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HanSolo78
12-16-05, 11:44 AM
http://img479.imageshack.us/img479/1950/frontmf4.jpg


Events:

1. The Graf Spee leaves Wilhelmshaven direction south-atlantic.
2. The Schleswig-Holstein leaves Kiel direction Danzig.
3. The Scharnhorst and the Gneisenau leave Wilhelmshaven to discover surveillance units around the faroer isles.
4. Operation Weseruebung
5. Evacuation of Dunkirk
6. Scharnhorst ,Gneisenau and Admiral Hipper leave Wilhelmshaven direction Harstad, operation Juno
7. The Admiral Sheep leaves Brunsbuettel direction north atlantic
8. The Admiral Hipper leaves Wilhelmshaven direction north-atlantic to destroy merchants. Breakthrough denmark street.
9. The Admiral Hipper leaves Brest direction Kiel. Again breakthrough denmark street!
10. Evacuation of Greece
11. Evacuation of Crete
12. Battle of the Bismarck on in denmark street
13. Operation Halberd on british convoy leaves Gibraltar direction Malta; being attacked by ital.forces
14. Operation Cerberus (channel breakthrough) From Brest the Scharnhorst, Gneisenau and Prinz Eugen break through the channel direction Wilhelmshaven
15. The Prinz Eugen & the Admiral Scheer leave Brunsbuettel (bay near Hamburg) within Operation Sportpalast
16. The Tirpitz leaves Wilhelmshaven direction north icesea to engage Murmansk convoys.
17. The Admiral Hipper will be replaced from Kiel to Trondheim
18. The Prinz Eugen (damaged) will be replaced in Operation Zauberfloete from Trondheim to Kiel
19. Operation Torch allied units land on Casablanca, Oran, Alger
20. Operation Husky allied units land at sicily
21. The Tirpitz, Scharnhorst + Gneisenau leave the bay from Narvik for "Operation Sizilien" , to engage allied bases
22. D-Day in north France at Cherbourg, Caen


New webpage is online: newest version 2.1<------ New version up, 3.0: Here (http://hansolo78.2page.de/)

http://www.realhp.de/members/hansolo78/Night7_copy.jpg (http://www.realhp.de/members/hansolo78/index.html)


NOT COMPATIBLE WITH HARBOUR TRAFFIC (HT)

sergbuto
12-16-05, 12:03 PM
Good work. Do you have an additional minefield set which was not included in the last version but posted later by Travinski?

I may soon have a set of landing crafts/amphibious vessels, such as LCI/L 1-350, 351, LCT MK5, LCT MK6. These can be used for Allied landing operations, included in the campaign, such as Sicily invasion, D-day, etc.

HanSolo78
12-16-05, 12:10 PM
Thx!
I didn´t change minefileds yet.
In the readme Travinski mentioned that minefields will disappear I think. Do you mean this issue?
Special vessels for landing operations are excellent!!! :)

sergbuto
12-16-05, 12:15 PM
No I did not mean dissappearance effect. That bug was related to the unpatched version of the game. That is why Travinski removed most of minefields. The additional minefield set is supposed to bring back all the mine fields but was included in the last version.

Kpt. Lehmann
12-16-05, 12:57 PM
HanSolo78,

You might speak with Teddy Bar regarding his reduced density minefields. Teddy has done quite a bit of tough work fixing some historically based minefields that were so dense in SH3 that CTD's were problematic.

If you ask him nicely, I'll bet he'd share them with you. :yep:

irish1958
12-16-05, 05:04 PM
This look terrific. Any idea as to when it might be ready?
irish1958

Der Teddy Bar
12-16-05, 05:17 PM
HanSolo78,

You might speak with Teddy Bar regarding his reduced density minefields. Teddy has done quite a bit of tough work fixing some historically based minefields that were so dense in SH3 that CTD's were problematic.

If you ask him nicely, I'll bet he'd share them with you. :yep:
My minefields are now part of RUB. They were at least given to the RUB team to be so.

My Allied minefields are very much a work in progress. I am happy to share them out. They even have a few Dutch minefields :o

HanSolo78
12-16-05, 06:34 PM
@ irish1958

there are again and again things which I change a bit, after I tested them (neverending story) but actually I could release it immediately.

@Kpt. Lehmann+Der Teddy Bar

Thx for your advices and response.
At the moment I focus on traffic and have no plans to change minefields. Maybe I could ad them in the near future.

Panama Red
12-16-05, 06:41 PM
Looking forward to your results/release. :up: :up: :up:

HanSolo78
12-17-05, 09:12 AM
Looking forward to your results/release. :up: :up: :up:

I am just reworking the capture of Gdansk.. I want a Hipper class cruisier in the bay of dansk just like the Schleswig-Holstein at the beginning of the war.

HMCS
12-17-05, 10:00 PM
Do you have a basic text file description of the mod handy?

Thanks!

HanSolo78
12-18-05, 09:33 AM
Do you have a basic text file description of the mod handy?

Thanks!

Simply create a folder; for example "WarAceCampaign" then extract the files into it. Use the JoneSoft Generic Mod Enabler to enable the campaign!

The Avon Lady
12-18-05, 10:13 AM
I am confused as to exactly what this is.

It sounds similar to Rubini's Harbor Traffic Mod plus the inclusion of actual historic events, scripted into the campaign.

Am I correct? If so, are there essential differences between Rubini's mod and this one, as far as harbor traffic goes?

And is this mod RUb compatible? :-?

Zinmar
12-18-05, 11:58 AM
Will there also be conflicts with those using Harbor Traffic?

CWorth
12-18-05, 12:27 PM
Will there also be conflicts with those using Harbor Traffic?

I would think it would conflict being they would both be using the Campaign.SCR file as far as I know...So my guess would be you would only be able to use one or the other.

HanSolo78
12-18-05, 12:28 PM
@ the avon lady
Yes.. this is correct!
The differences I don´t know cause I´ve hardly used HarbourTraffic.
Just used it with IUB.. it did not really convince me .. so I decided to improve this existing campaign.

@both
As far as I imagine there should be a conflict between this mod and harbour traffic mod because both chnage the "campaign_scr.mis" file which contains scripted events like harbour traffic or historical operations. I don`t use RuB or HT mod.. so I think you should test it with JoneSoft Mod Enabler... it should give you messages if files will be overwritten.

rulle34
12-18-05, 01:06 PM
Sounds like an interesting mod :)
But I can't find the mod at Terrapins site? Are you sure it has been uploaded yet? I mean have you seen the mod there?
Another question, is the Campaign.RND also changed? If so, what changes are made?

HanSolo78
12-18-05, 01:45 PM
Sounds like an interesting mod :)
But I can't find the mod at Terrapins site? Are you sure it has been uploaded yet? I mean have you seen the mod there?
Another question, is the Campaign.RND also changed? If so, what changes are made?

The mod is confirmed "uploaded" by Terrapin´s site. I have not seen it yet, but if u want I can host it from another temporary server.
Regarding the random campaign I don´t really know if there are changes in it from the originila author but I guess it is also changed.

Rubini
12-18-05, 03:22 PM
I can say that Uboat War is not compatible with RUB or HT mod. Think that Uboat War is another way to play SH3, interesting but yet with some flaws on the implementation and debug of the SCR, LND and RND (it's a World mod series). I can say this because I already play with it and because I'm always messing with the SH3 layers (HT mod). But like I said it's a interesting approach, just need more debug time.

In others old posts I write some comments (not direct related to Uboat War mod) about the side effects on put a lot of scripted units as the historical Operations for example. The problem is that the player will not see anything anyway because is hard to be in the right place and in the right moment to really "play" these events and we have that annoying SH3 stock bug with the save/reload games with scripted units.

Anyway, like I said, it's another interesting way to play SH3. And if HanSolo78 and others here continues to improve it, then in a short time this can be a serious option to play! :up:

So, go ahead and improved it!

Rubini.

HanSolo78
12-18-05, 03:56 PM
I can say that Uboat War is not compatible with RUB or HT mod. Think that Uboat War is another way to play SH3, interesting but yet with some flaws on the implementation and debug of the SCR, LND and RND (it's a World mod series). I can say this because I already play with it and because I'm always messing with the SH3 layers (HT mod). But like I said it's a interesting approach, just need more debug time.

In others old posts I write some comments (not direct related to Uboat War mod) about the side effects on put a lot of scripted units as the historical Operations for example. The problem is that the player will not see anything anyway because is hard to be in the right place and in the right moment to really "play" these events and we have that annoying SH3 stock bug with the save/reload games with scripted units.

Anyway, like I said, it's another interesting way to play SH3. And if HanSolo78 and others here continues to improve it, then in a short time this can be a serious option to play! :up:

So, go ahead and improved it!

Rubini.

What do you mean with more debug time?
I am too still unhappy with the problem "to be at the right time at the right place". Would be perfect if somebody could create a radio log with all important events of the war.
And.. what about the save/reload bug? I don´t know about this problem.

sergbuto
12-18-05, 05:09 PM
...and we have that annoying SH3 stock bug with the save/reload games with scripted units.

This bug should not affect historic operations unless the player saves and reloads in the middle of the operation while being close by/at the contact distance.

...Anyway, like I said, it's another interesting way to play SH3. And if HanSolo78 and others here continues to improve it, then in a short time this can be a serious option to play! :up:

It is already a serious option to play it as it is, otherwise people would not bother to try to improve and develop it further. This mod-campaign is quite popular with the Russian SH3 community and part of the German SH3 community. As to some bugs, it is a big campaign with many events included and therefore it is difficult to playtest everything, especially when it was created by a single author.

HanSolo78
12-18-05, 05:49 PM
Small Update...

I added some traffic of the Graf Spee(Hipper class cruiser) to the South Atlantic (Battle at the bay of Rio de la Plata), traffic of the Blücher trying to attack Oslo, some traffic and actions of the Scharnhorst and Gneisenau, some of the Admiral Hipper and some of the Tirpitz (operation "Sizilien").
The file from rapidshare is the newest!

Marhkimov
12-18-05, 05:55 PM
Even though no one can do anything about it, I just want to post anyways.


The scripted historical operations look very interesting, except for the fact that I cannot use it. I would rather use Harbor Traffic, since it has more positives (additional ports, traffic, etc.) than the Uboat War mod.

But that's not to say that the Uboat War mod is bad. I would just rather use Harbor Traffic.


But like I said... No one will probably do anything about it...

Rubini
12-18-05, 06:11 PM
Yes guys I know this is a polemical issue. And i agree with you. I like the idea into the soul of the Uboat war mod. I think that in truth this is what all we should like to see in the SH3 campaign engine since the beginning. I just point some problems that I found on it and think that is important to solve or think about to makes it a better and better mod and I should like to said this for HanSolo, this way he can correct them. Only this.

Excuse me if I write something that could not be good like "serious" but what I mean is that is needed to better debug the mod. The HT mod begins as a debug of the old World mod 2.02 in the german harbours too. And is good that we could have another alternative for RUB. We are a big community and we have different tastes and preferences. So the final result if we could have others big mods will be always positive. :up:

Rubini.

HanSolo78
12-18-05, 06:23 PM
@ Marshkimov & Rubini

You can try my campaign_scr.mis and backup yours with the jonesoft mod enabler. so.. i would really like some response of people who try my changes.. no superficial crititics!

Rubini
12-18-05, 06:43 PM
HanSolo,
What do you mean with more debug time?
I am too still unhappy with the problem "to be at the right time at the right place". Would be perfect if somebody could create a radio log with all important events of the war.
And.. what about the save/reload bug? I don´t know about this problem

The save/reload stock bug already was explain by Sergei. This will affect the have populate areas with scripetd units near the player's uboat (35-40km). The game don't save the waypoints, so when you reload all the units begins to act like crazy, they will lost their paths, the airplanes will come down and blow up in the surface.

The radio calls have a lot of limitations too (again a stock problem). You can makes the radio calls but if the players are in home base then that radio call will never really be send. This annoying behavior frequently prevents that the player receive a specific radio call.

But these and others stock bugs don't means that we may not scripted operations. We need them, they will adds a lot for the game engine. We only need to have these infos on mind when we makes the operations or place scripted units on the SCR layer. Another problem is with the "moving docked units". Even the docked units will move at slow rate along the days, this can bring troubles for all docked units on the game.

Finally, some (a lot?) ports have 2, 3 or 4 layers along of the war changing their side. We need to reflected this on the LND and on the SCR too.

Hopes that could help you! :up:

Rubini.

sergbuto
12-18-05, 07:03 PM
Even though no one can do anything about it, I just want to post anyways.


The scripted historical operations look very interesting, except for the fact that I cannot use it. I would rather use Harbor Traffic, since it has more positives (additional ports, traffic, etc.) than the Uboat War mod.

But that's not to say that the Uboat War mod is bad. I would just rather use Harbor Traffic.


But like I said... No one will probably do anything about it...

Things like these can be efficiently used only in historic and scripted operations (f.e. Italian MS boats)

http://usx218.fysik.uu.se/users/Sergei/files/MSboat.jpg
http://usx218.fysik.uu.se/users/Sergei/files/ms15_1942_00_V.jpg

Rubini
12-18-05, 07:15 PM
Hey, they are great Sergei!

As usual a awesome work!
I'm finishing the new HT with RSI (you know) and MAS motorboats will be great!

Rubini.

sergbuto
12-19-05, 09:48 AM
I started this model porting to SH3 quite some time ago but was not extremely happy about how the model was textured. The original did not have a proper UV mapping for some parts and I was too lasy to correct that.

Anyhow, the model was very near to be finished and ready for appropriate functioning in SH3 but was left in such a state for months. If you are interested I can finish the importing process but do not raise you expectations high about the model look.

Rubini
12-19-05, 10:31 AM
Yes, Sergei I will really appreciate this new unit! I will send to you the .pdf document file that will be released into the next HT 1.47 (release date december 21). There you can find photos and a lot of historical info about RSI and italian units on Black Sea. Just check your email. :up:

Rubini.

HanSolo78
12-19-05, 10:50 AM
@sergbuto

What vessels do you have at work in progress state?
When will the ships for invasion be ready?

sergbuto
12-19-05, 12:23 PM
What vessels do you have at work in progress state?
Too many, unfortunately

When will the ships for invasion be ready?
Soon. They are on my priority list.

HanSolo78
12-20-05, 09:48 AM
So... again a small update:

Changed some traffic at the evacuation of dunkirk and corrected the dates. Added more cruiser and battleship traffic. Now all important operations (Sicily,Cerberus, Musmansk Convoi Search, Breakthrough Denmark Street by Hipper, Operation Sportpalast, Operation Zauberflöte) are integrated.

Now the only thing missing is radio log that gives information about these operations to give the player some instructions.
Maybe some day I can present this too, but thats it from me now.

HanSolo78
12-31-05, 08:14 PM
No feedback???? :cry:

Marhkimov
12-31-05, 08:19 PM
I would love it if you and Rubini would one day collaborate your efforts. I can only use one, and I choose Harbor Traffic.

I'm afraid I can't bring myself to ignore all of the positives of Harbor Traffic, even though I know that U-boat War Mod has many of its own positives.

What you have sounds like a great mod... I'm just sorry that I can't use it...

Gammel
12-31-05, 08:30 PM
I use the RND layer file of the mod and just found a nice and heavy escorted convoy in 1943. Even a cruiser was sailing in.

But like Marhkimov i decided to use the SCR layer file from HT.

For me this is a good working combination => Aces RND and HT SCR file.
Sorry both of you great modders for disassembling your mods... :)

VonHelsching
01-01-06, 12:55 AM
So... again a small update:

Now the only thing missing is radio log that gives information about these operations to give the player some instructions.
Maybe some day I can present this too, but thats it from me now.

Maybe the Daily Contact Report Mod is useful for this purpose?

From the readme file of the mod:
------------------------------------------------------------------------------
Daily Contacts Report 1.01 Mod by Flakwalker

The objetive of this mod is to provide more radio reports that will give you an idea of how the enemy naval elements go around.
The U-boote operations was supported not only between them, but also by the Luftwaffe. Aircraft like the FW-200 Condor, provided information on contacts along with larger aircraft like the Ju-90 and Ju-290, and the seaplanes BV-138 and BV-222, among other aircraft for close range.

The Mod Features

Well on this mod I changed some values so now is posible to get more dynamic contact reports, at least you will receive one per day minimun (not repeated), and 2-4 maximun, depending if there are important shipping near you. Normal reports will come from 10000 km around, close reports will come within 400km around, and some convoys will be traked for you (altough is not posible to individualize from night to day when simulating aircraft spotting). The contacts are the following:

Convoy: Now convoys have more posibility to get reported than before but not too much, as the war progress you will get less and less reports since air superiority and other factors limited the operativity of aircraft, aswell for the U-boote. Is more posible to get reports from near you than far away to you.

