Ducimus
05-18-06, 05:43 PM
Ok here it is. Its all modulaized, like a plugin. The nice thing about the layout is that its easy to change or alter anything you dont like. I would recommend using this over a fresh install.
There are three (errr four) files to download:
Modded_vanilla_1.7z - 98 MB
Contains rubinis UC with changes outlined in readme
http://rapidshare.de/files/20968007/Modded_vanilla_1.7z.html
Modded_vanilla_2.7z -33 MB
Cotains everything except Fubars skins, and bordininstumente 1.1
http://rapidshare.de/files/20969931/Modded_vanilla_2.7z.html
Modded_vanilla_3.7z - 70 MB
Contains the sound files im using
http://rapidshare.de/files/20972653/Modded_vanilla_3.7z.html
VIIC_depth_fix.zip
This is a fix that i forgot to put in before i compressed the files and FTPed them. Esentualy it lowers the Crush Depth of the VIIC to 268 meters instead of 278 meters. Considering that the max sonar depth is 275 meters, the old VIIC file is extra cheesy. Unzip into:
MODS\GPLAY_UBOAT_changes\data\Submarine\NSS_Uboat7 c
and overwrite the existing file, that is.. if you want to. :rotfl:
http://rapidshare.de/files/20973753/VIIC_depth_fix.zip.html
Updated Readme. (note: the readme included in compressed files, doesnt reflect a few minor last minute name changes i made)
Modded Vanilla.
I guess thats the name of this package. Since i can't really think of a fancy name, nor do i care to present this as something akin to GW or NYGM.
What this release essentually is, is a modification repackage, with alot of tweakings here or there by me, tuning SH3 to my personal taste. I do not take any credit for the orginal works, only the changes that i have made.
Many of the orginal works, i do not remember who did them. My habit was often to download mods that i thought would improve my gameplay, and then insert them into my total mod package. From there i would either obsorb them into the "total package" and/or edit the features i didnt like or disagreed with. I keep a naming protocol on what every mod does in function for easier idenfication and tinkering. So often the orginal names of the mods would get lost as a result.
Note: Other then the adapdation of reduced crew compartments in the engine room, motor room, and damge control. Any simulatiries in between this mod collection and GW or NYGM's is purely coincidental.
Installation:
Unpack into sh3/mod/ directory, you need JSGME, something which i assume everyone has and knows how to use.
Additional Recommended Mods not included
1.) Fubar's crew skins
2.) Fubars Sub skins
3.) Bordinstrumente 1.1
4.) NYGM-Tonnage war terrain add in.
Any changes I made, Listed by Module, Ive made so many changes, i have to say that this list is not all inclusive:
---------------------------------
MISC_LEIGH_LIGHTS
-Orginally someones Leigh lights mod, i removed entries which conflicted with other mods.
--------------------------------
GFX_PASCALSSMOKE
1.) i resized Pascal's orginal smoke texture files to a smaller resolution. The orginals were too high in resolution and killing framerate.
2.) Included file from Marhkimovs smoke mod so it displays similar to his smoke mod.
---------------------
GFX_ATMOPSHERE_16k
Orginally this was the Atmosphere16K _light mod. I basically vivisected it, replaced alot of graphics from Marhkimovs ocean madness, then moved the scene.dat file to MY_SENSOR_MOD for easier editing.
------------------------------
AIRPOWER ADJUSTMENTS
***GPLAY_Airpower 1.4c HT
-Unchanged. Comes from Rubini's Harbor traffic 1.47
***MISC_Hollywood
- one of Goldjgs earlier damage models. edited Includes Improved airpower entries.
-------------------------------
UBOAT ADJUSTMENTS
***GPLAY_UBOAT_Changes
(most of my attention was on IX boats)
1.) Used values from NASA battery fix for underwater range on all uboats
2.) Diesal ranges at *near* correct value
- VIIB is 8700 @ 10.75 Kt
- VIIC is 8500 @ 10.75 KT
- IXB is 12000 @ 10.75 KT
- IXC is 13850 @ 10.75 KT ( i used C/40 range value)
- IXD2 is 23700 @ 12 KT
3.) Crush depths (yes i have a depth fetish)
- VIIB 250 M
- VIIC 268 M
- All IX boats 257 M
4.) Slowed crush rate. Crash speed is now 0.5 This allows for deeper diving at
cost of H.I.
5.) Top speeds
- VIIB is 17.6 Surfaced / 8 submerged
- VIIC is 17.0 surfaced / 7.6 submerged
- IXB is 18.2 surfaced / 7.6 Submerged
- IXC is 18.9 Surfaced / 7.3 submerged
- IXD2 is 19.6 surfaced / 6.9 submerged
6.) Changed hitpoints
- IXB now has 300 HPs
- IXC now has 320 HPS
- IXD2 now has 340 HPS
7.) Changed Diving speeds
- Adjusted VIIC to crash dives a little bit faster then stock. Think of it as a C/41.
