View Full Version : Idea for RUB and other Mods
Heffalump
08-14-05, 05:52 AM
First off, I'm not a modder so forgive me if my suggestion is way off target here and not realistic.
I drop into this forum a lot and see quite a few posts like "I love RuB, but is it possible to remove such and such aspect of it..." etc. Most commonly this comes up with manual targeting, deck gun rules, etc. And it comes up with lots of mods, not just RuB. But I use Rub as an example since it's the biggest, most comprehensive mod....
So, is it possible to release mods in modular components. For example, everything comes in a single zip file called Rub but different sections of it are broken out into separate folders to that for the purpose of the mod enabler you are dealing with separate mods. Thus you have, for example, the RuB realistic plotting mod, the RuB deck gun mod, the Rub harbor traffic mod, etc etc...
I realize that not everything could be broken up since there are a number of shared files, so perhaps you would have an Rub core which would always need to be installed, but is it realistic to modularize some mod functionality?
gdogghenrikson
08-14-05, 06:04 AM
Yea I totally agree with you!
I would like some of RUB's features, but not all. plus im a crappy 56k user
Kpt. Lehmann
08-14-05, 07:59 AM
That is a great Idea in my book. I personally feel-like 90 percent of what you find in RUb is a "must have."
Everyone has different preferences. Modular portions would make things much more flexible.
That being said, Beery has been good enough to document changes/additions to RUb in the "readme" which allows you to trace which files belong where....
That being said... the shared files part is where things get a little nebulous. I believe it to be something along those lines that has prevented me from "fixing" the plotting to my taste (I'd like all grey contacts w/no ID on map, but when you zoom in on current version typically for 900 meters in any direction the map is usually blank w/no cons in clear visual range) and prevents me from extracting a stable version of the ops mod.
RUb is great though. It includes a collection of awesome mods and bug-fixes/work arounds.
Hi!
Unfortunately, many modifications require changes to the same file. For example, RUb modifies the BASIC.CFG file to affect fatigue, u-boat availability dates, awards, etc. Other mods might affect fatigue, but not availability, so if you replace the RUb version with a "zero fatigue" version you would lose all the other RUb features if the "zero fatigue" version didn't reflect the other changes.
I can see a way to do this, but it would require mod management within the individual files, setting a variable one way for one combination of options, and a different way for a different combination of options, but I don't think this would be a trivial task. You would also need to generate and maintain a table of "incompatible mods" that showed which mods require something to be set differently from other mods, and for which there is no way to compromise. I think that would be pretty tough at the rate the modding community is going on SH3.
Personally, I use the Jonesoft Generic Mod Enabler (JSGME, available here (http://u-boot.realsimulation.com/)), to tell me when different mods want to modify the same files. If I can look at them in a text or graphics editor, I do so to see if there's any way to reconcile the mods by editing or grafting one part onto another, or if I prefer one element over another. If so, I change or delete elements as necessary, and then continue with installation. If not, I just don't install them.
There are tools out there to modify binary files (e.g., timetraveller's), but I haven't yet felt compelled to use them since relatively few mods are affecting these files so far.
I should point out that the above method is for my personal use. I wouldn't publicly release such a mod "stew" without first getting permission from each of the mod builders from whom I had "borrowed" content.
Pablo
Kpt. Lehmann
08-14-05, 10:05 AM
Roger that Pablo.
The RUB data/cfg/basic file(s) contain things I really like such as radar bugfix for the type 20, increased renown requirements for crew advancements, etc.
However, as a 1x compression sailor... I LIKE the original fatigue setting and will be altering those ALONE back to original.
I also like the deck gun damage values (reduced) available in RUb for a number of reasons... primarily because with stock values... a U-Boat can blow ships IN HALF with it... just not realistic IMHO. The new damage values are meant to reflect ships having numerous punctures @ waterline and sinking slowly. Also, the 88/105 are fairly light guns overall and aren't looked at as primary ship-sinking weapons rightfully so (also IMHO)
"Modding" can also be referred to as simply "changing." The first time you actually go in and change a value... it can be scary.
Try making a multiple install with a CLEAN-1.4b Ubisoft patched ONLY install to copy & paste in your Ubisoft directory.
I have one install which I use to test mods for compatability/stability.
Just rename your different installs and "SH3" file that is generated in your personal documents when you switch between them.
For the time being I have given up actually playing the game/sim in favor of adding in a number of "fixes" and mods I consider "must-haves." I'll be tinkering for quite awhile.
...so when I put to sea again... it will be a whole new world.
Start small and go from there.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.