" as a 0 bites and no contents..


ive Dld it 4 times..

The Harbor Traffic mod unzipped is 32.5MB in size.

Zipped with Winzip it is 12.6MB in size
Zipped with WinRar it is 10.9 MB in size
Zipped with 7zip it is 5.70 MB in size

So needless to say 7zip is the better of the 3 in terms of zipping files into smaller file sizes.Therefore making for a much better file size for uploading as well as downloading..especially for those still with 56K modems.Hence the reason it is so popular for the modders to use.

And as has been said the newest version of Winrar opens 7zip files without a problem.At least on my end.

Syxx_Killer
08-20-05, 06:03 PM
Hi, Rubini.

I am currently redownloading the mods that I lost when my computer took a puke. It hit me like a ton of bricks - I lost the proofread radiolog lite with Bismarck & Tirpitz additions. Do you still have the copy I sent you? If you do, could you send it to me? I would REALLY appreciate it. :up:

Edit:

Nevermind. I found it. I just remembered I had uploaded it to Rapidshare a little while back. Phew! :oops: :lol:

Rubini
08-20-05, 11:45 PM
Hi Sixx,

Nice to meet you!

What happened with your computer?

BTW, I notice that you have find the file. ;)

But if you need it I have all that files and the latest tweaked/fix HTraffic with some changes in Wilhelm traffic and others places. Tell me what version you are using (RUb or the stand alone/heavy version, etc.) and I will send the SCR to you. I also have made a fix on the standard radio messages (not these about the Bismarck stuff) because after patch 1.4b they are not showing at all. I'm also not sure if in the proofread radiolog lite the messages are correctly showing on. Do you also have notice that some messages are missing? :hmm:

Rubini.

Syxx_Killer
08-21-05, 08:18 AM
What happened with your computer?

It's a long story, so here goes. :lol:

I had done it many times before. I even found the documents for my old monitor online. The max setting this heap can handle is 1024x768 at 85htz. But, the monitor must have decided that it didn't want to go there when I tried setting it. I remember Windows saying that if it went dark to restart the computer and it would display again. Well, I did that and the monitor was still blank. I restarted again and pressed F8. I had Windows go back to the last known good configuration. Bad idea. While I got the monitor to display again, I could no longer connect to the Internet. I have DSL so all I have to do is plug the cable modem into the RJ45 jack on the computer and I'm connected to the Internet. I thought it may be my chipset drivers that went south. I uninstalled them, rebooted, and reinstalled. While rebooting, Windows gave me that blue screen of death and rebooted again. I then tried the last known good configuration again. I could get to the Windows logon screen (WinXP Pro), but when I logged on to my profile, it would show the desktop wallpaper and just hang. So I put in the Windows disc and did a repair install. When it got going again, I noticed my WinXP theme was gone. How could Windows lose its own theme? I could still not connect to the Internet. I thought at least I would make at least a partial backup of my SH3 mods. Well, it wouldn't burn, either. I thought maybe it was Starforce, although it has never affected me before. I was asked to reboot after using the removal tool. When it rebooted and I logged on, guess what happened. That's right. It hung at the desktop screen again. So, I said heck with it, and formatted the hard drive and did a clean install. I can connect to the Internet again. I got most of my mods redownloaded. I can't think of any I missed right now. I also got most of my other stuff redownloaded and/or installed. I guess in a twisted way, it was good that this happened. I had LOTS of mods. Alot of them were from early versions of the game or have been updated. I knew I wasn't going to use them again. They were just getting cluttered. That's not to say it won't happen again, though. :lol: At least now I can streamline the mods.

Tell me what version you are using (RUb or the stand alone/heavy version, etc.) and I will send the SCR to you.

Well, when I had SH3 installed, I was using the standalone version without the minefields and subnets. I haven't reinstalled SH3 yet. I will probably do it later on. Finding, downloading, and unzipping the mods was the easy part. Now I have to reinstall them. :-? :lol:

I also have made a fix on the standard radio messages (not these about the Bismarck stuff) because after patch 1.4b they are not showing at all. I'm also not sure if in the proofread radiolog lite the messages are correctly showing on. Do you also have notice that some messages are missing?

I never got a chance to actually receive all the messages before the big crash, but I did receive the message saying Tirpitz was leaving Wilhelshaven bound for Trondheim at 18kts. That probably don't say much other than at least one message works, though. :lol: :88)

With the new mod by sergbuto that allows crew on AI conning towers, I am really looking forward to seeing that with the harbor traffic mod. I also downloaded a few new mods that I look forward to using. I just don't look forward to installing all of them at once. :doh: :lol:

KptnLt Eric Karle
08-21-05, 08:53 AM
Brest September 30th 1940 23:30 hours

I climb the ladder and emerge on to the deck of the conning tower. The harsh floodlights of the sub-pen cast eerie shadows over the crew as they make the last minute preperations for departure. The massive weight of reinforced concrete over our heads is reassuring the Tommies have been increasing active at night over the last few weeks. The Chief Engineer turns and snaps into a smart salute "Herr Kalaun, alles in ordnung". I order the bow and stern lines cast off and the boat moves slowly out of the pen at ahead one third. Our escort, an armed trawler is waiting to guide us through the harbour defences and speeding up to 10Kts we slip in behind it and follow it into the bay. Halfway to the outer marker we see U-198 returning from patrol, she is flying 5 pennets, a successful hunt. We wave and use the light to offer our congratulations. We pass the commerce raider "Salzberg" on our starboard side, her deck a frenzy of activity as they prepare to leave. At 01:45 our escort signals us that we are now beyond the minefields, they wish us well and return to port. Behind us memories of leave and of course Yvette, my beautiful Yvette. Ahead lies the Atlantic.

So begins my 9th War patrol in this amazing sim, and my first with this incredible mod my thanks to Rubini and anyone else who was involved, this is an astonishing piece of work and I am very grateful

Rubini
08-21-05, 09:23 PM
KptnLt Eric Karle,

Thanks for your words, they are beautiful and poetical! :sunny:
Do you still have your first SHIII Internal Life Mod mod to download? If possible post me a link.

Rubini.

Rubini
08-21-05, 09:41 PM
Hi guys,

I would like to start another step on the traffic stuff adding traffic in a lot of new harbours like Narvik, Penang, Soerabaja, Pola, Salamis, Napoles and others.

I would appreciate some help. The first step is to define clearly and correctly the dates when these harbours are in germany hands and revise the dates on the harbours where the traffic is already done (the default LND file have some flaws like the dates of Kristiansand).

It's also possible to extend the traffic stuff even to another harbours and for the enemy harbours too

After we have the correct dates I will make the traffic and post a new HT update with these news and some fix/tweaks on the previous traffic.

If somebody have infos about these harbours/dates please post here and let's start the work! :up:

Rubini.

NZ_Wanderer
08-21-05, 10:31 PM
I would offer to help but alas I don't know any of the dates that you are after....
I am good as a beta tester when the time comes tho :rotfl: :rotfl:

Pablo
08-21-05, 11:00 PM
Hi guys,

I would like to start another step on the traffic stuff adding traffic in a lot of new harbours like Narvik, Penang, Soerabaja, Pola, Salamis, Napoles and others.


Hi!

Here are some dates for you.
Narvik comes under German control on June 8, 1940; Norway surrenders to Germany on June 10. I suggest using the June 10 date.

Penang comes under Japanese control on December 15, 1941; all Malaysia comes under Japanese control on 15 February with the surrender of Singapore. It remains under Japanese control for the rest of the war. I suggest using the 15 February date.

Soerabaja (Engl. spelling, "Surabaya") comes under Japanese control on March 7, 1942 with the surrender of the island of Java. Japanese control ended on August 17, 1945, when Indonesian nationalists took control of the island from the Japanese.

Pola is Italian territory (taken from Austria-Hungary after WWI). It remained in Italian (then, after the Italian surrender, German) hands until May 1, 1945, with the surrender of all German forces in Italy.

Salamis (and other areas around Athens) fell to German troops on 27 April, 1941; Greece surrendered on April 30, 1941. It remained under Italian and (then, after the Italian surrender) German control until liberation October 15, 1944.

Napoles (Engl. spelling, "Naples") is Italian territory, and is under Italian and (then, after the Italian surrender) German control until October 1, 1943.
Hope this helps!

Pablo

Rubini
08-21-05, 11:16 PM
Thanks Pablo,

Let's do a complete revision on these other harbours too:

Toulon,
Bordeaux,
La Rochelle,
ST. Nazaire,
Lorient,
Brest,
Bergen,
Trondheim,
Kristiansand,
Danzig,
Riga.

Rubini.

KptnLt Eric Karle
08-22-05, 02:04 AM
KptnLt Eric Karle,

Thanks for your words, they are beautiful and poetical! :sunny:
Do you still have your first SHIII Internal Life Mod mod to download? If possible post me a link.

Rubini.
Hi Rubini the Internal Life mod (currently version 1.2) is available on terrapins site and is also available @ RAPIDSHARE (http://rapidshare.de/files/2689863/SHIII_Internal_Life_Mod_v1.2.rar.html)

I am really grateful for the wonderful work you have put into the HT mod it makes a huge difference to the immersion of the sim

Bowman
08-22-05, 03:19 AM
Rubini

Excellent MOD, nice touches with the inbound traffic. I have one question though, I can't see the Minefield maps when I zoom in.

I installed the MOD with JSGME but the maps don't seem to have been carried across and I can't find any info in the read me. Which folder do they need to go into?

Thanks

KptnLt Eric Karle
08-22-05, 05:38 AM
Rubini

Excellent MOD, nice touches with the inbound traffic. I have one question though, I can't see the Minefield maps when I zoom in.

I installed the MOD with JSGME but the maps don't seem to have been carried across and I can't find any info in the read me. Which folder do they need to go into?

Thanks

I don't think the maps are ready to be integrated with the mod yet , I believe Rubini included the jpegs in the documentation folder so we could print them out

For now put all the jpgs in one or two pages of your text editor, print it and go ahead.

Bowman
08-22-05, 05:58 AM
Thanks, missed that one :oops:

Rubini
08-22-05, 08:01 AM
KptnLt Eric Karle,

I know about the version 1.2 but i'm looking for the first "noisy" one.


Bowman,

Like KptnLt Eric Karle said the "maps on nav map" feature isn't available yet.


Rubini.

The Avon Lady
08-22-05, 08:23 AM
KptnLt Eric Karle,

I know about the version 1.2 but i'm looking for the first "noisy" one.
Mirror:

Internal Life Mod v1.1 (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_InternalLife_v11.rar)

;)

Rubini
08-22-05, 08:25 AM
Thanks TAL,

Download now. ;)

Rubini.

Shadow9216
08-22-05, 09:20 AM
Good job Rubini! I'll check it out when I get home.
Hey, can you check the Brazilian markings in my roundel mod and let me know if they're accurate?

Rubini
08-22-05, 09:23 AM
Shadow,

Are these that you email me a week ago? If not where is the link? :hmm:

Rubini.

Shadow9216
08-22-05, 09:26 AM
No, this is the update of that- it's available on Terrapin's site. I included I think 4 different styles for Brazil.

Rubini
08-22-05, 09:45 AM
Ok, I will download and PM you later. :up:

Rubini.

LukeFF
08-22-05, 11:34 AM
Thanks Pablo,

Let's do a complete revision on these other harbours too:

Toulon,
Bordeaux,
La Rochelle,
ST. Nazaire,
Lorient,
Brest,
Bergen,
Trondheim,
Kristiansand,
Danzig,
Riga.

Rubini.

-Brest fell to the Germans on June 19, 1940 and was liberated on September 18, 1944.
-Lorient and St. Nazaire fell to the Germans on 21 June 1940. Both would remain in German hands until the war's end.
-Toulon fell to the Germans on November 27, 1942 and was liberated on August 28, 1944.
-For, Bordeaux I would use June 25, 1940, as this was the day France officially surrendered to Germany. The port was liberated by the Allies on August 25, 1944.

Rubini
08-22-05, 12:27 PM
Thanks LukeFF,

I find the info for the others. I will post all these info here to we discuss about (after I put they all on a table).

Rubini.

oRGy
08-22-05, 03:26 PM
The info about Lorient and St Navaire being in German hands I didn't know - quite interesting!

The destruction of the rest of the city from allied bombing must have been terrifying, though.

I was just browsing for info and came across these pics taken from allied planes:

http://www.aeronautics.ru/archive/wwii/photos/gallery_006/B-24Ds%20from%2044th%20BG%20over%20Kiel%20,%2014%20M ay%20'43.jpg
Bombing Kiel, 1943

http://www.aeronautics.ru/archive/wwii/photos/gallery_006/B-17s%20over%20sub%20pens%20at%20St%20Lorient.jpg
B17's over sub pens Lorient

Shame that without the sdk it's impoosible to simulate bombing raids more accurately - it wouldn't be too hard to script (in design terms), and you'd just gradually swap out the building models with burnt out versions. Nothing fancy, but it would be nice to show the true course of war rather than the sanitised version in SH3.

