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View Full Version : New 1.46 Harbour Traffic mod **released**


Rubini
10-06-05, 02:56 PM
October 14, 2005
Harbour Traffic mod 1.46 update and RUb 1.44 compatible version.

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

News, changes and fix in this 1.46 version:

- AI uboats crew will now only appears when the AI uboat are in patrol. So, when docked no more crewmen on tower.
- German Merchant ships cargo in german ports are more diversified now.
- Dolphins will appear on some ports and on some milk cow places! (See below for more info about dolphins).
- Some new tweaks on docked/traffic ships on ports.
- A full correction on all Axis ports departure places.
- No more AI type IIB on historically wrong locations/dates (like french ports...). Only in Wilhelshaven, Kiel and Constantza you will see them. (thanks oRGy)
- Added Turkey for Constantza scenario, as well as new 'flags'on ports. Now you will see small ships from Spain, Italy and France on some french/med ports. Sweden, Norway and Netherland ships in Wilhelmshaven and Kiel. Looks for the heavy version.(thanks Tom and eweber)
- New Ai uboats hull and towers with reflection!
- New escort unit "Flottenbegleiter"(mod by Commander1980)
- Some new scripted german little convoys falling back to Wilhelmshaven in 1944 with radio calls.
- A new F1 help Screen with all Resupply unit infos.
- Sansal's Milk Cow mod are now fully integrated with the HT mod. I do a complete improve over the original Sansal's work:
1. Spain now have flags for the merchants and small ships.
2. Spanish ports are now alive with traffic, docked ships and dolphins...El Ferrol, Vigo, Cadiz, Las Palmas, Ceuta, Melilla, Palma de Malorca and Barcelona
3. A full correction on some Spanish ports locations and dates, also fix some minor bugs in the original version.
4. Now the milk cow job is made with AIuboats and new merchants ships, so with more historical accuracy.(See the specific readme)
5. New radio call messages for milk cow units!
6. A complete workaround on the Beery's flotilla 1.44 mod to include grids for the Bismarck/Tirpitz operations and for milk cow duties. Now (when a milk unit is available) you have 40% chance to be assigned to a distant special patrol. So, now it's fully necessary to plan your route/velocity before you begins your patrol. Use the Milk Map and MilkCow_readme.txt to see/learn more about milk cow units on your route.
- In the RUB version I preserve the original HT standalone Bismarck/Tirpitz operations.

============================
Special features for both versions:

1.Option without minefield and subnets:
-Delete your Campaign_SCR.mis file then just rename the HT146_light_noMine_Campaign_SCR.mis (or HT_RuB_light_noMine_Campaign_SCR.mis) to Campaign_SCR.mis

2.Harbour Traffic Heavy mode - to total immersion feeling: more anchored ships on Wilhelm and Kiel (they had been important shipyards for germany) with minefileds 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 HT146_heavy_Campaign_SCR.mis (or HT_RuB_heavy_Campaign_SCR.mis) to Campaign_SCR.mis

3.Adjust in "Days in Base":
If you want to modify your "Days in Base" for milk cow features just rename the file milk_Basic.cfg (in data\cfg folder) to Basic.cfg. This new file have some tweaks in the fatigue stuff too (standalone version). It's also possible to do this with the new SH3 Commander mod. See the Milk Cow Readme for more info.

==============================
To install:

Just install using JSGME over the top of your SH3 installation (I suggest to install over a fresh SH3 installation and start a new career).
download link for HT 1.46 standalone:
http://rapidshare.de/files/6255538/Harbour_Traffic_1.46_standalone.7z.html

download link for HT 1.46 RUB compatible:
http://rapidshare.de/files/6255145/Harbour_Traffic_146_for__RuB_144.7z.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 standalone only).

- I highly recommend that you also download and install the "Uboat reflections fix" mod by sergbuto. Link: http://usx218.fysik.uu.se/users/Sergei/files/UboatReflectionsFix.7z

- This version already have a fixed stock radio messages with the new radio calls. Sixx_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.

===============================
Issues:

-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 lost theirs waypoints and will go aground...).

-The new button "RESUPPLY INFO" on the F1 help screen will not appears if you are using SH3Cmdr. But it works anyway. This little conflict will be adressed in the next version of SH3Cmdr.

-Dolphins are a unfinished feature in the stock game. Sergei "sergbuto" achieve to put wakes, splash and movement on them. But they don't follow waypoints, don't have the "delete on last waypoint" property. These issues limit the possibilities to plot them correctly on the campaign file. But, even with these flaws, if you are a luck man you will see them... :D

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

List of all mods in the HT mod:

1.Harbour traffic by Rubini.
2.Milk Cow mod by Sansal (improved by Rubini).
3.Airpower mod by CCIP (adapted by Rubini, standalone version)
4.Aiuboats with crew mod by sergbuto (improved by Rubini)
5.Aiuflaks mod by sergbuto
6.Aiuboats with reflections mod by Rubini
7.Lighthouses mod by sergbuto (standalone version)
8.Nationality 2.0 mod by sergbuto
9.Flotilla 1.44 by Beery
10.Flottenbegleiter mod by Commander1980
11.More useful F1 help screen mod by Rubini and jaxa
12.Bismarck and Tirpitz campaign by Rubini and Syxx_Killer
13.Radiolog lite by irishred (improved by Syxx_Killer and Rubini)
14.Dolphins by sergbuto and Rubini.
15.Subpens mod by Stavinsk

============================================
Many thanks to Sergei "sergbuto" (AIUboats, Uflaks, Dolphins, lighthouses) and Sansal (the original Milk Cow mod and the incredible new "Objects Clone tool") for their attention and patience. Also thanks for Jace (airpower mod), Commander1980 (Flottenbegleiter mod), irishred (radiolog mod) and Beery (flotilla mod) for their great work for the SH3 community.
To all you guys that have post feedbacks and a special thanks for Syxx_Killer, oRGy, jaxa, Stavinsky, FLB sale U-999, Duke of Earl, Scirè and the guys that made a beta test and post feedbacks for this mod. It's a long list which is a reflection of the great SH3 community here.

**Please read all the readme files on the documentation folder**


PS:I will give my best bottle of Rum for the first one that find the dolphins. Only with pics! :D

Enjoy!
Rubini
arubinig@ig.com.br

HEMISENT
10-06-05, 03:08 PM
Rubini you never cease to amaze me. Looking forward to the RUB/Ops version.
Question on minefields. Earlier I recall a comment about zooming in on the ports and the nets/minefields are visible. Am I mistaken or is this actually possible?
I have the most recent HT version withj RUB 1.44. Everything runs smoothly but I cannot get the nets/minefields to show.
Please advise.

squeak
10-06-05, 03:17 PM
i love you Rubini :rock: :()1:

Rubini
10-06-05, 03:28 PM
HEMISENT,

I already post a reply to you about this feature, do you don't saw it? :hmm:
BTW, I never finish this fature because I'm not convinced about their utility. I use and like very much the jpg maps inside the mod...Do you not use them?

Rubini.

jaxa
10-06-05, 03:38 PM
Rubini, great work again!
I'm waiting for RUb 1.44 version of HT 1.46 now.

Duke of Earl
10-06-05, 03:43 PM
:cool: and :|\

Cordialement, Duke of Earl

Marhkimov
10-06-05, 03:44 PM
Also waiting for the RUb version of Ht 1.46

One week might be too long... But don't rush anything. Take your time. :up:

JBClark
10-06-05, 04:16 PM
Fantastico. :D

Can't wait for the RUB version. Based on your previous work, I know I'll love this. Thanks for your efforts.

JBC

Woof1701
10-06-05, 04:54 PM
Thanks Rubini! This sounds really terrific. Also can't wait to see the RUB version! Keep it up!

HEMISENT
10-06-05, 05:00 PM
Sorry Rubini, I didn't see you other response. I currently use the printed maps. They work just fine. Haven't blown myself up in some time now.

baxter
10-06-05, 07:10 PM
Sounds really good! I'm using 1.45c now and I love it. I'm looking forward to trying it a soon as the RUb version is released.

Thanks for all of your work.

Charlie901
10-06-05, 11:32 PM
Great Work :up:

What exactly was changed for the "Fatigue" stuff?

and

Is the "days spent at base" presently the same as the original game?

Rubini
10-07-05, 12:18 AM
Charlie901,

The Basic.cfg that I put with the stand alone mod already have some tweaks on fatigue stuff (2 a 4 times more slow to stay fatigued) and the two (only 2) modifications for the milk cow mod: NbDaysInBase=1 (was 28) and DaysSpent=14 (was 0 - in the last entry,"Emblem").

Well, use or not the Milk cow features is absolutely optional. If you don't want to use the Milk cow features then put back the stock flotillas files and your original Basic.cfg. Only this. But the milk cow mod is really great!

PS: RUB version only modifies the two entrys on the Basic.cfg (don't mess with fatigue) and the flotilla.cfg file (adds some milk cow's needed grid destinations)

Rubini.

Woof1701
10-07-05, 03:16 AM
Are there also milk cow uboats or just freighters?

Rubini
10-07-05, 08:02 AM
Are there also milk cow uboats or just freighters?

Both: at spanish ports the ships; at middle of the ocean the uboats.

Rubini.

Charlie901
10-07-05, 08:18 AM
. Now (when a milk unit is available) you have 40% chance to be assigned to a distant special patrol. So, now it's fully necessary to plans your route/velocity before you begins your patrol. Use the Milk Map and Milk units.txt to see/learn about milk cow units on your route.


Last question?

Would I be assigned a distant patrol grid even if I'm in a VIIC in my current career?

Wasn't the distant grids assigned to the IX series?

Or is this feature also dependant on your chosen sub type?

:up:

Syxx_Killer
10-07-05, 08:56 AM
The next version sounds great! HT has turned into something much more special. :rock:

Well, use or not the Milk cow features is absolutely optional. If you don't want to use the Milk cow features then put back the stock flotillas files and your original Basic.cfg. Only this. But the milk cow mod is really great!

I didn't see it up top (if it's there, sorry), but could you put that in the readme? That would be very useful.

Rubini
10-07-05, 09:59 AM
Charlie901,
Interesting question.
When I made the modifications on the flotilla.cfg grids I calculate the distances for typeVIIC (so it's enough for type IX too). For example when you will be assigned to patrol the South Atlantic in late 42/early 43 will be need to do 1 or 2 resupply stop to reach the area and the same when you return. It's amazing, adds a lot to the imersion feeling, because you stop first in Canarias Islands, a placid and nice place with dolphins where you meet the german ship 'Corrientes'...After that, some days later, a new rendezvous with U-459 in South Altantic, some active search is needed to find the Uboat, then go to South Africa to patrol and so on.
To do the correct job here (with the correct grids) I work for a week or two...


Syxx,
This info are in the Milkcow_HT_ readme.txt inside the documentation folder...


Rubini.

jaxa
10-07-05, 10:01 AM
I've just finished my patrol and I'm waiting for HT 1.46 for RUb version impatiently.
Milk cow mod with AI uboots and merchants in Spanish ports sounds fantastic, like in real life.
Rubini, don't waste your time! :D

Hunterbear
10-07-05, 11:57 AM
Awesome news Rubini!

But I'm going to have to patiently wait until you get the new RUb version done to try it out. Looking forward to it!

:up:

BladeHeart
10-07-05, 12:16 PM
Please add me to the list for the RUB version. :)
:lurk:

FLB sale U-999
10-07-05, 12:38 PM
Great Rubini!


:D

Will test it at the Weekend, if it works by me. I hope so!!!


Thank`s for your hard work in this great Mod!