Task Force: Now you will get more report on them, sometimes from areas far to you, again not on excess.

Hunter Killer: altough still difficult (but better than before that was disabled), you will get reports of some Hunter Killer groups (not all). This will lead you that when you get a warship reports, you can end up on the path of a dangerous hunter killers, any error and will got problems for a long time :P
-------------------------------------------------------------------------------

Just an idea (maybe it's silly - I'm not a modder - just a tester :88) ):

What if someone scripted Condors near the area of operations, which in turn would provide contact information through this mod?

(But probably is a silly idea anyway....)

sergbuto
01-01-06, 04:38 AM
I would love it if you and Rubini would one day collaborate your efforts. I can only use one, and I choose Harbor Traffic.

I'm afraid I can't bring myself to ignore all of the positives of Harbor Traffic, even though I know that U-boat War Mod has many of its own positives.

What you have sounds like a great mod... I'm just sorry that I can't use it...

Have you tried the U-boat War Mod?

Marhkimov
01-01-06, 04:52 AM
Now that you mention it, I should probably give it a try. :up:

HanSolo78
01-01-06, 05:31 AM
A small motivation for trying "U-Boat War Ace.." simply look at the scr. layer with the mission editor or compare the sizes of them ;)

Stary Wuj
01-03-06, 10:08 AM
Great Work (and hard I think) HanSolo78 !

Personally, I don't use "Harbour Traffic" mods, because of known SH3 problem (ships are always moving, even with speed set to 0), I saw burning ships, stuck in harbours in stupid position (HT mod) - looks really funny, but immersion is destroyed with this issue :-)
I think it is not possible to check this problem in every port, every time, hmmm........what do You think about it ?

Sorry, my english :-)

Best Regards

Stary Wuj

bill clarke
01-03-06, 11:14 PM
Guys how do I download this to my computer, I tried but when it asked for a destination for the file to go to, all I could highlight was winrar, I uploaded it but cant find the file now.

HanSolo78
01-04-06, 04:13 AM
@ StarWuj

Yoe´re right! It´s very hard to test every harbour... I encountered thee problmes you talk about especially if you sneak into harbours with time compression above 32x. also a weak cpu and only 512mb ram could create this prob too. So I tested german, french and some spanish harbours driving into them. I would spend to much time on it.. so if someone who play this campaign would report those things wold be great!

@bil clarke

Hm... actually you can choose what you want to do!
Open with winrar or save to a destination.
If you don´t find it try to search it awith the search option of your desktop. "U-Boat War Ace" could be a keyword!

uhu
01-05-06, 05:44 AM
@ Marshkimov & Rubini

You can try my campaign_scr.mis and backup yours with the jonesoft mod enabler. so.. i would really like some response of people who try my changes.. no superficial crititics!

It is great, that you make a really campaign-like modifications from the original!!
Is there a way, that you also implement not only the big, historical events, but also single player scenarios?

It would be great, that there would be also a RuB + HT compatible version (as HT has also a Rub and a standalone version), because many of us loves theese mods, but would also enjoy the benefits of your work. :up:

HanSolo78
01-05-06, 07:46 AM
@ Marshkimov & Rubini

You can try my campaign_scr.mis and backup yours with the jonesoft mod enabler. so.. i would really like some response of people who try my changes.. no superficial crititics!

It is great, that you make a really campaign-like modifications from the original!!
Is there a way, that you also implement not only the big, historical events, but also single player scenarios?

It would be great, that there would be also a RuB + HT compatible version (as HT has also a Rub and a standalone version), because many of us loves theese mods, but would also enjoy the benefits of your work. :up:

I only reworked the existing campaign to improve it!!
What do you mean with single player scenarios?
Single Missions can not be implemented in the campaign as far as I know. Also HT can´t be implemented because it uses its own scripted layer... RuB I don´t know.. never used it.
What you want is to get all together but that´s not possible.
Try U-Boat War Ace and you should not really notice much difference to HT, because this campaign has much more scripted events.

HanSolo78
01-05-06, 10:36 AM
Oh... strange sighting sir... is this the Bismark?

http://img236.imageshack.us/img236/4919/bismark17ze.th.jpg (http://img236.imageshack.us/my.php?image=bismark17ze.jpg)

No sir... looks like the Scharnhorst...

http://img236.imageshack.us/img236/4962/bismark53xp.th.jpg (http://img236.imageshack.us/my.php?image=bismark53xp.jpg)

She has also to fight with the weather... ah... I can recognize her.

http://img236.imageshack.us/img236/340/bismark35fy.th.jpg (http://img236.imageshack.us/my.php?image=bismark35fy.jpg)

It´s the Blücher... on her way to Oslo!

http://img220.imageshack.us/img220/9885/bismark21hj.th.jpg (http://img220.imageshack.us/my.php?image=bismark21hj.jpg)

bill clarke
01-06-06, 05:51 PM
Do you have a basic text file description of the mod handy?

Thanks!

Simply create a folder; for example "WarAceCampaign" then extract the files into it. Use the JoneSoft Generic Mod Enabler to enable the campaign!

I don't have the jonesoft generic mod enabler, can I still down load and play this campain ? is it a stan alone ? or does it replace /over write some SHIII files ?

HanSolo78
01-06-06, 06:51 PM
Do you have a basic text file description of the mod handy?

Thanks!

Simply create a folder; for example "WarAceCampaign" then extract the files into it. Use the JoneSoft Generic Mod Enabler to enable the campaign!

I don't have the jonesoft generic mod enabler, can I still down load and play this campain ? is it a stan alone ? or does it replace /over write some SHIII files ?

Update: an additional folder isn´t necessary anymore now.
But if you haven´t the mod enabler.. I advise you to download it... it is a very useful tool handling mods.
U-Boat War Ace Campaign contains additional files and replaces original files from the game. You can download it and place the files in the matching folders.

bill clarke
01-06-06, 09:34 PM
Thanks hansolo78, if I install this mod, will i need to go back to port as I'm in the middle of a patrol, Jan 1940

HanSolo78
01-07-06, 10:04 AM
Thanks hansolo78, if I install this mod, will i need to go back to port as I'm in the middle of a patrol, Jan 1940

Yes, you have to do that!

VonHelsching
01-07-06, 05:55 PM
Hello Han Solo! It seems tha you and Traviski did a lot of work.
I am definitly going to try your mod :up:

One question: I have a career which is now around end of 1941, just before Pauckenschlag (?) Are there any intertesing events at this era; Or you suggest to start another career just to see Danzig, Norway etc.

Thanks!

HanSolo78
01-07-06, 06:07 PM
Hello Han Solo! It seems tha you and Traviski did a lot of work.
I am definitly going to try your mod :up:

One question: I have a career which is now around end of 1941, just before Pauckenschlag (?) Are there any intertesing events at this era; Or you suggest to start another career just to see Danzig, Norway etc.

Thanks!

In 1942 there are about 3 to 5 operations which you could play.
But in Operation Weserübung and Danzig are more naval actions (battles). You could edit the flotilla.cfg file to start just in time.. april `40! in some days i´will maybe again update the mod.

uhu
01-07-06, 06:20 PM
I only reworked the existing campaign to improve it!!
What do you mean with single player scenarios?
Single Missions can not be implemented in the campaign as far as I know. Also HT can´t be implemented because it uses its own scripted layer... RuB I don´t know.. never used it.
What you want is to get all together but that´s not possible.
Try U-Boat War Ace and you should not really notice much difference to HT, because this campaign has much more scripted events.

In the meantime I began with studiing all the single missions, campaign MIS files...
I learned a lot ..everything is clearer now :know:

1., As now I see, it's possible to plug single player missions in the campaign.
You can copy the datas of enemy units in the campagin. Some of the datas we must manually override (date, group/unit numbers), but it is not a big work. The only problem is, how the player will meet the place and the situation.

-Place: I looks easy - in the flotilla.cfg we must give the overall location (which than comes as "partol in the .... for 24 hrs!"). But the patrol place could be also a near hex, to give the player more "surprise."

-Time: that's little more problematic. But I think, with radio messages, there could me many things regulated. Instructions, when the player must arrive the specified place (for patrol of cause :lol: ) and this can be almost calculated. Maybe we can give some more instructions to aid the player not to go (for hunting) in other directions, but straigth to the patrol area.

-Brifing: this can made also with radio messages

-Problem left: the player should in a given time begin the actual mission, so that he hears the radio message(s). And, when the player is ready for the next patrol, hangs from many things: repairs, upgrades, etc... I don't see there now a solution, we must think more. :yep:


2., UBoatWarAce_Wolfpack
I studied the LND, SRC files and I see now, what about you talked, that there are some much events in your campaign version! I big congratulation for you for that! :up:
I really likes the HT mod, but the difference is really big between the two SCR/LND.mis file! Althrough, it would be the best, if you could cooperate and merge the two great works.
I saw also, that there were many mission-like situations, for example the torch-convoys. That's also the cause, why I spoke firstly about the possibility of bringing in the SP missions in the campaign - you made also such things, so it could be continued.


With the editor and the friendly format of the game files (we can almost everything modifiing with a single text editor) we can really make up a great dinamic + scripted campaign!

(Excuse me for the bad english, but I'm better in german :lol: )

uhu
01-07-06, 06:26 PM
It would be also helpful, if you could write a detailed readme, what have you modified from the original game. Not only the campaign things, but also the other modifications.
(Then, we could also see, what are the differents between RuB, and your overall modifications - a lot of people play with RuB, so you should look at it. I use not everthing from it, but it's an important mod.)

HanSolo78
01-08-06, 07:01 AM
Hm... so.. I will look at RuB and study if they can be used together... HT I think is not possible to use with this campaign.
Maybe then more people are happy!?

Due to the detailed readme... at the moment I have no time to do that. In the Readme are the included mods mentioned... to find all changed or added files simply look at the mod folder.. all files which are in it exchange original files or add files to folders.



Edit: just looked at RuB folder.. I think it is possible to combine both.. but minefields would be lost.

Edit2: Ok.. just put both mods together.. now I need someone who hosts 108MB :88)

Der Kaizer
01-08-06, 10:31 AM
Well, in case you're interested I am using your camapign together with HT 1.47 and I have had no problems yet.

I had some problems with Airpower 1.4c HT and your campaign, but after removing Airpower, things are just fine.

:smug:

PS: Why can't you host the file at u-boot.realsimulation.com ?

uhu
01-08-06, 10:45 AM
Hm... so.. I will look at RuB and study if they can be used together... HT I think is not possible to use with this campaign.
Maybe then more people are happy!?

Due to the detailed readme... at the moment I have no time to do that. In the Readme are the included mods mentioned... to find all changed or added files simply look at the mod folder.. all files which are in it exchange original files or add files to folders.



Edit: just looked at RuB folder.. I think it is possible to combine both.. but minefields would be lost.

Edit2: Ok.. just put both mods together.. now I need someone who hosts 108MB :88)


I wrote you a PM, please look at it.

UBOAT234
01-08-06, 11:29 AM
Hi for all,

is in substitution for the original, or add?
and,
the latest file to download:
http://rapidshare.de/files/10463830/U-BoatWarAceCampaign_-reworked-.rar.html
it is right?

many thanks :sunny:

UBOAT234

HanSolo78
01-08-06, 03:08 PM
Hi!

Tomorrow I will upload a new version with bette possibility of german naval ships to encounter british taskforces and a combined version with RuB.
Got the download smaller with 7-zip archiver.
So.. one day to go...

VonHelsching
01-08-06, 06:31 PM
HanSolo,

Have you found a way to combine your mod with Harbour Traffic 1.47? I'm sure the the Rub users are the majority, but some of us don't use Rub.

BTW, isn't Harbour Traffic incorporated in Rub???

Thanks!

Marhkimov
01-08-06, 07:42 PM
BTW, isn't Harbour Traffic incorporated in Rub???
Nope. Both are seperate mods.

But there is a variation of HT that is compatible with RUb, if that's what you're interested in. Just download HT and see. Included are two versions.

bill clarke
01-09-06, 12:31 AM
Is this compatible with V1.4 ?

VonHelsching
01-09-06, 12:46 AM
BTW, isn't Harbour Traffic incorporated in Rub???
Nope. Both are seperate mods.

But there is a variation of HT that is compatible with RUb, if that's what you're interested in. Just download HT and see. Included are two versions.


I am not using RUb. I have Harbour Traffic standalone; But I was interested in also installing Uboat War Ace.

"Der Keiser" wrote that he combined those two mods. I was just wondering if Han Solo checked if that is possible or not.

uhu
01-09-06, 03:12 AM
BTW, isn't Harbour Traffic incorporated in Rub???
Nope. Both are seperate mods.

But there is a variation of HT that is compatible with RUb, if that's what you're interested in. Just download HT and see. Included are two versions.


I am not using RUb. I have Harbour Traffic standalone; But I was interested in also installing Uboat War Ace.

"Der Keiser" wrote that he combined those two mods. I was just wondering if Han Solo checked if that is possible or not.


Maybe it would be not very hard, because there is a "merge" option in the editor, which, I think can merge the two-two files (scr.mis, lnd.mis). Althrough, there must be than a manually afterwork, to cut the "copys" (for example Bismarck will be in both).

HanSolo78
01-09-06, 06:42 AM
@ Der Kaizer
How did you get it work correctly? I ask cause both mods main part is the scripted layer.. so if you combine both.. you loose eveything of one mod!

@ Von Helsching
There won´t be a combined version of U-Boat War Ace and HT

@bill clarke

Do you mean SH3 or RuB?
The combined version contains RuB 1.45
Both version are compatible with SH3 1.4

HanSolo78
01-09-06, 07:13 AM
Soo.. here I am again.. update with pics of Operation Weserübung:

Gneisenau&Scharnhorst patroling:

http://img235.imageshack.us/img235/6859/weserbung14ry.th.jpg (http://img235.imageshack.us/my.php?image=weserbung14ry.jpg)http://img236.imageshack.us/img236/411/weserbung26rn.th.jpg (http://img236.imageshack.us/my.php?image=weserbung26rn.jpg)http://img236.imageshack.us/img236/2768/weserbung39ne.th.jpg (http://img236.imageshack.us/my.php?image=weserbung39ne.jpg)http://img236.imageshack.us/img236/2405/weserbung42ff.th.jpg (http://img236.imageshack.us/my.php?image=weserbung42ff.jpg)

The Admiral Hipper Cruiser sneaking to Trondheim:

http://img478.imageshack.us/img478/8136/weserbung65dm.th.jpg (http://img478.imageshack.us/my.php?image=weserbung65dm.jpg)http://img478.imageshack.us/img478/6549/weserbung70qz.th.jpg (http://img478.imageshack.us/my.php?image=weserbung70qz.jpg)http://img478.imageshack.us/img478/5540/weserbung88ty.th.jpg (http://img478.imageshack.us/my.php?image=weserbung88ty.jpg)

Raiding the harbour:

http://img478.imageshack.us/img478/2448/weserbung99mu.th.jpg (http://img478.imageshack.us/my.php?image=weserbung99mu.jpg)http://img478.imageshack.us/img478/9476/weserbung109fn.th.jpg (http://img478.imageshack.us/my.php?image=weserbung109fn.jpg)http://img478.imageshack.us/img478/7072/weserbung114fy.th.jpg (http://img478.imageshack.us/my.php?image=weserbung114fy.jpg)http://img205.imageshack.us/img205/9809/weserbung124xe.th.jpg (http://img205.imageshack.us/my.php?image=weserbung124xe.jpg)http://img205.imageshack.us/img205/5611/weserbung133en.th.jpg (http://img205.imageshack.us/my.php?image=weserbung133en.jpg)

The Admiral Hipper on her way home -> facing a british taskforce:

http://img459.imageshack.us/img459/5936/weserbung156tk.th.jpg (http://img459.imageshack.us/my.php?image=weserbung156tk.jpg)http://img459.imageshack.us/img459/9451/weserbung172tg.th.jpg (http://img459.imageshack.us/my.php?image=weserbung172tg.jpg)http://img459.imageshack.us/img459/4874/weserbung165mu.th.jpg (http://img459.imageshack.us/my.php?image=weserbung165mu.jpg)http://img459.imageshack.us/img459/2329/weserbung184mb.th.jpg (http://img459.imageshack.us/my.php?image=weserbung184mb.jpg)

Air support also given:

http://img459.imageshack.us/img459/2581/weserbung197ze.th.jpg (http://img459.imageshack.us/my.php?image=weserbung197ze.jpg)

Survived the battle heavy damaged:

http://img459.imageshack.us/img459/5439/weserbung217si.th.jpg (http://img459.imageshack.us/my.php?image=weserbung217si.jpg)http://img459.imageshack.us/img459/589/weserbung207mg.th.jpg (http://img459.imageshack.us/my.php?image=weserbung207mg.jpg)

That´s it now... in the evening i´ll upload my latest files,
At the moment i have problems with some german taskforces; actually destroyers should be with the cruisers... but somehow they lose formation.

bill clarke
01-09-06, 05:45 PM
Soo.. here I am again.. update with pics of Operation Weserübung:

Gneisenau&Scharnhorst patroling:





Nice work HanSolo78, but the Sharnhorst class had triple 11 inch guns, not twins. Did you have problems modelling them ?