Rubini
08-22-05, 03:56 PM
oRGy,

Nice pics! Where you find them?


Rubini.

oRGy
08-22-05, 03:58 PM
http://www.aeronautics.ru/archive/wwii/photos

Cheers!

Catfish
08-22-05, 05:59 PM
Hello,
thanks for the harbour traffic!
But i have a question, there are some different harbour traffic mods:
1[1].31
1[1].40
141
142
142(1.4 ready)
143
143_fix
143_FixedVIIC_NoRUb
143_FixedVIIC_RUb
143_update
144
145
and the new ones:
1[1].45b and
for Rub_143

The "for Rub" is 412 kb, the 1[1].45b is 5842 kb.

The "old" 1.44 mod has 12267 kb.

I am using the patched version of SH3 (1.4b) and the RUB 1.43 with the Rub 1.43 patch. Then i have SH3 commander installed. So which Harbour traffic mod do i install now ? I experienced problems using SH3 commander, it seems to overwrite some HT mods, or am i doing something wrong ? All new harbours have vanished (not one port at the spanish coast etc.), and despite copying back the "original" clear water, my sub is almost invisible submerged.

B.t.w. nice pics, the allied bombers managed to pulverize all civilian targets without damaging the pens. I really don't know why they did not destroy it as long as work on the concrete buildings was underway. The allies already had air superiority at that time ...

Thanks, and greetings,
Catfish

Catfish
08-22-05, 07:44 PM
Hello,
ok i figured out why the cities did not come up, wrong order of install - or whatever, a reboot helped a lot. The murky water is not so easy to remove. Copying the original environment files via Jones Mod Enabler to their folders (AFTER Rub 143, the patch etc.) still gets the murky water, whether i start the game with the SH3 commander or with the original icon (having made a rollback with SH2 commander first, and only then starting with the original icon).
Hmm, seems there are some features interfering with each other ... has no one experienced this ?
Greetings,
Catfish

Rubini
08-22-05, 07:56 PM
Catfish,

Well, well. Looking for all these versions and files now I understand why my wife is very nervous and my chidren are hard to control! :D

Please use the last version:
-Ht 1.45b for stand alone, non RUB installation,
-HT RUB 1.43 compatible version for RUB 1.43 installation.

I don't use SH3 commander yet so I don't know if are some incompatibility (making HT mod is too time consuming for me).
The difference in size is because HT 1.44 is a zip file, HT1.45b is a 7Z file and HT RUB compatible don't have some files because RUB already have them.

But sorry, I understand that so much versions will make some confusion, I already contact terrapin to delete the oldest versions. And I'm intending to release a new update in a week... :o

Rubini.

Catfish
08-23-05, 02:59 AM
Hello Rubini,
thanks again. I do not think the transparency has anything to do with the HT mod now. Using the wrong HT mod (the full one for use without Rub 1.43) but indeed using Rub seems to remove all new harbours ... stupid me.
I did not know what's happening here, so i made a brand-new install with the new mod and the harbours appeared. The water is still murky, even not using SH3 commander. What i usually do is activating Rub 1.43 and the 1.43 patch, followed by activating the original transparency using the original environment files - all with the mod enabler.
Greetings,
Catfish

jeronimoh
08-24-05, 10:58 AM
Sorry for this maybe-stupid question, but I have to ask ;-) Is the OPS mod (included in RUB 1.43) somehow altered by Rubini's Harbor Traffic or it has nothing to do with that?

CCIP
08-24-05, 11:07 AM
The RUb 1.43 compatible Traffic Mod only adds port traffic over the top of the Ops files. No changes otherwise :)

Rubini
08-24-05, 12:23 PM
jeronimoh,
CCIP,

In truth the escort ships, the minefields and subnets on friendly ports of the original OPs mod are slightly changed to fit the traffic. Only this.

Rubini.

Trefoil
08-24-05, 05:25 PM
I've just downloaded the RUb 1.43 compatible Traffic Mod. Can I double-check that the latest version is written with the RUB 1.43 patch in mind?

JSGME is warning that the Campaign_LND.mis file installed by the patch is being overwritten. I've only just discovered the RUB patch and am not sure if it was released after the latest version of the Traffic Mod. I want to be sure that I'm not undoing some of the fixes made by the patch.

I'm quite new to SH3, but spent a lot of time installing mods for SH2, which totally transformed the game. I'm so glad to see there are some great Modders who are doing the same for SH3.

Thanks in advance for any help.

The Avon Lady
08-25-05, 02:53 AM
The RUb 1.43 patch was released BEFORE the new Harbour Mod v 1.45 version for RUb 1.43.

So, it would definitely be safe to install in the following order:

RUb 1.43
RUb 1.43 patch
Harbour Mod v1.45 for RUb 1.43

:yep:

Rubini
08-25-05, 08:13 AM
Trefoil,
The Avon Lady,

Yes, HT RUB 1.43 compatible has made with the RUB 1.43 LND patch. So apply the traffic mod for last or just don't use the RUB 1.43 patch.

The LND layer of the traffic mod have the 'subpen' start feature plus the RUB 1.43 patch. ;)

Rubini.

EAF274 Johan
08-25-05, 08:39 AM
-Also this version don't have any plane on the traffic stuff (it's a RUB team request).
I don't understand the meaning of this. Does it mean that there are no air raids in the RuB version? Or just no Luftwaffe patrols?

Rubini
08-25-05, 08:56 AM
EAF274 Johan,

The stand alone HT version have friendly air patrols and late war allied air attacks on harbours.

The HT RUB compatible version don't have these above features, but the stock game air stuff are still there.

Rubini.

EAF274 Johan
08-25-05, 09:07 AM
Thanks for the quick reply Rubini :)

Trefoil
08-25-05, 01:09 PM
Many thanks for all help given. Hope my computer can cope with all the eye candy or I'll be leaving harbour at 5 fps. :cry:

cunnutazzo
08-25-05, 01:57 PM
Hello Rubini, I tried your mod and I found it very nice, but I have seen the Hipper cruiser in La Spezia! :huh: :lol: :up:

Rubini
08-25-05, 04:08 PM
Hi cunnutazzo,

I know about Prinz Eugen at Brest but I'm not sure with another cruiser was in any moment in another place in french harbours or italian harbours. Do you have a correct info on this?. The harbour traffic mod begins like a eye candy fun stuff but today all of us want a more realistic traffic. I'm now making a great revision and adding traffic in a lot more ports. So if you have the info it's welcome. :up:

Rubini.

cunnutazzo
08-25-05, 04:43 PM
no problem, just tried to kidding you :up:

Lane
08-25-05, 08:03 PM
RUB Patch for 1.43? Guess i missed this one? Were?
Have been running SH3 Commander and Ver 1.4b and Rub 1.43
Installed the new harbor Mod for RUB 1.43 with net's and mines.
Left St Nazaire from sub pen and saw all the ships and ac flying around
Pulled out of Sub pen at 2 47Am out in harbor and wait till 5 AM
So I could see the harbor traffic Sailed south avoid the nets and mines.
Then when clear turned West to BF55 Large Waves and weather bad.
So I dived to 50 meters to wait for weather to clear. Made a normal save
then a save and exit save. Then I went back later and save's wont load?
get the error Box Sh3 has a problem and wont load send error report to
MS :down: try to load both saves get same message error box.
So I delet both saves and when back to port Run JSGME and remove
1.43 harbor Mod and RUB 1.43 Leave port and make save in same area
seem's ok I guess must be a mod interaction problem. Never had any
problems with SH3 commander or RUB 1.43 till installed Harbor mod?
Lane :D

Rubini
08-25-05, 08:42 PM
Lane,

The Rub 1.43 patch is already inside the HT RUB compatible version. It's also for download in Beery's site, ok?
I don't have save/reload CTD problem here. I think that is about wrong installation of different mods. Try reinstall the mods.


cunnutazzo,

No problems. I'm speaking serious about the info on the cruisers. I'm really looking for them. :know:
If you know or if somebody can help me about this it's welcome.

Rubini.

Lane
08-25-05, 09:40 PM
Thank's Rubini,

I was running SH3 Commander career with JSGME mods installed
were Rub 1.43, The FABC Slide mod hadn't had any problems
CTD loading saved missions. Then I installed your Harbour Traffic
for RUB 1.43 Then I had the CDT with saves? I don't remmber were
the FABC mod was installed at end or between RUB 1.43 and your
harbour mod. :D I just delete the save and when back to port.
Must be a interaction there some place between those 3 mods?
May be the FABC mod or the Harbour mod right now I remove
RUb 1.43 and harbour mod just running Ver 1.4b and FABC now
I would like to see some ships to attack on way to my Patrol zone :D
I ran your Harbour mod for RUb 1.42 and never had any problems
Your Harbour Mod is very nice with the subs and parked ships and aircraft
flyovers :D
Regards
Lane :D

DC2Sal
08-25-05, 09:46 PM
I think this problem has something to do with the Harbour traffic mod I just installed. The traffic in the harbour looks great but when I'm out at sea I recieve a Enemy Small Convoy Radio Report say (for example) Grid BE 39 Speed 1 kts. I rush over to that position and find 2 ships at 0 kts, anchored like in the harbour. Its happened a few times now, makes great target practice but I like when its more challenging. Does anyone have this problem or can help me fix this.
Thanks DC2

Rubini
08-25-05, 10:17 PM
DC2Sal,

Ht mod don't modifie anything than the traffic stuff. I don't think that the bug in your comment is about HT mod. Let's waiting if somebody have more info on this matter. In my installation all is ok, runs fine. :hmm:

Rubini.

cunnutazzo
08-26-05, 02:07 AM
Lane,

cunnutazzo,

No problems. I'm speaking serious about the info on the cruisers. I'm really looking for them. :know:
If you know or if somebody can help me about this it's welcome.

Rubini.

I think the information is correct, reading the Kriegsmarine History by Cajus Bekker, the Hipper never went in La Spezia. But the information could be inaccurate. For sure, I have seen the Hipper in La Spezia after I installed your mod.

Rubini
08-26-05, 07:13 AM
cunnutazzo,

Thanks for the info. I already replace the Hipper in La Spezia. Do you know anything about german cruisers in the french harbours: Toulon, Bordeaux, St Nazaire and Lorient?
Like I said Prinz Eugen anf Hipper had been in Brest. I read in a Kriegsmarine site.

Rubini.

cunnutazzo
08-26-05, 09:52 AM
cunnutazzo,

Thanks for the info. I already replace the Hipper in La Spezia. Do you know anything about german cruisers in the french harbours: Toulon, Bordeaux, St Nazaire and Lorient?
Like I said Prinz Eugen anf Hipper had been in Brest. I read in a Kriegsmarine site.

Rubini.

unfortunately I don't have so detailed informations, but reading some books I think possible to have some informations in the future.
Yes, Prinz Eugen and Hipper confirmed in Brest.

Rubini
08-26-05, 10:19 AM
cunnutazzo,

I just ready some more informations about Hipper, P. Eugen and Blücher cruiser. I think that only Brest harbour had the cruisers presence. I will replace the cruisers on the other french harbours. Later I will add the cruisers on the correct dates in german and also in norway ports.

Rubini.

Flakwalker
08-28-05, 06:58 PM
I was playing the new version but I noticed that at Lorient there are a lot of Commerce Raiders, I wonder how many of them was owned on the german navy.

As a suggestion, will be cool to find sometimes a FW-200 on open seas, like if they are patroling or something, not very near to land.

Syxx_Killer
08-28-05, 07:08 PM
Here some operational history on the Prinz Eugen.

http://www.kbismarck.com/peugen.html

Rubini
08-28-05, 07:16 PM
Flakwalker,

Sh3 have few options for german ships. So to do the traffic sometimes would need to use the same type of ship a lot. I added (just flags) a new tankers and a german liner in the last HT version to do a better ship traffic variation but this is also not the best solution. I'm now making a huge revision and add more ports with traffic. Do you know more info about the Commerce Raiders (auxiliary cruiser)? :hmm:

It's not possible to place scripted planes far from 35km of the players uboat. They are not spawn at all. It's a SH3 stock fault.

Rubini.

Rubini
08-28-05, 07:18 PM
Sixx,

I think that Flakwalker are speaking about Commerce Raiders ships (auxiliary cruisers) or not?

Rubini.

Rubini
08-28-05, 07:38 PM
Hey, take a look in this interesting text:

Why the Hilfskreuzer (auxiliary cruisers) are so Fascinating?

During World War Two, the capital ships of the German Navy ships were primarily deployed as commerce raiders.
The Deutschland, the Admiral Graf Spee, the Admiral Hipper, the Admiral Scheer, the Scharnhorst, the Gneisenau, the Bismarck and the Prinz Eugen, indeed, all the heavy units of the Kriegsmarine with the exception of the Blücher and the Tirpitz, participated in such operations, but with little success in terms of ships sunk or captured.