Best wishes Sale

oRGy
10-07-05, 12:44 PM
Great work Rubini!

jaxa
10-07-05, 01:09 PM
Rubini, I've a question for you about AI uboats of Milk Cows mod.
Does this mod use types VII and IX as milk cows or special 3D model made as type XIV by community member (I don't remember his name)?
I've read about new model of type XIV in another post with screenshots of this boat. Is it done?

Flakwalker
10-07-05, 01:19 PM
Nice Rubini :up:

I have a litttle pettition: can be a version without the aircraft low level pass on departure point?

Rubini
10-07-05, 01:31 PM
Rubini, I've a question for you about AI uboats of Milk Cows mod.
Does this mod use types VII and IX as milk cows or special 3D model made as type XIV by community member (I don't remember his name)?
I've read about new model of type XIV in another post with screenshots of this boat. Is it done?
-Nobody has made a new uboat type yet (new dimension, new tower, etc). We only have Aiuboats by Sergei or using the Sansal's 3D clone tool which are a mere cloned unit. I'm using a mix unit (of type IXB and VIIC) to do the milk cow job. But when these new units appears I will use them. It's a simple task.


I have a litttle pettition: can be a version without the aircraft low level pass on departure point?
- The HT RUb version don't have airplanes (ligth version).


Rubini.

Flakwalker
10-07-05, 01:33 PM
Ah, ok :up:

rulle34
10-07-05, 02:20 PM
This looks great Rubini!
When do you plan for a Rub version release?

Totenkopf
10-07-05, 02:57 PM
Looking forward to this! :up: I was wondering when the radio call for MK's would appear. Now we just need airstrikes :hulk:

Rubini
10-07-05, 03:26 PM
rulle34,

RUB version in a week or so. But for the guys here who don't use RUB (somebody? I think that they are a little timid... :D ) the stand alone is already done, just contact me.

Rubini.

Syxx_Killer
10-07-05, 03:31 PM
rulle34,

RUB version in a week or so. But for the guys here who don't use RUB (somebody? I think that they are a little timid... :D ) the stand alone is already done, just contact me.

Rubini.

Hey, I'm not timid to say it - I don't use RuB. :-j

Even though I follow the forums and stay active, I haven't really played SH3 in a while. I'll download new mods and install them without really even testing them. If I do play it is a single patrol with the IID, cause I know that won't take long. :88)

rulle34
10-07-05, 03:33 PM
Hello Rubini!
You say a week :o
Ooops! Then it's just to wait :dead:

Is it not possible to use the present HT Rub version on Rub 1.44?

Next question; will it be milc-cows in your upcoming Rub version as well?

Rubini
10-07-05, 03:54 PM
rulle34,
Is it not possible to use the present HT Rub version on Rub 1.44?
-Yes, think it will work well.


Next question; will it be milc-cows in your upcoming Rub version as well?
-Yes.

Rubini
10-07-05, 03:57 PM
Syxx,

So I will post the link for this new version to you. You can't say "No", ok? :D

Edit: link post in a PM! Came on Syxx...


Rubini.

rulle34
10-07-05, 04:14 PM
rulle34,
Is it not possible to use the present HT Rub version on Rub 1.44?
-Yes, think it will work well.


Next question; will it be milc-cows in your upcoming Rub version as well?
-Yes.

This is just great :up:

jaxa
10-07-05, 04:18 PM
I'm a RUb user and I must wait a week.
It will be one of the longest weeks of my life :D

rulle34
10-07-05, 04:48 PM
I'm a RUb user and I must wait a week.
It will be one of the longest weeks of my life :D

Yeah :cry:
What kind of whiskey do you like Rubini..... :D
A single malt for...maybe two days instead? :rotfl:

(SH3)JOHN LAMARRE
10-07-05, 06:02 PM
whats the link?

Rubini
10-07-05, 06:30 PM
(SH3)JOHN LAMARRE,

This is for beta test only. I will put the link for public download in 2 or 3 days. If you really want to do some beta tests contact me in PM.

Thanks,

Rubini.

Kalach
10-08-05, 01:44 AM
Finaly the dolphins are finding their way into the SH world :up:
Add me to the que for a RUb version ;)

Beltza
10-08-05, 06:35 AM
Great Work, Rubini! :up:

Can you send it to me? I'll test it.

edited****

Thanks

Sansal
10-08-05, 07:17 AM
Great, great job Rubini.....and many, many thanks.

This weekend i will working with this type XIV ;)

FLB sale U-999
10-08-05, 07:21 AM
It Works! It Works! :D



Jeah, finally it works without problems on my PC!
German SHIII Version.


Great Work Rubini, i have no CTDs or Saveproblems anymore with this Version!


You Got PM!


Wonderfull, now i am going on search for the dolphins.... :)


Best wishes Sale

jaxa
10-08-05, 08:31 AM
Sansal, if you create type XIV and Rubini includes it to HT we will have one of the best mod ever made. :up:
This time SH3 will be like real uboot war.

Rubini
10-08-05, 10:26 AM
Beltza,

Email sent! :up:


Rubini.

Rubini
10-08-05, 10:29 AM
Ah, guys,

The first here who find the dolphins will get a bottle of my best Rum! :arrgh!:

A pic is needed! Let's go!

Rubini.

Hartmann
10-08-05, 11:43 AM
the british ships are lucky..

i´m looking for dolphins instead of ships. :nope: like captain Ahab looking for white sperm whale

eweber
10-08-05, 11:52 AM
This Harbour Traffic mod is great!

I have a request for the Black Sea Port of Constanza.

I have created a series of patrol missions for the 30th Flotilla in the Black Sea. From what I've read, the Germans did not have Destroyers in the Black Sea. I think they only had what they could transport by land into the port of Constanza, which is mostly patrol craft. They may have had small merchants because Turkey allowed merchant traffic in but not warships into the Black sea.

Could this be corrected in your Harbour Traffic mod?

Thx,

;) ew

HEMISENT
10-08-05, 12:44 PM
Hi Rubini.
Question on the messages. I'm unsure which one of the three to use.
I'm currently using Irishred's latest version radiolog heavy
As I understand it your mod includes 3 versions:
Messages_En
New Messages Only
Radiolog_Proofread_Messages

I wish to keep the heavy radio traffic but use the message version which will give me the updates for milch cows/resupply.
Can I just copy/paste to Irishreds heavy mod?
Please advise.
Thanks again.

Rubini
10-08-05, 04:06 PM
eweber,

-Yes, it's possible to delete the germans DD in Constantza. But I would like to be sure about this. We can also put some turkey ships there...


HEMISENT,

- Just copy all the messages on the 'New Messages Only.txt' and paste on the botton of your favorite radio messages mod...


Rubini.

Rubini
10-08-05, 05:38 PM
Hey guys,

I get it! I made it by myself and now the AI towers with crew have reflections too!!! :sunny:


And i forgot to put a little .cfg file that define the loadouts for the AIUboats (basic(no crew), Uflak, Crew on deck). I will put all these files here, so the guys who are in beta test may just install it over the HT 1.46 installation. It's not needed to restart the campaign.
In time: I rework the skin for the first type IXB tower. Observe the pics. The stock one were much clear and anemic

I'm late now to a family's party. In 3 or 4 hours I will put the file for download.

Rubini.

Kpt. Lehmann
10-08-05, 05:40 PM
... And THAT is why you are an ADMIRAL! :up: :rock: :up:

Rubini
10-09-05, 02:23 AM
Here is the link for the AI Uboats with reflections. :know:
This is for the guys who are making beta tests. This also fix a mistake, I forgot to put the correct '.cfg' file for AIuboats to be able to have various loadouts (Basic (no crew), Uflak and Crew on deck). If you don't download the Sergei's mod which fix the reflections for the players uboat just do it now and install first. The readme are inside.
In time: I just rework the skin for the first tower for the IXB. the stock one were much clear and anemic. Observe the first pic...

http://rapidshare.de/files/6055328/AIuboats_with_crew_reflections.7z.htm

Some pics:

http://img232.imageshack.us/img232/7187/aiuboatreflection10ea.jpg

http://img232.imageshack.us/img232/6263/aiuboatreflection28ag.jpg

Rubini.

rulle34
10-09-05, 04:12 AM
:up:

jaxa
10-09-05, 05:09 AM
Rubini, should I install it over version for RUb 1.44? I think yes, but I want be sure.

Yattky
10-09-05, 05:20 AM
I'll get it when I'm back to the mother port...I'm on the 5th patrol now! :D

Rubini
10-09-05, 11:01 AM
jaxa,

-Yes it's for both versions: standalone and RUB version. :up:

-About Days in Base issue for milk cow: As a lot of peoples here have their Basic.cfg file heavy moded i will explain a little better how to mod the Basic.cfg file by yourself. In truth only 2 modifications will be needed in the Basic.cfg to milk cow's purposes.
The first one:

[TIME]
TransferFlotilla=1
NbDaysInBase=28; set for 1 or 0
NbPatrolsInFlotilla=3
NbMonthsInFlotilla=6

Second one:

[SPECIAL2]; emblems
DaysSpent=0; set it for 5, 7 or 14
Nb=1
Renown0=0
Name0=
(doing this you just need to change your emblem 1 or 2 times to spent more days in home base. It's renow free).

I already put a file with these modifications for standalone and RUB versions, just rename it. It's up to you how to mod these feature. It's a personal taste. It's also possible to this via SH3 Commander (however only for the 'NbDaysInBase' entry). I'm talking with JScones to add more options for milk cow in the next SH3 Commander.

Rubini.

jaxa
10-09-05, 11:20 AM
Rubini, Beery said in reply for another post that it's enough to change "days in base" via SH3Commander2 for use Milk Cow mod.
Is emblems changing necessary for this or not?

rulle34
10-09-05, 11:26 AM
Rubini!
Check your PM :yep:

Rubini
10-09-05, 12:27 PM
jaxa,

-The Milk cow will work even without any modifications on the Basic.cfg file. It's a personal taste. I use Emblems set to 14 days because this way I can simulate the corret amount of days spent in my home base and it's renown free...

rulle34,

Thanks for the feedback. :up:
I post your PM here because this is a important question.

Hello Rubini!
Here are some testresults for the HT mod 1.46 Rub:

Seem to work nice. Noticed that when in harbour area first word for spottings disappear, i.e "aircraft spotted" will be heard just as "...spotted".

Tried the milk-cow function and finding and docking works just fine, but then it happen the same thing as it did long time ago when I just tried the milk-cow as a stand alone mod:
After a patrol with good sinking I go to the milk-cow to refuel and fill up new torpedos, after that I go staright back to Brest.
In Brest there is no medals or renown!!! It should remember my results from the patrol before milk-cow, but ther is the same as I havent done anything on a patrol.

Should it be like this? Then you have to think twice if you want to go to a milk-cow so you can make it back home, loosing your medals and renown.

Otherwise all is working fine Rubini.

Will continue report if I notice anything else.

-The disappear of the words in spotting units is a RUB issue I guess.

-This is a old question about milk cow mod. Some peoples don't have problems here others say that they have the same problem as you.
If it's real then even when you dock at other Axis base (not your home base) the problem will be the same...For now I suggest that you spent your renown and awards in the milk cow base. This way you will not lose them. I guess that Sansal have more infos about this. BTW, this is a important question, so, please, all guys that are using the milk cow mod post comments about this issue.


Rubini.