HanSolo78
01-09-06, 06:24 PM
Soo.. here I am again.. update with pics of Operation Weserübung:

Gneisenau&Scharnhorst patroling:





Nice work HanSolo78, but the Sharnhorst class had triple 11 inch guns, not twins. Did you have problems modelling them ?

I know!! it is the Hipper which only replaces the Scharnhorst and Gneisenau because models don´t exist.

bill clarke
01-09-06, 09:30 PM
Oh well, have you uploaded your latest files ?

HanSolo78
01-10-06, 12:56 AM
Oh well, have you uploaded your latest files ?
yes.. they´re online but there could be already a fix cause I forgot some small things like changing country of some cities,
otherway you can download and test it!

HanSolo78
01-13-06, 01:31 PM
Evacuation of Dunkirk:

http://img261.imageshack.us/img261/8721/dunkirk64oc.th.jpg (http://img261.imageshack.us/my.php?image=dunkirk64oc.jpg)http://img261.imageshack.us/img261/2979/dunkirk41dl.th.jpg (http://img261.imageshack.us/my.php?image=dunkirk41dl.jpg)http://img261.imageshack.us/img261/4381/dunkirk58za.th.jpg (http://img261.imageshack.us/my.php?image=dunkirk58za.jpg)http://img261.imageshack.us/img261/2224/dunkirk32ng.th.jpg (http://img261.imageshack.us/my.php?image=dunkirk32ng.jpg)
http://img261.imageshack.us/img261/6104/dunkirk76ak.th.jpg (http://img261.imageshack.us/my.php?image=dunkirk76ak.jpg)http://img261.imageshack.us/img261/4650/dunkirk88sh.th.jpg (http://img261.imageshack.us/my.php?image=dunkirk88sh.jpg)

HanSolo78
01-29-06, 04:26 AM
Still working on an update: next to come

- reworked attack of PQ17; added ai-sub attacks (wolfpack) and air attacks
- added more friendly units to evacuation of dunkirk
- added traffic to D-Day; landing ships and the channel are now heavily guarded
- corrected d-day entry dates from 0 o'clock to 4 am
- reworked op: Sizilien
- corrected dates of british taskforces (not lasting until may/june anymore) in op:Weserübung and created more possible naval battles between german and british units
- added more french units to ports before june '40
- added american&british units in french ports after june'44
- added new german battleships "Scharnhorst"&"Blücher"
- added more traffic to norway ports
- reworked capturing of Oslo
- added german coastal defence to d-day
- added more units to operation husky
- added invasion of Harstad to Op: Weserübung
- added operation Juno and sinking of the Glorious

But I was very busy the last weeks...

Jammer
01-29-06, 12:54 PM
HanSolo78: Just curious, what sky mod are you using??

HanSolo78
01-29-06, 01:12 PM
HanSolo78: Just curious, what sky mod are you using??

It's SHIII Skymodv1 by Seeadler.
You'll find it on Terrapins Site!

Jammer
01-29-06, 01:30 PM
Rgr that, tx!

Salvadoreno
01-30-06, 03:43 AM
i have this mod installed along with rub 1.45 and Habour Traffic and the fix, but i have yet to see any of the battles, and i am at my 4th patrol. Do i recieve orders via radio, or do i just get assigned to a patrol grid where the battles take place. Like right now im in 1941 march and they have sent me to Norway, in the harbor there are convoys and Battleships (DDs) heading out, which i havent seen before. But i havent quite started the patrol, so im going to check out Norway and see whats going on. I just got a task force report (freindly) and a convoy (freindly) in Wilmshaven heading north. So i suppose every1 is headed to Norway. Anyway, anything im missing??

HanSolo78
01-30-06, 04:05 AM
@Salvadoreno

You have to follow the taskforces from the 7th april '40 leaving Wilhelmshaven or on 16th. In the area of Trondheim there will be battles.
A matching radio log isn´t available so far because I can´t do all on my own. I just created a doc with possible battles and german warship traffic.

Maybe someone els wants to add a radio log?

BtW. in a few days a new version with more battles will come up.

Destruction of the Blücher:

http://img374.imageshack.us/img374/343/blcher17zv.th.jpg (http://img374.imageshack.us/my.php?image=blcher17zv.jpg)http://img382.imageshack.us/img382/5880/osloattack60oc.th.jpg (http://img382.imageshack.us/my.php?image=osloattack60oc.jpg)http://img516.imageshack.us/img516/2354/osloattack81wz.th.jpg (http://img516.imageshack.us/my.php?image=osloattack81wz.jpg)http://img516.imageshack.us/img516/341/osloattack94vv.th.jpg (http://img516.imageshack.us/my.php?image=osloattack94vv.jpg)http://img516.imageshack.us/img516/49/osloattack102fy.th.jpg (http://img516.imageshack.us/my.php?image=osloattack102fy.jpg)
http://img516.imageshack.us/img516/995/osloattack115xp.th.jpg (http://img516.imageshack.us/my.php?image=osloattack115xp.jpg)http://img372.imageshack.us/img372/9879/osloattack126wi.th.jpg (http://img372.imageshack.us/my.php?image=osloattack126wi.jpg)http://img372.imageshack.us/img372/1572/osloattack132ub.th.jpg (http://img372.imageshack.us/my.php?image=osloattack132ub.jpg)http://img372.imageshack.us/img372/9974/osloattack144fl.th.jpg (http://img372.imageshack.us/my.php?image=osloattack144fl.jpg)http://img395.imageshack.us/img395/5945/osloattack153hl.th.jpg (http://img395.imageshack.us/my.php?image=osloattack153hl.jpg)http://img395.imageshack.us/img395/1440/osloattack161hj.th.jpg (http://img395.imageshack.us/my.php?image=osloattack161hj.jpg)

More Airbases:
http://img375.imageshack.us/img375/9822/ju88squad37cj.th.jpg (http://img375.imageshack.us/my.php?image=ju88squad37cj.jpg)http://img399.imageshack.us/img399/2735/ju88squad42ru.th.jpg (http://img399.imageshack.us/my.php?image=ju88squad42ru.jpg)http://img399.imageshack.us/img399/9624/ju88squad50qb.th.jpg (http://img399.imageshack.us/my.php?image=ju88squad50qb.jpg)

Landing at Harstad and Molde:

http://img95.imageshack.us/img95/2276/britishlandingharstad5zj.th.jpg (http://img95.imageshack.us/my.php?image=britishlandingharstad5zj.jpg)http://img149.imageshack.us/img149/3483/britishlandingmolde0qq.th.jpg (http://img149.imageshack.us/my.php?image=britishlandingmolde0qq.jpg)

Preparation for landing - Caen:

http://img149.imageshack.us/img149/518/caen0cl.th.jpg (http://img149.imageshack.us/my.php?image=caen0cl.jpg)

HanSolo78
02-07-06, 04:35 AM
UPDATE !

Boris
02-07-06, 06:21 AM
I downloaded the Rub-combined mod literally an hour ago and now there's an update... oh well, downloading again

HanSolo78
02-07-06, 08:27 AM
I'm glad to see some1 using the German Navy Expack. Its nice to know bits dont go to waste. Well Done! :)

Yeah.. definitely!!

Some pics of the Tirpitz...

http://img55.imageshack.us/img55/5007/tirpitz16qs.th.jpg (http://img55.imageshack.us/my.php?image=tirpitz16qs.jpg)http://img140.imageshack.us/img140/4489/tirpitz23wg.th.jpg (http://img140.imageshack.us/my.php?image=tirpitz23wg.jpg)

Mast
02-07-06, 11:52 AM
Downloading now...will try this out. Thanks HanSolo78!

Mast

Tikigod
02-07-06, 06:56 PM
how much does this mod add to the loadtime of sh3? vs standard RUB 1.45 with HT.....and does this replace HT? or do you put it on top of HT as well....looks really great...I can't wait to see updated radio logs to synch with it....

Salvadoreno
02-07-06, 07:54 PM
i heard Ubwac doesnt work very well with HT.. Perhaps its best just to have Rub and Ubwac installed with a few minor mods and thats it? I also have Sink them aLL V2.2 .

HanSolo78
02-08-06, 05:35 AM
@Tikigod

The loading times should not be much longer... i realized no difference but you should have at least 1Gb ram!
Unfortunately U-Boat War Ace is NOT compatible with HT because both change the scripted layer and all historic actions that take place won´t happen if HT is installed.

About the radio log.. unfortunately I am quite uncertain if there will be some :(. I had a deal with someone from the german community who wanted to change his existing radio log called "FunkMod FINAL" and match it to U-Boat War Ace. About the last weeks I had no contact with him...

@ Salvadoreno

Here a pic which mods I have installed with U-Boat War Ace

http://img221.imageshack.us/img221/1797/mods5ic.th.jpg (http://img221.imageshack.us/my.php?image=mods5ic.jpg)

Salvadoreno
02-08-06, 05:06 PM
you dont ahev the big campaigns like i do. I have Rub and HT, and i didnt see that on the list. BTW thats an impressive amount of mods, think i might get me sum. Does the aircraft mod,soundmod, and leighlights all come with some of the larger mods like HT or Rub??? Gotta get me sum of that action

kapitanfred
02-08-06, 08:55 PM
Yes, unfortunately it won't work with my system. I only have 512mb ram.

I rolled back in SH3 Commander, removed all mods via JSGME, installed UWA with RUb 1.45, added some of my mods back via JSGME and whalla, a sh3.exe loading error after running the program.

So I'll stick to RUb 1.45 and HT 1.47. and my other complement of MODS.

Looks interesting though :up:

HanSolo78
02-09-06, 07:50 AM
y BTW thats an impressive amount of mods, think i might get me sum. Does the aircraft mod,soundmod, and leighlights all come with some of the larger mods like HT or Rub???

No.. the aircraft mod I assemble myself of some aircraft skins I like.
You see examples at the screenshots.
The soundmod is actually the atmospheric soundpack v4.1 ... ist really great.

jhz37
02-09-06, 11:11 AM
I did a fresh install sh3 + 1.4b :works oke.
then install the U-BoatWarAce standaloneV1.4 with jsgme, after loading first patrol crash to desktop. :cry:

My system: p4 3800 1024mb ram ati x800pro sb audigy 2nx.

HanSolo78
02-09-06, 12:22 PM
I did a fresh install sh3 + 1.4b :works oke.
then install the U-BoatWarAce standaloneV1.4 with jsgme, after loading first patrol crash to desktop. :cry:

My system: p4 3800 1024mb ram ati x800pro sb audigy 2nx.

Hmf... that´s bad! :(

Please install this after installing the mod with jsme:
Possible Fix (http://rapidshare.de/files/12889950/Possible_Fix.7z.html)




Hopefully it´s the error!
And.. please report!! :)

jhz37
02-09-06, 01:02 PM
Yes sir!! It works now. :P

Thank you for the fix. :up:

HanSolo78
02-09-06, 01:21 PM
Yes sir!! It works now. :P

Thank you for the fix. :up:

Great!!! :) :)

Boris
02-10-06, 08:27 AM
Ok... I don't know if I should have but I installed this over IuB, overwriting all files, just to test it out. It seems to work on the second time that I load any mission. The first time I attempt to load a mission by flak-gun will be destroyed, but I quit the mission and it appears to work fine on the second attempt... with no broken flakcannon.

Also, Irish ports appear as enemy and not neutral. Ireland was neutral throughout the war. Could this be the result of a conflict with Iub?

HanSolo78
02-10-06, 08:33 AM
Ok... I don't know if I should have but I installed this over IuB, overwriting all files, just to test it out. It seems to work on the second time that I load any mission. The first time I attempt to load a mission by flak-gun will be destroyed, but I quit the mission and it appears to work fine on the second attempt... with no broken flakcannon.

Also, Irish ports appear as enemy and not neutral. Ireland was neutral throughout the war. Could this be the result of a conflict with Iub?

Hm.. I don´t know.. I think Travinski build Irish ports as enemy ports.
If it is this way and Ireland has been neutral then I should change it hm?

Boris
02-10-06, 09:57 AM
Here's a short article that says Ireland refused to allow Irish ports to be used in the war against the u-boats:

http://stonebooks.com/archives/000511.shtml

Some more random info:

http://www.faqfarm.com/Q/On_which_side_did_Ireland_fight_during_World_War_I I

I think this is fairly significant, as there are a lot of British warships parked in the Irish harbours that shouldn't be there, and Irish merchants should of course be neutral.

Salvadoreno
02-11-06, 02:31 AM
Im pretty sure this adds ships to harbor right??? So why are there NO ships showing up in Wilsmhaven 1939 Dec??? I have the following mods.


http://img148.imageshack.us/img148/5086/mods6dl.jpg (http://imageshack.us)

NO ships in harbor??

sorry thats its so small but its readable. Can you make it out?

HanSolo78
02-11-06, 03:54 AM
@Salvadoreno
I am not really able to see what mods you do have..
but first I woudl only install War Ace and then test if it´s working ok.
It adds ships to harbours.. also in 1939!
So.. because people reported the mod working I think there should be a conflict.

Salvadoreno
02-11-06, 07:24 AM
Hans

The mods that are listed are
Rub1.45,
Ubwac Rub compatibble,
Ubwac Fix,
Sink them All V2.2,
Marhks Ocean Madness and Smoke,
NYGM crew management,
NYGM SInking Mod,
Hollywood Advanced IUB and Rub Compatible
NYGM Rub Enhancement

weird... It should work. I reinstalled my sh3 accordingly and im running it via SH3 Commander.


by the way hans thanks for putting up with my endless questions. I just want to be able to enjoy ur mod thoroughly.

HanSolo78
02-11-06, 07:50 AM
Hans

The mods that are listed are
Rub1.45,
Ubwac Rub compatibble,
Ubwac Fix,
Sink them All V2.2,
Marhks Ocean Madness and Smoke,
NYGM crew management,
NYGM SInking Mod,
Hollywood Advanced IUB and Rub Compatible
NYGM Rub Enhancement

weird... It should work. I reinstalled my sh3 accordingly and im running it via SH3 Commander.


by the way hans thanks for putting up with my endless questions. I just want to be able to enjoy ur mod thoroughly.

Someday you`ll bring death to me buddy ;)

Do you have RuB additionally installed?

I recommend to install U-Boat War Ace in the end.
RUB and NYGM Rub Enhancement I would not install to avoid conflicts. But on the other way.. I don´t know what these mods change. So.. you have to figure out!

Salvadoreno
02-11-06, 07:54 AM
sweeett hans thx!! I promise no more questions. Imma just keep Rub and Uwac combined and some improvements and thats it!!! Weeee!!!!

HanSolo78
02-11-06, 09:24 AM
So... I am just working at the neutrality of Ireland.. so.. I added the country, vessels, harbours and changed the side etc. Now I´ve problems with the rec manual.. only one ship shows up in the Ireland part. Can somebody help me?

02-13-06, 02:49 AM
Did you put сfg files into ndata/Roster/Ireland folder?

HanSolo78
02-13-06, 03:35 AM
Did you put сfg files into ndata/Roster/Ireland folder?
Yes.. there are files...
do I have to change some other file to add a country?

Rubini
02-13-06, 07:58 AM
Yes.. there are files...
do I have to change some other file to add a country?

HansSolo78,
-How are the military ships that you put for Ireland? If you only put Armed Trawler than only this ship will be there on the rec manual. The merchants ships are the same (on rec manual) for all countries. ;)

Rubini.

HanSolo78
02-13-06, 09:53 AM
Yes.. there are files...
do I have to change some other file to add a country?

HansSolo78,
-How are the military ships that you put for Ireland? If you only put Armed Trawler than only this ship will be there on the rec manual. The merchants ships are the same (on rec manual) for all countries. ;)

Rubini.

Ah.. :damn: that´ts it! :D

Rubini
02-13-06, 10:03 AM
:up:

Rubini.

supersloth
02-19-06, 04:46 PM
anyone else get CTD when loading a 2nd flotilla campaign. also when im setting out in the 1st flotilla with a 7c, my flak gun always gets automatically destroyed. also is there is way to get rid of the airraids when setting out from Brest, it really lags up my computer. i have the the UWAC-RUB combines mod along with sh3cmdr with the new ship skins.