Their sorties led to the mobilization of significant Allied naval and air resources, caused disruption to vital convoy supply routes, providing opportunities for Germany’s own blockade runners, and played an important role in maintaining the morale of the German people.

But intriguingly, they implanted in the minds of warship enthusiasts everywhere the image of aesthetically beautiful, somehow doomed vessels, sailing alone or in pairs, eluding more powerful forces, sometimes fighting, sometimes not, sometimes even being scuttling by their own crews, in the face of far superior odds, and in some extraordinary way, their short operational lives have cast a spell over the generations that have followed, as countless people worldwide, from all sides, remain fascinated by them to this day.

Yet, despite their elegance, speed and power, these eight large ships failed. Considering their enormous cost, awesome power, mighty armament and colossal crews, the few ships they sank or captured were a very poor return. The Bismarck and the Prinz Eugen had absolutely no affect on Britain ’s vital supply lines; the Deutschland and the Admiral Hipper fared little better; and the remaining four, with somewhat better results, achieved nothing outstanding. Nothing that could not have been achieved by a single Type VII U-Boat.

But these weren't the only German surface raiders of World War Two.

There were nine other warships, which, between them, accounted for 142 ships sunk or captured, grossing more than 870.000 tons, in a total of 3.769 days at sea, an average of more than 230 tons of enemy ships sunk or captured per day.

If this operational record is impressive, then in economic terms, the figures are even more so, as this outstanding performance was achieved by little more than 3,000 officers and men, in nine second-hand freighters, armed with third-hand weapons, the total cost of which, both in terms of purchase price and the cost of fitting out, represented barely 1% of the cost of the battleship Bismarck!

They were the Hilfskreuzer, the Auxiliary Cruisers, commerce raiders, which although built as freighters, went to sea and fought as true warships. They were manned by fighting men, and led by fighting men, by Commanders and Captains no less capable than those who commanded the battleships Gneisenau or Admiral Scheer.

Freighters they may have been, and indeed some of them returned to being freighters when the war was over, but on the high seas between 1939 and 1942, they were real warships, real fighting machines, men-of-war that number among the most gallant in the annals of naval history.

So why do they remain so relatively unknown, their exploits so obscure, their names virtually forgotten?

Because they were not glamourous! They were, in fact, deliberately, very unglamorous. They were non-descript German freighters, disguised as non-descript, non-German freighters. There is nothing beautiful to be seen in the few existing photographs of these ships; their silhouettes have nothing in common with the delicate yet aggressive, beautifully proportioned fighting lines of the Gneisenau or Tirpitz. Their colour schemes do not match those of Admiral Hipper or Prinz Eugen. Their overall appearance could never be compared with that of the Bismarck, Scharnhorst, Deutschland or the Admiral Graf Spee. But, for all that, they were, in what they set out to achieve, simply perfect.

Their characteristics were precisely right for what was required of them, that in being unglamourous, non-descript, and dirty, they would not attract attention, and could therefore go about their deadly and stealthy business, undisturbed.

Perhaps this is what makes them so fascinating. They were true, old-fashioned high seas Corsairs.

link:
http://www.bismarck-class.dk/hilfskreuzer/hilfskreuzer_introduction.html
Very good, no?

Rubini.

Syxx_Killer
08-28-05, 08:05 PM
Thanks for that post, Rubini. I enjoyed that. I really find those ships quite beautiful. They truly are fascinating ships. :)

I posted the link to the PE op history because I saw your post up top about it being at Brest or other historical ports. I thought it would be useful to at least know the historically correct ports that PE was at. As far as the other Hippers, I have no idea. :oops: :lol:

Rubini
08-28-05, 08:20 PM
Thanks Sixx,

The Prinz we already put on HT.
I find all the info about the other two heavy cruisers (Hipper and Blücher) and I'm making the corrections on HT with these news (Heavy cruisers and the Auxiliary Cruisers) in the last seven days.

If you want info on that Heavy Cruisers I will post to you (I copy to my HD but don't remember the site...).

I also have made traffic in all the german harbours in the stock campaign: Narvik, Riga, Salamis, Penang, Soerabaja, Pola, Konstanza and in the russian's ports Murmansk and Arkhangel's, plus the British ports on Mediterraneo. I mean to release it in a few days. ;)

Rubini.

Scire
08-29-05, 07:16 AM
1944 Admiral hipper in Bergen.......

http://img201.imageshack.us/img201/7654/11na1.jpg

http://img201.imageshack.us/img201/907/20mc.jpg

Lots of thanks Rubini!!!

oRGy
08-29-05, 07:20 AM
Judging by the ****ed up landscape you're running Kriller2's terrain mod on top of manuel ortega's visibility mod. Disable it so you can see those hills.

jaxa
08-29-05, 09:47 AM
Rubini - does your new release of HT include AI Uboats and Lighthouses mod as you promised?
Any new features?

Flakwalker
08-29-05, 12:23 PM
Flakwalker,

Sh3 have few options for german ships. So to do the traffic sometimes would need to use the same type of ship a lot. I added (just flags) a new tankers and a german liner in the last HT version to do a better ship traffic variation but this is also not the best solution. I'm now making a huge revision and add more ports with traffic. Do you know more info about the Commerce Raiders (auxiliary cruiser)? :hmm:

It's not possible to place scripted planes far from 35km of the players uboat. They are not spawn at all. It's a SH3 stock fault.

Rubini.

Thanks for the aclaration :up:

Rubini
08-29-05, 12:23 PM
Hello jaxa,


Yes, I added the Uboats with crew and the lighthouses. Thanks to Sergei! :up:

When it's done I will need some beta tester again. Are you ready?? :D

Rubini.

jaxa
08-29-05, 12:40 PM
You shouldn't ask, simply post me.
I'm ready for this work 24 hours (with small breaks for meal, sleep and marriage duties :D ).

Rubini
08-29-05, 01:39 PM
Thanks jaxa,

So, see you later. Soon I hope...

Rubini.

Nopileo
08-30-05, 10:57 AM
Rubini,

I'm ready for a new test spin as well, so feel free to let me know when it's ready. :ping:

NZ_Wanderer
08-30-05, 09:16 PM
Ohh did I hear the word test again????

Me available as usual :D :D

Flakwalker
08-30-05, 09:53 PM
Is posible to add a passenger liner to Italy?, they had some, in fact one of them was converted on an aircraft carrier.

Rubini
08-31-05, 08:36 AM
Nopileo,
NZ_Wanderer,

I will contact you when the new version is ready to beta test. :up:



Flakwalker,

Yes, it's easy to add the Italian Liner (only the flag). Please look for historical info , their names, when and where they had been anchored. In the game it's possible to put them in La Spezia, Pola and Napoles.


A question:

I notice that the game don't show the name of the ship, only the class. For example: if you place a Admiral Hipper Heavy Cruiser and name it as "Prinz Eugen" in the mission editor when you are in the game you only see "Admiral Hipper Heavy Cruiser". Can somebody confirm this?

Rubini.

Syxx_Killer
08-31-05, 08:57 AM
I notice that the game don't show the name of the ship, only the class. For example: if you place a Admiral Hipper Heavy Cruiser and name it as "Prinz Eugen" in the mission editor when you are in the game you only see "Admiral Hipper Heavy Cruiser". Can somebody confirm this?


Yep. I think it is quite annoying. Especially if you name one Tirpitz and one Bismarck, both will show up as Bismarck Battleship in the game. :shifty: The only point in really naming the ships in the editor, I guess, is to keep things organized. Could you imagine having a bunch of Bismarck BBs or Hipper cruisers in the editor at once? Oh wait, you probably could. :P :rotfl: Anywho, what I'm getting at is, try picking out an intended Tirpitz or Bismarck (or PE and Hipper) from a mass of ships all identified as the same thing. :doh: :damn:

Rubini
08-31-05, 09:36 AM
Sixx,

I have work on exactly this stuff in the last days...put a lot of Hipper (PE, Hipper and Blüncher). :damn:

I will revert to the previous work, it's a waste of time, the players will don't see anything and will not understand why Hippers appears here or there, now or later...I think that it's better only make a generic appear on the correct harbours. At least they have fun and eye candy stuff. :hmm:

The Bismarck and Tirpitz is obviously the same. But I will leave them how they are now. The PE too.

What do you think?

Rubini.

sergbuto
08-31-05, 09:58 AM
I notice that the game don't show the name of the ship, only the class. For example: if you place a Admiral Hipper Heavy Cruiser and name it as "Prinz Eugen" in the mission editor when you are in the game you only see "Admiral Hipper Heavy Cruiser".
I do not see why it should be a problem. That is how ships were identified by sailors: by class, not by name. If either Tirpitz or Bismarck were detected out in the sea they both would be identified as Bismarck-class battleship. The same goes for Hipper-class cruisers and other capital ships.

Rubini
08-31-05, 10:40 AM
Hi Sergei,

Not really a problem. But for traffic purposes if the player can not identify if the heavy cruiser is the Prins Eugen or the Blüncher then it's not necessary to waste time working on this stuff.

Do you have updated the lighthouses mod with the correct locations? I will add them in the next release... :hmm:

Rubini.

Flakwalker
08-31-05, 06:08 PM
Flakwalker,

Yes, it's easy to add the Italian Liner (only the flag). Please look for historical info , their names, when and where they had been anchored. In the game it's possible to put them in La Spezia, Pola and Napoles.

Well here what I found, also some tankers:

http://www.italianmodelshop.com/pcid_25-109.html

Sergio Laghi (1942), "Iridio Mantovani" class
Victoria troop transport/passenger ship (is very similar to Passenger Liner but with cammo!)
Tanker Iridio mantovani (1939) (looks like a T2)

http://www.italianmodelshop.com

Other info:

Motonave Incrociatore Ausiliario FILIPPO GRIMANI (Auxiliary Cruiser)

Passanger Liner Victoria with cammo:
http://steelnavy.com/RMVictoriaBuild.htm
http://steelnavy.com/

Short history of Italian Liners:
http://www.regiamarina.net/merchant/troops/troops_us.htm
(you can found more info going to History/Italian Merchant Marine
http://www.regiamarina.net/

About the docks, I wil search later

NZ_Wanderer
08-31-05, 06:48 PM
well here's my 5c worth

I haven't got a clue what ships are due in what ports, but it really gives me a buzz to see a BIG battleship in a harbour or coming into a harbour when I am making my way out of it..
I don't really care if it is historical or not, I just like seeing it, cause I steer my sub reasonably close to it and watch it as I pass it, sort of makes me feel as if I am really a part of all this.. :rock: :rock:

Rubini
08-31-05, 07:25 PM
Flakwalker,

Thanks for the info. I will take a deep look in and if possible add some tanker and liner to Italy, but only flag, not a real cammo or paint. Someone will be able to do this later.



NZ_Wanderer,

I'm with you in truth!
The delay to release the new version is about this: I'm carefully studying all the ports and traffic and trying to balance the realistic stuff with the fun, eye candy one.

Rubini.

Syxx_Killer
09-01-05, 10:12 PM
I've been wondering for a bit now if this was a buglet with the HT mod or something else. When I leave port the ships are ok. When I return, some ships are lower in the water, DDs mainly, and usually the Hipper will be riding higher in the water. Most of the time you can see the top of Hipper's rudder and props (more showing that what would probably be normal). One time, I was returning to Brest when it was rough weather. The Hipper on patrol was on top of the waves! :o The props and rudder were completely out of the water. It was kind of funny seeing Hipper bob along on top of the waves. :huh:

KptnLt Eric Karle
09-02-05, 02:58 AM
I'm experiencing a bizarre situation and I have no idea what is causing it. When I leave Brest on patrol everything works fine and watching all the harbour activity is wonderful, but everytime I return as soon as I get close to the harbour I start getting weird graphical breakup, scenery starts either disappearing every couple of seconds or distorting massively my frame rate drops to 1-2 FPS and I have to get close enough to exit and dock using only the map room. I'm not saying this is caused by HT but it only started recently. The only other Mod that I think may be causing me problems is the Terrain Upgrade, so I've disabled that and will post if that make any difference after this patrol.

Rubini
09-02-05, 08:05 AM
Sixx,
KptnLt Eric Karle,

After 3 months working on the traffic stuff we find several SH3 stock bugs. The Heavy cruisers and the DD really heave that behaviour which Sixx commented. Another SH3 fault, no fix until now.

The only problem I notice with great FPS drop is in a harbour entrance when you return after your patrol, the game stop for a few seconds and then all return to normal. I also see this behaviour in the stock campaign in some aereas near the british coast or near a enemy harbour.

So, these are SH3 faults, the HT mod only reveal them... :shifty:

BTW, the next release is on working: the traffic is more light, a better historical approach (dates, heavy cruisers and commerce raiders), all german ports with traffic, all Mediterran british ports, russian and italian ports with traffic, Ai uboats crews, lighthouse mod, and others.

Greetings,

Rubini.

oRGy
09-02-05, 08:07 AM
Sounds great Rubini.

Have you done anything to the main british ports? I sneaked into Hartlepool last night in my IIA in '39 but was disappointed to find nothing.