Syxx_Killer
10-09-05, 01:16 PM
I finally got a chance to try the new mod, and well, I'm not having a good run of it. I didn't install the flotilla files or the milk cow CFG because I don't want the milk cow mod. I didn't add the milk cow type IX, either. I downloaded the AI crew reflections pack as well. I didn't ass the Turm9 files because I thought that was for the milk cow type IX. I updated the sub CFGs that were provided with the pack as well (minus, again, the milk cow type IX). Now, when I start the game and go to the Museum, it loads halfway then crashes. I removed the dolphin thinking it was that - still crashes. I have custom skins downloaded and converted for the AI IIB. Thought that may do it, but it isn't that. I got rid of the Turm7c_8 and Turm7c_9 files, but they weren't the cause, either. I have no idea what it could be. I don't want to reinstall SH3 with all that I have done to it. If I have to do that, I may just pack it away and hang up my cap. :( HT 1.46 was really the only mod I installed lately. I installed marhimov's torpedo mod a while back, but I know that would work. I also installed a mod released by someone (don't remember who) that changes the shell damage texture, but I can't see how that would do anything. :-?

Elder-Pirate
10-09-05, 01:44 PM
Unless someone has fixed it I am very leary of the "Milch Cow". It plays just like the neutral ports if your damaged it just fixes your damage then gives you default torpedoes ( takes away any you may have had special ) refuels your sub and kicks you out the door, and if you have a few nice "Sinkers" in your log you won't have by the time your kicked out of this Milch Cow or a Neutral port. I've never been able to load the torps or pick different gear ( if gear available ) or still have my "Patrol Grid" to go to. Whats the word SH3 uses "Null" I think? Anyway you just pick any place to go and just figure its a memory loss ( :lol: ) Yours for putting it in your log :roll:


BdU: Well Captain I see you did not sink any ships this last patrol, but they sure hit you pretty hard according to the Milch Cow report. Whats your story?

Me: Duh gee BdU I can't remember. :-? :D


So untill I see that the "Milch Cow" and or "Neutral ports" treat you just like your home port in every way then I'll d/l.


But no offense guys for I personally could not have even got the ole "Milch Cow" out of the pasture in the first place.


I'm sure with all this intelligence on this board that one of you will crack the ice and make a good one. :up:

rulle34
10-09-05, 03:08 PM
-This is a old question about milk cow mod. Some peoples don't have problems here others say that they have the same problem as you.
If it's real then even when you dock at other Axis base (not your home base) the problem will be the same...For now I suggest that you spent your renown and awards in the milk cow base. This way you will not lose them. I guess that Sansal have more infos about this. BTW, this is a important question, so, please, all guys that are using the milk cow mod post comments about this issue.


Rubini.

Hello Rubini!
The thing that happens after a milk-cow visit is like I have started a new patrol. I get renown and medals promotions etc for what I have acomlished only after the milk-cow. What happens before is just gone! :down:

Does this happens to some, and some don't you said?
Maybe Sansal can answer this?

Rubini
10-09-05, 03:09 PM
Syxx,

I think that you need to put the new AI Type IX because he is in the SCR layer. No problems here, this new type iXB AIuboat will only appears as a milk cow unit. I guess that is the cause of your problem. Let me know your solution... :hmm:



Elder-Pirate,

Thanks for the comments. ;)
The milk cow mod is not totally 'bug' free as well as the visibility mod, Ai uboats, Wolf pack, air stuff, radiolog, etc, etc... Only with the SDK we will able to do a really 'bug' free mods. HT mod have it's issues too: the ships on the ports when you return from a patrol are sometimes over the harbour structure, the DDs on water level, etc. SH3 stock game... you know... a lot of bugs and faults.

So, use or not the milk cow feature is optional, depends on yours tastes. I like it and his little faults (in my opnion) don't are enough to put this mod out for me. But it's absolutally possible to use the new HT 1.46 without even notice the milk cow features. Just a player's choice.:up:


Rubini.

Syxx_Killer
10-09-05, 05:55 PM
Syxx,

I think that you need to put the new AI Type IX because he is in the SCR layer. No problems here, this new type iXB AIuboat will only appears as a milk cow unit. I guess that is the cause of your problem. Let me know your solution...

Hey, that did it. Thanks buddy! :rock:

I wish my first patrol went as well as fixing the crashes. Got bombed and couldn't dive. Sank a coastie and hoped I could get back to Brest without having to dive. When I sank the coastal merchant, my NA said "She's going down." I've never seen that before. Did the latest version of HT change that? If so, would it be possible to have it be the old Target Destroyed. I kind of like that better (it's a CAOD thing :oops: :lol: ).

Btw, what are the flag DATs for? I'm using some higher res flags that I downloaded quite a bit ago. I placed them in the Textures folder, so they override the DATs anyway.

Rubini
10-09-05, 06:32 PM
rulle,

-Sansal told me that he don't have problems with his the original version and still not play this new version (but the structure is the same...). Let's wait a bit more. More peoples will write their experiences and comments. I will try a deep test tonight.

Syxx,

-No. I'm not mess with NA messages. But , wait! I use the Rub's flotilla 1.44 even for the standalone version. Yes is this. rulle34 ask something similar. Probably is the en_menu.txt file...I will look in and if you have more info just contact me.
-New Flag.dat and FlagS.dat is to support the new countrys in the game. Spain for example. FlagS.dat is for the small ships. The flag of the Spanish fishing boat for example will not appears if you don't use this new file. It's another Sergei's great work.


Rubini.

Syxx_Killer
10-09-05, 06:58 PM
-No. I'm not mess with NA messages. But , wait! I use the Rub's flotilla 1.44 even for the standalone version. Yes is this. rulle34 ask something similar. Probably is the en_menu.txt file...I will look in and if you have more info just contact me.

Thanks. I found the She's Going Down entries in that file. I haven't tried it in game yet, so I don't know if that is the only spot. Change:

4140=She's going down!
4141=She's going down!
4142=She's going down!

To:

4140=Enemy Unit Destroyed
4141=Friendly Unit Destroyed
4142=Neutral Unit Destroyed

-New Flag.dat and FlagS.dat is to support the new countrys in the game. Spain for example. FlagS.dat is for the small ships. The flag of the Spanish fishing boat for example will not appears if you don't use this new file. It's another Sergei's great work.

Ok, gotcha. I will copy the flag files back. That's pretty cool to have the other countries now.

Still haven't seen any dolphins yet. I want to see some living, breathing fish (other than the metal kind)! :rotfl:

Rubini
10-09-05, 08:52 PM
Still haven't seen any dolphins yet. I want to see some living, breathing fish (other than the metal kind)! :rotfl:

Do you read above (a post somewhere in this thread) that I offer a bottle of my best Rum for the first who find them? :lol:

Rubini.

gdogghenrikson
10-09-05, 08:58 PM
is this mod compatible with improved convoys?

Syxx_Killer
10-09-05, 08:58 PM
Do you read above (a post somewhere in this thread) that I offer a bottle of my best Rum for the first who find them?

Hmmm... No, I didn't see it. :hmm:

Reece
10-09-05, 10:06 PM
Hi, this is a little confusing, what's the difference between "U-Boat reflections mod" & "Sean's default hires textures", the readme in either of these mods is by Sergbuto, are either of these persons related to Rubini? :doh: :rotfl:

HEMISENT
10-09-05, 10:23 PM
Hi Rubini.
A little feedback for you as requested.
5/8 1943 departed lorient in a type IXC
exiting harbor traffic works perfectly
5/15 grid BF12 sunk a destroyer
5/15 grid BF11 sunk a tugboat by gunfire(so far not exactly a tonnage king)
headed towards grid AK56 to meet U-461 on station until 5/25
5/19 18:33 arrived grid AK56 SE quadrant. Ordered radar search. Weather ruff, heavy seas, distant lightning.
5/19 20:35 Radar is intermittent, ordered dive to 25m.
I drew a 30 km radius around the blue marker and set up a search pattern
my initial heading is due west 270 deg.
5/19 21:00 sound contact! 042, warship, moving slowly.
immediately ordered ahead full, surface, changed course to intercept.
5/20 00:02 sighted milch cow. Dark, stormy seas, will stay close until daybreak.
5/20 04:27 closed on type IX resupply sub. my speed was 5 kts and the AI sub started doing evasive manuevers. I backed off, reduced speed to 3kts just barely overtake him and evasive manuevers ceased. seems like if I close in very slowly AI does not respond. AT this time I was able to close within 5 - 10m of the AI sub keeping station at 1-2 kts.
I hit escape/exit mission/dock at u-461/start mission
5/20 17:46 mission starts with both subs still sitting side by side. I'm full fueled and loaded. 12 hours resupply.

I'm using SH3 Commander. Resupply times at milch cow worked perfectly.
(this was a serious concern)
both ships that were sunk disappeared from credits(known bug in the game?)
weather at time of docking stormy/weather at time of commencing very calm(no big deal)
I screwed the messages up cutting and pasting. I'm getting double messages now. (will fix tomorrow)
I've got a couple of screenshots of both subs close together at sea but really don't know how to send them.

All in all I'd say a resounding success! except for losing credits everything worked as advertized. Somehow there has to be a workaround to keep the tonnage earned on the way to the resupply.

Thanks

Duke of Earl
10-09-05, 11:32 PM
Here is the link for the AI Uboats with reflections. :know:
This is for the guys who are making beta tests. This also fix a mistake, I forgot to put the correct '.cfg' file for AIuboats to be able to have various loadouts (Basic (no crew), Uflak and Crew on deck). If you don't download the Sergei's mod which fix the reflections for the players uboat just do it now and install first. The readme are inside.

http://img232.imageshack.us/img232/6263/aiuboatreflection28ag.jpg

Rubini.

@Rubini... couldn't wait for public 1.46, so, I put the AI Boat Reflections mod into my HT 1.45c... on top of Serg's Reflection mod...

This might screw up the Museum (because of the new Type IX), but your mod seems to work ok in my Campaign game... only problem I saw was that...apparently... there is no reflection for the AI IIB Hull... but, the AI IIB Tower reflection works great...

Cordialement, Duke of Earl

Rubini
10-10-05, 12:13 AM
Hi guys!

Very good news! :sunny: :-j
First of all I will write the good news. After that i will reply the posts.

I finish my first campaign patrol with milk cow meet.
The first word: all works well, very, very well. The credits for ships sunk, the renown, the Captain/patrol/campaign logs. All is ok. So lets clarify something:

In the stock game if you don't use your crew awards (medals, promotions and qualifies) you will lose them even if you are in home base. They are not accumulate for the next time (when you dock again at your home base). But your log, tonnage, renows and credits are always accumulate. So this is the same whith the milk cow mod.
The only things you will lose are yours crew medals/promotions and qualifies, but only if you don't use them at the milk cow base.
Your renown, logs and credits will stay there when you return to home base. Just open your log on home base and notice your renown/credits and tonnage (look at Patrol1, Patrol2, etc...): they will be all with you! :up:

So no more doubts: use yours crew awards (medals/promotions/qualifies) in the milk cow base if you want (or you will lose them). And don't hurry about your renown/credits/tonnage and log. They will be with you when you dock at your home base.

Edit: your personal medals (like Uboat Front Clasp, for example) will be carry with you too.


Rubini.

Rubini
10-10-05, 01:05 AM
HEMISENT,

-First of all, no more doubts about the milk cow mod. It works very well. See above!
-About the AI evasion manouvers we have two possibilities: we can put the milk uboat just docked in that blue point (to allow a side by side departure) or mantain the things as you saw - this way the search for the milk unit is more challenge and realistic (I guess that the germans should not have GPS in the WWII... :D ). What do you think?


Duke of Earl,

-You are right, I forgot to put the AI IIB Hull .dat file with reflections. So here are a new link with this forgotten file...sorry!
http://rapidshare.de/files/6095659/AIuboats_with_crew_reflections.7z.html

Rubini.

999-Jay-999
10-10-05, 04:26 AM
WOW lots going on here.....

Just to confirm here with Rubini...there is still a RUB only version version coming out yes ???

or do I do all the above in this thread ?

Thanks.

Woof1701
10-10-05, 04:42 AM
Are there also milk cow uboats or just freighters?