HanSolo78
03-08-06, 02:26 PM
A new version 1.5 will be available at the weekend.. until then i´ve to do some more testing.. things to come:

- fixed some issues which caused CTD after loading mission in V1.4
- added 3D modell of city Licata
- added 3d modell harbour to londonderry
- corrected def side; Ireland is now a neutral country
- removed british battleships of irish ports
- exchanged Scharhorst with completely new modell
- reduced contact possibilties of convoys and task groups
- added random wolfpacks and dived/surfaced subs
- fixed a bug that caused a destroyed flak in harbours
- added ships and cities to "Kaiser-Wilhelm canal"
- added tool to create "Kaiser-Wilhelm canal, Suez canal and east entrance of Scapa Flow"
- added new unit "USS Essex"
- added ships and patrols to "Suez canal" and east entrance of "Scapa Flow"
- added additional habour structures to "Scapa Flow"
- added moving dolphins
- added operation "Berlin"
- added and corrected dates of the Scharnhorst/Tirpitz
- added some traffic of the Tirpitz and Scharnhorst
- added increasing airpatrols in the bay of biscay
- added more air and naval patrols to the street of Gibraltar
- added more random italian and greek traffic
- added evacuation of greece; especially Crete
- added 2 new harbours to greece
- added convoy to Casablanca in operation "Torch"
- corrected entry dates of operation "torch"
- reworked mediterranean random layer - now much more historic convoys and taskforces are implemented
- added increasing air patrols in the bay of biscay and the mediterranean sea


At the moment I´ve some trouble in spawning aircraft.. I want to increase attacks in the mediterranean sea but i assume that aircraft of the scipted and the random layer does not spawn because aircraft activity does not really increase.
Can anybody help?

Salvadoreno
03-08-06, 02:41 PM
ahhh so many mods!! I wanna replay this one, NYGM, Grey Wolves, Rub1.45, and this! and this! :/\!!

VonHelsching
03-08-06, 05:49 PM
:up:

HanSolo78
03-10-06, 10:13 AM
UPGRADE !!!

Version 1.5 is NOW AVAILABLE

Church SUBSIM
03-10-06, 10:45 AM
Is the Rub campaign version of this mod compatible with NYGM? Is this going to be a part of the GW project?

This looks incredible.

HanSolo78
03-10-06, 10:59 AM
Is the Rub campaign version of this mod compatible with NYGM? Is this going to be a part of the GW project?

This looks incredible.

No, sorry.. both use different campaigns!

HanSolo78
03-27-06, 03:38 AM
Anything I could add to the campaign? :shifty:

So far I´ve added minefields, more harbour defences and the new converted whale factory ship.
Now I am running out of ideas... any historic operation left there which would be interesting?

VonHelsching
03-27-06, 04:11 AM
Nice to hear about the Whale Factory Ship. In encountered one going out of the NY port in medium fog. Man...that was one huge ship!

About the campaign...How about working with Rubini (Harbour Traffic - Unified Campaign) to bring in all the historic events that you and Travinski have scripted to GW and NYGM? That would be the Grand Unified Campaign. I could do some work myself for the vanilla game, if properly instructed... :88)

Tikigod
03-27-06, 04:22 AM
Rubini just came out with a unified campaign that combines features of Grey Wolves, Harbor Traffic, and Tonage War maybe you can work with him to make an uber campaign install that includes your work as well? also living sh3 is coming out with a english version that looks promising....

As far as additions I would like to see at least 1 or 2 docked ships in all harbors of sh3. So no matter where we go in travels there are at least 1 or 2 things to sneak in and attack and not jsut another empty port.

HanSolo78
03-27-06, 04:52 AM
Rubini just came out with a unified campaign that combines features of Grey Wolves, Harbor Traffic, and Tonage War maybe you can work with him to make an uber campaign install that includes your work as well? also living sh3 is coming out with a english version that looks promising....

As far as additions I would like to see at least 1 or 2 docked ships in all harbors of sh3. So no matter where we go in travels there are at least 1 or 2 things to sneak in and attack and not jsut another empty port.

That would be a possibility... I really would like to add my and Travinskis work into such a big mod.
But I won´t to intrude... if they´re interested in the historic campaign they should give signs.

Tikigod
03-27-06, 04:56 AM
what about our signs? :up: :up: :up: :up: :up: :up: :up:

I think its unanimous...all opposed say nay....whelp...I didn't hear anything...so let the work begin!

Rubini
03-27-06, 10:14 PM
HanSolo78 wrote:
That would be a possibility... I really would like to add my and Travinskis work into such a big mod.
But I won´t to intrude... if they´re interested in the historic campaign they should give signs.
-So here I'm. I already said that I like the idea to implement all historical operations. I will be busy in real life after the next 3 weeks, so we have no much time to work together but to just adjust a campaign...I think that is possible. Let's talk in 3 days, I need to make some support for UC and GW in these next days...
What do you think? :hmm:

Cheers,

Rubini.

VonHelsching
03-28-06, 12:03 AM
Yes! Yes! :sunny: :rock:

mikaelanderlund
03-28-06, 01:59 AM
This is great!!!

Mikael

HanSolo78
03-28-06, 05:58 AM
HanSolo78 wrote:
That would be a possibility... I really would like to add my and Travinskis work into such a big mod.
But I won´t to intrude... if they´re interested in the historic campaign they should give signs.
-So here I'm. I already said that I like the idea to implement all historical operations. I will be busy in real life after the next 3 weeks, so we have no much time to work together but to just adjust a campaign...I think that is possible. Let's talk in 3 days, I need to make some support for UC and GW in these next days...
What do you think? :hmm:

Cheers,

Rubini.

Sounds ok to me!
Maybe there will be some huuuuge campaign someday....
I´m looking foward....

mikaelanderlund
04-30-06, 04:17 PM
HanSolo78 wrote:
That would be a possibility... I really would like to add my and Travinskis work into such a big mod.
But I won´t to intrude... if they´re interested in the historic campaign they should give signs.
-So here I'm. I already said that I like the idea to implement all historical operations. I will be busy in real life after the next 3 weeks, so we have no much time to work together but to just adjust a campaign...I think that is possible. Let's talk in 3 days, I need to make some support for UC and GW in these next days...
What do you think? :hmm:

Cheers,

Rubini.

Any news?

Mikael

Boris
04-30-06, 05:03 PM
I too would like to see one massive all combined campaign (with all new ships so far). It annoys me that to use one I have to go without using the other.
I've been using uboat war ace 1.67 recently which I'm surprised didn't get a release announcement on these forums. There seems to be a lot more action in this campaign... you see friendly air traffic/attacks more often too. Plus you just seem to get the feeling that many more unique and interesting events are happening.

I would love to see uboat war ace somehow combined with the bigger mods. I'm using uwa 1.67 in my grey wolves installation... it took some time to tweak it so that it worked.
It would be much better to have he features of the UC combined with this though.

VonHelsching
05-01-06, 01:35 AM
I too would like to see one massive all combined campaign (with all new ships so far). It annoys me that to use one I have to go without using the other.
I've been using uboat war ace 1.67 recently which I'm surprised didn't get a release announcement on these forums. There seems to be a lot more action in this campaign... you see friendly air traffic/attacks more often too. Plus you just seem to get the feeling that many more unique and interesting events are happening.

I would love to see uboat war ace somehow combined with the bigger mods. I'm using uwa 1.67 in my grey wolves installation... it took some time to tweak it so that it worked.
It would be much better to have he features of the UC combined with this though.

Can you zip it up and post it to rapidshare?

Boris
05-01-06, 06:17 AM
I too would like to see one massive all combined campaign (with all new ships so far). It annoys me that to use one I have to go without using the other.
I've been using uboat war ace 1.67 recently which I'm surprised didn't get a release announcement on these forums. There seems to be a lot more action in this campaign... you see friendly air traffic/attacks more often too. Plus you just seem to get the feeling that many more unique and interesting events are happening.

I would love to see uboat war ace somehow combined with the bigger mods. I'm using uwa 1.67 in my grey wolves installation... it took some time to tweak it so that it worked.
It would be much better to have he features of the UC combined with this though.

Can you zip it up and post it to rapidshare?

You mean the GW compatible Uboat War Ace 1.67 files?

It will make the mod work with grey wolves, all original campaign content will be replced, but I have tried to keep as much of the GW content intact as possible.

Ok... I will post it on these forums once I've compiled a coherent install and uploaded it...

HanSolo78
05-01-06, 06:57 AM
Any news?

Mikael


I too would like to see one massive all combined campaign (with all new ships so far). It annoys me that to use one I have to go without using the other.
I've been using uboat war ace 1.67 recently which I'm surprised didn't get a release announcement on these forums. There seems to be a lot more action in this campaign... you see friendly air traffic/attacks more often too. Plus you just seem to get the feeling that many more unique and interesting events are happening.

I would love to see uboat war ace somehow combined with the bigger mods. I'm using uwa 1.67 in my grey wolves installation... it took some time to tweak it so that it worked.
It would be much better to have he features of the UC combined with this though.

Hi guys!
I am sorry for being away some time but I thought there´s much more interest in the GW mod throughout this forum because of missing feedback here. So far I had not really much time to work on this mod after version 1.6.
Also the next weeks I´ll be probably busy.

So.. Boris feel free to combine both mods.
I could edit the first page and add it!

VonHelsching
05-01-06, 07:38 AM
You mean the GW compatible Uboat War Ace 1.67 files?

It will make the mod work with grey wolves, all original campaign content will be replced, but I have tried to keep as much of the GW content intact as possible.

Ok... I will post it on these forums once I've compiled a coherent install and uploaded it...

Yes, the War Ace files only, as a mod for GW. I understand that this should have been a lot of work unifying the scripted campaigns.

BTW, in the random layer, which settings did you keep? The GW / Improved Convoys or the UboatWarAce? The latter has stock spawning rates, right?

I may also assume that you used the .lnd layer from GW, since only there the very small air base is defined.

Boris
05-01-06, 07:46 AM
Ok, here it is...

http://rapidshare.de/files/19346974/U-BoatWarAce_V1.6_GW_Compatible.7z.html

basically the GW campaign is replaced with the UWA 1.6, while keeping the rest of the GW content relatively untouched.

I made this fairly quickly, so if there are other files you still think need removing from this mod go right ahead...

As it stands, this mod overwrites all the campaign files, but you can try leaving one out and see what happens.

I'll post a separate thread as well to make it more obvious to the rest.

Hansolo, yeah by all means... post it on the first page!

Dragon93
05-12-06, 11:57 AM
Hi, i am new to SH3 and subsim, and i was just lokkign around for mods, i saw this one but i can't download it from rapidshare, could you upload it to some were else please.

HanSolo78
05-12-06, 12:10 PM
Hi, i am new to SH3 and subsim, and i was just lokkign around for mods, i saw this one but i can't download it from rapidshare, could you upload it to some were else please.

Hi!
It´s also available at: http://u-boot.realsimulation.com/

;)

Dragon93
05-13-06, 02:47 AM
AH, thanks, i can't wait to play it.

HanSolo78
05-22-06, 05:11 PM
New Version soooon :sunny:

HanSolo78
05-24-06, 02:35 AM
Version 1.7 online

dcb
05-30-06, 04:45 AM
hi hansolo78

this is a great mod, especially since this is the only one (to my knowledge) where you have some form of wolfpack interaction. i need two pieces of advice from you. first in all, be sure that i do not intend to criticise your work (which I really like and I am using right now), because modders are now the real life behind sh3. yet, I have a question: i opened campaign.scr and saw two british minefields right in the mouth of wilhelmshaven, all throughout the war. do you think it is realistic to have british minefields near a german port in 1939? imho it is not.
second. in my second patrol with war ace 1.7 i was attacked by brit planes - scores of them. instead of diving - no crash dive in 20 meters of water - i fought them on surface, for some 10 minutes real time. neither did they sink me, nor did they damage me significantly, though at a certain moment there were some 12 planes circling my sub, mostly hurricanes. the issue of unrealistic planes has been addressed in many occasions here in this forum and modders came out with various solutions, so that the game doesn't look like a "shoot the plane" arcade. could you pls incorporate one of these solutions into your war ace, to increase the realism of gameplay? if you don't have time, tell me what airplane mod could i fit into your - otherwise excellent - campaign and how should i do it?

many thanks in advance

kiwi_2005
05-30-06, 09:29 PM
This sounds like a great mod. Going to DL it. :rock:

HanSolo78
06-04-06, 04:50 AM
hi hansolo78

this is a great mod, especially since this is the only one (to my knowledge) where you have some form of wolfpack interaction. i need two pieces of advice from you. first in all, be sure that i do not intend to criticise your work (which I really like and I am using right now), because modders are now the real life behind sh3. yet, I have a question: i opened campaign.scr and saw two british minefields right in the mouth of wilhelmshaven, all throughout the war. do you think it is realistic to have british minefields near a german port in 1939? imho it is not.
second. in my second patrol with war ace 1.7 i was attacked by brit planes - scores of them. instead of diving - no crash dive in 20 meters of water - i fought them on surface, for some 10 minutes real time. neither did they sink me, nor did they damage me significantly, though at a certain moment there were some 12 planes circling my sub, mostly hurricanes. the issue of unrealistic planes has been addressed in many occasions here in this forum and modders came out with various solutions, so that the game doesn't look like a "shoot the plane" arcade. could you pls incorporate one of these solutions into your war ace, to increase the realism of gameplay? if you don't have time, tell me what airplane mod could i fit into your - otherwise excellent - campaign and how should i do it?

many thanks in advance
Thx for your feedback..

1. I only placed british minefields because geman did not appear

2. Referring the planes I think that youre right. I have to reduce the amount a bit.

greetings Han

bigboywooly
06-04-06, 06:20 AM
this version not on http://u-boot.realsimulation.com/ only v1.67
And cant d/l anything from rapidshare which is a shame as I like v1.67

HanSolo78
06-04-06, 04:22 PM
this version not on http://u-boot.realsimulation.com/ only v1.67
And cant d/l anything from rapidshare which is a shame as I like v1.67

The mentioned version by you is version 1.6 it is inly a 7.z file.. so its filename is 1.6.7z.

I uploaded version 1.7 to u-boat real simulation a week ago.. :hmm:

Sailor Steve
06-06-06, 02:33 PM
I didn't plan on posting this today of all days, but I finally got a chance to look at this mod with the Mission Editor last night, and...I'm sorry, but your Normandy section is nice and big, but the landings were nowhere near Cherbourg (at least not within 50 miles). Also the other beachhead is about halfway between Omaha and Gold beaches; not nearly as bad as the other one. How did you end up putting a landing at Cherbourg?

HanSolo78
07-05-06, 03:29 AM
UPDATE:

More Images: U-Boat WarAceCampaign 1.8 (http://forums.ubi.com/eve/forums/a/tpc/f/9091085392/m/5721074904)


New allied units

http://img153.imageshack.us/img153/4996/dukeofyork4ql.th.jpg (http://img153.imageshack.us/my.php?image=dukeofyork4ql.jpg)http://img501.imageshack.us/img501/7251/princeofwales3hd.th.jpg (http://img501.imageshack.us/my.php?image=princeofwales3hd.jpg)http://img501.imageshack.us/img501/5770/rodney7sx.th.jpg (http://img501.imageshack.us/my.php?image=rodney7sx.jpg)http://img153.imageshack.us/img153/7839/arkroyal6ba.th.jpg (http://img153.imageshack.us/my.php?image=arkroyal6ba.jpg)http://img136.imageshack.us/img136/7223/empirecelttanker8kx.th.jpg (http://img136.imageshack.us/my.php?image=empirecelttanker8kx.jpg)http://img153.imageshack.us/img153/3240/pyromunitionsfrachter6cn.th.jpg (http://img153.imageshack.us/my.php?image=pyromunitionsfrachter6cn.jpg)http://img148.imageshack.us/img148/4426/newliner5gp.th.jpg (http://img148.imageshack.us/my.php?image=newliner5gp.jpg)http://img136.imageshack.us/img136/9216/russzerstrer16zo.th.jpg (http://img136.imageshack.us/my.php?image=russzerstrer16zo.jpg)http://img136.imageshack.us/img136/9359/russzerstrer26op.th.jpg (http://img136.imageshack.us/my.php?image=russzerstrer26op.jpg)http://img191.imageshack.us/img191/3585/hood37bp.th.jpg (http://img191.imageshack.us/my.php?image=hood37bp.jpg)http://img302.imageshack.us/img302/4099/c2light8ll.th.jpg (http://img302.imageshack.us/my.php?image=c2light8ll.jpg)http://img302.imageshack.us/img302/1822/newbritsub46in.th.jpg (http://img302.imageshack.us/my.php?image=newbritsub46in.jpg)



2 versions:

Light Version: without much tweaking on graphics ~100MB

Graphics Improved Version with additional graphics for strong computers ~230MB

features of Version 1.8

- OP:Cerberus - changed unit Bismarck to Scharnhorst
- corrected some mistakes in menu and readme
- added new unit: (Oceanliner) lit up large old liner to neutral countries
- added new unit: Empire Celt Tanker to Britain and USA
- added new unit: Pyro Ammunition Freighter to Britain and USA
- added new unit: Soobrazitel'nyj Destroyer to Russia
- added new unit: Dserschinski Destroyer to Russia
- added new unit: German support ship
- added new harbour:Gteborg
- added hunt for norwegian convoy
- added new british units: battleship Prince of Wales, battleship Duke of York, battleship Rodney, aircraftcarrier Ark Royal
- added new british unit: battlecruiser HMS Hood
- reworked hunt for the Bismarck; new untis added, historical correct routes and ships
- added the hunt for the Scharnhorst:OP Ostfront
- added new unit: lit up C2 Cargo to neutral countries ->ports and convoys
- reduced sequence of air attacks and amount -> no more bee swarms!
- changed sim.cfg to obtain Hurricane gun fire
- corrected def side of North Ireland
- added new unit: sub TypeH1 to britain
- added new torpedo type: Steinbarsch Walter
- added new unit: battlecruiser HMS Renown
- reduced and matched radio messages with events
- reactivated some sounds "oh my god we will die" etc.
- added new unit: lit up hospital ship
- added more useful help screen
- added XXI battery and flak fix
- added Karles German cheering mod
- added real fatigue fix
- added camera mod
- added radar detection fix
- extended deck gun usability to type VII and IX to 10m/s
- added moon reflection fix by sergbuto
- added CA Instrument Patch 1.0

Latest files (04.07.2006):

U-Boat WarAceCampaign 1.8 Light (http://www.filecache.de/96810353) ~100MB

U-Boat WarAceCampaign 1.8 Graphics Improved Version (http://www.filecache.de/39346436) ~230Mb

Sound&Speech&Gramophone Addition (http://www.filecache.de/20589032) ~190MB



GW compatible version 1.7:


U-Boat WarAceCampaign GW compatible (http://rapidshare.de/files/22859101/U-BoatWarAce_GreyWolfes_V1.7.7z.html)


I wish you all "Gute Jagd&fette Beute"!