I think in every port there should at least be 2-3 small craft such as trawlers or tugs docked?

Also, if your latest release is coming soon, is it possible to integrate it into the improved u-boat mod? (If its not going to be in rub 1.44 first of course)

Cheers

Syxx_Killer
09-02-05, 08:15 AM
Have you done anything to the main british ports? I sneaked into Hartlepool last night in my IIA in '39 but was disappointed to find nothing.

The devs added traffic to the enemy ports in patch 1.4b. Are you running the latest patch?

After 3 months working on the traffic stuff we find several SH3 stock bugs. The Heavy cruisers and the DD really heave that behaviour which Sixx commented. Another SH3 fault, no fix until now.

I'm glad it is a bug from the original game.

The only problem I notice with great FPS drop is in a harbour entrance when you return after your patrol, the game stop for a few seconds and then all return to normal.

I usually call these "fault lines." When you get to that point, the game loads the new section. There is another "fault line" as you're heading down to Gibralter and stuff. The only FPS drop I ever experience is running high TC when entering or leaving port because of all the ships. No biggy.

BTW, the next release is on working: the traffic is more light, a better historical approach (dates, heavy cruisers and commerce raiders), all german ports with traffic, all Mediterran british ports, russian and italian ports with traffic, Ai uboats crews, lighthouse mod, and others.

That's great! Can't wait to try it! :cool: :up:

oRGy
09-02-05, 08:40 AM
Oh yeah, I'm running 1.4b, plus RuB 1.43, plus Rubini's latest HT mod plus a load of other mods. And the latest version of Improved Convoys.

But there was only a destroyer patrolling but no merchies.

Will head down to hull tonight, might get better luck there.

Tried Scapa Flow in September 39 in my last career as well, and was similarly out of luck.

Personally I think the greatest flaw at the moment is the somewhat empty gameworld around ports; the player should feel like a lonely individual in a massive war machine and this is why Rubini's work is so needed.

:up:

Rubini
09-02-05, 09:07 AM
Sixx,
oRGy,

It's easy and quickly to add some traffic in all the enemy ports (make a big amount of traffic , air patrols, etc is a lot more time consuming...).

I don't start this (not so difficult) work yet because I think that the ops mod team are working on the enemy harbours. But I don't know what type the work is. I think that Jace have the correct info. Let's ask him.

Rubini.

oRGy
09-02-05, 09:27 AM
Oh, Rubini, one note before I have to catch a bus:

In HT 1.43 (rub) you start in the sub pens in kiel. This is cool, except that its far away from the dock where the band is.

:/

Syxx_Killer
09-02-05, 10:05 AM
In HT 1.43 (rub) you start in the sub pens in kiel. This is cool, except that its far away from the dock where the band is.

Since the very beginning you have started at the subpen in Kiel. As far as I know, the mod didn't change that aspect. :88)

Rubini
09-02-05, 10:50 AM
Yes, the stock campaign also start at subpen in Kiel. Stavinsky made a great work on the subpen's stuff (it's on the last HT 1.45b version). If somebody achieve to put the band also at some subpens will be nice! :D

Rubini.

Stavinsky
09-02-05, 12:42 PM
Hi all, i'm back around.

I've take a look but not found how to move bands.

Actualy i've even seen in some harbour that there
were multiple bands around (can't remember
where it was, but definitively there was
one band next to every 'open dock' in that specific
harbour), so i hope they are movable but still have not
figured where they are or how they are set.

If someone has any clue or put fingers on a possible
direction to seek for them, please share the information ;-)
i would be happy to have them to help "hunt" those
stealthy bands.

I will keep watching around and see if i can
put my own fingers on them and on how they
are set on the world map.

Again thanks to Rubini to have incorporated my work
in his traffic mod.

Stavinsky

Kpt. Lehmann
09-05-05, 07:56 PM
Are we getting closer? :)

Rubini
09-06-05, 07:39 AM
Yes,yes, more 2 days...

I'm waiting jaxa's info on several bases dates.


Rubini.

oRGy
09-08-05, 05:46 AM
*Ow!*

Think I bumped my head on something.

;)

Rubini
09-08-05, 07:55 AM
Hi guys,

The new version is done. Plenty of news on it, plus the new SCR of the Ops team (thanks CCIP). In a few hours today... :up:

Rubini.

perdu
09-08-05, 08:23 AM
:rock: :rock: :rock: :rock:
great news rubini :)

Backman
09-08-05, 08:25 AM
I can´t wait for it! :rock: :rock: :rock:

KptnLt Eric Karle
09-08-05, 08:27 AM
WooHoo, thanks Rubini, drooling here :up:

Rubini
09-08-05, 08:40 AM
But we have a new motivation to wait a bit more: the Sergei's flak uboat. I would like to implement them in this release...

And a couple of good ideas on how to do this is welcome!

I think that I will put them on the Biscay, one per port, pass in the gate of the player harbour when the escort ship iniciate their return or merely put them behind the escort ship and in a long route until the end of the bay. What do you think?

Rubini.

Kpt. Lehmann
09-08-05, 09:30 AM
...sounds good. AAAAAaarrggh! You are such a TEASER! We are going nuts with anticipation... :doh:

RUBINI FOR ADMIRAL! :sunny:

jaxa
09-08-05, 09:39 AM
Rubini - :up:
I'm waiting for new version of HT, I'm in port now, before next patrol.

Rubini
09-08-05, 09:48 AM
I just contact Sergei and he is send me the uflak boat files now. So I will retard the new version a bit more, ok?

BTW, any ideas on how to implement the uflak boats?

Rubini.

Commander1980
09-08-05, 11:41 AM
BTW, any ideas on how to implement the uflak boats?

Rubini.

i think routes out of the harbour into the bay of biscay with some looping there would do it. It is then to the player, to follow the UFlak or not.

Rubini
09-08-05, 12:13 PM
Thanks Commander1980,

I just received the uflaks files and will start the job now.




Here the news on the upcoming HT version:

September 8, 2005
Harbour Traffic mod 1.45c update

This mod is a 'add on' for Silent Hunter III to increase the immersion feeling in the game.

News, changes and fix:

- A complete rework on departure ports (one more time) to redux ships on your way out of the harbours.
- A big look for historical approach in all the features in the mod.
- Full historical addition of 15 new ports with traffic/docked ships! This covered all the Germany, Norway, Russian, Italian and Greek ports. Also French/Italian/British ports in the Mediterranean and the Germany Asian bases. Some ports have 3 or 4 layers (Tobruk for example: Italian, British, German and British again... so the work is like the same to do 40 new ports!)
- The Mediterranean War is now more complete with plenty of ports with traffic.
- Some addition in the Roster folder: Japan, Greece and Netherland naval bases; Italian (Tanker and Liner) and Russian (Tanker and DD) new flag ships.
- A rework on the LND layer, Defside.cfg file and Locations.cfg to reflect these new historical bases. Now all the game fitted correctly the dates of Friend and Foe info.
- New great Sergei's mods: Ai uboat with crews, Lighthouses and Uflak boats in the Bay of Biscay!
- A new full adapted version of the Jace's AirPower mod for HT inside. Now the fight with airplanes is a bit more liked again and the late war allied air raids on ports are more challenge. Apply it after install the HT mod (high recommended).
- A correction on the stock radio messages, now you will receive a bit more messages what was missed in the stock game
- A new historical approach on the German Heavy Cruisers and Commerce Raiders ships on the mod. As far I attain to do, now you only will see these ships at the correct places and in the correct amount on ports.


For the RUb version, all the same news (exception to the airpower mod, there's not allied air attacks on RUB version), plus:

- New Ops SCR (thanks CCIP) with armed fish boats in patrol in British coast, a more protected enemy ports and others news (it's all with Ops team).
- Greece is no more in the German side after their country's occupation.


In a few hours... :up:

Rubini

joea
09-08-05, 12:14 PM
Excellent Rubini. :cool:

jaxa
09-08-05, 12:52 PM
Fantastic!

oRGy
09-08-05, 01:03 PM
Brilliant!

Question - the radio messages - I have irishreds radiologlite_proofread installed - is it a version of that or the stock one?

As irishred's extra messages are very nice.

Rubini
09-08-05, 01:10 PM
I like and use irishred's radiologlite_proofread too. But this correction on radio messages is only for the stock one. After this long work I will contact irishred to work on his stuff too.

I'm now testing the uflak boats. Some issues... I will contact Sergei.

Rubini.

Syxx_Killer
09-08-05, 01:42 PM
Sounds great, Rubini. I sure look forward to it!

A new full adapted version of the Jace's AirPower mod for HT inside. Now the fight with airplanes is a bit more liked again and the late war allied air raids on ports are more challenge. Apply it after install the HT mod (high recommended).

I already use the Airpower mod. I even tweaked it a little. Is this addition of the mod easily set apart so I can opt not to reinstall it?

oRGy
09-08-05, 01:51 PM
BTW Rubini, why exactly are the air attacks removed from the RuB version? Is it because they already are in RuB 1.43, or because they're planned in an upcoming version, or create incompatibilities, or what?

Rubini
09-08-05, 02:00 PM
Sixx,

Like I said it's only for the HT stand alone version. I will put this Airpower mod version apart but in the same download. I recommend that you install this new version. I remove the B24 from the air bases and their machine guns no more fire in the ships. They are now only for high altitude bombing.

oRGy,

The RuB team make that request to me (No late war air attacks). They modified the B24's behaviour do drop deep charges. BTW, I use RUB (have two installations) with the B24's High Bombing...It's possible.


Rubini.

Rubini
09-08-05, 05:36 PM
Hi guys,

The Uflak boat is not yet ready. In my last contact with Sergei he confirm a little bug. So while he is on the job, I will release the new HT beta for tests. Only Rub version for now.

I will now PM you guys with the link. Please uninstall the previous HT mod before the new one.

Post feedbacks! :up:


Rubini

Rubini
09-08-05, 07:40 PM
It's done! The wizard Sergei is terrific!
Here are some pics of the Uflak in action:

In patrol
http://img368.imageshack.us/img368/4870/uflak12fw.jpg


They are coming!
http://img368.imageshack.us/img368/2379/uflak20ig.jpg


Shoot them all!
http://img368.imageshack.us/img368/8827/uflak39km.jpg

http://img368.imageshack.us/img368/5879/uflak44sf.jpg

http://img368.imageshack.us/img368/1978/uflak57cv.jpg

http://img368.imageshack.us/img368/7631/uflak63hj.jpg

http://img368.imageshack.us/img368/939/uflak74cb.jpg

http://img368.imageshack.us/img368/7905/uflak80yj.jpg


I will put them on the HT soon.

Rubini.

Kpt. Lehmann
09-08-05, 07:51 PM
:rock: :rock: :rock:

Rubini and Sergbuto for Admiral!

Charlie901
09-09-05, 12:23 AM
Rubini,

When will you have the non-RuB "new" HT version up for Download?

Waiting eagerly.

Also, if I accidently saved my game, in Port, is there anyway to "reload" the grounded ships?

and

Is saving the game in the "Career Menu" commander's room safe, after exiting the patrol?

Rubini
09-09-05, 03:05 AM
Charlie901,

When will you have the non-RuB "new" HT version up for Download?
- Tomorrow, I hope. :smug:

Also, if I accidently saved my game, in Port, is there anyway to "reload" the grounded ships?
- The docked ships isn't affect by the save game bug, but the moving ships lost their waypoints. No crash or CTD, only a strange thing to see all that moving ships running in circles...

Is saving the game in the "Career Menu" commander's room safe, after exiting the patrol?
- Yes, I think so.

Rubini.

Rubini
09-09-05, 03:31 AM
Hi guys,

After some hours the Uflak boats are implemented in the HT mod! :up:

So, I leave Bordeaux in july 7, 1943 12:00. At 13:30 I meet the two Uflak boats in patrol near the harbour entrance. It's my lucky day. Just a half hour later the British planes arriving. It's amazing, perhaps one of my best moments in SH3. The fight goes during a hour because more 2 planes join the party after 20 minutes. The uflak boats do their job. One of them sustain some serious damage but the coast of La Rochelle is alredy in sight...

Now it's late, deep night, I go to sleep.

Rubini.

BladeHeart
09-09-05, 04:09 AM
Rubini

Hope you slept well. :)

I am a RUB & SH3Cmdr fan. :up:
If appropriate at this stage of development, could you please PM the link for the RUB version to me.

Many thanks regardless. :)

:lurk:

LukeFF
09-09-05, 08:00 AM
Looking good, Rubini!

I just have one question: does this new version of HT take into account the historical usage of these U-flak boats? From uboat.net:

Flak-U1 or U-441 sailed on 22/05/43 from Brest on her 5th patrol commanded by KL Goetz von Hartman...In November 1943 it was decided to convert all the seven U-flaks (not all completed) back to normal attack boats, fitted with Turm 4.

Rubini
09-09-05, 09:45 AM
BladeHeart,

I will PM you in few minutes...