Both: at spanish ports the ships; at middle of the ocean the uboats.

Rubini.

Thanks for that answer!

There's another thing that just came to me while reading this thread: You'll include the AI U-Boat reflections in HT1.46 for RUb, correct?

Rubini
10-10-05, 07:19 AM
999-Jay-999,

I guess understood you. Yes the Rub version is already done and in tests. :up:



Woof1701,

No, the AIuboat reflections is a separate download just above (in a reply for Duke of Earl). Obviously it will be inside of the public release.;)

Rubini.

Rubini
10-10-05, 09:25 AM
gdogghenrikson,

Sorry for the delay to reply. But yes, it's compatible with IC. ;)


Rubini.

oRGy
10-10-05, 12:58 PM
Aha... say, Rubini, will the RuB compatible version be out in the next couple of days, you think?

HEMISENT
10-10-05, 03:35 PM
Rubini
The way it is set up right now worked perfectly. I had to go to the general area (as in real life) I had to perform some form of search(radar, visual, sound, whatever again as in real life) and I had to close with or intercept the resupply boat. I cannot think of anything different that would make this exercise more realistic other than radio communication(in my dreams). In my case I first visually sighted the milch cow but it was too dark to do any resupply so i kept a loose station on the sub until daybreak, again, this would seem to me to mirror reality. Once I decided to "Dock at U-461(commence resupply)" Then restart the game it was 12 hours later.
Back then there was no gps, the two boats had to manually manuever to find one another. If the milch cow was just docked at a fixed point it would be a complete sitting duck in case of air attack as opposed to a partial sitting duck if moving around.
The only tricky thing was slowly approaching the boat in heavy seas.
Too slow and I made no headway but too fast and the AI evasive manuevers took over. In the long run it was a bit of trial and error but it worked for me better than expected. At one point the milch cow sub and I were motoring along about 10 m apart at about 2kts. Very cool!

As for your recent reply regarding the tonnage I'm still on that particular patrol. Once I return to port I'll check the logs- hopefully I"ll find the two "missing " ships.

More later
Thanks. :up: :up: :up:

Rubini
10-10-05, 03:51 PM
oRGy,

-The two versions are already done, you know.... I'm only listening the feedbacks...In these last 2 days I made some new corrections, one is about your question: no more type IIB in Bay of Biscay or Med sea...now only Wilhelm, Kiel and Konstanza have them...So, more 2 days... :up:



HEMISENT,

-Thanks again for the feedback. Perhaps using the new Sansal tools we will be able to make a new AIuboat with less anxious AI manouvers... :D
And a real type XIV, who Knows?

-When return to your home base just look for yours credits on captain's log. Your total amount of renown/ships sunk etc will be all there! :know:


Rubini.

oRGy
10-11-05, 07:20 AM
Great stuff!

jaxa
10-11-05, 09:54 AM
Rubini, I think the most important work to do with your mod for future is replace AI Uboats (milk cows) type IX/VII by Sansal's type XIV (when it will be available).
Then it will be perfect.

999-Jay-999
10-11-05, 10:06 AM
Thing is Rubini keeps incorporating so much into this mod now... its grown and grown...can it ever be finished & classed as perfect ????... will there or can there ever be an end to this wonder mod. ???

Hope not.... the joy is seeing such a brilliant addition grow and grow thanks to the time from Rubini and everyone else that contributes the time and mods that go also into this...

I am just overjoyed with the support on this game from these guys/girls on here....

Roll on... :up:

mikaelanderlund
10-11-05, 12:05 PM
Hi,

Outstanding mod!! I really hopes that you will including wolfpack mod in your next release. Then I think the game is almost perfect!

Mikael

rulle34
10-11-05, 01:47 PM
Hi guys!

Very good news! :sunny: :-j
First of all I will write the good news. After that i will reply the posts.

I finish my first campaign patrol with milk cow meet.
The first word: all works well, very, very well. The credits for ships sunk, the renown, the Captain/patrol/campaign logs. All is ok. So lets clarify something:

In the stock game if you don't use your crew awards (medals, promotions and qualifies) you will lose them even if you are in home base. They are not accumulate for the next time (when you dock again at your home base). But your log, tonnage, renows and credits are always accumulate. So this is the same whith the milk cow mod.
The only things you will lose are yours crew medals/promotions and qualifies, but only if you don't use them at the milk cow base.
Your renown, logs and credits will stay there when you return to home base. Just open your log on home base and notice your renown/credits and tonnage (look at Patrol1, Patrol2, etc...): they will be all with you! :up:

So no more doubts: use yours crew awards (medals/promotions/qualifies) in the milk cow base if you want (or you will lose them). And don't hurry about your renown/credits/tonnage and log. They will be with you when you dock at your home base.

Edit: your personal medals (like Uboat Front Clasp, for example) will be carry with you too.


Rubini.

Rubini! Are you sure that you can award medals in a milc-cow base?
As I remeber there is no other option than to replace/add crew in that base. Changing torps, equipment and crew medals, awards etc is not possible?

Have I missed something here? :hmm:

HEMISENT
10-11-05, 02:01 PM
Rubini & Rulle 34
Yes. Medals and qualifications can be awarded at the resupply base. I did this when I docked at U-461 because technically that was the end of that particular mission. Starting from the resupply base is according to the game the next mission.
As for saved tonnage. On the way home from my test resupply mission with U-461 I encountered an armed coastal merchant-since this was strictly a test session, for kicks I attempted to gun it down-I lost.
When i pulled up my profile in SH3 commander both of the ships I thought lost were in there.
Right now I'm going back to the save and begin again before I got sunk and see how the standard return to base works out.

More later

Reece
10-12-05, 09:34 PM
All very quiet lately, hows it going Rubini, run into problems or just making sure of a good job? :lol:
Not that I'm impatient though. ;)
Do you still own the bottle of rum!? :D

Rubini
10-12-05, 10:21 PM
Yes, Reece, nobody request that special Rum yet.. :hmm:

But the HT mod is ok, in these days I add a lot of things on it. Only more few days.. :up:


Rubini.

Dowly
10-13-05, 04:20 AM
Can´t wait! :doh:

jaxa
10-13-05, 12:59 PM
Rubini, what do you plan to add to final version?
Could you release readme.txt, please?

Marhkimov
10-13-05, 02:38 PM
Eagerly awaiting... :sunny: :sunny: :sunny:

HEMISENT
10-13-05, 09:37 PM
Hi Rubini
A bit more feedback for you as requested.
The last test patrol was a huge success using resupply at milch cow. Too bad I got killed on the way home. A couple times.
Started a second test career this time with the intention of using the resupply ship Max Albrecht in a spanish port Supposed to be available until 2/28/1944.

1/07/1944
10 Flotilla
22:30 departed Lorient in real time following escort
22:04 Aircraft spotted-ordered crash dive then immediately ordered periscope depth due to shallow depth of harbor. Using outside view I observed 4-5 B-24's start to make steep dive bombing attacks at various installations and ships in harbor. All warships are firing at attacking planes
and planes are firing waist guns strafing everything in site. My boat which was by now under water at flank speed suffered damage to numerous components in the aft area. Torpedos, tubes, stern planes, diesel engines etc. I proceeded at high speed out of the channel surfacing only long after the bombing raid had ended. By then all the repairs had been accomplished with the exception of both rear torpedo tubes destroyed.
The air raid on Lorient was a success as a number of ships in the harbor were either sunk or burning. I elected to continue the patrol so to make use of the night I ordered full speed to transit the Bay of Biscay as rapidly as possible.
1/10/1944
01:53 grid BF 45
Sunk large cargo
1/12/1944
22:49 grid AM84 SW quadrant
Traveling surfaced heading 355 Ship sighted/crash dive
We ran into a small task force consting of one carrier and three escorts
Apparently they located us on radar as a Tribal class destroyer headed straight for us at high speed
23:00
First depth charges in the water
We were sporadically dc'd causing no damage until at 00:06. I was watching the destroyer start to make another run then... poof! It disappeared. Using the < & > keys to switch to different ship views all 4 enemy ships disappeared. There was no more sound contact, no visual contact-they were all gone as tho the game decided that their time was up.

The patrol continues. I want to use up at least 50% fuel and a number of torpedos if possible before heading to spain and resupply.
Question 1:
The behavior of the Bombers was completely unrealistic. They acted as tho they were p-38's. Awhile back you had an airpower mod 1.4c
was this mod used to make the bombers act correctly and if so can it be used on HT 1.46?
Question 2:
Never experienced ships disappearing before or even read about it. Any thoughts on the subject?

More to follow.

Rubini
10-13-05, 09:58 PM
HEMISENT,

Thanks for the excellent feedback as always.

You are using RUB, no? So all these questions about airplanes and missing ships are all for RUB team. HT for RUB don't mess with airplanes and I use the Ops mod SCR layer...( for info purposes HT standalone have a reworked B24's, so they don't fire with machine guns and are level bombers). But please confirm if you are using RUB. :hmm:

Rubini.

Rubini
10-13-05, 10:41 PM
Hi guys,

Finally out! :sunny:
(see the first post)

Have fun and post feedbacks!

Rubini

Commander1980
10-14-05, 04:03 AM
Nice Rubini, looks very fine :)

As Rubini said, read all the readme's, but if someone doesn't read everything there:

Open in directory data/sea/ the englishnames.cfg or germannames.cfg and copy the entry:

Ftboot=Flottenbegleiter

in that file. Otherwise, the name will not appear. Because most of you may have several additional ships, the changed file is not included in the Flottenbegleiter-mod.

Marhkimov
10-14-05, 04:22 AM
Chances are that if they don't read the readme, they won't get this thing up and running... How can you NOT read the instructions???

Commander1980
10-14-05, 04:35 AM
jep, this is right, but i meant, that maybe not everyone read the flottenbegleiter readme ;)

terrapin
10-14-05, 04:37 AM
Hi guys,

Finally out! :sunny:
(see the first post)

Have fun and post feedbacks!

Rubini


Also available at ... :D

joea
10-14-05, 04:42 AM
:cool: :up:

Gizzmoe
10-14-05, 05:11 AM
Finally out! :sunny:

:rock:

HEMISENT
10-14-05, 06:49 AM
Rubini, Commander 1980
Is the Flottenbegleiter mod included in the HT1.46 test version I've been using, or do I need to download HT1.46 again. I thought I read all the read me files and did not see this addressed. But then again I wasn't looking for it either.
Thanks

Commander1980
10-14-05, 07:02 AM
Rubini, Commander 1980
Is the Flottenbegleiter mod included in the HT1.46 test version I've been using, or do I need to download HT1.46 again. I thought I read all the read me files and did not see this addressed. But then again I wasn't looking for it either.
Thanks

Don't know what version you have, but as far as i can see, Rubini added and changed some things in the last 2 days ;)

marleymen
10-14-05, 07:25 AM
God save Rubini :rock:

HEMISENT
10-14-05, 07:45 AM
Thanks Commander.
My version is at least 4 days old I think. Getting the new one now.

Cheers!

Rubini
10-14-05, 08:17 AM
For the guys that have the beta test version I suggest to download the final one which have a lot of more new goodies.

And many thanks for all the feedback! :up:

Rubini.

Walsung
10-14-05, 08:22 AM
Thanks Rubini for this new version, it's an amazing work.

I have just a problem with Traffic 1.46 standalone : i installed it with JSGME and started a new career. Everything works fine but i can't uninstall it no more. If i remove/deactivate Traffic with JSGME, SH3 crashes on loading. If i activate again Traffic everything works fine. This is a major issue for multiplayer games. Could you help me on this ?