NOT COMPATIBLE WITH HARBOUR TRAFFIC (HT)

bigboywooly
07-05-06, 03:51 AM
Dammit will have to do another install now:rotfl:
Nice one:up:

Kruger
07-05-06, 04:32 AM
If I have GW istalled...can I install GW compatible version 1.7 over it ?

HanSolo78
07-05-06, 05:29 AM
If I have GW istalled...can I install GW compatible version 1.7 over it ?

Yes, I think so.

lurker_hlb3
07-05-06, 08:03 AM
How do you download from the German site???? Not very "users" friendly.

Redwine
07-05-06, 08:09 AM
Hi...

Many... many thenks for job and effort !!! :up:

I finish to test the V1.6 yet now, i had downloaded the V2.0, but it is the v1.7/1.8

Is the v2.0 the last version ?

I cant remember where i downloaded it,... but i have stored the v2.0 !!

Yesterday night i attempt to start up to test the V2.0, works fine, but i losse all antisub nets and minefileds.

I dont use the complete mod, i made attempts to compatibilize with my own installation, and works fine, no crashes, i put the adds of the mods.

I instaled the complete and untouched campaign files, but no minefiels or nets.

Looking the redme, it say if you touch the campaign files with the mission editor, you losse the minefields and nets, but i dont touched them at any time.


Any help is welcome. :up:


PD :

I attempt to download the V1.8 but i receive this message :

Download

Die Datei WarAceCampaign1.8 graphics improved.7z (228.34 MB) wurde angefordert. Diese Datei wurde am 04.07.2006 um 16:14 Uhr hochgeladen und bis jetzt 45 Mal heruntergeladen, damit hat Sie ein Transfervolumen von 10.03 GB erzeugt.

Sie sind nicht angemeldet. Jetzt kostenlos registrieren (http://www.filecache.de/login) und sofort viele Vorteile (Dateien verwalten, Punkte sammeln, ...) von filecache.de genieen!

May be some body who speaks german can help me with it... does the file exceed the download limit ?

There is another place to download ? Rapidshare or some thing ?



All solved in another topic !!! Thanks HanSolo and Sergbuto !

Spaxspore
07-05-06, 11:20 AM
to download, just click the link that has the arrown, and starts with Datej jetzt

Redwine
07-05-06, 02:44 PM
to download, just click the link that has the arrown, and starts with Datej jetzt

Thanks ...done !

I was clicking the green arrow, but then a second page open, i was looking at the Download english word, but there is a second green arrow in the second page, download works fine... thanks for help. :up:

U-snafu
07-07-06, 05:56 AM
First-han solo, great work. Running gw with the compatible uwac 1.7--(did not even get involved in the danzing battle-just got close and enjoyed the show). Has anyone tried sh3 generater with this?? If you have the reliability and intelligence sliders at max, is it possible to show the major battles ie:hunt for bismark, ocean raids,etc. on the nav map for the patrol month that you run it in?? (providing the historic incidents take place during said patrol). I can not seem to find the download for sh3 generator anymore so can not test it at the time. Reference earlier discussion in this thread, look forward to the masters getting together to attempt a grand compatiable combination, best of gw, nygm tonnage, harbor, Uwac,

bigboywooly
07-07-06, 07:19 AM
First-han solo, great work. Running gw with the compatible uwac 1.7--(did not even get involved in the danzing battle-just got close and enjoyed the show). Has anyone tried sh3 generater with this?? If you have the reliability and intelligence sliders at max, is it possible to show the major battles ie:hunt for bismark, ocean raids,etc. on the nav map for the patrol month that you run it in?? (providing the historic incidents take place during said patrol). I can not seem to find the download for sh3 generator anymore so can not test it at the time. Reference earlier discussion in this thread, look forward to the masters getting together to attempt a grand compatiable combination, best of gw, nygm tonnage, harbor, Uwac,

Link for SH3gen

http://www.global-explorer.de/

U-snafu
07-07-06, 12:33 PM
Thanks for the link bigboywolly.

Gammel
07-07-06, 02:20 PM
Good work HanSolo78!

Your campain files are great work, nice ship placement in harbours as well (pretty too much imo, my computer has heavy slowdowns...).
Also you did very immersive radio traffic.
Yesterday i meet a very cute convoy escaping from poland on sep 3th 39. Loved it!!

But sir!
My type IIa (and maybe other type II subs, not tested so far) becomes wrecked when installing your type H sub!
:p can you confirm and maybe fix it?

HanSolo78
07-07-06, 02:48 PM
Good work HanSolo78!

Your campain files are great work, nice ship placement in harbours as well (pretty too much imo, my computer has heavy slowdowns...).
Also you did very immersive radio traffic.
Yesterday i meet a very cute convoy escaping from poland on sep 3th 39. Loved it!!

But sir!
My type IIa (and maybe other type II subs, not tested so far) becomes wrecked when installing your type H sub!
:p can you confirm and maybe fix it?


Hmf.. i kown about the FPs and harbour traffic.. the next "light version" will be decreased in that point. ABout the type H1.. I cloned that type to avoid problems with the type IIA.. in my config it works fluently.. so.. I am a bit confused now.

Thx for the feedback :up:

Gammel
07-07-06, 03:06 PM
maybe its my setup, ill check again later.
Thx for the reply and the mod!! :up:

Gammel
07-07-06, 03:38 PM
Herere screenshots of my little problem.
Have to say first im using other mods together with yours, so of course its my fault failing to make it run proper...
Any help would be welcome however ;)
I guess problem is im using serbutos reflection fix, which alters the type IIa submarines dat.file.

Type H1 looking good :)

http://img410.imageshack.us/img410/4223/h19kj.jpg


Type IIa looking not so good, its using obviously the same texture. Problem disappears immediately when tye h1 sub is removed from game. Of course your campaign file refuses to work after romoval of the sub. :cry:

http://img328.imageshack.us/img328/2310/iia0uk.jpg

Gammel
07-07-06, 04:16 PM
it wasnt sergbutos reflection fix :oops: :shifty:

bigboywooly
07-07-06, 04:25 PM
I cloned mine in case messed with the type 2 and added as an AI sub

http://img97.imageshack.us/img97/1129/screenhunter0097qy.jpg

HanSolo78
07-07-06, 04:26 PM
it wasnt sergbutos reflection fix :oops: :shifty:

Im sorry.. its my fault.. iI did not realize that error because I just watched the subs in the muesum and the sight isnt that good..:damn:

Gammel
07-07-06, 04:32 PM
No need to worry HanSolo78! Do you think you can fix it?
Can you tell more about the H1 sub?

:o
Wow bigboywooly, you look ...strange :rotfl:

HanSolo78
07-07-06, 04:37 PM
No need to worry HanSolo78! Do you think you can fix it?
Can you tell more about the H1 sub?

:o
Wow bigboywooly, you look ...strange :rotfl:

Yes.. I just forgot to rename the texture file and clone then with pack3d.
Acutually I just wanted to install the new sub by CCIB but I was not abel to clone the tower.. so the tower of the TypeIIA always shos up and I searched for a brit sub that somhow looked similar. Thats it ;)

bigboywooly
07-07-06, 04:41 PM
No need to worry HanSolo78! Do you think you can fix it?
Can you tell more about the H1 sub?

:o
Wow bigboywooly, you look ...strange :rotfl:

Nooooooooo have to post a few to get rid of that:rotfl:

Gammel
07-07-06, 04:45 PM
hehe psst, it has never happened...
wont tell anyone ;)

Redwine
07-07-06, 09:01 PM
Which is the procces in the game to have convoy reports....?

I still having the same problem as before, tto much task forces reports, but no convoy reports.

I made an adaptation of the mod to my present installation, sure that is the problem, or is it normal in the mod in year 1942/1943. May be there was no Luftwaffe patrols in that age to give convoy reports ? :hmm:

If not... how can i solve it ?

Many than in advance.... :up:

bigboywooly
07-07-06, 09:05 PM
Which is the procces in the game to have convoy reports....?

I still having the same problem as before, tto much task forces reports, but no convoy reports.

I made an adaptation of the mod to my present installation, sure that is the problem, or is it normal in the mod in year 1942/1943. May be there was no Luftwaffe patrols in that age to give convoy reports ? :hmm:

If not... how can i solve it ?

Many than in advance.... :up:

Yes I noticed too a lack of convoy reports

Redwine
07-08-06, 08:43 AM
Yes I noticed too a lack of convoy reports

If i am not wrong, i found the problem, prior to install O-Boat War ACe Campaign 1.8 , i was into a confusion and i installed U-Boat War Ace Wolfpack 2.0.

I think so .... when i intall the Campaign 1.8 version i forget to replace (i dont use Mod enabler) the file Contacts.cfg.

This file i had, may be from Wolfpack 2.0 version has very reduced range for contacs, to test it i put the correct Campign 1.8 version contac file.... and plus, i increase decay times and these ranges to 2000km like this :

[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=2000;[>0] kilometers
Display Range To Important Radio Contacts=2000 ;[>0] kilometers
Decay Time For Important Radio Contacts=172800 ;[>0] seconds
Decay Time For Opportunity Radio Contacts=32400 ;[>0] seconds
Decay Time For Imprecise Sensor Contacts=600 ;[>0] seconds
Decay Time For Precise Sensor Contacts=60 ;[>0] seconds
Single Contact Min Size=1 ;[>0] minimum numbers of units in this type of group
Small Contact Min Size=3 ;[>0] minimum numbers of units in this type of group
Medium Contact Min Size=7 ;[>0] minimum numbers of units in this type of group
Large Contact Min Size=13 ;[>0] minimum numbers of units in this type of group
[ContactRange]
;under the (right) value a contact is considered as:
Short=1000 ;[m]
Medium=3000 ;[m]
Long=20000 ;[m]
[ContactSpeeds]
;less than each value means (in this order): stationary, slow, medium and fast speed ; over the last value means very fast speed
Merchant=0.1,8,12,35 ;[kts]
Warship=0.1,8,19,35 ;[kts] including uboats
Air=0.1,8,19,35 ;[kts]
Convoy=0.1,8,12,35 ;[kts]


I have lot of convoy reports now..... they was there.

The long decay times give you enough time to reduce time compression from 2048 and have the contact report there into the map, and make lines with the tool to intercept the contacts, with reduced decay times, when you reach to reduce time compression, contacs may be not there any more in the map.

To be clear, the problem was me, and my personalized installation, not the mod, convoy was there, but may be this can be useful for some body.

Now i need to solve the lot of air attacks, they are a little bit much for my pleasure.


Many thanks for the supermod.... job and eefort !!! :up:

Spaxspore
07-08-06, 10:30 AM
Yes I noticed too a lack of convoy reports
If i am not wrong, i found the problem, prior to install O-Boat War ACe Campaign 1.8 , i was into a confusion and i installed U-Boat War Ace Wolfpack 2.0.

I think so .... when i intall the Campaign 1.8 version i forget to replace (i dont use Mod enabler) the file Contacts.cfg.

This file i had, may be from Wolfpack 2.0 version has very reduced range for contacs, to test it i put the correct Campign 1.8 version contac file.... and plus, i increase decay times and these ranges to 2000km like this :

[ContactSettings]
; Contact settings
Display Range To Opportunity Radio Contacts=2000;[>0] kilometers
Display Range To Important Radio Contacts=2000 ;[>0] kilometers
Decay Time For Important Radio Contacts=172800 ;[>0] seconds
Decay Time For Opportunity Radio Contacts=32400 ;[>0] seconds
Decay Time For Imprecise Sensor Contacts=600 ;[>0] seconds
Decay Time For Precise Sensor Contacts=60 ;[>0] seconds
Single Contact Min Size=1 ;[>0] minimum numbers of units in this type of group
Small Contact Min Size=3 ;[>0] minimum numbers of units in this type of group
Medium Contact Min Size=7 ;[>0] minimum numbers of units in this type of group
Large Contact Min Size=13 ;[>0] minimum numbers of units in this type of group
[ContactRange]
;under the (right) value a contact is considered as:
Short=1000 ;[m]
Medium=3000 ;[m]
Long=20000 ;[m]
[ContactSpeeds]
;less than each value means (in this order): stationary, slow, medium and fast speed ; over the last value means very fast speed
Merchant=0.1,8,12,35 ;[kts]
Warship=0.1,8,19,35 ;[kts] including uboats
Air=0.1,8,19,35 ;[kts]
Convoy=0.1,8,12,35 ;[kts]


I have lot of convoy reports now..... they was there.

The long decay times give you enough time to reduce time compression from 2048 and have the contact report there into the map, and make lines with the tool to intercept the contacts, with reduced decay times, when you reach to reduce time compression, contacs may be not there any more in the map.

To be clear, the problem was me, and my personalized installation, not the mod, convoy was there, but may be this can be useful for some body.

Now i need to solve the lot of air attacks, they are a little bit much for my pleasure.


Many thanks for the supermod.... job and eefort !!! :up:

Ok i love the mod! one of the best in a long time... manly because you didnt edit any of the navigation aspects IE- colors, graphics etc.

Now i have one quick question... why is it so laggy when u go to 1024x time compression? Any other mod ive tried its never been this laggy unless am right next to a convoy or something(laggy = 1-4 fps using fraps). But its like it all the time. Am using the latest ver of this mod with sh3 1.4b of course and Sh3 commander.

My specs are excellent

x2-3800 Dual core @ 2.0ghz
2gig Dual Chan Ram
x1900xtx @ 512mb PCIE
SB audigy 2 zs
Asus A8N- SLI Preimum

HanSolo78
07-08-06, 10:44 AM
Ok i love the mod! one of the best in a long time... manly because you didnt edit any of the navigation aspects IE- colors, graphics etc.

Now i have one quick question... why is it so laggy when u go to 1024x time compression? Any other mod ive tried its never been this laggy unless am right next to a convoy or something(laggy = 1-4 fps using fraps). But its like it all the time. Am using the latest ver of this mod with sh3 1.4b of course and Sh3 commander.

My specs are excellent

x2-3800 Dual core @ 2.0ghz
2gig Dual Chan Ram
x1900xtx @ 512mb PCIE
SB audigy 2 zs
Asus A8N- SLI Preimum

Thx!! :)
Hmf.. I dont know... I also have a X3800+@2,95Ghz, 2GB Ram and a X1800xl..
It runs fluently... only lagging when in range of some ships or a convoy.

Maybe some other users can report how its running!?

Redwine
07-08-06, 10:54 AM
Ok i love the mod! one of the best in a long time... manly because you didnt edit any of the navigation aspects IE- colors, graphics etc.

Now i have one quick question... why is it so laggy when u go to 1024x time compression? Any other mod ive tried its never been this laggy unless am right next to a convoy or something(laggy = 1-4 fps using fraps). But its like it all the time. Am using the latest ver of this mod with sh3 1.4b of course and Sh3 commander.