LukeFF,

Yes. They are only at Bay of Biscay entrance harbours, between jun 1943 to nov 1943. They are only in long patrols at the french coast of the Biscay bay. Where you leave the ports you will find them starting their patrols. If you want just follow them out of the Bay.

I don't put them into the harbour traffic (only sometimes docked) because HT already have, like we know, some units on the traffic and the necessary escort to guide you out of the port defenses/entrance. There, in the port entrance, you will meet the Uflak boats...

What do you think?

Rubini.

sergbuto
09-09-05, 10:43 AM
I think it is okay to see U-flak boats in harbor traffic once in a while after Nov. 1943 as well, because after becoming the normal operational boats they kept their Turm 4 tower.

Rubini
09-09-05, 12:57 PM
Uff! All the work are finish.

The Uflaks appears unil nov 1943 (the uflak job already was done when you post Sergei..). But I will say again: it's really amazing cross the Biscay Bay with these guys! :sunny: You will see!


I will post the new HT 1.45c for beta testers now and sunday for the community download. ;)
I will stay absent until sunday. I go to a trip with my children.

Rubini.

jaxa
09-09-05, 01:03 PM
Rubini - I can't find any words to say how great work you've done.
:up:

Syxx_Killer
09-09-05, 03:46 PM
I go to a trip with my children.

I hope you have a nice trip! :D

jaxa
09-09-05, 03:52 PM
May be trip to any Uboot's wreck near Brasil's coast? :D

LukeFF
09-09-05, 05:37 PM
LukeFF,

Yes. They are only at Bay of Biscay entrance harbours, between jun 1943 to nov 1943. They are only in long patrols at the french coast of the Biscay bay. Where you leave the ports you will find them starting their patrols. If you want just follow them out of the Bay.

I don't put them into the harbour traffic (only sometimes docked) because HT already have, like we know, some units on the traffic and the necessary escort to guide you out of the port defenses/entrance. There, in the port entrance, you will meet the Uflak boats...

What do you think?

Sounds good to me! :yep:

Charlie901
09-11-05, 09:39 PM
Sunday release................?

Is it ready yet?

:up:

Rubini
09-11-05, 09:47 PM
Charlie901,

Only 1 hour more...I'm making the last revision... ;)


Rubini.

Rubini
09-12-05, 12:33 AM
Hi guys,

I will delay the release of this new version for a day or two, because a B24 clone is under way and I want to include him in this new version.
My apologises, it's for a great cause. :D

If somebody really want this new version I will post the link for beta test. It's the final one (without this new B24 clone). Just PM me.

Rubini.

Charlie901
09-12-05, 02:08 AM
Hi guys,

I will delay the release of this new version for a day or two, because a B24 clone is under way and I want to include him in this new version.
My apologises, it's for a great cause. :D

If somebody really want this new version I will post the link for beta test. It's the final one (without this new B24 clone). Just PM me.

Rubini.



Sounds great!

Are you going to add the B24 clone to the Campaign?

If so I'll wait. :up:

Kpt. Lehmann
09-12-05, 02:37 AM
...that is WIERD that you mention b24's... my u boat was almost destroyed just west of Brest.

Immediately after linking up with U-Flak... both of us came under attack by TEN B24's... The U-Flak was sunk by first load of wabos before it could even open fire (it tried to...too late due to short range RUb anti-aircraft modifications)

Is this accurate??? 10 B24's attacking?

The water was only 50 meters deep... and is what saved me... boat sunk to bottom. Before I had everything under control... I lost 4 crewmen. I took many hits and had to limp back home.

That was the single most terrifying air attack I have dealt with in SH3. :o

The U-Flak possibly saved me though by soaking up some firepower that would have been spent on me. The DC's came so continuously at one point they sounded like machinegun fire.

AHHHHHH!!!! :damn: ... It was my shortest patrol ever... only lasted about 12 hours.

sergbuto
09-12-05, 02:47 AM
Hi guys,

I will delay the release of this new version for a day or two, because a B24 clone is under way and I want to include him in this new version.
My apologises, it's for a great cause. :D
Rubini.

I hope it comes as optional, say for the Airpower mod, because I am not so keen to have two identical copies of the plane in my SH3 installation and it is a bit odd for me to see B24 as a dive bomber. They were level bombers in reality.

Pablo
09-12-05, 07:49 AM
...that is WIERD that you mention b24's... my u boat was almost destroyed just west of Brest.

Immediately after linking up with U-Flak... both of us came under attack by TEN B24's... The U-Flak was sunk by first load of wabos before it could even open fire (it tried to...too late due to short range RUb anti-aircraft modifications)

Is this accurate??? 10 B24's attacking?
Hi!

IRL you would generally only meet one aircraft at a time, though IRL an experienced single aircraft would circle outside of AAA range and try call up reinforcements (more aircraft and/or ASW vessels) before closing for an attack. The sub wouldn't dive because doing so would leave it defenseless against an attack, so it was sometimes a question of whether the aircraft's fuel supply would force a return to base before reinforcements arrived. If you were caught near a base (or an aircraft carrier) I suppose you could have a lot of aircraft showing up in a hurry.

Some of the mods out there (e.g., Jace's airpower mod, included in RUb) cut down the number of aircraft in individual "squadrons" to cut back on the number of aircraft "activated" for any one air patrol. Do you have any of these modifications installed?

Pablo

Rubini
09-12-05, 08:12 AM
Charlie901,

Yes, i'm waiting some adjust in the B24 clone to add him in the campaign SCR.



Kpt. Lehmann,

You are testing the HT RUB version. So this behaviour that you describe is all for RUB. I don't mess with airplanes in HT RUB version...



Sergei,

I also don't like the dive behaviour for the B24. In the HT stand alone they only will appear in high altitude, in groups of six units, to level bomb the ports in late war in only one pass! I retire the B24 from the air bases in the airpower for HT stand alone version, so they only will appear in scripted missions...


Rubini.

Charlie901
09-12-05, 06:23 PM
One last question?

In your "HT Mod", after sinking the "Bismark" do the Brittish Capital Ships sail away (home to port) or do they just dissapear on the spot?

The reason I ask, is that I'd love to find one of them to sink on the way home after the historic sinking.

Revenge is a dish best served cold!

Rubini
09-12-05, 07:46 PM
Charlie901,

Yes, they continue until reach their home port in NW Britain...


Rubini.

Rubini
09-12-05, 10:16 PM
Hi guys ,

I just update the first post with the info and links for the new HT version.

The B24 clone will be here only for the next release...

Edit: ops..!! today is sept 13 and I put sept 11 in the first post. Fix it ASAP! :D

Enjoy! :sunny:

Rubini.

Syxx_Killer
09-12-05, 10:23 PM
Is there anything different in this version as opposed to the beta you sent the other day?

Rubini
09-12-05, 10:33 PM
Humm...radiolog 'lite' by irishread and with new HT calls by Syxx_Killer...hummm, I think that you already have this... :D

Slight different positions for AI uboats on some harbours, slight correction on AI VIIC/41 start dates. Only this. ;)

Do you tried the airpower mod for HT?

Rubini.

FLB sale U-999
09-13-05, 02:45 AM
@ Rubini!


hi Rubi, i love ur Harbourtraffic Mods! They are great and for a much more better gameplayfeeling! ;)


I have a big problem with the newest version!


Could u please make a version compatible with the Milkcow Mod?

ME shows me this:

"Campaign_LND.mis" has already been altered by the "2Milk" mod.
"DefSide.cfg" has already been altered by the "2Milk" mod.
"Locations.cfg" has already been altered by the "2Milk" mod.



Any chances to make a combined Version with the chance to get supply on ocean?

That would be the best HT Mod! ;)

What is so important in the 3 Files for HT? The version before didn`t ask for them......

Thank`s for all support!

Greetings Sale

joea
09-13-05, 05:43 AM
Got the version you sent me Rubini and the mission. Ran it and... and WOW!!! Excellent. Everything went as planned, followed the escort and then rdv with the flakboots ... then attacked by a sunderland. Got minor damage but the flakboots downed the plane. I stopped the mission (off to work this afternoon) and suppose more would have come...got to wonder why the hug the coast...I always head for the deep water myself. Only glitch is it is difficult to keep formation, I suppose I am menat to be between the 2 other uboots? This is one thing Destroyer Command had which was handy, escort and formation commands...but I suppose there is no real use in a U-boat sim. :hmm: Anyway no problems....running RuB 1.43 no conflict I could see.

The Avon Lady
09-13-05, 06:32 AM
Got the version you sent me Rubini and the mission. Ran it and... and WOW!!! Excellent.
Is this just a mod test mission or an SP mission we can all enjoy? If the latter, could we all get a shot at it? :yep:

Rubini
09-13-05, 07:26 AM
FLB sale U-999,

These files: Campaign_LND.mis, Defside.cfg and Locations.cfg are all important for the new HT. They enable some bases with correct dates on the games which are missing in the stock game.
But I will do a compatible version, it's just a matter of cut and paste.
For start the job, where I download the last version of the Milk Mod?

joea,

If you continue more and more planes will arrive because you was detected...


The Avon Lady,

No, this is a simple mission with the player Uboat placed in Bordeaux july 15, 1943 to be played with the stand alone or RuB version to test purposes... So you will see that in the game itself after install HT mod, just stay in any French harbour between june - november 1943 to meet the Uflaks....


Rubini.

FLB sale U-999
09-13-05, 07:41 AM
@ Rubini!!!


Thank u very much for looking at those things! :D


I use the latest MilkCow Mod (hope it is the latest, don`t know a newer version...), i got him from the Subsim.com Download section!

U find him there, it is this one:

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

Sansal's Milk Cow Mod (1.87 MB) - It adds historical vessels for the refuel and torpedo resupply in campaign.It simulates from the naval bases configurations what used to be milk-cows. So you'll see in the game map how these units move in the areas where historically resupplies took place. You just have to approach them as if they were your base and then press ESC.

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

Cut and paste is not so a big problem... but i don`t know which parts in the files are important for your new HT Mod......

Take a look at them if u have time, it would be great if u could bring a new version of your HT Mod out, which sounds:

HarbourTraffic+Airpowermod+Milccows1.45d ;)

Because i am 100% not the only one, which uses the Milccows and wants to use the newest version of the fantastic HarbourTraffic Series!


Thanks for all support in that Problem!

Best wishes Sale

Rubini
09-13-05, 07:46 AM
Thanks FLB sale U-999,

But before start the job, is this really the last version? Someone have more info on the Milk Mod last release?

Rubini.

Syxx_Killer
09-13-05, 08:37 AM
Do you tried the airpower mod for HT?

Not yet. Eventually I may pick apart some of the things I left off the original airpower mod. I installed the original mod, then I found a modification to it by you that was compatible with the harbor traffic mod at the time. I forget which thread it was in (maybe it was a thread I started about replacing the bomber low-level attack with toss bomb), but it didn't seem like it was that long ago. Some of the things I left out was the reduced crew ai range, and I left out the file that changes the bullet strength. I also went through the airbase cfg file for the large German and Britsh airbases to make it compatible with the float plane mod by sergbuto. I'm just not sure I wanna filter through the files again. :-? :oops:

Rubini
09-13-05, 02:42 PM
Syxx,

Reading your post I realize that the only real difference is about the air bases that you modify for the Serg's Float Planes. Just add them again in the airbases after install this new version. :hmm:


Rubini.

Syxx_Killer
09-13-05, 04:59 PM
Has the Shells.sim file been modified? I finally started going through it, and the only thing I think I would change is the shells.sim file to keep the ranges at stock levels (like I did before). The only other thing I noticed (almost forgot), was that in a thread by Jungman, he posted a fix for the Wellington radar bug. I think it was after June 1944, the plane has no radar! If you are interested in the fix, it is very easy to do. Here is a quote from the post:

Edit the Wellington's SNS file in the main Data folder.

[Sensor 1]
NodeName=O01
LinkName=AI_Visual
StartDate=19380101
EndDate=19481231 ;should be 1945 but war is over! Original.

[Sensor 2]
NodeName=R01
LinkName=ASVMarkII
StartDate=19420401
EndDate=19430601

[Sensor 3]
NodeName=R01
LinkName=ASVMarkIII
StartDate=19430601
EndDate=19440601

[Sensor 4] ; missing entry added in.
NodeName=R01
LinkName=ASVMarkVII
StartDate=19440601
EndDate=19451231

-------------------------------
Here is 2)
if the .dat and EXE file does not accept 1).

[Sensor 1]
NodeName=O01
LinkName=AI_Visual
StartDate=19380101
EndDate=19451231 ; fix buglet original 1948

[Sensor 2]
NodeName=R01
LinkName=ASVMarkII
StartDate=19420401
EndDate=19430601

[Sensor 3]
NodeName=R01
LinkName=ASVMarkVI ; best between MarkIII and MarkVII
StartDate=19430601
EndDate=19451231 ; War end date as other planes.
-------------------------------------------

The plane was added in the last patch 1.4. The devs just forgot to add the last entry in the text file in SNS folder. No hex editing needed, just cut and paste the fix in.