Rubini
10-14-05, 08:29 AM
Walsung,

In my system all works well even when I uninstall the mod (I do this a lot of time to make the mod) and nobody tell me anytinhg like this before. Let's wait more feedbacks to see what I can do. :hmm:

Rubini.

oRGy
10-14-05, 08:55 AM
Aha! Just in time. :)

jaxa
10-14-05, 10:05 AM
Rubini, fantastic work again!

Syxx_Killer
10-14-05, 10:06 AM
Awesome! Look forward to trying it later. :up:

Kpt. Lehmann
10-14-05, 10:11 AM
Yahoooo! SALUTE! Admiral Rubini! :sunny: :sunny: :sunny:

gouldjg
10-14-05, 11:00 AM
Great work R & others


Can someone please put this up on a other download link please.

Rapid share hates my PC.

I did have it sussed once by altering something in my internet settings.

NTL if anyone knows how I adjust?

Syxx_Killer
10-14-05, 11:05 AM
Great work R & others


Can someone please put this up on a other download link please.

Rapid share hates my PC.

It is also on Terrapin's site. :up:

http://U-Boot.RealSimulation.com

thasaint
10-14-05, 12:18 PM
Nice Rubini, looks very fine :)

As Rubini said, read all the readme's, but if someone doesn't read everything there:

Open in directory data/sea/ the englishnames.cfg or germannames.cfg and copy the entry:

Ftboot=Flottenbegleiter

in that file. Otherwise, the name will not appear. Because most of you may have several additional ships, the changed file is not included in the Flottenbegleiter-mod.

thanks commander, in your readme in the folder, it didn't specify where the englishnames.cfg was >.<

hehe i'm such a nublet, scouring every folder for it

jaxa
10-14-05, 01:17 PM
Rubini, I have a problem with "more_useful_help_screen"
:hmm:
I use menu_1024_768.ini file from RUb 1.43 instead of file from RUb 1.44 because I don't like changed weather report to WO.
So, I've read readme.txt, locate and replace block from readme.txt to menu_1024_768.ini.
Unfortunately, when I push F1 button, I don't see "Resupply info".
I checked this file after using jsgme and in my SH3 folder I've menu_1024_768.ini changed correctly as you wrote.
What's wrong?

Marhkimov
10-14-05, 01:21 PM
I have the same problem as jaxa, and i also located the block and replaced the text as recommended. I did realize, however, that the "resupply info" link is there, but it is invisible. I can click it and all the data for the resupply ships will appear, but the link does not read "resupply info." I think the block that you told us to copy and paste might be at fault...

Syxx_Killer
10-14-05, 01:37 PM
After finishing a patrol with HT 1.46 I noticed upon return to port that the ranks for my crewmen have changed. It is like they are in German, but I have the text language set to English. What has changed that?

soviet
10-14-05, 01:41 PM
after installing HT1.46, my WE loses his voice sometimes in a patrol, like the acknowledgement he made when identify ship, calculate solution were clicked. anyone had similar problems?

Rubini
10-14-05, 02:04 PM
jaxa, marhkimov,

I will need to look on these files. Like I said on the readme I use the flotilla 1.44 and menus files from RUB 1.44. If you are using the files from RUB 1.43 it's possible that you have some glitches. I'm at my work now and when return to my home I will looking for them. Please, jaxa, send your files en_help.txt, en_menu.txt and menu_1024_768.ini.


Syxx_Killer, soviet

HT mod only have files for english language. I guess that the problem is with en_menu.txt that I use to do the mod (it's from RUB 1.44).

And please guys always tell for me what version are you using: standalone or RUB because they have different files.


Rubini.

jaxa
10-14-05, 02:33 PM
Rubini, I read markhimov's post, checked it again and I can say that markhimov has right.
"Resupply info" is invisible, but when I click below last info group on help screen all the data from "resupply info" appear as it should.
Problem is only with invisibility :)
PS. I use RUb version of course. :up:

Rubini
10-14-05, 02:37 PM
Ok, jaxa.

But send me the files anyway. And you are using RUB version, no?


Rubini

jaxa
10-14-05, 02:47 PM
Yes, I use RUb 1.44 and HT 1.46 for RUb 1.44 (last release from 14 October).
I've only modified menu_1024_768.ini from RUb 1.43 as you wrote in readme.txt for "resupply info" possibility instead of RUb 1.44 file.
I'll send you these files for control as you want, but could you post me your e-mail (I want use Outlook)?

Marhkimov
10-14-05, 03:16 PM
I realize why the 'Resupply info' text is not appearing for certain people. It has nothing to do with menu_1024_768.ini.

The problem lies within the en_menu.txt file, because that file conflicts with SH3 Commander (more specifically, hit ctrl-f and type in text=3955, you will see if it is there or not). Since commander uses it's own en_menu files, the one from harbor traffic is getting overwritten.

I'll bet jaxa's problem is being caused by the same reason... and same goes for anyone else who uses SH3 Commander.

Rubini
10-14-05, 03:41 PM
Thanks marhkimov,

I will contact JScones to see what we can do.

Rubini.

gdogghenrikson
10-14-05, 04:11 PM
I get three menue errors and the slide out guages doesnt work any more but I can still play at least

Marhkimov
10-14-05, 04:15 PM
I get three menue errors and the slide out guages doesnt work any more but I can still play at least

You should probably revert back to your original menu_1024_768.ini file and follow the technique as described in documentation\more_useful_help_screen.

Rubini
10-14-05, 04:26 PM
Ok, to help me to fix this problem with F1 help screen, please all guys that are using the new HT 1.46, post here if this issue with the F1 help screen is ok or not in your installation and don't forget to say what version you are using (standalone or RUB version with or without SH3Cmdr).

Thanks again! :up:


Rubini.

soviet
10-14-05, 04:34 PM
hi rubini,

i'm using HT1.46 standalone.

as i've mentioned before, the WE loses voice sometimes while in patrol. you said that the problem might be with en_menu.txt, but how does that affect the voice part?

the text, keyboard are all set to english and only voice alone is german.


thanks again for the mod :up: , it's great and work almost flawlessly except this minor nuisance.

Rubini
10-14-05, 04:36 PM
soviet,

Are you using SH3Cmdr?

Rubini.

Marhkimov
10-14-05, 04:49 PM
I am using RUb 1.44.7z, and of course I am using the corresponding HT mod, 1.46 RUb compatible. Also SH3 Cmdr.

lumat83
10-14-05, 04:52 PM
Hi all

I see that there is a new mod here. Nice ! Very nice :D

But I'm lost with all these mods.

Can you tell me what mods are you using ?

I know
- SH3Commander
- RUB1.44
- HT1.46

Is there others Interessant and compatible mods ? Can you advise me about essentials mods to make SH3 more realistic and more beautiful ?

soviet
10-14-05, 04:53 PM
rubini,

no, i do not use SH3cmdr.

HEMISENT
10-14-05, 05:27 PM
Bingo!
I was just running into the same problem. I have SH3 Commander/RUB1.44//HT1.46 (fresh oct14 version) no other mods to confuse the issue. Nothing at all regarding "Resupply Info" at F1 screen

Commander1980
10-14-05, 05:35 PM
maybe, try copying the mod step by step (i have done so with success, as i installed the last HT mod on my modded SH3)
First the Roster, Sea, Textures, Submarine, objects, library, terrain and campaign-folders. With this, the campaign should work. Then copy the other files from menu and cfg step by step, and see where the error is.

Marhkimov
10-14-05, 05:38 PM
Well, it's not so much an error as it is a minor inconvenience, because the missing 'F1 help text' is not too big a deal. It is invisible, and as long as you know it's there, it's all good ... Just a minor incompatability issue.

But someone is probably going to fix it anyways... :lol:

lumat83
10-14-05, 05:44 PM
Please,

Are RUB1.44 and HT1.46 compatibles with Pascal Mods ?

Thank for Help

Kpt. Lehmann
10-14-05, 07:02 PM
Please,

Are RUB1.44 and HT1.46 compatibles with Pascal Mods ?

Thank for Help

Yes, Pascal's mods are mostly graphic in nature.

Rubini
10-14-05, 07:23 PM
Hi guys,

I just finish to look for a fix for the F1 issue when use SH3Cmdr. The problem is really that SH3Cmdr overwrite the file en_menu.txt of the HT mod. So 3 options:

1. Left the things like they are now, the button "RESUPPLY INFO" is invisible but works (below ATTACK ORDERS).

2. Change manually all 69 en_menu.txt files inside the SH3Cmdr! Just add this tin line "3955=RESUPPLY INFO" inside the files (in the correct numeric order). A definitive fix.

3. After start the game with SH3 Cmdr exit and adds that tin line above in your en_menu.txt. Do it again any time you use SH3Cmdr. A temporary fix.

This is all.

Rubini.

Marhkimov
10-14-05, 07:31 PM
I was definately afraid of option #2... Oh boy, it's going to be a loooooooooong hour for me... :-?

Rubini
10-14-05, 07:37 PM
Syxx_Killer wrote:
After finishing a patrol with HT 1.46 I noticed upon return to port that the ranks for my crewmen have changed. It is like they are in German, but I have the text language set to English. What has changed that?
- This a intentional change in the en_menu.txt again. If you use SH3Cmdr or RUB they are the same. But it's in a realistic way, now your crew have a real german ranks...If you relly want the english rank so just locate the entries (160 to 174) and replace them with the stock one.

Rubini.

Rubini
10-14-05, 07:52 PM
soviet wrote:
i'm using HT1.46 standalone.

as i've mentioned before, the WE loses voice sometimes while in patrol. you said that the problem might be with en_menu.txt, but how does that affect the voice part?

the text, keyboard are all set to english and only voice alone is german.
- I just look in all the mod structure file one more time (i guess that I close my eyes and see it... :D ) and don't find anything related to sounds. I will observe my own game to see if I find the same issue. If somebody also notice this glitch just let me know.

Rubini.

soviet
10-14-05, 08:24 PM
Rubini,

thanks for looking into it, maybe the glitch comes with original game. i'm just lucky to get it now. :D

and i did some tests just now, did not encounter it so far. hope it stays that way.

Syxx_Killer
10-14-05, 08:35 PM
Syxx_Killer wrote:
After finishing a patrol with HT 1.46 I noticed upon return to port that the ranks for my crewmen have changed. It is like they are in German, but I have the text language set to English. What has changed that?
- This a intentional change in the en_menu.txt again. If you use SH3Cmdr or RUB they are the same. But it's in a realistic way, now your crew have a real german ranks...If you relly want the english rank so just locate the entries (160 to 174) and replace them with the stock one.

Rubini.

Thanks. :up: Sorry I didn't say which version I use. I use the standalone version. RUb is a good mod and all, it's just someone else's cup of tea. I will give it a look later.

lumat83
10-15-05, 02:06 AM
Please,

Are RUB1.44 and HT1.46 compatibles with Pascal Mods ?

Thank for Help

Yes, Pascal's mods are mostly graphic in nature.


Thank you very much Kpt Lehmann :)

JScones
10-15-05, 02:33 AM
I just finish to look for a fix for the F1 issue when use SH3Cmdr. The problem is really that SH3Cmdr overwrite the file en_menu.txt of the HT mod. So 3 options:

1. Left the things like they are now, the button "RESUPPLY INFO" is invisible but works (below ATTACK ORDERS).

2. Change manually all 69 en_menu.txt files inside the SH3Cmdr! Just add this tin line "3955=RESUPPLY INFO" inside the files (in the correct numeric order). A definitive fix.

3. After start the game with SH3 Cmdr exit and adds that tin line above in your en_menu.txt. Do it again any time you use SH3Cmdr. A temporary fix.

I recommend following #1. It's only a temporary measure, as the new release of SH3 Commander, due out within days, no longer has *_menu.txt files included as it uses a new system which just updates the text labels required for the NewsMod (#46) and the pre-1940 Flotilla names (#902-904).