My specs are excellent

x2-3800 Dual core @ 2.0ghz
2gig Dual Chan Ram
x1900xtx @ 512mb PCIE
SB audigy 2 zs
Asus A8N- SLI Preimum

I soupose it is due the inclusion of many units, many high resolution textures, and computer capabilities.

But i always have some problems with SH3, disregarding the mod i use, some times y can run it very smoothly at 2048x and some times it has jumps at 1x.

I think so it may be related to memory ....

I have 4 memory banks, 2 of 512MB and 2 of 1 GB, 3Gb total.

I had low FPS, and reading the memory manual, it say i need to install first the big banks and the smaller after.

I do it and problem solved, but avery some time, back, then i uninstall the small banks, run the computer, then install the samller a new time, and problem solved a new time.

I am using a latency tool now, as a sugerence and problem not back from many time.

I note too, after run many missions, in example when i am testing, game take lot of time to load up, mission too, and many times dont works at all, after a reboot it back to normal conditions.

I think so , SH3 have problems to manage the memory usage....

May be you neeed to explore this way, and/or proccess runing in the background, i kill all proccess i can when posible.

Spaxspore
07-08-06, 10:59 AM
Ok i love the mod! one of the best in a long time... manly because you didnt edit any of the navigation aspects IE- colors, graphics etc.

Now i have one quick question... why is it so laggy when u go to 1024x time compression? Any other mod ive tried its never been this laggy unless am right next to a convoy or something(laggy = 1-4 fps using fraps). But its like it all the time. Am using the latest ver of this mod with sh3 1.4b of course and Sh3 commander.

My specs are excellent

x2-3800 Dual core @ 2.0ghz
2gig Dual Chan Ram
x1900xtx @ 512mb PCIE
SB audigy 2 zs
Asus A8N- SLI Preimum
I soupose it is due the inclusion of many units, many high resolution textures, and computer capabilities.

But i always have some problems with SH3, disregarding the mod i use, some times y can run it very smoothly at 2048x and some times it has jumps at 1x.

I think so it may be related to memory ....

I have 4 memory banks, 2 of 512MB and 2 of 1 GB, 3Gb total.

I had low FPS, and reading the memory manual, it say i need to install first the big banks and the smaller after.

I do it and problem solved, but avery some time, back, then i uninstall the small banks, run the computer, then install the samller a new time, and problem solved a new time.

I am using a latency tool now, as a sugerence and problem not back from many time.

I note too, after run many missions, in example when i am testing, game take lot of time to load up, mission too, and many times dont works at all, after a reboot it back to normal conditions.

I think so , SH3 have problems to manage the memory usage....

May be you neeed to explore this way, and/or proccess runing in the background, i kill all proccess i can when posible.


Thankx for the responses guys, i got the game alt tabed as am typing this,

at 1024x am using 44% of cpu and 820mb of ram.Am still get extremly low fps at 1024x, 512x runs pretty well.

BTW am using the full out version of the mod, am not using the lite.

Redwine
07-13-06, 05:51 PM
I was able to adapt it to my present installation, 10 patrols finished up to Normandy invasion.... just great, wondeful :up:

Any way i have a little comments, just a matter of personal pleasure, not criticism, just a feed back.... :up:

1]
Too much DDs patrols at sea, alone DDs and DDs packs of 2 or more, you found they too often, then it is to hard to sail long distances at high time compresion, you are stoped every few seconds...again and again.

2]
Too much air patrols at sea, for same reason as above.

3]
Too much air attacks at port, when you leave it and when you arrive.
Initially it result very interesting, but to be under attack of ... up to 9 or 10 heavy bombers too often every time you leve or arrive to port result frustrating, because you can not dive, and AAA is not too much efective to protect you, and it is a little bit hard to take hands on AAA your self because i have very low FPS at ports, then is too hard to aim the attacking planes.

May be i need to try the "Light version"

Disregarding these personal pleasure points, the mod is just wonderful.... of course i maintain some of my settings like as AI sensors, Sub Sensors, ship damage, submarine caustic camo... and another personal choices.

Many many thanks for the job and effort ! :up:

The Munster
07-17-06, 06:33 AM
Hi, I have downloaded your mod; could you tell me if;
1. It is possible to burn the download to a (CD) Disc and install onto another (non-internet) Computer ?
2. Will it integrate with 'Frontflotilla 2.0' ?
I have managed to get Grey Wolves onto my Internet Computer and I don't want to add/integrate anything with it but I also like 'Frontflotilla'. Hope you don't mind me asking these Q's.

HanSolo78
07-18-06, 03:07 AM
@Redwine

Thx for your response!

1. I think the destroyers are well spread.. if you talk about too much destroyers this can only be in the bay of biscay? And btw. which year? Otherwise I think you dont encounter too often destroyers... because since 1941/42 it should become somehow more difficult.

2. I just reduced air attacks in version 1.8. do you use an older version? please open the air.cfg. file and post me the settings. Are you attacked by too much planes or do you speak of the air attack sequence?

3. It is difficult to reduce air attacks on harbours.. because they have to be scripted and only happen at the beginning of a mission. also i found no way to randomize them yet.

4. The light version isnt reduced refering to traffic at the moment but will be in version 1.9

@Kpt.Munson

1. sure you are able to burn the mod on cd and install it on another computer via jonesoft mod enabler!!

2.the mod somehow woks with frontflotilla 2.0. actually it is not designed to work with it but user of the german ubi forum reported that you should first install War Ace Camapign manually wthout modenabler and then frontflotille with modenabler afterwards.

@ all
thx for your response...
about sub H1.. I could need some help... I dont get the prob with the textures!! :yep:

next version will contain a NEW CONVOYSYSTEM!!

- no more convoys that last over 4 years (41-45) (default game and almost every mod)
- golden times.. '39 to '40 almost fewer or no escorts sometimes
- increasing amount and variety of escorts every war year '41 (4-6) '42 (8-9) '43-'45 (10-14)
- balanced increasing ai skill level of escorts throughout the war
- convoys that depart and arrive in northern ireland
- zickzacking convoys
- convoys altering speed

dcb
07-18-06, 05:41 AM
@Redwine
next version will contain a NEW CONVOYSYSTEM!!

- no more convoys that last over 4 years (41-45) (default game and almost every mod)
- golden times.. '39 to '40 almost fewer or no escorts sometimes
- increasing amount and variety of escorts every war year '41 (4-6) '42 (8-9) '43-'45 (10-14)
- balanced increasing ai skill level of escorts throughout the war
- convoys that depart and arrive in northern ireland
- zickzacking convoys
- convoys altering speed

Hi, Han

From my experience - remember I had problems with too many planes in UWAC 1.7 - the planes now in 1.8 are just ok. I see them only in patrols of 2 and if surfaced, after the initial 2 expend their DC's, no other swarm follows up. I really like what you will bring in the next version. Just a few suggestions of what I would like to see in it:
- first of all, a mod I only discovered yesterday on the german ubi forum, named simfeeling, which places tdc on the attack peri and uzo screens. However it must be changed somewhat to deal with the fixed console bar.
- planes also shooting their guns (there is a fix for this somewhere around this forum)
- a realistic damage model for ships. I am playing UWAC with the NYGM ships, just to get the damage model right, and it works fine.
- a realistic u-boat sinking model. I recently saw a post on this forum about how to make hull crush slow after going beyond crush depth, instead of the instant death model in vanilla sh3.
- and another capital issue, for me at least, a radio log in english, 'cause I don't speak German. I play UWAC with german messages, only for the historic flavour, but I can only understand about 20% of what's in it. I know this last one is tough, but I still keep dreaming.

Keep up the good work, mate!

The Munster
07-18-06, 06:35 AM
HanSolo78.. Thanks for replying and your advice. Cheers ! :D

Redwine
07-18-06, 01:02 PM
@Redwine

Thx for your response!

Thanks you ! for great job and effort !


1. I think the destroyers are well spread.. if you talk about too much destroyers this can only be in the bay of biscay? And btw. which year? Otherwise I think you dont encounter too often destroyers... because since 1941/42 it should become somehow more difficult.

Yes, that is true, i was based on Lorient. The fact i attempt to transmit, is in later years, in example 1843, it is imposible to sail 10 seconds at 2048x without being stopped by a plane or a DD. It is just a feed back, any one may like diferent things, i am not saying it is not correct or bad, just for my personal pleasure a little bit reduction on them may become the game more playable.



2. I just reduced air attacks in version 1.8. do you use an older version? please open the air.cfg. file and post me the settings. Are you attacked by too much planes or do you speak of the air attack sequence?

Well i made changes sigested in the Air.cfg to reduce them, but they seems to reduce the attack probability and not the apperas probability. What i am saying, some times, they appears and do not attack, but they still appearing a lot of.



3. It is difficult to reduce air attacks on harbours.. because they have to be scripted and only happen at the beginning of a mission. also i found no way to randomize them yet.

Yah... they are a nightmare, and reduce a litle bit the game interest, because these attacks happens near to every mission, then we fall into the rutine, and as you know, is not posible to dive at harbours, there is no depth.
And planes are so hard to shot down, finally i was enforced to increase my AAA power, and reduce airplanes resistence, and if you watch the forum, i was asking how to increase the numbers of officers, it was due i want to have an officer specialized in repairs at command of my repair team, it increase the repair capabiliy, there was some mission at wich ones i start up the mission from the begin, with only 50% hull integrity, was imposible to let the port without being severe damaged.

I think so an air attack was a real probability, but in those ages, germans has radars, and sure the sub was well protected into the sub pens if any air contact was registered.

You are undefense, as a duck in a washbasin....

Plus i was often attacked at arrival... i am not talking near the port, i was talking into the harbour defenses.

I understand you wrote, it is scripted, but may be interesting if some thing can be done about it.



4. The light version isnt reduced refering to traffic at the moment but will be in version 1.9

Good to know ! the actual harbour traphic is so good, and wonderful, the matter is with those low FPS i cant take hands on my AAA, it is imposible to aim attacking planes.

I need it for the Liberator bug i suffer, some times when liberators appears, i have a CTD, but if i shot down some of them, prior they reach to attack me, bug is gone... and no CTD.

To increase probability of shot down, i need to shoot them as far as posible, i need to take hands on AAA, my AI crew wait for them to be more near.



next version will contain a NEW CONVOYSYSTEM!!

- no more convoys that last over 4 years (41-45) (default game and almost every mod)
- golden times.. '39 to '40 almost fewer or no escorts sometimes
- increasing amount and variety of escorts every war year '41 (4-6) '42 (8-9) '43-'45 (10-14)
- balanced increasing ai skill level of escorts throughout the war
- convoys that depart and arrive in northern ireland
- zickzacking convoys
- convoys altering speed

Good to know news !

But sorry, it is my bad english, what means this :


- no more convoys that last over 4 years (41-45) (default game and almost every mod)

do it means no convoys before 1941 ?

Many thanks for respone, my best regards...Red.

HanSolo78
07-19-06, 04:38 AM
@dcb
Thx for the feedback of the plane attacks!! :)

1. good idea with the sim feeling mod! :up: I will try to implement it.

2. the fix with planes shooting their guns is already inside

3. that is a point where a fusion of NYGM&War Ace might be..

4. a custom u-boat damage model is also already inside..

5. that migh be a problem as to me it is just terrible work to do a radio log!

maybe someone would like to do that!?

@Redwine

1. it was my intention to be in tension if youre in bay of biscay after 1942.. so as you are reporting it works :88)

2. about air attacks on harbours.. maybe I colud try to use the random layer to start air attacks.. but Ithink then youll never see them..

3. that means convoys in default game and almost every mod are often generated from 1941(42) to 1945!! They only change number of escorts, escort variety and merchants in a random way so that you might face a convoy with less escorts in 1943, just not predictable!
My intention was to have strong escorts in later years and less in the first; and my work was to clone every convoy that exists those several years and give them a correct number and skill of escorts!
So now there are convoys in 1939 -40 which are just slightly guarded and the number of escorts increases steadily through the whole war to increase the difficulty.

dcb
07-19-06, 06:02 AM
Hi, Han!

To give you my experience on the simfeeling inclusion. I already fiddled with it in my UWAC install and it works, and a plus, it also works with the - rather old - FABC (or FBAC as it is called cometimes) slideout mod (when you move the mouse at the left edge of the screen both sliders show up, FABC on top of the TDC dials).
The only problem i have is the torpedo depth dial panel on the bottom right, which is hidden under the speed and depth dials of the fixed console and cannot be accessed. I did not want to turn the fixed console into a slider, as i like to have the speed and depth very accessible during hunts, so the only solution I can see is to make the TDC slider dials smaller - now they are huge and cover about half the screen - so that they can fit among the other dials.
If you want, I can send you my already modded dials.cfg and menu_1024.ini (not sure about the precise name, I am at work now), so that you see how I inserted the simfeeling stuff. In addition, the menu1024 file is changed so that "Enter" brings TC to 1x and torps are launched with Backspace.

HanSolo78
07-19-06, 08:19 AM
Hi, Han!

To give you my experience on the simfeeling inclusion. I already fiddled with it in my UWAC install and it works, and a plus, it also works with the - rather old - FABC (or FBAC as it is called cometimes) slideout mod (when you move the mouse at the left edge of the screen both sliders show up, FABC on top of the TDC dials).
The only problem i have is the torpedo depth dial panel on the bottom right, which is hidden under the speed and depth dials of the fixed console and cannot be accessed. I did not want to turn the fixed console into a slider, as i like to have the speed and depth very accessible during hunts, so the only solution I can see is to make the TDC slider dials smaller - now they are huge and cover about half the screen - so that they can fit among the other dials.
If you want, I can send you my already modded dials.cfg and menu_1024.ini (not sure about the precise name, I am at work now), so that you see how I inserted the simfeeling stuff. In addition, the menu1024 file is changed so that "Enter" brings TC to 1x and torps are launched with Backspace.

Great news! Ill send you my e-mail adress via PM!
thX! :)

Redwine
07-19-06, 09:11 AM
@Redwine

1. it was my intention to be in tension if youre in bay of biscay after 1942.. so as you are reporting it works :88)

:rotfl: sure! It works according with intention :up:


2. about air attacks on harbours.. maybe I colud try to use the random layer to start air attacks.. but Ithink then youll never see them..

Well i am not talking about to remove them, but a reduction may be welcome, if not posible, almost the number of attacking planes wich was some times more than ten. Very hard to let port without have severe damages.
An option is, finish the mission and dock and repair, but in the next mission, they was there a new time ! Another air attack ...

I supose the logical was to ensure the sub, there was not air contacs near, to ensure they can leve the port without being attacking.

Plus planes attacking harbours sure use free fall bombs not depth charges due to the low depth at harbours, and when i made my Free Fall Bombs Mod for SH2, i remember only few subs was destroyed by bombs, and if i dont remember bad only one (by recall) in water at harbour, then i soupose the sub destroy at dock was not common.

Well !! that info was into the readme of that mod.... i found it :

"Analyzing Real Life Situations :
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Analizing real situations, i found not many subs was destroyed by free fall bombs.
I found only 5 subs destroyed by free fall bombs :
One at dry dock into a shipyard
One at dry Dock
One in water at pier
Two at sea

U-2509 Type XXI :
===============
Destroyed at dry dock into a shipyard by handley Page and Lancaster bombs.....
I do not take this one.

U-471 Type VIIC :
===============
Destroyed at dry dock by B-24 Liberator bombs.
I do not take this one.

U-26 Type I :
===========
Severe damaged by a Destroyer the day before, was enforced to surface due to the electrical
compsumption of flooding pumps, the next day on surface was attacked by a Sunderland an
receive two direct hits with two 250 lbs free fall bombs.
Unable to submerge and severe damaged was sclutted by own crew.
No casualities.
Hull Resistance : max operational depth 200 meters.

U-64 Type IXB :
=============
Atacked by Swordfish was hit by one or more 500 Lbs free fall bombs.
Unable to found information if was one or two hits, i take one hit of a 500 lbs bomb.
Sub was at port, and was surprised by the planes incoming from the HMS Warspite in Narvik.
Crew was able to dive to avoid new attacks and was able to surface by own resources.
Severe damaged the sub sinks giving time to the crew to evacuate the sub.
8 crew members die, 38 survivors.
Hull Resistence : max operational depth 200 meters.

U-1107 Type VIIC :
================
Attacked by a Consolidate PBY-5A Catalina, may be with 1000 Lbs. free fall boms.
Unable to found how many bombs and type, but Catalina carries 1000 Lbs bombs, i soupose for this mod, one hit of a 1000 Lbs. free fall bomb.
37 crew members die, and some survivors, wich tells about heavy damage and notposible a ordenate eavacuation.
Hull Resistence : max operational depth 250 meters."