Rubini
09-13-05, 05:14 PM
Syxx,

Let's order this for the last time :D :

In the Cfg folder:
-Airstrike.cfg is the original airpower mod,
-CrewAi.cfg is the stock one, I only put it here to be sure that the player will use the stock one,
-Sim.cfg is the stock one, the same comment here.

In the Library folder:
-Bombs.sim and Boms.zon are the original airpower mod,
-Shells.sim is the stock one too

I also delete all B24 from the airbases (now they only will appear in scripted missions), I hold their level bomb behaviour and disable their machine guns (to do the air raiders in ports more convincing).

For the other planes, theirs configurations and theirs amount in the airbases are the same as the original airpower mod.

If I'm not wrong I already put that radar in the Wellingtons!

I think that is all! ;)


Rubini.

Syxx_Killer
09-13-05, 07:07 PM
Thanks. :) Sorry for all the dumb questions.

I think I will add that to the readme so I won't forget. :oops: :lol:

Lane
09-13-05, 09:44 PM
Boy I wish I could run Rubini's HM. but I can't ? I have SH3 ver 1.4b
I have the JSGME Installer with
Ail's sky mod ver 2
FABC slide mod
Ail's Moon mod ver 2
clear water mod .
Fubar V11C new skin.
I have installed Rub 1.43 at base then Rubini's HM for Rub 1.43 with
net's and mines when Southeast of St Nazaire and saved then when
try to Load CTD? Removed RUb 1.43 and installed HM with net's and mines
for SH3 Ver 1.4b saved a good distance southwest of St Nazaire and same thing CTD So I delete the save and when back to port and removed
HM' and all ok ? Have no idea what's wrong.
Sorry they just don't work for me. :down:
Lane :)

Rubini
09-13-05, 10:17 PM
Lane,

I don't know about that CTD. Nobody have told about it yet. I will look for St Naz and post if I find something.



Rubini.

Charlie901
09-13-05, 11:07 PM
Awsome job! :up:

Do I have to install the A.I. Uboats Mod or is it already included in the latest HT mod?

Sorry for the confusion :D

Lane
09-13-05, 11:12 PM
Rubini,

Happen twice? I go Southwest St Nazaire out open sea make two saves
first time just save then save and exit get the MS windows error box?
Last time i came back to port removed your HM for 1.4b and not problem
with saves I am on patrol 7 Finsh patrol CG 88 save just west of
Gibraltar for weather to clear :D "No big deal" I just would like to find
some traffic coming out of Gibraltar :D Sounds like all the skippers like
your mod and I am sure it works for them. keep up the good work
Regards
Lane :D

Rubini
09-14-05, 12:15 AM
Charlie901,

Yes, the Ai uboat mod is already on the Ht mod. :up:


Lane, please PM me with a description of all your SH3 & mods installation. I think that you are doing something wrong or installing wrong versions...


Rubini.

Hunterbear
09-14-05, 03:00 AM
Wonderful Rubini!

I really appreciate the new ports w/traffic now.

Keep up the great work!
:up:

Charlie901
09-14-05, 03:08 AM
Hey Rubini,

I noticed when running TC, in the SH3 mission editor, with your (Normal) HT Campaign.SCR file, a few ships and subs actually travel across entire continents?

It happens with a few ships/subs from Lorient and elseware (1940-41?).

It seems to be occurring when a ship/sub has an ending WP in a Port and is not set to LOOP or Delete upon waypoint end.

Also the vessels don't seem to follow the WPs at all they just take off straight across dry land wihtout hitting the first WP.

If the vessel is set to LOOP or DELETE at the end of it's WP's in Port they behave normally, following each WP in succession, without taking off cross continent.

Is this a quirk in the MB, when seeing this, do these ships behave normally in Campaign or will they run aground without following their waypoints via the Mission Builder preview?

Or should these vessels have DELETE/LOOP ending WP's?

Thanks for all your hard work with this Mod. :up:

Rubini
09-14-05, 07:31 AM
Charlie901,

The HT mod only changes things on ports, but after doing this it's merge with the stock or RUB SCR. I think that these things that you are describing is about the stock or RUB SCR so they are not a really HT units.... Please tell me: what version (RUB or stand alone)?. I will take a look...

Rubini.

Charlie901
09-14-05, 12:15 PM
Charlie901,

The HT mod only changes things on ports, but after doing this it's merge with the stock or RUB SCR. I think that these things that you are describing is about the stock or RUB SCR so they are not a really HT units.... Please tell me: what version (RUB or stand alone)?. I will take a look...

Rubini.



Thanks,

Stand alone version.

Also, it's happening with a few sub units. Namely at Lorient.

Lastly, I haven't gone into the game to re-save anything yet, I've just installed it while at port and looked at it through the MB.

Rubini
09-14-05, 01:08 PM
Charlie901,

Subs are only in the HT SCR...I will take a look in the stand alone version in Lorient. If you have more info like the dates, other places, etc it's welcome. I'm at my work now, later I will look for these ...

Another info to you. If you reload a previous saved game in ports the ships/aiuboats/planes will lost their waypoints (it's a SH3 stock fault, it's on the readme file). So they all will go aground or far way...Is it the case?


Rubini.

Charlie901
09-14-05, 02:03 PM
Charlie901,
Another info to you. If you reload a previous saved game in ports the ships/aiuboats/planes will lost their waypoints (it's a SH3 stock fault, it's on the readme file). So they all will go aground or far way...Is it the case?


Rubini.


Nope never saved a game "in Port" as I just installed using JSME and opened the CampaignSCR file (to take a look) before even playing.

I was also in port before I installed.

It's fairly easy to see what vessels are travelling cross continent as there plotted WP line extends all the way back to the first WP. Just follow the lines that cross the continents.

It's also happening at other Ports as well, I have a Whilhelm GE Fishing Boat that took off S.E. straight across continent and is now South of Australia...Doh

Just start at 1940 with TC at high speed and watch the vessels leave WP lines across the Continents.

The sub that travels west across France starts some time in '41, leaving Lorient and is a VIIC/ 4111.

Hope this helps.

It seems easy to fix if you LOOP/DELETE vessel at the end of the WP.

Maybe this is a SHIII game Bug?

Charlie901
09-14-05, 02:13 PM
**** I found a fix ****

The last WP of these vessels have to be set at "SPEED 0", if so they'll just stop at that last WP and remain stationary until their exit date.

This completely eliminates them from continuing on their last WP heading and running aground.

I just tried it and it works perfectly.

I recreated the Bug with the original SCR file and eliminated the Bug by implementing the above fix. I also applied the "Fix" to the sub in Lorient on your HT SCR file, and it worked as well. :rock:

Or they could be set to DELETE/LOOP as stated above.


Unless the "Running Aground" bug is intentional, to allow modders to make the vessel appear as "if" it docked.


Idea?
Could these last "0" Stop waypoints end that vessel at a dock properly???



Love what you've accomplished with your Mod! :up:

B.T.W. I'm working at adding a Historical "Operation Cerberus" to the Campaign and am thinking about adding some Historical Convoys to correspond to actual BdU and other Uboat radio messages/ in "IrishRed's Radio Heavy" Mod.

That way if you get a Convoy report, from other subs shadowing a convoy, and you happen to be within distance, you could check it out yourself. Of course I'd only give a 50% chance of getting these radio messages to make things a little more dynamic.

Rubini
09-14-05, 02:27 PM
Charlie901,

I don't know...I believe that is some bug, perhaps with 7z compression or a uninstall and reinstall matter, because all the ships/units waypoints are extensively tested in all these version of HT in the last months. :hmm:

Obviously I know about 'delete on last waypoint' or 'looping' features in the MB. It's strange, perhaps I may forgot something...

I guess I will find a easy answer to you after arrive in my house in a few hours...but is really strange. :huh:

Btw, thanks for the feedback, I will post what I find later...

Rubini.

Rubini
09-14-05, 02:40 PM
Charlie901,

We are crossing posts. :D

Yes, there are some units without looping or delete features and with speed>0 virtually at all ports in the HT mod. It's intentional. Some ships on the mod only arrive one time in the port and stay there, the speed>0 is to better stop in a desire point (if you put them at zero they will stop generally before the desire point.... Only in the MB they will go infinitely, in the game all is oK. So, it's not a bug. If I'm at my house this discussion could be solve in the first post... :D

When you finish your job with the Ops and Convoys just contact me. Perhaps we be add them in the next HT mod.

Rubini.

Syxx_Killer
09-14-05, 06:22 PM
Just tried the 1943 flak boats in the game. That was something to have them shooting at the planes! Trully awesome! Once I found them, I joined formation in the center. The first attack was the Catalinas. I think it was when the second one showed up that it must have knocked the lead flak boat out of action. When I was using the F12 camera, I looked at the lead boat. All his guns had disappeared! Is that a game glitch or do they just disappear when destroyed? Still funny, though. :rotfl:

http://img378.imageshack.us/img378/8720/sh3img14920051911466405vh.th.jpg (http://img378.imageshack.us/my.php?image=sh3img14920051911466405vh.jpg)

Charlie901
09-14-05, 06:22 PM
Charlie901,

We are crossing posts. :D

Yes, there are some units without looping or delete features and with speed>0 virtually at all ports in the HT mod. It's intentional. Some ships on the mod only arrive one time in the port and stay there, the speed>0 is to better stop in a desire point (if you put them at zero they will stop generally before the desire point.... Only in the MB they will go infinitely, in the game all is oK. So, it's not a bug. If I'm at my house this discussion could be solve in the first post... :D

When you finish your job with the Ops and Convoys just contact me. Perhaps we be add them in the next HT mod.

Rubini.



O.K. Thanks :up:

Rubini
09-14-05, 11:09 PM
Syxx,

When I follow the Uflaks I go behind them to avoid such a ...hum humm a collision. :rotfl:
Yes, I also notice that: when they get serious hit the guns explode and disappear...call sergbuto! ( just kidding Sergei) :D


So, I also will get this opportunity to put the Sansal's great Milk Cow mod for HT 1.45c link for download. Directions inside.

http://rapidshare.de/files/5113546/Sansal_s_Milk_Cows_for_HT.7z.html

Later I will add the radio calls for the cows.

Enjoy!

Rubini.

FLB sale U-999
09-15-05, 02:27 AM
:D Great Rubini!!!


Thank`s a lot!



Now ur HT is perfect.....


I understood right!? I have just to copy all dats of Milccow over the Harbourtraffic?


Sale :)

Rubini
09-15-05, 07:46 AM
Yes, just install over HT 1.45c.

Rubini.

Rubini
09-15-05, 08:23 AM
To clarify the modifications on Basic.cfg in the Milk Mod:

Sansal words:

The modifications in Basic cfg are:

all intances of
NbDaysInBase=28 to NbDaysInBase=1
DaysSpentInBase=28 to DaysSpentInBase=1

Modifications in the u-boat:

[M01]
DaysSpent=1 to DaysSpent=35

[S03]
DaysSpent=2 to DaysSpent=20

[EQUIP0]; Diesel Engine upgrade
DaysSpent=3 to DaysSpent=30

[EQUIP1]; Batteries
DaysSpent=3 to DaysSpent=40

[EQUIP2]; Hydrophones
DaysSpent=1 to DaysSpent=15

[EQUIP3]; Sonar
DaysSpent=1 to DaysSpent=20

[EQUIP4]; Radar
DaysSpent=1 to DaysSpent=30

[EQUIP5]; Radar Warning Receiver
DaysSpent=1 to DaysSpent=15

[EQUIP6]; Sonar decoys
DaysSpent=1 to DaysSpent=15

[SPECIAL0]; anti sonar coatings
DaysSpent=1 to DaysSpent=15

[SPECIAL1]; anti radar coatings
DaysSpent=1 to DaysSpent=15

[SPECIAL2]; emblems
DaysSpent=0 to DaysSpent=5

So just mod these parameters on you own Basic.cfg if you don't want it overwrite for the Milk Mod installation...

A tip: when I'm at home base and don't upgrade anything I just change my emblem 2 or 3 times to spent some days...

Rubini.

Flakwalker
09-15-05, 12:59 PM
Great, I will get it asap :)

HEMISENT
09-15-05, 01:20 PM
Hi Rubini, thanks again for all your work on this.
I've been using your mod since the first release and really enjoy it.
You recently said something about including the milk mod into your HT.
Will this be compatible with RUB/Ops. I've read in the past that the Milk mod will not work with RUB.

Rubini
09-15-05, 02:06 PM
HEMISENT,

For now only for the HT stand alone version...

But it's obviously possible to do. After I do the radio calls for the milk mod I will take a look on this, ok?

Rubini.

squeak
09-15-05, 06:08 PM
i have some problems to install this mod ,when i use JSGME it says
http://img221.imageshack.us/img221/3189/namnls6fd.jpg (http://imageshack.us)
should i press yer or no ?

all help are appreciaded

BladeHeart
09-15-05, 07:57 PM
What that means is that the HT mod will alter those files already altered by "real".