And anyway, once you know where to click once, the missing text label becomes a minor issue.

JScones
10-15-05, 02:36 AM
Syxx_Killer wrote:
After finishing a patrol with HT 1.46 I noticed upon return to port that the ranks for my crewmen have changed. It is like they are in German, but I have the text language set to English. What has changed that?
- This a intentional change in the en_menu.txt again. If you use SH3Cmdr or RUB they are the same. But it's in a realistic way, now your crew have a real german ranks...If you relly want the english rank so just locate the entries (160 to 174) and replace them with the stock one.

Rubini.

Thanks. :up: Sorry I didn't say which version I use. I use the standalone version. RUb is a good mod and all, it's just someone else's cup of tea. I will give it a look later.
If you use SH3 Commander, this isn't an issue as you can force the ranks to display in English, American or German regardless of what mods you have installed.

Vermin
10-15-05, 06:05 AM
Hi Rubini,

I am back at sea after a 2 month break - I have updated to 1.46 and it is really fantastic.

Thanks to all involved - it makes the game soooooo much more complete!

:up:

Vermin

Walsung
10-15-05, 07:43 AM
Walsung,

In my system all works well even when I uninstall the mod (I do this a lot of time to make the mod) and nobody tell me anytinhg like this before. Let's wait more feedbacks to see what I can do. :hmm:

Rubini.

Solved the issue doing a clean install. Everything works fine now. I was testing several mods, so i suppose i messed something and forgot to deactivate the others before installing your's.

Anyway my congratulations for this fantastic mod, and quite impressive too to see the Bismark anchored at Kiel the 8 march 1941 just like it's supposed to be. I can hardly wait to sail with my battered VIIB near the Denmark Straits in the end of may :up:

Rubini
10-15-05, 08:28 AM
JScones wrote:
I recommend following #1. It's only a temporary measure, as the new release of SH3 Commander, due out within days, no longer has *_menu.txt files included as it uses a new system which just updates the text labels required for the NewsMod (#46) and the pre-1940 Flotilla names (#902-904).

And anyway, once you know where to click once, the missing text label becomes a minor issue.
-Thanks for the reply JScones. It's a great news because now it's possible to add 6 - 9 new buttons on the F1 help screen (and no more SH3Cmdr confict) where we can put all type of text info. I'm working on this stuff just now.


Rubini.

Lane
10-15-05, 01:40 PM
Question for JScones?

I see you wrote there is a new sh3 commander coming out soon.
Will it have the same features as the last one? I would like to ask
you about the Use Rub check box? If you are using RUB I know you
would check the box. Question then does the Rub files overwrite the
commander files? I am using your last new one ver 2.1.030 with no fatigue and my deck guns set for 60 sec's reload time. I have a career
going Capt Willy Schnee U-135 patrol 4 when inside straits of Gibralter
made a attack on convoy coming out and got killed lucky I made a save
before going in going to cheat a little and go back to my save and cont
my patrol and career :( I won't make that mistake attacking a convoy
in the narrow part of the straits that's sucide.
I am enjoying using your SH3 commander just may stay with that and
the SH3 ver 1.4b and a few mod's
Regards
Lane :D

Woof1701
10-15-05, 03:09 PM
:up: :up:
Thanks Rubini!!

JScones
10-16-05, 12:23 AM
I see you wrote there is a new sh3 commander coming out soon. Will it have the same features as the last one?
It's a minor update, which means it has the current features with some new ones added in.

I would like to ask you about the Use Rub check box? If you are using RUB I know you would check the box. Question then does the Rub files overwrite the
commander files?
There's no "Use RUb" checkbox, so I assume you mean the "Use RUb" button. Pressing the "Use RUb" button does no more than populate the Gameplay Settings options with the values that RUb use. Likewise, pressing the "Use SH3" button simply populates the Gameplay Settings options with the vanilla SH3 values. The buttons are just there for convenience, mainly for players who have RUb installed but want some elements of the vanilla game back.

In all instances the values you set here will overwrite the game values. So, if you are using RUb and happy with it, you do not even need to select the "Use fatigue model" or "Adjust water density" options, for doing so will, in your case, simply overwrite the RUb values with the *same* values. But there's no harm either way.

jaxa
10-16-05, 09:30 AM
Rubini, thanks for support! I'll be waiting for SH3Commander's update.
You idea of new infos with F1 button sounds really good, but we must think what to include.

Rubini
10-16-05, 09:37 AM
Yes jaxa,

I thought a bit more about the F1 help screen but don't find anything special to put there. So if somebody have a good idea let's do it.

Rubini.

jaxa
10-16-05, 11:17 AM
Many posts ago I read post about mod with many useful informations for captains (like flags, torpedo solutions etc.) using books in command room. There were many good screenshots. I don't know name this mod, but it wasn't release. Idea was very good, maybe something similar for F1 info screen?

Duke of Earl
10-16-05, 11:51 AM
Yes jaxa,

I thought a bit more about the F1 help screen but don't find anything special to put there. So if somebody have a good idea let's do it.

Rubini.

@Rubini... what about some ideas in this thread for Reference Library..

http://subsim.com/phpBB/viewtopic.php?t=32546

Cordialement, Duke of Earl

Rubini
10-16-05, 01:44 PM
jaxa,
Duke of Earl,

-You are talking about the same link/post. I already take a look again but the majority of the ideas are using .tga.; for the F1 help screen only text are possible.
I'm now looking in the Wiki Community manual which contain a lot of charts and text info. If I find something interesting (really new and useful) i will make the mod. :up:


Rubini.

jaxa
10-16-05, 02:14 PM
:up:

jaxa
10-16-05, 02:17 PM
Damned, my actual avatar is very awful :down:
It was "One noght in Bangkok", now it's good.

kriller2
10-16-05, 06:07 PM
have been sailing around vigo and the other ports where there should be dolphins, but havent seen the damn fishes!! :huh: has anyone been lucky to see those creatures? otherwise a great mod :up:

Rubini
10-16-05, 06:13 PM
kriller2,

he, he... :D

Nobody yet notice the dolphins. My bottle of Rum is still with me. But you are hot...try dock at Bessel ship and see around when you restart...Ops, said to much...
Don't forget: only with pics!

Rubini.

HEMISENT
10-17-05, 11:25 AM
Hi Rubini
Using SH3 Commander/RUB 1.44/ht1.46/+ misc mods(Fresh install)
Just began a patrol out of Lorient
Jan 01 1942. Destination ED 98 (near Port of Spain)
Very long cruise intending to refuel at Corrientes in Canary Islands on return voyage.
F1 Resupply text says avail from jan/41 to may/43
Problem is the blue icon is not on the map.
Any thoughts.

kriller2
10-17-05, 11:53 AM
Yes! finally I have seen the dolphins and I am a changed man... :D

Look, whats that on starboard side?

http://home.tiscali.dk/roesdahl/sh3/dolphin1(2).jpg

It's moving....

http://home.tiscali.dk/roesdahl/sh3/dolphin1(3).jpg

It's jumping....

http://home.tiscali.dk/roesdahl/sh3/dolphin1(4).jpg

It's a Dolphin!!! :o

I will never be the same again... I can survive destroyers and a trip through the gibraltar street but not a fish jumping up and down beside my fine ship!!.. :roll:

Good work Sergbuto and rub :rock: :rock:

jaxa
10-17-05, 12:18 PM
Lucky man!
You've just won bottle of rum from Rubini.

Rubini
10-17-05, 12:30 PM
Yes,yes, kriller2 is the winner! :-j :sunny: :-j :sunny:

So, my friend, now we can open and drink that Rum! :()1:
(it's a shame: I don't have any pictures of a bottle of Rum... :D)


Rubini.

kriller2
10-17-05, 12:51 PM
http://home.tiscali.dk/roesdahl/sh3/rum.jpg
http://www.subsim.com/phpBB/images/smiles/alc.gif
http://www.subsim.com/phpBB/images/smiles/alc.gif

Here you are Rubinni, Captain Morgan rum! :D

Rubini
10-17-05, 01:05 PM
hic...hic :()1:

:lol:
Rubini.

Rubini
10-17-05, 01:50 PM
HEMISENT,

Yes, the Corrientes will be available after jan 5, 1941. So just go there after this date. The icon will be appears and you will receive a radio message. Post here your comments after finish your patrol. :up:

Rubini.

Kpt. Lehmann
10-17-05, 04:05 PM
Cheers Kriller! :()1:


What is next I wonder.... SHARKS?????

HEMISENT
10-17-05, 10:03 PM
Sharks!
That was the first thing I thought of when Rubini announced dolphins available. Imagine being off the coast of Florida early 1942 in a IXC sitting still in calm waters bringing in your external stores and shark fins begin circling the boat.

gdogghenrikson
10-17-05, 10:11 PM
Kriller2, please share your rum with the rest of us! :arrgh!: :()1: :()1: :()1:

The Avon Lady
10-18-05, 02:30 PM
In the Milkcow ReadMe, it says:

USE OR NOT THE MILK COW MOD?
============================

-In my opnion this is a must have mod. If you use it correctly your game experience will be increase a lot. But if you really don't want it then just maintain your original Basic.cfg, flotilla.cfg and en_menu.txt.

I want to neutralize the Milkcow mod. Now, I've also got RUb 1.44 installed and I start SH3 via the latest SH3 Commander version.

So with all of these mods, what do I do to which files where? :hmm:

Rubini
10-18-05, 03:05 PM
Hi Avon Lady,

Like I said, use or not the milk cow features is optional. Just use the desire settings on SH3Cmdr for days in base and replace the flotilla.cfg with the original RUB's one. Only this. It's not really necessary to replace the en_menu.txt (it's only for show that "RESUPPLY INFO" button on the F1 help screen).
But in truth, even replace the flotilla.cfg is also not really necessary (it's used to assigned you to a far way grids, which is a sparse feature), because with SH3Cmdr you can choose you grid destination...

So, it's possible to use the HT 1.46 without the milk cow just adjusting the days in base to the default valour and if necessary choosing another grid destination...

Rubini.

Lane
10-18-05, 09:11 PM
Rubini,

After refueling EL Ferrol I went down to Casablanca was raining heavy.
Surface at dawn and did a cruise around dock's in the rain :D
I saw ships with flags with three colors blue/white/red what country are
these? I installed the flag mod for the ID manual but they are not very
clear the colors on the front of manual and they are in German?
Near's match was something called FrankReich? I saw the nice Spanish
flags on ships at EL Ferrol :D Rain cleared on way down to Canary Islands made dock with Ship Corrientes nice harbor Las Palmas
but did not see any dolphins :D Refuel complet in one day so I set
beside supply ship till dawn to sea Harbor as I was leaving I fired a star
shell over the harbor :D I am looking for some thing to attack :D
Have 14 torps and have not seen one enemy merchant or warship.
Going back north toward Gibralter HQ is going to be P" off if I dont
find something all i can find is bad weather :D
Lane :D

Rubini
10-18-05, 10:16 PM
Lane,

Casablanca was a french port...so I guess that you saw french flags!
Edit: every time you resupply at a Spanish port just look around your uboat after restart your patrol...I'm almost sure that you will see some nice..."fish" (not exactly a fish, I know :D )

Rubini.

Reece
10-18-05, 10:32 PM
Hi Rubini, I noticed that you have included the file "menu_1024_768.ini", this file is currently used for 2 combined mods - Hide Shortcuts Bar + Really Readable Dials. Could you please advise what your version is used for, if there is not much altered could you please give a txt file of the added changes only, I could then cut & paste into the existing.
Many thanks for your mods. :up:
Reece.

Rubini
10-18-05, 10:43 PM
Reece,

The directions to modify your own menu_1024_768.ini are in the more_useful_help_screen.txt file at documentation's folder inside the HT mod . It's just a matter of copy and paste! :up:

Rubini.