Just a personal opinion, and feed back, not intention to disturb you, but may be air raids at harbours may be not too succesful to be in concordance with the historical info. :up:



3. that means convoys in default game and almost every mod are often generated from 1941(42) to 1945!! They only change number of escorts, escort variety and merchants in a random way so that you might face a convoy with less escorts in 1943, just not predictable!
My intention was to have strong escorts in later years and less in the first; and my work was to clone every convoy that exists those several years and give them a correct number and skill of escorts!
So now there are convoys in 1939 -40 which are just slightly guarded and the number of escorts increases steadily through the whole war to increase the difficulty.

Sound so good ! :up: Great !

Finally, many thanks for job and effort ! :up:

dcb
07-20-06, 04:58 AM
Great news! Ill send you my e-mail adress via PM!
thX! :)

Got it. Now I'm @work, so I'll send the files tonight, when I get home.

HanSolo78
07-22-06, 05:48 AM
Great news! Ill send you my e-mail adress via PM!
thX! :)

Got it. Now I'm @work, so I'll send the files tonight, when I get home.

Ok.. thx Ill see through it tonight.

BTW new webpage online at page 1 !!!! :up:

Redwine
07-23-06, 12:03 PM
Hi all, can some body help with this ...

I am using UWAC 1.8 now.

As feed back, i found some small and little details.

1]

Some times ... and only when at port, i have problems with my external camera, when i switch between the naval units, after some switchs, the camera become crazy, no unit is showed, and it is not horizontal, and it juumps... down, up, down , up....

Any idea ? :hmm:

http://img85.imageshack.us/img85/5863/1gx1.th.jpg (http://img85.imageshack.us/my.php?image=1gx1.jpg)


2]

I am a Type IX user, so i often start a campaign in Lorient, and when i start up the mission, there is a Armed trawler wich always run aground.

It seems to be the "follow me" unit, and when it attempt to turn left/port in the harbour channel, it run aground, it is sure a lack of a waypoint.

I really never edit a campaign file before to add the waipoint.

Please look at thios for the v1.9 version. :up:

http://img163.imageshack.us/img163/7482/2wq2.th.jpg (http://img163.imageshack.us/my.php?image=2wq2.jpg)


3]

I note the location of "Santa Cruz de tenerife" is in red.... as an enemy port...

Is it correct ? all other spain ports are in green, but "Santa Cruz de Tenerife" is in red.

Was there an allied base in that age ? :hmm:

Plus It is called "Santa Crus de Tenerife", the correct name is Cruz with "Z", any way it is easy to fix, but it is correct the red colour ? :hmm:

http://img79.imageshack.us/img79/8558/3na4.th.jpg (http://img79.imageshack.us/my.php?image=3na4.jpg)

Many thanks for the job made on UWAC !! :up:

U-snafu
07-23-06, 04:05 PM
I can only answer #1---the external camera in port becomes crazy when it focuses on a land unit (ie. bunker, aa gun) in the harbor and stays that way the rest of the patrol--i believe it is a stock bug ---at least i had it with vanilla also.

Redwine
07-23-06, 04:20 PM
I can only answer #1---the external camera in port becomes crazy when it focuses on a land unit (ie. bunker, aa gun) in the harbor and stays that way the rest of the patrol--i believe it is a stock bug ---at least i had it with vanilla also.

Many thanks, then it is a stock problem... :up:

HanSolo78
07-24-06, 02:43 AM
Hi all, can some body help with this ...

I am using UWAC 1.8 now.



2]

I am a Type IX user, so i often start a campaign in Lorient, and when i start up the mission, there is a Armed trawler wich always run aground.

It seems to be the "follow me" unit, and when it attempt to turn left/port in the harbour channel, it run aground, it is sure a lack of a waypoint.

I really never edit a campaign file before to add the waipoint.

Please look at thios for the v1.9 version. :up:

http://img163.imageshack.us/img163/7482/2wq2.th.jpg (http://img163.imageshack.us/my.php?image=2wq2.jpg)


3]

I note the location of "Santa Cruz de tenerife" is in red.... as an enemy port...

Is it correct ? all other spain ports are in green, but "Santa Cruz de Tenerife" is in red.

Was there an allied base in that age ? :hmm:

Plus It is called "Santa Crus de Tenerife", the correct name is Cruz with "Z", any way it is easy to fix, but it is correct the red colour ? :hmm:

http://img79.imageshack.us/img79/8558/3na4.th.jpg (http://img79.imageshack.us/my.php?image=3na4.jpg)

Many thanks for the job made on UWAC !! :up:


1. About the Trawler.. Ill try to fix that.

2. About Tenerife.. I dont know really.. has been there since the origin and isnt created by me. Has it been neutal the whole war?

thx for feedback!

Han

Redwine
07-24-06, 08:42 AM
1. About the Trawler.. Ill try to fix that.

Many thanks !! :up:



2. About Tenerife.. I dont know really.. has been there since the origin and isnt created by me. Has it been neutal the whole war?

thx for feedback!

Han

The matter is... Santa Cruz de Tenerife (Cruz not Crus) is in Canarias Islands (canaris form romans) and it is a Spanish posesion.

All Spanish ports are in green, (except for a blue one in Galicia) you can see in that screen shot, Las Palmas is in green too.

May be there was an allied base there in that age ? If not, it must be in green.

Can some body helps with historical info about this ?


Another things, i note, there was blue ports, friendly ports at Galicia in Spain, and another one in blue at Brasil in Belen.... Brasil was neutral initially, and enemy later... may be in the neutral age, germans has a friendly supply port there....?
Same for Galicia at Spain ?

Is it correct ?

Interesting if some body can explain it and if there is something wrong, you and other campaign modders can fix these stock "errors", asumming they are errors.

Many thanks for job....


PD:

I am playing yet now, a new campaign with UWAC, and in 1941 i receive a radio message, saying, Phyton ship was sunk, and no more resupply is abailable at Atlantic any more...

But... i recently finished a campaing before it, and if i am not wrong, i had resuplies in 1942 and 1943 ? I am wrong ?

Up to wich age resuplies are abailable ?

bigboywooly
07-24-06, 10:37 AM
ALL Spanish ports should be green as they were neutral
If they have supply ships in the ship will be blue but the port will still be green
The Belem base near Brazil is down on mine as a secret naval base - and after a quick look around - there was indeed a naval base at Belem ( and still is a Brazilian one ) but it was set up in 1943 and was American

http://www.navsource.org/Naval/1943.htm

03/26 Fri. Battle of the Komandorski Islands is fought between a task
group comprising 2 cruisers and 4 destroyers (Rear Adm. C. H.
McMorris) and a Japanese force of 4 cruisers and 4 destroyers
escorting reinforcements to Attu, Aleutian Islands. In this
day light action 1 United States cruiser and 1 destroyer are
damaged. One enemy cruiser is damaged. Japanese
reinforcements fail to reach Attu.
United States Naval Operating Facility, Belem, Brazil, is
established.
United States naval vessel damaged, Battle of Komandorski

So it shouldnt be there at all as a German base but as a US base from 26\03\1943

Redwine
07-24-06, 02:11 PM
Many thanks BigBoy... :up:

Then i need to edit the Santa Cruz de Tenerife from red to green.... can i do it from the Locations file ?

About Galicia... the blue in Galicia is a ship then .... not a port.

About Belen, i will check if it change to red when i reach that date. :up:

Many thanks for data.

bigboywooly
07-24-06, 02:46 PM
Many thanks BigBoy... :up:

Then i need to edit the Santa Cruz de Tenerife from red to green.... can i do it from the Locations file ?

About Galicia... the blue in Galicia is a ship then .... not a port.

About Belen, i will check if it change to red when i reach that date. :up:

Many thanks for data.

You can change Belem in the .lnd

Name=Belem Secret Naval Base
Class=NavalBase
Type=407
Origin=German<----------change to American
Side=0

Same for Tenerife but obviously origin changes to Spain

The Belem base really needs the dates changing too but you will have to do that thru mission editor after changing locations.cfg

Redwine
07-24-06, 03:47 PM
You can change Belem in the .lnd

Name=Belem Secret Naval Base
Class=NavalBase
Type=407
Origin=German<----------change to American
Side=0

Same for Tenerife but obviously origin changes to Spain

The Belem base really needs the dates changing too but you will have to do that thru mission editor after changing locations.cfg

I see, that changes are into .LND file, i was looking into the locations.cfg file but no indication of side (allied/german) there.

Thanks a lot !

Redwine
07-24-06, 03:59 PM
Well... i found this into the .LND file :

(i fix the Crus for Cruz yet.....) Aparently, Santa Cruz de Tenerife changes from Side=0 to Side11 in february 01 of 1943

Here two things...

One.. i am playing in 1942 now, so it must to be Side=0 neutral, and it is in red wich is Side=1, and was the same in 1940 and 1941.

Two... was it real ? was Santa Cruz de Tenerife and allied/german or german/allied base along the war ? Does it change the side ?


[Unit 498]
Name=Santa Cruz de Tenerife
Class=NavalBase
Type=407
Origin=Spain
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19430101
GameExitTime=0
EvolveFromEntryDate=false
Long=-1949275.000000
Lat=3411210.000000
Height=-186.475006
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 499]
Name=Santa Cruz de Tenerife
Class=NavalBase
Type=407
Origin=American
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19430201
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1948613.000000
Lat=3415271.000000
Height=-200.000000
Heading=90.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

bigboywooly
07-24-06, 04:22 PM
Well... i found this into the .LND file :

(i fix the Crus for Cruz yet.....) Aparently, Santa Cruz de Tenerife changes from Side=0 to Side11 in february 01 of 1943

Here two things...

One.. i am playing in 1942 now, so it must to be Side=0 neutral, and it is in red wich is Side=1, and was the same in 1940 and 1941.

Two... was it real ? was Santa Cruz de Tenerife and allied/german or german/allied base along the war ? Does it change the side ?


[Unit 498]
Name=Santa Cruz de Tenerife
Class=NavalBase
Type=407
Origin=Spain
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19430101
GameExitTime=0
EvolveFromEntryDate=false
Long=-1949275.000000
Lat=3411210.000000
Height=-186.475006
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 499]
Name=Santa Cruz de Tenerife
Class=NavalBase
Type=407
Origin=American
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19430201
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1948613.000000
Lat=3415271.000000
Height=-200.000000
Heading=90.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

:rotfl: :rotfl: No - Tenerife stays Spanish all thru the war
Cant find anything to say it changed hands or allegience

Redwine
07-24-06, 04:29 PM
:rotfl: :rotfl: No - Tenerife stays Spanish all thru the war
Cant find anything to say it changed hands or allegience

That was i understand, but in the map it appears as red base, so it take my attention, as you can see, into the .LND it is an American base during a half war.

I fix it yet and now it is in green... :up:

I soupose HanSolo and other campaign modders can fix it into future versions.

Thanks for help...! :up:

bigboywooly
07-24-06, 04:31 PM
:rotfl: :rotfl: No - Tenerife stays Spanish all thru the war
Cant find anything to say it changed hands or allegience

That was i understand, but in the map it appears as red base, so it take my attention, as you can see, into the .LND it is an American base during a half war.

I fix it yet and now it is in green... :up:

I soupose HanSolo and other campaign modders can fix it into future versions.

Thanks for help...! :up:

No problem
Always glad to help:up:

Tanyrhiew
07-25-06, 11:24 AM
Are you adding CB's ideas (http://www.subsim.com/radioroom/showthread.php?t=94400) for uboats reporting convoys and wolfpacks where appropriate into the next version?

For me, your mod is heading towards being the true succesor to AoD that SH3 should have been in the beginning.

Keep up the good work, its appreciated.

Regards

Tan

HanSolo78
07-26-06, 06:31 PM
hi guys!

thx for helping in that prob with the bases.

@ Tanyrhiew

It might be a good addition!
But in ver 1.9 I wont get this.

Redwine
08-14-06, 09:07 PM
It is posible to set this topic as "sticky" one ?

Thanks in advance...

HanSolo78
08-15-06, 02:52 AM
It is posible to set this topic as "sticky" one ?

Thanks in advance...

Because of that I wrote to several mods.. only one mods answered... but the only one who is responsible for that does not for weeks...:dead:

Redwine
08-15-06, 08:01 AM
I am sure this topic must to be sticky.... :up:

There is no one moderator there to do it ?

U-snafu
08-15-06, 09:28 AM
agreed--should be sticky--seems to be new members coming here all the time (myself recently included)--and it is a stand alone big mod compilation that is being continually updated---shows members another option with GW and NYGM.

GT182
08-16-06, 07:18 PM
Red, I've found that the trawler in Lorient that runs aground does so because your sub gets too close to it when you depart. I've found too that if you reduce your speed to "Slow" and stay well away from it, it will continue on out to sea. I always kept on it's tail at "1/3", thinking it was my escort, and it would always run aground before making the turn south to go thru the channel.

But note too that I'm using HT1.47 and not GW or RUB. I don't think War Ace or GW changed anything in HT1.47, but I could be wrong.

Redwine
08-16-06, 09:19 PM
Red, I've found that the trawler in Lorient that runs aground does so because your sub gets too close to it when you depart. I've found too that if you reduce your speed to "Slow" and stay well away from it, it will continue on out to sea. I always kept on it's tail at "1/3", thinking it was my escort, and it would always run aground before making the turn south to go thru the channel.

But note too that I'm using HT1.47 and not GW or RUB. I don't think War Ace or GW changed anything in HT1.47, but I could be wrong.

Many thanks for the data, i will try.... :up:

U-snafu
08-16-06, 11:31 PM
Red, I've found that the trawler in Lorient that runs aground does so because your sub gets too close to it when you depart. I've found too that if you reduce your speed to "Slow" and stay well away from it, it will continue on out to sea. I always kept on it's tail at "1/3", thinking it was my escort, and it would always run aground before making the turn south to go thru the channel.

But note too that I'm using HT1.47 and not GW or RUB. I don't think War Ace or GW changed anything in HT1.47, but I could be wrong.

Many thanks for the data, i will try.... :up:

Just fyi, i have the same problem. using Uwac version 1.7 with GW---only ran three patrols so far out of lorient (late 40-early 41)--armed trawler has run aground on the first turn all three times even while i kept my boat at the "band" dock without moving--but i have noticed there is a destroyer 34 that seems to run the same pattern (and starts its run at the same time) of the escort and it makes it all the way out to the biscay bay. could be it is the actual programed escort?

I also noticed something interesting on my last start in lorient on 01/41---i was playing around with the external F12 cam (while waiting to see what the trawler did) and i got three stuka aircraft contacts on my f5 map flying over the pens from east to west. I focused on the lead stuka with my cam and then saw the two trail stukas that were side by side explode and crash as they attempted to climb altitude:huh: ---no enemy contacts around and i don't believe none of the german surface ships fired---possible waypoint issue also--or pretty cool if they were programmed to colide---most probable a GW-Uwac overwrite issue.

Redwine
08-18-06, 08:50 PM
Red, I've found that the trawler in Lorient that runs aground does so because your sub gets too close to it when you depart. I've found too that if you reduce your speed to "Slow" and stay well away from it, it will continue on out to sea. I always kept on it's tail at "1/3", thinking it was my escort, and it would always run aground before making the turn south to go thru the channel.

But note too that I'm using HT1.47 and not GW or RUB. I don't think War Ace or GW changed anything in HT1.47, but I could be wrong.

Many thanks for the data, i will try.... :up:

I made that... no way. The Tug still running aground even if i remains at dock... :-?

I think so it is a waypoint problem. :hmm:

U768
08-19-06, 03:06 AM
Bug strange on version 1.8 light ?
The sky is black permanently !
Graphics version does not have this problem, I understand.

Thank you HanSolo to explain me this problem.

HanSolo78
08-19-06, 03:09 AM
Bug strange on version 1.8 light ?
The sky is black permanently !
Graphics version does not have this problem, I understand.

Thank you HanSolo to explain me this problem.


Yeah.. I noticed that and currently I am trying to solve that problem!

U768
08-19-06, 08:19 AM
Thank you HanSolo to look at problem.

I therefore loaded Graphics version.
But to find another problem!
The huge size of the sun! It does not go!

http://img209.imageshack.us/img209/9982/screenshot0391gh9.jpg] (http://img209.imageshack.us/img209/9982/screenshot0391gh9.jpg)

Is the problem corrected on version 1.9?

HanSolo78
08-19-06, 08:26 AM
Thank you HanSolo to look at problem.

I therefore loaded Graphics version.
But to find another problem!
The huge size of the sun! It does not go!

Is the problem corrected on version 1.9?

I hope so.. I just tested about two hours and the upcoming version should not be bugged .

EDIT:

@ GT182

I am sure GW and WarAceCampaign are NOT COMAPTIBLE with HarbourTraffic!