You can carry on and if you don't like it, deactivate the HT mod. The mod enabler will revert the game back to the previous version, which in your case be that which has all those files modified by "Real".

:lurk:

raumden
09-17-05, 11:50 AM
i have some serious problems with the new 1.45c version.
so far i have enjoyed playing any version of HT up to 1.45b with no problems.
Now that i installed 1.45c i only get ctd's after launching up a game.
no matter whether i try loading a "in-harbour" save game or starting a whole new career.
i have rub and several other mods installed, which played flawlessly
along with HT 1.45b so far.
at first i tried the 1.45c version for rub -> ctd
then 1.45c standalone -> ctd
1.45b -> works perfect.

anyone else experienced any trouble with HT1.45c ?


system specs if helpful:

athlon 64 3000, radeon 9800, 1gb ram, winxp home sp2, omega drivers for radeon 2.6.42
anyhow i can hardly believe this is a matter of system specs, since i am able to play the previous version of HT without probs.

Duke of Earl
09-17-05, 02:42 PM
i have some serious problems with the new 1.45c version.
so far i have enjoyed playing any version of HT up to 1.45b with no problems.
Now that i installed 1.45c i only get ctd's after launching up a game.
no matter whether i try loading a "in-harbour" save game or starting a whole new career.
i have rub and several other mods installed, which played flawlessly
along with HT 1.45b so far.
at first i tried the 1.45c version for rub -> ctd
then 1.45c standalone -> ctd
1.45b -> works perfect.

anyone else experienced any trouble with HT1.45c ?


system specs if helpful:

athlon 64 3000, radeon 9800, 1gb ram, winxp home sp2, omega drivers for radeon 2.6.42
anyhow i can hardly believe this is a matter of system specs, since i am able to play the previous version of HT without probs.

With me, no CTD's yet, because I don't leave the harbor... all of the AI Type VIIC's in the harbor are now missing the Tower & Crew... I upgraded the Submarine folder from 1.4b to 1.4c... I think the Type VIIC Flakboot is causing some problems... did not have missing Tower bug with 1.4b...

Need some feedback from Rubini on how to fix this problem...

Also, the Bow Wave for the AI Type VIIC is still messed up on the Starboard side...

I installed the 'Standalone' version of Harbor Traffic 1.4c...

Cordialement, Duke of Earl

Rubini
09-17-05, 03:52 PM
I don't have these problems here. I guess this is related to a wrong mod order installation. But I'm not sure, like I said , I don't have the bugs. Post a more detailed info about your installation

Let's wait more feedbacks to evaluate the problem.

So, please guys post here a word about the new HT 1.45c. It's ok or not?

Rubini.

jaxa
09-17-05, 05:03 PM
I don't have any problems with new edition of HT.
I use version for RUb 1.43.

Charlie901
09-17-05, 05:35 PM
No problems here either :up:

terrapin
09-17-05, 05:38 PM
no problems here, too

raumden
09-17-05, 05:43 PM
well then i will have to check my mod installation order again...

i had some skin and audio stuff installed, then rub 1.43, a rub1.43 patch thing, ImprovedConvoys-200508211731, and at last harbour traffic 1.45b.
all via the "enabler".
i then removed ht 1.45b, then improved convoys.
then installed an updated ImprovedConvoys-200509150059, and HT 1.45c for rub. -> ctd
removed HT 1.45c for rub, removed ImprovedConvoys-200509150059 -> installed HT 1.45c for rub -> ctd
removed ht 1.45c for rub and installed the standalone -> ctd
removed the standalone and installed ht1.45b -> everything works!

well, once i finished my running career, i will try it on a plain installation and see if it works. must be some mistake on my side then!

:oops:

Rubini
09-17-05, 06:11 PM
raumden,

This new HT 1.45c modify some new files (the old 1.45b and below don't do this): locations.cfg, new files for the AIuboats, defside.cfg, new units cfg in roster folder and new LND layer. The new units in the roster folder will cause ctd if they are not correctly installed. The new Ai uboats files too. I read in somewhere in this forum issues about the ultra compression/decompression with 7z (but i'm not sure). Perhaps a new download or the more plausible, a fresh installation, will make things ok to you.
Post here what solve this problem anyway.

Thanks,

Rubini.

Duke of Earl
09-17-05, 06:58 PM
I don't have these problems here. I guess this is related to a wrong mod order installation. But I'm not sure, like I said , I don't have the bugs. Post a more detailed info about your installation

Let's wait more feedbacks to evaluate the problem.

So, please guys post here a word about the new HT 1.45c. It's ok or not?

Rubini.

Problem corrected... it was my incomplete installation of all files in the Objects folder... :oops:

And, it seems, the starboard bow wave on the AI VIIC is working good now... :up:

So, all I have to do is find the rendevous with the Flakboots.. ;)

No CTD after leaving Nazaire either... everything seems ok now..

Thanks for the feedback!

Cordialement, Duke of Earl

Rubini
09-17-05, 07:14 PM
Duke of Earl,

Great. Meet with the uflaks and post here after that. :up:

Rubini.

thasaint
09-18-05, 04:26 AM
no problems, i've run 3-4 patrols since installing it, thanks :)

Duke of Earl
09-18-05, 03:30 PM
Installed Milk Mod over top of standalone Harbor Traffice 1.45c...

Started Nazaire Campaign Patrol... July 27, 1942... I am moving through Harbor...

I look at Chart and see blue dot Max Albrecht located at green dot El Ferrol on NW Spanish Coast...

I zoom in for look, but the Harbor Structure for green dot El Ferrol is missing... where is it?.... I search... there it is, located approx. 20 - 22km to the W-SW of green dot El Ferrol...

I leave Nazaire Harbor and begin transit across Biscay.. I will go find Max Albrecht to get some Milk... so, I look at Chart... but now, the blue dot Max Albrecht is missing... cannot be found near green dot El Ferrol..

I look at documentation.. Map.jpg says Max Albrecht available from 1/5/42 - some date in 1944... where did Max Albrecht go?

Maybe a small bug in Milk Mod adaptation?

Also, I meet UFlak moving through Harbor... but, when I separate from Escort outside harbor, I cannot find UFlak Rendevous... am I supposed to follow UFlak that I meet in Harbor?...

Cordialement, Duke of Earl

Rubini
09-18-05, 04:13 PM
Duke of Earl,

1. All naval bases in the game are always visible (is a SH3 code) if they are in the correct date (if for example Soerabaja have a NB between 7/4/1942 to 8/23/1944 then in this period the base will be visible as a dot and with their name in the color of the side axis/allied/neutral in the war)

2.El Ferrol don't have harbour in the original Milk cow mod (only a naval base definition). I already put a harbour there. It will be in the next (soon) version. It's a combined work with Sansal.

3. Please post the exact date when you see that 'missing' Max Albrecht. Yes the map inside have the area and date for milk. The map also have some little errors (one or two) in dates. I alredy correct this.

I'm waiting your reply with the dates... ;)

Rubini.

Duke of Earl
09-18-05, 04:21 PM
Duke of Earl,

3. Please post the exact date when you see that 'missing' Max Albrecht. Yes the map inside have the area and date for milk. The map also have some little errors (one or two) in dates. I alredy correct this.

I'm waiting your reply with the dates... ;)

Rubini.

Exact date was 27/07/42... according to documentation, Max Albrecht available from 1/5/42 - 28/2/44...

When I started Patrol (AM78) from Nazaire, blue dot Max Albrecht was visisble on Chart.. 1 day into Patrol, blue dot vanished.. it's a long way to drive to see if Max Albrecht is still there or not...

A Harbor Structure on NW coast of Spain is visible.. but, it has no green dot (like Vigo)... the closest green dot is El Ferrol... El Ferrol is located N-NE approx. 20 - 22km from Harbor Structure...

@Rubini.. the reason Max Albrecht goes missing on 27/07/42 is because the Max Albrecht is MOVING East.. I restarted Patrol on 27/07/42 @ 19:00 Hrs and I'm now tracking blue dot Max Albrecht as it moves East in the Lower Bay South of where El Ferrol is located.. I can only presume that Max Albrecht will eventually run aground and then VANISH from the Chart... Max Albrecht is not stationary, but moving... Max Albrecht is following the Southern shoreline @ approx. 6 - 7 knots.. when it reaches the end of the Bay, I expect it will go aground..

Only other reason for it vanishing is because it gets sunk by Allied aircraft..

Ok, Max Albrecht has changed course, now heading West along North Shore... looks like scripted waypoints.. since I reload Saved games in Campaign Patrol, these waypoints may not reload... so, Max Albrecht runs aground and vanishes from Chart.. since it is moving on waypoints...

Ok, Max Albrecht has vanished.. started tracking MA on 27/07/42 @ approx. 19:15 hours.. initial Chart location of MA due South of green dot El Ferrol maybe 3 - 5 km... MA transited East along South shore of Bay then made Port course change (before reaching end of Bay) and began transit West along North shore.. halfway back to green dot El Ferrol, MA vanished somewhere along North shore of Bay @ 21:14 hrs... I did not reload any Save games during tracking process... no sunk ship marker appears on Chart...

Cordialement, Duke of Earl

Rubini
09-18-05, 06:57 PM
Duke of Earl,

1. That harbour without neutral dot near El Ferrol is La Coruna. Even in the stock game or RUB many cities or harbours don't have a Naval Base definition on it. But like I said, El Ferrol harbour was forgotten by the original Milk Cow mod.

2. Yes, all the milk cow ships (and soon, uboats) have scripted slow waypoints to do the search a bit more challenge. And if you save near them that save/reload bug related to the waypoints will be there too, leading the scripted units all aground... :down:

3. What you guys thinking about stationary units (ships/uboats) to do the job? Is this less challenge? I'm asking about this because the moving units have some problems: the save/reload bug, we need to do some hard tweek in the unit files to make them stop when you are near, etc.

Rubini.

Duke of Earl
09-18-05, 07:04 PM
Duke of Earl,

1. That harbour without neutral dot near El Ferrol is La Coruna. Even in the stock game or RUB many cities or harbours don't have a Naval Base definition on it. But like I said, El Ferrol harbour was forgotten by the original Milk Cow mod.

2. Yes, all the milk cow ships (and soon, uboats) have scripted slow waypoints to do the search a bit more challenge. And if you save near them that save/reload bug related to the waypoints will be there too, leading the scripted units all aground... :down:

3. What you guys thinking about stationary units (ships/uboats) to do the job? Is this less challenge? I'm asking about this because the moving units have some problems: the save/reload bug, we need to do some hard tweek in the unit files to make them stop when you are near, etc.

Rubini.

La Corunna is Harbor structure with no name?... very interesting.. maybe it should have a name?

All El Ferrol needs is Harbor structure..

I can't explain why Max Albrecht disappears while cruising in the Lower Bay.. unless Aircraft bomb.. or aground...or waypoint terminates..

For Harbors, I think stationary MilkCow is best.. internment...

For open Ocean, Milkcow moving on waypoints is ok, I guess, but how do I get Milk from a moving Cow unless it stops?

Cordialement, Duke of Earl

Rubini
09-18-05, 07:19 PM
Duke of Earl,

Like I said EL Ferrol is already fix (with harbour now). If you open the LND layer on the mission Editor you will see a lot of harbours without Naval Bases (so, you can't see their names in the game..). For example these 'new' harbours/cities that you see with the new HT mod on the Mediterranean Africa Coast always was there but only after I adds a Naval Base to them they become visible to the player.

I don't see any bug with the waypoints of the Max Albrecht patch ... but I will take another look in. But don't save near a scripetd unit. It's a SH3 fault.

Just because it's not realistic to try a milk with a moving ship that we tweak the ship's files to do a stop when the players arrive...

Enjoy!
Rubini.

HEMISENT
09-18-05, 10:01 PM
Hi Rubini,
I installed HT1.45c over RUB/Ops. Everything went off without a hitch. I'm currently in a campaign on my second patrol may 22, 1943(pre-U-Flack I guess) left St Nazaire and was attacked by a swarm of B-24's as soon as I passed the harbor minefields/nets area.
My question is are the heavy bombers supposed to act like fighter planes dive bombing the boat. They killed me almost instantly. I normally play dead is dead but since I've never been attacked like this before I reloaded the mission just to see if this would happen again. Exact same scenario occured, 6+ B-24's hit me in nearly vertical dives unloading their bombs about 50ft altitude.
I read somewhere that this was being addressed but don't recall if it was by you or the RUB/Ops team.
Thanks once more for all your work.

Rubini
09-18-05, 10:21 PM
HEMISENT,

HT mod for RUB don't play with airplanes. So, these annoying air stuff behaviour in RUB is all with RUB team. However I have done a modified Jace's Airpower for RUB which improve a lot this annoying air stuff. If you want it just contact me.

Rubini.