Reece
10-18-05, 10:55 PM
Many thanks! :D

Vermin
10-19-05, 09:42 AM
Rubini,

I saw the dolphins in Vigo harbour whilst I was moored alongside the Bessel :D

I took a screenshot but I don't know how to post it so I sent you a PM!

My boat was so wrecked by an embarrassing encounter with an armed trawler in Casablanca that it took two month to patch up the boat :oops:

The Mod is terrific! Thanks again!

Rubini
10-19-05, 10:17 AM
Vermin,

Look at this thread about file and image storage (roll down until find the image sections). Save the pics as a jpg (it's short in size):

http://www.subsim.com/phpBB/viewtopic.php?t=43803

Rubini.

Rubini
10-19-05, 11:55 AM
Hi guys,

I'm in a 6th patrol, 1th flotilla, Kiel. Then when i'm on the road near Kristiansand my WO sited a Flottenbegleiter (Commander1980's new unit). I thought: What this unit is doing here, I don't remember to scripted it here. But soon I notice: i encounter a small german convoy heading to Kiel!! It's really nice find some surprise even when yourself did it :D
See the pics:

http://img431.imageshack.us/img431/8996/convoy13ao.jpg

http://img431.imageshack.us/img431/9824/convoy21xc.jpg

http://img431.imageshack.us/img431/2918/convoy30em.jpg


Rubini.

Kpt. Lehmann
10-19-05, 06:06 PM
Admiral Rubini is a GENIUS! :sunny:

Flakwalker
10-25-05, 03:46 PM
@Rubini @Sergbuto

You can use the Cable Fix VIIC mod I did to fix your AI VIIC/41 cable, I found them unchanged so it seems it dont use the stock turms.

Rubini
10-25-05, 04:09 PM
Flakwalker,

First of all thanks for your great work!
I'm using your mod in my installation. But I have some comments about the fixes towers and Ai uboats:
1. No problem with the 'docked' AIuboats. I will just clone the new ones .(VIIc towers) and put them on the next release of the HT mod (with your permission... :yep: ).
2. But for the Aiuboats with crew you have to work again on the AI towers or sergbuto have to do a new work on your modified tower to include the crewmen. I guess that you already have them (AI towers with crew - they are in the HT mod).

What do you think?


Rubini.

Flakwalker
10-25-05, 06:48 PM
Flakwalker,

First of all thanks for your great work!
I'm using your mod in my installation. But I have some comments about the fixes towers and Ai uboats:
1. No problem with the 'docked' AIuboats. I will just clone the new ones .(VIIc towers) and put them on the next release of the HT mod (with your permission... :yep: ).
2. But for the Aiuboats with crew you have to work again on the AI towers or sergbuto have to do a new work on your modified tower to include the crewmen. I guess that you already have them (AI towers with crew - they are in the HT mod).

What do you think?


Rubini.

Yes you can add them on HT :).
About AI towers, I think that Sergbuto can extract the new .obj that I modificied and re-import on his files, of course if the model keeps the current layout.
If he weld the turms and the crew to the hull, then the work have to be done again.

Rubini
10-25-05, 08:07 PM
Flakwalker,

The towers are like the stock ones. I guess that you can do the same work on the AI towers with crew without any problem. You know how and what do to. If you need some help just ask me (where and which tower to use, etc...).

Or let's wait a bit if Sergei himself want to do this work. But I don't have seen Sergei for a while. :hmm:

Rubini.

HEMISENT
10-25-05, 08:55 PM
Hi Rubini.
(a bit long.)
RUB 1.44&HT1.46
Some more feedback for you as requested now that recent changes to HT 1.46 with the airpower issue are apparently solved. (Thanks again on that one) I wanted to check how a mission plays out with a Milch Cow resupply by being on station before the resupply sub-I was not too concerned with excessive torpedo expenditures. I wanted to use them all up in a reasonable amount of time.
My intention is to meet up with U 460 scheduled to be on station at Grid BC11 Feb 6
2nd patrol departs Brest in Type VIIC

Jan 12 1942
19:28
Destination Grid BE47
Exited harbor normally, avoided nets and minefields using supplied map.
Headed straight for assigned grid. Spent the obligatory 24 hours then set rough course west towards Halifax following convoy routes. speed 9kts


Jan 25 1942
03:04
Western edge Grid BC94
Periscope depth
Sound contacts merchant moving slow approx hdg 260
ordered surfaced change course to intercept.
05:10
1 C2 cargo and 1 small merchant were intercepted and sunk using all forward tubes plus 1 stern torpedo
Departed area on surface hdg 251 at 12kts.

Jan 27 1942
17:30
Surfaced.
Ship sighted brg 040 hdg east smoke on horizon.
Ordered ahead standard. Set course for intercept
22:35
Stormy night, heavy seas. Surface attack against Large Cargo. Fired tubes 1,2 & 3. Ship must have seen us ,
changed course hard to port.
22:36
1 impact / 2 misses
22:37
Fire tube 4 set at high speed
Impact! Ship immediately slows and begins to settle evenly with slight list to stbd.
22:49
Heavy seas washing over aft deck area. Ship is making 1 kt
22:55
Fired stern torpedo 90 deg to port side. 400m distance. Torpedo is a dud.
23:54
Running parellel off her port side while crew reloads. speed has increased to 3kts.(AI damage control apparently working)

Jan 28 1942
00:03
vessel begins zig-zag manuevers, speed 3 kts, still wallowing in heavy seas. list to stbd appears not as pronounced.
00:59
Fired bow tube at 400m. Impact! ship breaks in two. Sinks in seconds.
01:00
Ordered course due north destination Grid BC11. 1 remaining torpedo in aft external storage.

Feb 01/1942
03:01
Arrive Grid BC11, Set up patrol pattern awaiting scheduled date and time.

Feb 03/1942
16:44
Weather clears enough to allow retrieval of stern external store. Reduced speed to 2 kts.

Feb 06/1942
00:53
Rcvd msg "U 460 arrival on station". Ordered course change to rondezvous area
03:05
At designated area, depth 25m attempt locate milch cow by sound.

Feb 08/1942
12:18
Surfaced. Ship sighted! Course changed to intercept.
12:41
Rondezvous with milch cow. Took up station approx 10m off port side. Calm seas.(approached/overtook milch cow at very slow rate to avoid AI avoidance, also any distance closer than 10m AI takes over and resupply sub reverses or changes course instantly)

Hit exit/Dock at U 460
Rubini,
Patrolled general area, it took 1.5 days to locate slow moving milch cow.
Alternating between surfaced and submerged. I suppose without radio or other means of communication this was acceptable. No gps back then.
Last resupply test was using previous version SH3 Commander(2.1?)
resupply took 12 hours as advertised.
This test mission I have SH3 Commander 2.2 installed, all settings exactly the same but following mission started many days later. Something different with the "days in base". I need to change something here.
On restarting thru SH3 Commander I was advised that I lost Matrosengefreiter Willi Sammann. I guess this would simulate a crewman staying on the milch cow for medical reasons(they carried doctors)or transfer for other reasons. Anyway, all in all everything played out pretty well except for the days in port issue.
.

Rubini
10-25-05, 09:54 PM
HEMISENT,

Your report are the best as always! :up:

I'm using SH3Cmdr2.2 too . It's great. Some comments:

-I use SH3Cmdr to start the game every new patrol, except when I meet a milk cow unit. This is only for my taste; Sh3Cmdr randomize the merchants skin, so in the next day after dock at milk ship unit she can now be dressing another skin what is not much realistic (for my taste)...And it's possible to mod SH3Cmdr to disable the randomize function to all or only to some merchants.

-SH3Cmdr will overwrite some files every time you start the game with it. SH3cmdr also use a 'backuped' files to insert some infos. So every time you install or change mods I suggest that you do a 'roll back' first, after that install/change the new mod, otherwise sometimes you could not 'see' the new /changed mod.

-I use SH3Cmdr with realistic career length unchecked (for now) and with days in base set to 1 and use the HT emblems when I need to balance the days in home base. It's working very well now after I discover how to make them disposable since the beginning of a career (see the HT small update).

-I only use the milk units when I'm assigned to a distant grid. This way I only will use the milk cow units ~10% to 20% of the patrols in an entire career which is absolutely realistic. And I only use the necessary times to refuel, in rare situations to get some torps too. This way we can avoid the excessive use of the milk cow features. It's not possible until now to restrict the number of torpedos at a milk cow unit.

-I put some distant grid destinations on flotilla.cfg file but it's possible that you will never (or only very few times) be assigned to such a grid. No problems, just use SH3Cmdr to force a distant grid destination and use a milk unit to resupply duties! ;)

Rubini.

HEMISENT
10-26-05, 06:08 AM
Hi Rubini
I'm still a little unclear about this emblems and days in port procedure.
If I start SH3 Commander knowing that I will be using resupply in that session then set the days to 1.
But any other time set the days to random as I have now? Is that correct?
As far as emblems go-how are they set or changed-very seldom in earlier mission am I given the option to add an emblem.
I think this is the only remaing issue and the whole milch cow option will be pretty much wrapped.

Thanks

Rubini
10-26-05, 07:43 AM
Hemisent,

How to set SH3Cmdr to run with HT/Milk cow?
-Set the days in base to 1 (not random). This way you only will spent 1 day at milk cow. In home base many others variables will make you spent more or less days so, belive me, it's not necessary to set it random.
-The emblems are now disposable since the beginning of a career. Mine is set to 14 days. So if necessary I just change them one or twice do balance the days in base. Simple!
-I do not use 'realistic career length' but it's only my preference now. I guess that there is no problem here.

If you have any other doubts just ask me! Let's learn to play with SH3Cmdr without any problem!

Rubini.

HEMISENT
10-26-05, 10:48 AM
Thanks Rubini
Will reset days to 1 as recommended-will see what happens.
SH3 Commander is great but I need to use it with all its capabilities.

You mentioned earlier I think that you have different skins at different times? I'd like to get into that area next.
Will keep you posted.

Flakwalker
10-26-05, 04:40 PM
Flakwalker,

The towers are like the stock ones. I guess that you can do the same work on the AI towers with crew without any problem. You know how and what do to. If you need some help just ask me (where and which tower to use, etc...).

Or let's wait a bit if Sergei himself want to do this work. But I don't have seen Sergei for a while. :hmm:

Rubini.

Ok, I will give a check.

Nedlam
10-27-05, 09:41 AM
Wow! Great mod. Makes getting out of Kiel quickly a little hard with all the ships/sub/aircraft spotted announcements but it's worth it for the times I just want to cruise and look around before I go on patrol.

I have a stupid question for you. The Basic.cfg file for the latest HT_RuB version: If I wanted to install the milkcow version of it, did you just take a copy of the RuB 1.44 Basic.cfg and change those entries that affect the use of the milkcow features? Or did you change a bunch of othe stuff too?

I don't know exactly what the file affects. I think it does stuff to crew fatigue (for example) which if I am correct Sub Commander adjusts anyway.

I'm sure you explain it in the Readme doc (which I did read). I'm just having a hard time getting my head around the whole concept. :)

Thanks for all the work you put into this.

Rubini
10-27-05, 10:28 AM
Nedlam,

The files which are overwrite are from RUB itself, just with small changes to adapt to the mod.

Rubini.

Nedlam
10-27-05, 02:16 PM
Thanks for the reply Rubini. I cant tell you enough how great it is modders like you take the time to put these things together to enhance all of our experiences with this sim.

I started a career already so I think I'll wait to change the Basic.cfg to until this one is ended. Either by death or retirement (hopefully at least 16 patrols).

Thanks again!