The Munster
08-19-06, 09:35 AM
U-768, You'd need Sunscreen SPF Factor 60 if you're on the Bridge with a Sun that size !

U768
08-19-06, 09:44 AM
U-768, You'd need Sunscreen SPF Factor 60 if you're on the Bridge with a Sun that size !

Amusing!
But I do not understand that nobody is spoken of this problem?

Redwine
08-19-06, 09:58 AM
Sorry HanSolo...

Is the actual version hosted on your web page the V1.9 yet ?

The web page says

"Last Update: 19.08.2006"

But not mentioned the Mod version...

Another time many thanks for your job and effort...

PD:

Any moderator there to put this topic as sticky ? :up:

HanSolo78
08-19-06, 01:44 PM
Sorry HanSolo...

Is the actual version hosted on your web page the V1.9 yet ?

The web page says

"Last Update: 19.08.2006"

But not mentioned the Mod version...

Another time many thanks for your job and effort...

PD:

Any moderator there to put this topic as sticky ? :up:

Yes.. I just uploaded tzhe new version today.

good hunting :rock:

PS: Seems that no mod is able to pin as sticky.. sad..

U768
08-19-06, 03:43 PM
Desolate still problems!
Impossible to download on the site or the acquired file made zero byte?

HanSolo78
08-19-06, 04:34 PM
Desolate still problems!
Impossible to download on the site or the acquired file made zero byte?


Hm.. damn... archives are ok at my desktop.. maybe upload failed somehow.
Weird also that host shows the correct size... :hmm:

Martin1813
08-19-06, 04:42 PM
Hi HanSolo...

I've got exactly the same problem.
I can't download or I download an empty archive...:hmm:

Redwine
08-19-06, 06:10 PM
Same here, i can download the file, but it is empty....

Redwine
08-19-06, 06:12 PM
[
Yes.. I just uploaded tzhe new version today.

good hunting :rock:

PS: Seems that no mod is able to pin as sticky.. sad..

I understand the V1.9 is only for the light version ... correct ?

HanSolo78
08-20-06, 03:24 AM
[
Yes.. I just uploaded tzhe new version today.

good hunting :rock:

PS: Seems that no mod is able to pin as sticky.. sad..

I understand the V1.9 is only for the light version ... correct ?

No.. there will be both.. graphics improved and light version!

EDIT: Ill try a new host in the evening today!

EDIT2: Upload at new host also does not function.Seems to be a problem with my provider... so now Ive to upload from another pc.

Redwine
08-21-06, 07:59 AM
No.. there will be both.. graphics improved and light version!

Thanks ! :up:


EDIT2: Upload at new host also does not function.Seems to be a problem with my provider... so now Ive to upload from another pc.

I note that, may be you can split the file into smal pieces using in example the Spliter Program.... (it is free) and upoad it at Rapidshare ...

Rapidshare will put us a limit, no way, i can wait some days to download it... one part at tme. :up:

HanSolo78
08-21-06, 08:35 AM
EDIT2: Upload at new host also does not function.Seems to be a problem with my provider... so now Ive to upload from another pc.

I note that, may be you can split the file into smal pieces using in example the Spliter Program.... (it is free) and upoad it at Rapidshare ...

Rapidshare will put us a limit, no way, i can wait some days to download it... one part at tme. :up:

I know and I already tried to upload small files abou 50Mb but unfortunately theres also no way. So.. a few days to wait :know:

gnanard
08-21-06, 09:11 AM
EDIT2: Upload at new host also does not function.Seems to be a problem with my provider... so now Ive to upload from another pc.

I note that, may be you can split the file into smal pieces using in example the Spliter Program.... (it is free) and upoad it at Rapidshare ...

Rapidshare will put us a limit, no way, i can wait some days to download it... one part at tme. :up:

I know and I already tried to upload small files abou 50Mb but unfortunately theres also no way. So.. a few days to wait :know:

hello HanSolo
if not you uploader here also
http://www.ultrashare.net/
max 250MO
bye HanSolo

Redwine
08-21-06, 09:44 AM
I know and I already tried to upload small files abou 50Mb but unfortunately theres also no way. So.. a few days to wait :know:

Ok... many thanks for time expended... we stay here waiting :up:

HanSolo78
08-22-06, 10:07 AM
Ok guys.. now I spent the whole afternoon in solving the problem.
I uploaded the files at another host.
NOW they should be available.
Please report!!! :up:

good hunting!

Kpt. Lehmann
08-22-06, 10:17 AM
Salute! HanSolo78,

We wish you the best of luck with your efforts mate!!!:up: :up: :up:

It is about time you got yourself a sticky! ;)

Martin1813
08-22-06, 11:59 AM
Download has begun HS :up:
it's looking good

Thanks a lot:yep:

Martin1813
08-22-06, 01:39 PM
It doesn't work. When Starfoce's just validated the loading of the game, there is an error window and return to desktop...:roll:

bigboywooly
08-22-06, 01:45 PM
It doesn't work. When Starfoce's just validated the loading of the game, there is an error window and return to desktop...:roll:

Whats the error ?
Does help to know

Martin1813
08-22-06, 02:32 PM
the game crashes before to load. I can't say more. :-?

HanSolo78
08-22-06, 03:23 PM
@Martin1813

Did you make a new clean install + patch1.4?
If not do so...

The Munster
08-22-06, 03:34 PM
Hi, would be okay to copy one of my SHIII Folders (Program Files) that has 1.4 and JSGME included then add your Mod ?

Martin1813
08-22-06, 03:53 PM
@Martin1813

Did you make a new clean install + patch1.4?
If not do so...

Of course I did :D:D

we're at least 3 French users with this problem.

I thought it was the French translation patch but uninstalling it did not solve this problem.

HanSolo78
08-22-06, 04:15 PM
Hi, would be okay to copy one of my SHIII Folders (Program Files) that has 1.4 and JSGME included then add your Mod ?

Yes,I think so!


Of course I did

we're at least 3 French users with this problem.

I thought it was the French translation patch but uninstalling it did not solve this problem.

Hmf... no solution a.t.m. Other users report no crash before loading.
Try to delete d3d9d res fix or get rid of cd validation.

Seems to be definitely the d3d9 res fix guys! Delete these 2 written files.

Laffertytig
08-22-06, 04:15 PM
so what does this mod do then? by the looks of it its a set of scripted events and improved graphics but does it change anything else for eg, AI or radio messages etc? how does it differ from ntgm or GW?

HanSolo78
08-22-06, 04:27 PM
so what does this mod do then? by the looks of it its a set of scripted events and improved graphics but does it change anything else for eg, AI or radio messages etc? how does it differ from ntgm or GW?

Yeah.. it also chnages radio messages.. unfortunately not matching in english to the events. AI is alos changed.. nad a lot more!
Hav a click at my banner and browse my homepage!

Laffertytig
08-22-06, 04:37 PM
lookin at your site most of the changes see cosmetic more that anything else and as i dont speak german the radio message thing could be a problem. what AI changes have been made?

and are people using your mod along with other mods?

HanSolo78
08-22-06, 05:01 PM
lookin at your site most of the changes see cosmetic more that anything else and as i dont speak german the radio message thing could be a problem. what AI changes have been made?

and are people using your mod along with other mods?

yeah..sure cosmetic ones.. but what about the biggest historical campaign with over 30 new ships? enhanced convoy system... improved destroyer ai... no more bee swarm attacks by aicrafts.. russian air bases and aircraft.. using TDC in periscope and uzo view.. etc.
have a look at the version history which is english!
if people use my mod with other? some sure.. some use only my mod..

Laffertytig
08-22-06, 05:13 PM
ok i downloaded and unzipped the aces folder the JSGME mods folder then enabled it but i get a windows error message when i run SH3. what am i doin wrong?

clean install + latest official patch

HanSolo78
08-22-06, 05:28 PM
ok i downloaded and unzipped the aces folder the JSGME mods folder then enabled it but i get a windows error message when i run SH3. what am i doin wrong?

clean install + latest official patch

I assume its the same error as above.
I added the d3d9 res fix. Deleting d3d9.dll and d3d9.cfg should solve the problem.

Martin1813
08-22-06, 06:00 PM
I deleted the file. the game loads with your loading screen :rock:
Thanks a lot.

Redwine
08-22-06, 08:49 PM
Many thanks HanSolo.... downloading now.

U-snafu
08-23-06, 01:27 AM
lookin at your site most of the changes see cosmetic more that anything else and as i dont speak german the radio message thing could be a problem. what AI changes have been made?

and are people using your mod along with other mods?

If you don't want to try just the stand alone--you can download version 1.7 of this mod (link is in earlier pages of this thread if not on han solo's site) that is compatible with GW(i.e no crashes)--just install with Jsgme over the GW install. Adds a lot of historic operations and battle events that your boat can participate in (or not). No in game messages to alert you to the events but han solo provides a read me that list the times when the event occurrs. Just patrol in that area and you can witness or participate in the battles. Already did the norway ops of 1940 which were excellent scripted--setting my patrol grid now through commander for the med to be near the evacuation of greece event. IMHO this mod is worth a try--gives some differnt options of play than the other super mod compilations. Kind of neat to run into the hipper or a german destroyer TF at sea dueling it out with a british task force:up:

dcb
08-23-06, 04:03 AM
Hi, Han!
Back from holiday and found your new version - what a treat! I hardly could wait for the dl link to be fixed and now I'm downloading. Great additions - new ships, simfeeling, new convoy system. Can't wait to install it tonight. Thx for all your work!!!

Laffertytig
08-23-06, 11:28 AM
just had my 1st ctd with your mod. had just left port and was attacked by a plane. pressed f5 and it crashed. i have no other mods installed except a few sound files.

had another 2 ctd's just after leaving port. not having any luck with your mod

HanSolo78
08-23-06, 04:30 PM
just had my 1st ctd with your mod. had just left port and was attacked by a plane. pressed f5 and it crashed. i have no other mods installed except a few sound files.

had another 2 ctd's just after leaving port. not having any luck with your mod

hmf thats bad mate.. havent any idea what could be the problem right now.

Laffertytig
08-24-06, 04:05 AM
i unzip your file to the jsmg mod folder then install. is there anything else i have to do or is it all done by jsmg?

im using sh3 commander as well, is it compatible?

HanSolo78
08-24-06, 05:19 AM
i unzip your file to the jsmg mod folder then install. is there anything else i have to do or is it all done by jsmg?

im using sh3 commander as well, is it compatible?

Yes.. you have to enable the terrain modifications.. have a look at my homepage (help-section)!
Also I would recommend a roll back of Sh3 Commander .. I do not know if my mod is compatible.

Redwine
08-24-06, 07:40 PM
Hi HanSolo ... :up:

I have a similar problem in Lorient, in version V1.8, there was a Armed trawler in front of you who always runs aground.

In this new vwersion V1.9, you remove this Armed Trawler.... but now, it is the Destroyer who runs aground. It is the "Follow me" ship wich guide you outside the port barriers.

http://img225.imageshack.us/img225/2116/sh3img2482006112058140gw4.th.jpg (http://img225.imageshack.us/my.php?image=sh3img2482006112058140gw4.jpg)

This DD not runs aground in the V1.8.

I think so it is a matter of waypoints, i think it is not related to any mod i have installed over yours.

Can you check into your installation if it happens to you too ?

HanSolo78
08-24-06, 09:29 PM
Hi HanSolo ... :up:

I have a similar problem in Lorient, in version V1.8, there was a Armed trawler in front of you who always runs aground.

In this new vwersion V1.9, you remove this Armed Trawler.... but now, it is the Destroyer who runs aground. It is the "Follow me" ship wich guide you outside the port barriers.

http://img225.imageshack.us/img225/2116/sh3img2482006112058140gw4.th.jpg (http://img225.imageshack.us/my.php?image=sh3img2482006112058140gw4.jpg)

This DD not runs aground in the V1.8.

I think so it is a matter of waypoints, i think it is not related to any mod i have installed over yours.

Can you check into your installation if it happens to you too ?


Hmf.. :-? did not really test it becaus I thought deleting the armed trawler would just let the destroyer keep going.
ok.. another try.. a patch to 1.91 will already come tomorrow/today!

Redwine
08-25-06, 10:12 AM
Hmf.. :-? did not really test it becaus I thought deleting the armed trawler would just let the destroyer keep going.
ok.. another try.. a patch to 1.91 will already come tomorrow/today!

Many thanks... it is so extrange, but now, the "follow me" DD, asume and take the route of the deleted armed trawler :hmm: . Any way is not too much important, i know where are the port barriers, but good if can be fixed, any way, remember i am not using your mod standa alone, please, check on your installation first.

In example, i need your help, i dont install you sound, almost not yet, and i lose my "fanfarrie" music. Did you made changes on that ?

Plus... whats teh function of the file "pumps.dat" you add ?

And...

Whoww !! :rock:

I made my first mission on V1.9.... and its is just wonderful. :up:

I catch my first convoy.... and what ?
What a big one !! and inside it there was the USS Essex and the USS Iowa.... what a juicy! :smug:

They are both resting on the sea floor now. :know:

But i need to ask you... i was able to sink the USS Iowa with only 2 torps, i shoot 4, 2 missed and 2 hits at 10 meters depth set, i hit it at the back part, at about 60% and 70% of the ship, and it was done.

USS Essex sinks after 2 impacts wich is good for me. :up:

In other hands, i hit a C3 with 2 torps and it sinks very slowly, and need a third torp to sink. Wich is nice for me too. :up:

May be i hit the USS Iowa in a critic zone, or may be i have the luck to have a critic probability of hit ? To sink this ship with only 2 torps may be a little too lucky.

Note: I overwrite my "present" files into the "Sea" folder with yours, not the original files.

I note, you add cargo ships search lights... very nice, and very dangerous, they seems to be more than decorative, they can see more easy my periscope at night attacks, they shoot me very more often now !! and let my conning tower as a gruyere cheese now !! Very nice ! :up:

I need to be more careful now with the height of my periscope. :up:

HanSolo78
08-25-06, 11:20 AM
Hmf.. :-? did not really test it becaus I thought deleting the armed trawler would just let the destroyer keep going.
ok.. another try.. a patch to 1.91 will already come tomorrow/today!

Many thanks... it is so extrange, but now, the "follow me" DD, asume and take the route of the deleted armed trawler :hmm: . Any way is not too much important, i know where are the port barriers, but good if can be fixed, any way, remember i am not using your mod standa alone, please, check on your installation first.

In example, i need your help, i dont install you sound, almost not yet, and i lose my "fanfarrie" music. Did you made changes on that ?

Plus... whats teh function of the file "pumps.dat" you add ?

And...

Whoww !! :rock:

I made my first mission on V1.9.... and its is just wonderful. :up:

I catch my first convoy.... and what ?
What a big one !! and inside it there was the USS Essex and the USS Iowa.... what a juicy! :smug:

They are both resting on the sea floor now. :know:

But i need to ask you... i was able to sink the USS Iowa with only 2 torps, i shoot 4, 2 missed and 2 hits at 10 meters depth set, i hit it at the back part, at about 60% and 70% of the ship, and it was done.

USS Essex sinks after 2 impacts wich is good for me. :up:

In other hands, i hit a C3 with 2 torps and it sinks very slowly, and need a third torp to sink. Wich is nice for me too. :up:

May be i hit the USS Iowa in a critic zone, or may be i have the luck to have a critic probability of hit ? To sink this ship with only 2 torps may be a little too lucky.

Note: I overwrite my "present" files into the "Sea" folder with yours, not the original files.

I note, you add cargo ships search lights... very nice, and very dangerous, they seems to be more than decorative, they can see more easy my periscope at night attacks, they shoot me very more often now !! and let my conning tower as a gruyere cheese now !! Very nice ! :up:

I need to be more careful now with the height of my periscope. :up:


As I already make Patch 1.91 this thing with the trawler has to be in!
In Patch 1.91 I will improve the armor of battleships and other fixes.

BTW. I did not install search light in my mod because its unrealistic.
Only search planes got them after '41.

Redwine
08-25-06, 11:43 AM
As I already make Patch 1.91 this thing with the trawler has to be in!

Many thanks... :up:


In Patch 1.91 I will improve the armor of battleships and other fixes.

Did you implemented a damage model to sink ships by flooding instead by reaching Hit Points... similar to NYGM Ship damage Mod ? I found this interesting.

BTW. I did not install search light in my mod because its unrealistic.
Only search planes got them after '41.

Mmmh... then your files not overwrite all my present files ? That is because i do not install your mod over the original V1.4b files... instaead i install them over my present installation.

Interesting to know cargo ships had not seacrch lights !! Only planes after 1941 ?
Of course DDs and DEs had them ....right ?

The matter is they do not shoot my scope too often in V1.8, but now they do it.

May be you rise up the AI crew skill ?