Charlie901
09-18-05, 11:19 PM
Hey Rubini,

Is it possible that your upcomming HT Mod with Milkcows/resupply ships will have an option to not adjust the, stock games, "days spent in port".

The reason I ask is that I don't want to change the main game file, for the benefit of 1 day resupplies at sea and lose the games' calculations at how long I spend in port refitting and repairing.

I know I can just use the "Switch Emblem" several times cheat to add days too port, but I feel that it will ruin the immersian/fun factor for me. Example:

I like to get back out to sea A.S.A.P. cause that's where I get my RENOWN, and I find that getting back to Port with an undamaged sub is just as important as sinking a lot of ships. Especially with some of the realism mods out there I like to be at sea as much as possible.

Also I like the Role-Playing element of being stuck at port for "X" amount of time due to extensive repairs or upgrades and I feel that the stock game does a fairly good job of managing this for me.

I know if I have to "have the control" over spending "X" amount of days in Port, I feel that the game will have lost some of it's Dynamicness.

Also I'd probably not use the Milkcows much at all, if historically added, due to the fact that they were very limited. Therefore a 30-day refuel, maybe once in a campaign, would not be that big a sacrifice for me, as opposed to my frequent port visits. :D


Keep up the good work! :up:

Duke of Earl
09-18-05, 11:28 PM
Duke of Earl,

Like I said EL Ferrol is already fix (with harbour now). If you open the LND layer on the mission Editor you will see a lot of harbours without Naval Bases (so, you can't see their names in the game..). For example these 'new' harbours/cities that you see with the new HT mod on the Mediterranean Africa Coast always was there but only after I adds a Naval Base to them they become visible to the player.

I don't see any bug with the waypoints of the Max Albrecht patch ... but I will take another look in. But don't save near a scripetd unit. It's a SH3 fault.

Just because it's not realistic to try a milk with a moving ship that we tweak the ship's files to do a stop when the players arrive...

Enjoy!
Rubini.

I examined (1.45c + MilkMod) Campaign.LND, but I did not see any Harbor Structure for La Corunna on Chart...

I know, probably, what the bug is for the 'vanishing' Max Albrecht, but I can't fix it... the Last Waypoint for the Max Albrecht does not 'loop back' (i.e. reconnect) to the First Waypoint...

I visited the Bessel after looking at Dolphins (nice) in the Dolphin mission... Bessel was moving around in Vigo Bay.. I examined the Bessel Waypoints (Map Editor) and observed that the Last Bessel Waypoint was 'reconnected' to the First Waypoint... so, it did not vanish after the last Waypoint was reached in the loop...

Also, even though Bessel was moving around in Vigo Bay, when I visually spotted it, it stopped moving so I could drive up alongside...

I would prefer to meet the Max Albrecht and Bessel when they are moored (i.e. not moving) at the Harbor Docks at El Ferrol and Vigo harbors.. to recreate the 'internment' of these MilkCows by Spain and clandestine UBoat rendevous in Harbors...

On the Open Ocean, the moving MilkCows will probably stop moving when I visually spot them... so, no fancy tricks will be required to get them to stop...

Cordialement, Duke of Earl

Rubini
09-19-05, 12:29 AM
Charlie901,

I suspect that the new version will come with the modifications on the Basic.cfg. But is very , very simple to solve this: just make a backup of your Basic.cfg file before the installation and then after install the mod replace the backuped file over again.


Duke of Earl,

I just take a look with the mission editor: Max Albrecht have a looping point in their last waypoint (17) to second waypoint (2), which is ok.
Perhaps a misplaced waypoint leading the ship aground... :hmm:
By the way, in the new version I alredy adjust their waypoints because, like I said, I add a harbour for EL Ferrol and it cross the Max Albrecht's actual waypoints.

However I still don't check this problem in game because I'm busy with the dolphins stuff and with the new aiuboat for milk cows purposes.

Greetings,

Rubini.

jaxa
09-19-05, 10:09 AM
Rubini, I'd like to try your modified Airpower for RUb. What does it change in RUb?

Rubini
09-19-05, 10:19 AM
Hi jaxa,

Some peoples are asking me about this, so:

Here the link with the complete air power stuff for HT/RUB:
http://rapidshare.de/files/5135502/Airpower_1.4c_HT_for_RUB.7z.html

I recommend that you use this Airpower for HT/RUB because it is more
balanced for the air stuff. Only files related to the air stuff are inside.
For example, if you use the RUB zones or shells file the B24s will not shot
down anyway. I already merge the Zones.cfg and Sim.cfg file with RUB
versions, so only the air stuff part are modded in these files. Airstrike
and CrewAI are intentionally the stock one. Boombs.zon and Bombs.sim are
the original Airpower mod's files.

Also the B24 are now only for late war air raiders on ports, they only have now their stock level bomb behaviour. These files will overwrite again your SCR and LND layers too which is necessary to enable these late war air raiders on ports ( like in HT stand alone version).

If you don't like to do this amount of modifications then just copy the Land folder and overwrite your Land folder in RUB installation. Doing this you only will 'delete' the B24's from the airbases...


Hopes that help!

If someone find any problem just contact me.

Rubini.

Duke of Earl
09-19-05, 09:18 PM
Duke of Earl,

I just take a look with the mission editor: Max Albrecht have a looping point in their last waypoint (17) to second waypoint (2), which is ok.
Perhaps a misplaced waypoint leading the ship aground... :hmm:
By the way, in the new version I alredy adjust their waypoints because, like I said, I add a harbour for EL Ferrol and it cross the Max Albrecht's actual waypoints.

However I still don't check this problem in game because I'm busy with the dolphins stuff and with the new aiuboat for milk cows purposes.

Greetings,

Rubini.

Well, I am still skeptical.. Bessel moves around waypoints and does not vanish... last waypoint is connected to waypoint 1...

Max Albrecht moves around waypoints and then vanishes... last waypoint is connected to waypoint 2...

I am going to try to reconnect waypoint loop for Max Albrecht to duplicate Bessel waypoint loop...

Ok, problem solved.. was not a waypoint loop problem... it was a 'delete after last waypoint' problem in the Max Albrecht Properties template...

It was configured to 'delete after last waypoint'.. I reset configuration to not delete (same as Bessel and Thalia)...

Recommend that Max Albrecht be reconfigured to not delete after last waypoint for next release of MilkMod for HT standalone...

Cordialement, Duke of Earl

Rubini
09-19-05, 11:06 PM
Duke of Earl,

Mystery solve! :know:

And you are right. The Max Albrecht is really vanishing. But because he have an error in the LND layer: he is set to 'Delete on last waypoint'. Is this. Thanks for your feedback! :up:

After notice that I start to looking for others milk units errors: find more two with the same error (U-460 start 9/15/42 and U-462 start 4/3/42, 'delete on last waypoint' on...).

Do you want to test the new version?

Rubini.

Duke of Earl
09-19-05, 11:12 PM
Duke of Earl,

Mystery solve! :know:

And you are right. The Max Albrecht is really vanishing. But because he have an error in the LND layer: he is set to 'Delete on last waypoint'. Is this. Thanks for your feedback! :up:

After notice that I start to looking for others milk units errors: find more two with the same error (U-460 start 9/15/42 and U-462 start 4/3/42, 'delete on last waypoint' on...).

Do you want to test the new version?

Rubini.

Sure!.. just click my email button... :yep:

Cordialement, Duke of Earl

Rubini
09-20-05, 07:56 AM
Duke of Earl,

Sorry for the delay. I'm sleeping a bit.

The new features are already done: a correction on dates, waypoints(thank you), new harbours, traffic in spanish ports, spanish flag, news ships as a milk cow unit. But the main update, a Uboat for milk purposes is not done yet. Sansal is trying to do, but is a hard task. (It seems simple but it's not).

So, i will wait some days more for the Sansal's work and for their comments (this is a Sansal's mod). When it's done I will PM you for tests, ok?

Rubini.

Syxx_Killer
09-20-05, 08:24 AM
I really like what you are doing with the milk mod for those who want it. Will there there be a version of HT without the milk mod?

Rubini
09-20-05, 09:05 AM
Yes Syxx,

The milk mod will continue to be a stand alone mod, and these features that you read above is only for the milk mod. I just will do a HT compatible one. But for now only for the stand alone HT version. And the milk mod is really a great mod. In my opinion it's a must have one, he adds a new feature and immersion to the game. His faults are all fix and he works very, very well.

Rubini.

squeak
09-20-05, 10:05 AM
woohho, i tried to install HT over Real Uboat and it worked !!! :up: :up:

Duke of Earl
09-20-05, 04:39 PM
Duke of Earl,

So, i will wait some days more for the Sansal's work and for their comments (this is a Sansal's mod). When it's done I will PM you for tests, ok?

Rubini.

:yep:

Cordialement, Duke of Earl

Egan
09-20-05, 04:55 PM
Hi Rubini,
I installed HT1.45c over RUB/Ops. Everything went off without a hitch. I'm currently in a campaign on my second patrol may 22, 1943(pre-U-Flack I guess) left St Nazaire and was attacked by a swarm of B-24's as soon as I passed the harbor minefields/nets area.
My question is are the heavy bombers supposed to act like fighter planes dive bombing the boat. They killed me almost instantly. I normally play dead is dead but since I've never been attacked like this before I reloaded the mission just to see if this would happen again. Exact same scenario occured, 6+ B-24's hit me in nearly vertical dives unloading their bombs about 50ft altitude.
I read somewhere that this was being addressed but don't recall if it was by you or the RUB/Ops team.
Thanks once more for all your work.

Unless that HT file was based on the RUB-Ops then the aircraft are going to be screwed up. The way we have it set up you simply should NOT see that many aircraft. The LND aircover in RUB-Ops is designed to work with the newly toughened up aircraft. I know there are several versions - The one you are talking about is designed to work with RUB? There are (or were.) some that don't.

With the mod, from May onwards the airpower is vastly increased but you should not be seeing multiple aircraft. That was sorted a while ago. I'm not entirely sure what the problem is, it shouldn't be happening. I''l have to lok into it.

Edit: I just ran a test patrol in May '43 and the amount of aircover is exactly what it should be - numerous attacks by single aircraft. I will try it with both of the HT packs as well.

Seems fine with the RUB- compatible HT as well. Same as above.

Rubini
09-20-05, 05:29 PM
Egan,

The HT for RUb don't mess with aircraft. HT for RUb in truth don't have any aircrafts in it's SCR too...So, if this problem exist is all related to RUB. I know that the airbases was edit and have a little amount of planes in RUB now, so I also don't know why/how HEMISENT found this...and you know, the B24's dive bomber behaviour is with RUB too :hmm:

Rubini.

Kpt. Lehmann
09-20-05, 05:37 PM
Salute! Egan

I agree that it shouldn't be happening like that however, the same scenario happened to me leaving Brest in 43.

Just as soon as I linked up with U-flak a swarm of B-24's took it out instantly... I crash dove and barely survived. I am certain that more than 50 bombs or DCs were dropped. I lost a third of my crew.

There were more than 10 B-24's present and taking part in the dive bombing attack. I am not embellishing the facts either. I stopped counting at 10.

It looked as if an entire sub-pen raid had aborted their mission in order to kill us.

Edit: Rubini's airpower modification seems to have made things better.

Egan
09-20-05, 05:45 PM
Salute! Egan

I agree that it shouldn't be happening like that however, the same scenario happened to me leaving Brest in 43.

Just as soon as I linked up with U-flak a swarm of B-24's took it out instantly... I crash dove and barely survived. I am certain that more than 50 bombs or DCs were dropped. I lost a third of my crew.

There were more than 10 B-24's present and taking part in the dive bombing attack. I am not embellishing the facts either. I stopped counting at 10.

It looked as if an entire sub-pen raid had aborted their mission in order to kill us.

Ok, I ran the third test too. Here are my results for all of them.

May '43 out of St. Nazaire - same for each of them.

Stock RUB-ops 1.43: Several air attacks with no more than one aircraft.
HT RUb compatible: Same
HT Stand alone plus Rubini's reworking of the airpower: Several attacks with between one and two aircraft.

Hmm...With the last test I nocticed that the squadron number settings in the airbase files are higher than they are in my version. I limited them to one for the bigger aircraft but in Rubini's they are as high as 4 for the big bombers.

The behaviour you mention is consistent with those airbase numbers being at stock levels and a stock LND creating overlapping airbases.

Ok, lets start with the obvious: You are using the most current version of Rub which is 1.43? everything is installed correctly? This is wierd, I have to say that it is would not seem to be either RUb or HT that is causing the problems. The Doozy is I have no idea what is causing this. The 'dive bombing behaviour is normal enough (even with Rubini's changes they did the same thing to me.)

Tell you what, I'll PM you. I need to ask you a couple of things.

Rubini
09-20-05, 06:23 PM
Egan,

To help you with some info:
If you made the test with the correct order:
1.RUB 1.43
2. HT for RUB
3. Airpower for HT/RUB

Then you can't see any B24, because I delete them from all airbases!!
So, what's happening?

Rubini