The Avon Lady
11-08-05, 02:29 AM
So, Rubini, is HT 1.46 compatible with new RUb 1.45? :hmm:

Dowly
11-08-05, 02:32 AM
So, Rubini, is HT 1.46 compatible with new RUb 1.45? :hmm:

I`d like to know that too...

Marhkimov
11-08-05, 02:45 AM
Yeah, i checked the SCR campaign files, and the one from RUb is a lot smaller than the one from HT 1.46

The Avon Lady
11-08-05, 03:08 AM
Yeah, i checked the SCR campaign files, and the one from RUb is a lot smaller than the one from HT 1.46
I think that's always been true. I would think the reasons are obvious, i.e., the addition of harbor traffic. :yep:

The question is whether there are any incompatibilities or loss of functionality by installing HT 1.46 above RUb.

So let's just wait for Rubini to wake up, have his morning coffee and give us the emmes. :sunny:

Rubini
11-08-05, 06:49 AM
I don't test yet, but I can see some little differences here: the SCR of the HT for RUB is the last that CCIP have done (Beery never use it in truth). The SCR in RUB 1.45 is the old 1.44 plus the extensive minefields on the British coast but the operations and others are the same. So they are totally compatible but not exactly equal. RUB 1.45 have now the corrected radiolog lite version, so just copy the new HT radio messages on the botton of it. I guess that these are the major differences. I will update in 1 or 2 weeks. I'm very busy on my work this week.

Rubini.

The Avon Lady
11-08-05, 06:52 AM
I will update in 1 or 2 weeks.
My forehead will be mashed potatoes by then. :damn: :damn: :damn: :damn:

The Avon Lady
11-08-05, 07:25 AM
I don't test yet, but I can see some little differences here: the SCR of the HT for RUB is the last that CCIP have done (Beery never use it in truth). The SCR in RUB 1.45 is the old 1.44 plus the extensive minefields on the British coast but the operations and others are the same. So they are totally compatible but not exactly equal. RUB 1.45 have now the corrected radiolog lite version, so just copy the new HT radio messages on the botton of it. I guess that these are the major differences.
Installing HT 1.46 on top of RUb 1.45 results in this:

http://img352.imageshack.us/img352/2971/05uo.jpg

Which files are safe to override? Which not? Even a partially functioning HT mod would do for the moment.

Can anyone help a damsel in distress? :oops: :roll:

Rubini
11-08-05, 09:17 AM
The Avon Lady,
It's all ok. These files are the same that will be overwriting if you install over RUB 1.44. :up:
The major differences are these that I post above. I guess that RUB 1.45 will run without any problem until I update the HT mod.
If you have some new info post here to us.

Rubini.

The Avon Lady
11-08-05, 09:25 AM
Thanks, Rubini! :up:

Time to set sail! :ahoy:

Rubini
11-08-05, 09:35 AM
The Avon Lady wrote:
Can anyone help a damsel in distress?

The womans...if there are some (sometimes only a little) danger they quickly call for the men. Mainly if they find a cockroach... :lol: :-j

Only a joke AVL!

Rubini.

The Avon Lady
11-08-05, 09:39 AM
The Avon Lady wrote:
Can anyone help a damsel in distress?

The womans...if there are some (sometimes only a little) danger they quickly call for the men. Mainly if they find a cockroach...
Just goes to show that men are good for something! :smug:

Rubini
11-08-05, 10:55 AM
Just goes to show that men are good for something!

After ten years of marriage is what my wife says!

:rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

Rubini.

jaxa
11-08-05, 11:34 AM
Oh, women!
I've got wife from 7 years, the most difficult years of my life. :D
BTW, we must wait for Rubini's free time and new version of HT, full compatible with RUb 1.45.

The Avon Lady
11-08-05, 11:57 AM
Oh, women!
I've got wife from 7 years, the most difficult years of my life.
I'd love to tilt the keyboard over in her direction. :yep:
BTW, we must wait for Rubini's free time and new version of HT, full compatible with RUb 1.45.
We don't. Rubini said you should still be able to use HT 1.46 with new RUb version 1.45.

Two weeks without the HT Mod is eternity! :dead:

jaxa
11-08-05, 12:29 PM
"I'd love to tilt the keyboard over in her direction. "

Women solidarity! :D
I love my wife very much, she is very patient woman. :up:

Yes, it's possible to use HT 1.46 with RUb 1.45, but for the best results it will be better to wait for version designed for RUb 1.45. I'm after patrol now and I can wait few days.

joea
11-22-05, 04:18 PM
Any news on the new version??? :cool:

Rubini
11-25-05, 07:58 AM
joea,

Yes i will release a final version. I'm involved in another personal SH3 project at this moment but it will include a newer HT version. If this project don't go ahead for any reason then I will release only the newer HT mod update for RUB 1.45 or for the future RUB 2.0. The main new feature at this moment are:
1. A new way to play with Milk Cow that don't need to modify your basic.cfg file and thus avoiding any problem with grids and dates on SH3.
2. A complete new historical scenario for 30th Flotilla (Black Sea Operations)
3. A new flotilla: 3rd Flotilla, La Rochelle.
4. A lot of small adjusts in port traffic.

(I also tried to mod the departure place (subpen or open dock) to meet the historical events concerned to the construction of mid war subpens but it's not possible in SH3. The game always read the first reference for the departure place independent of the date.)

These are a very time consuming tasks. I need time.

Rubini.

jaxa
11-25-05, 10:06 AM
:up:

baxter
11-25-05, 03:08 PM
Sounds like some great changes you're working on!

joea
11-26-05, 05:51 AM
Excellent Rubini. :up:

Stavinsky
11-27-05, 04:21 PM
I'm back again after a long escape.

Nice to see everyone is still so dedicated.

I've seen the last change, and hope to see some
of the dolphins hehe.

Great Job Rubini.

As always if you need a "maniac" ( ;) ) to get the
starting point in some harbours, feel free to pm
me. I've some free time and could perhaps
help you a little in your task.

Have a good day.

Stavinsky
< Still patrolling somewhere, but crew reported on vacation>
< on a pacific island :rotfl: >

Rubini
11-27-05, 07:58 PM
Nice to meet with you again Stavinsky! :sunny:

Yes I should like some help from you. Check your PM!

Rubini.

Syxx_Killer
11-29-05, 06:34 PM
Hi Rubini. I was tinkering around with SHIII for the first time in what seems like aeons. I came across a possible glitch. It has been quite a while, but if I remember right, HT1.46 had the fixed reflections DAT for the AI U-boats? I was using a different skin. I noticed for the fist time that the conning tower is the stock one while the deck and hull is the custom one. I tried some other skins for the AI Type II, with the same results. However, in the Museum the conning tower matches the hull. Before, when I was using the non-reflective DATs for the AI Type II skins, the conning tower matched when I encountered one. I noticed the mismatch when I was messing around with a new campaign in 1939 in Kiel.

gdogghenrikson
11-29-05, 08:58 PM
hope you still make a stand alone version

Rubini
11-29-05, 09:28 PM
gdogghenrikson,
-I will make a stand alone and RUB as usual! :up:


Syxx,
-Two weeks ago I post a fix that correct all the textures names on Aiuboats. Is this what you need?.
Direct link:
http://rapidshare.de/files/7680880/Ai_uboats_with___textures_names.7z.html
Thread link:
http://www.subsim.com/phpBB/viewtopic.php?t=45206&start=0&postdays=0&postorder=asc&highlight=

Rubini.

jaxa
11-30-05, 10:57 AM
Rubini, what about your work? Start, middle or final stage?

Rubini
11-30-05, 11:59 AM
Rubini, what about your work? Start, middle or final stage?

I'm in the middle i guess. I will post some pics and the final readme in a few days.

Rubini.

jaxa
11-30-05, 01:56 PM
Fine, I'd like to read readme.txt and wait for final release.

GT182
11-30-05, 02:40 PM
After being away from SHIII for awhile, I've finally gotten it started again. Changed a few mods like a dummy and now trying to start a new patrol is ending in CTDs.

I uninstalled your 1.44 and 1.45 HT mods Rubini and installed the 1.46. Could this be the problem? Also with 1.46 I notice, until the crash that the AI shipping is running aground and blowing up. Is this a bug or because of 1.44 and 1.45 not being there? No RUB mods are being used. I just downloaded the fix you mention above but haven't installled it yet.

From what I see with just 1.46 HT installed, you've made a great mod. Love the traffic and scenery. :up: Can't wait to see the dolphins. ;)

Rubini
11-30-05, 08:22 PM
GT182,

If you are getting CTDs I think that is better that you do a complete SH3 reinstall (fresh installation) and then install HT 1.46. :up:

Rubini.

GT182
11-30-05, 09:44 PM
Yep, I've come to the same conclusion seeing I can't get into the game anymore. It crashes just when it's loaded.

Thanks Rubini. S!

HW3
12-01-05, 12:08 AM
Check your registry for errors also before you reinstall.

Ducimus
12-07-05, 05:26 PM
I don't know if this has been asked before, but is this compatible with improved convoy's?

Rubini
12-07-05, 06:38 PM
Ducimus,

Yes it's compatible with IC. I use IC. By the way, a new HT release will be out in a week. I'm finishing the work!

Rubini.

Ducimus
12-07-05, 07:08 PM
Ducimus,

Yes it's compatible with IC. I use IC. By the way, a new HT release will be out in a week. I'm finishing the work!

Rubini.

AWESOME!

Maybe ill hold off on that full reinstall then. Thanks!

irish1958
12-08-05, 11:59 AM
Rubuni,
In your new harbor mod will you fix the campaign_LND file so we can use the Bordeaux port with the 12 th fotilla? Currently when you start your boat is crashing into the dock and gets damaged beyoud repair. There are two Bordeaux files in the file and if you don't delete one of them you have a second uboat starting on top of yours.
Irish1958

Rubini
12-08-05, 12:51 PM
irish1958,

Thanks for the feedback. And yes, I already fix this small bug and others. :up:

Rubini.

jaxa
12-08-05, 01:42 PM
Good news Rubini!
Will it be a big pack with many improvements (as you promised earlier) or only new version for RUb 1.45?
Fortunately, I've just finished my patrol and can wait some days for next, but how many days - three, four, five? :)

Rubini
12-09-05, 09:15 AM
jaxa,

With many improvements; and I think that it will be complete in a week now. :up:

Rubini.

irish1958
12-09-05, 11:10 AM
Does HT monkey with the coulds? It seems when I use HT 1.46 all I get are clear skys?
irish1958

Rubini
12-09-05, 11:32 AM
No, HT don't mess with clouds.

Rubini.

jaxa
12-09-05, 12:10 PM
Rubini, I'm very curious what did you do with HT :up:

docvego
12-16-05, 02:57 PM
Avon, did you have any luck getting this to run with RuB 1.45 ?

GT182
12-16-05, 08:13 PM
Reinstall successful and all is well. I made th big mistake of accidentally installing SHIII Commander while at sea. And I know better too.

But I have 2 questions. Why is it that AI traffic in port and going out of lorient keeps runnin garound and blowing up? And why are the 109 fighter bombers circling one spot dropping numberous bombs on nothing? No enemy ships or anything else in that spot.

Other than that it's one super mod Rubini. ~S!~ :up:

Rubini
12-16-05, 08:41 PM
docvego,

The new HT 1.47 (stand alone/RUB 1.45) will arrive in a few days. Release date: next wednesday.


GT182,

What you see is a old known SH3 stock bug: SH3 don't save the waypoints of the scripted units near the player's uboat. So when you reload all units will go aground or blow up. This advise is on the readme or in the first post here. This is true in any point of the game where you have scripted units: like in enemy harbours, British channel, etc, so it is not exclusive of the HT mod. Anyway, in this case, just save/reload away of the harbours...

Rubini.