- IXB now crash dives a couple seconds faster then stock, but slower then VIIB.
- IXC crash dives a little faster then stock, but slower then IXB.
8.) CFG changes
- Adjusted Torpedo tube assignments for spread shots to be more logical.
- decks awash
- snorkel depth adjusted to what i thought was optimal.
- Greatly increased weather parameters to allow the use of deck / flak guns
9.) Interior Change
-IXB now uses type 7 interior. I thought this interior was closer to reality since the IXB is said to orginaly have a periscope in the control room, which was later deleted in the IXC model. Besides that, the VII interior has working fuel gauge.
----------------------------------
CORE FILES
***GPLAY_Unified_vanilla - ( Rubin's Unified campaign)
1.) Changes to LND Layer
a.) Removed inland cities from LND layer. (I found it unneccessary clutter and the game has to render enough on the map as it is already.)
b.) Added additional Air bases in the Indian ocean.
c.) Supply ship brake is now available in feb 43 until the 12th flotilla ceases to exist. modified help entires to reflect brakes changes.
d.) Lowered Various crew ratings on air bases in the LND Layer. Primarly because im not making the snorkel avialable until Early 44.
2.) Changes to SCR layer
a.) No friendly minefields or subnets in SCR layer.
- Im usually in too big of a hurry to get the hell out of the harbor and accross the atlantic to my patrol area to bother with playing slalom.
b.) Removed the massive mine fields around GB from SCR layer.
Reasons:
- I have a suspicion that the game can only render/generate so much at once.
- Posts by Cmdr Gibs stating wierd rendering issues.
3.) Changes to RND layer
a.) Adjusted RND group entries on the US East coast and Caribean
- Year 43, and 44 entries are now mini convoys that will usually spawn 3 ships with two elite DE's.
- Increased the time span in which the convoy orginating near curroco will appear in
the game.
b.)Adjusted RND group entries for Indian ocean
- Increased spawn rate and group composition in the indian ocean for 1943.
- 1944 entries are now mini convoys with 2 or 3 elite DE's.
- late 44 early 1945 entries are mediem convoys with 3 to 4 elite escorts.
- adjusted task force groups. Should now be spawnng from 41 tell the end of the war. Also changed group composition.
c.) all Hunter Killer groups are now elite in crew rating. Hunter groups are still veteran. (note, i did not take a broad brush and jack up all crew ratings to 4 in this RND layer , although i was tempted to.)
4.) Flotilla changes
a.) 12th flotilla is now based in penang after Febuary 1943
b.) Replaced all grid assigments for the 12th in 43-44 with south atlanitc locations.
5.) Additions to Unified Campaign
a.) Fixed wierd ingame map rendering issues by adding the file data/terrain/TerMaps.cfg from HT 1.47 (what would happen is at a certain zoom level, cities would be shown in the ocean, this fixes that.)
b.) Added visual effect in the crew management screen from NYGM's Tonnage war that reduces the crew slots in the Engine room, Motor room, and damage control. This is only a visual effect, you can still place more then 5 crew members in these compartments. (Note, FLB's Navi map mod which shares the same files as this addition continues to work. I intergerated both of these features into the same file.) ** this was a minor asthetic change, but one that annoyed to heck out of me. Much appreciation for NYGM's team for figuring out a fix for this annoyance.
----------------------------------------------------------
CAMERA
***MISC_Camera_VII and MISC_Camera_IX
A.) includes modified camara.dat file. Orginaly was a cam mod by another modder.
Allows you more freedom of view within the submarines various camera positions.
B.) Includes modified Commands_en.cfg
- Added a "go back" ablity (ins key) to every station available, in a logical manner.
For example, damage control, the log book, TDC tactical maps, everything has a goback function.
Idea was to create better immersion and not have to rely on hotkeys as much - to encourage player
movement within the boat. I did not however remove the hotkeys to varios stations, although i seriously thought about it.
C.) Removed the <, >, and F12 keys from the keymapping. You can still look at the exterior of your
sub, but now you have to use the sliding menu to do it. And no more jumping around ship to ship
views to see what your torpedo's did, or ship idenfitication cheese before you even pop the periscope. How now you can chase down those sound bearings, and not know if you have a C2 cargo, or a tugboat until he's in view.
D.) The difference between the VII camera, and the IX camera, is the goback function on the observation periscope. VII returns you to the aft control room, IX returns you to the conning tower.
----------------------------
SOUND
***SOUND_Atmopsheriec_and_sound_Effects
This is acutally a combination of alot of sound mods that i painstakenly cherrypicked and in some cases resampled so they played correctly over the months to create the right combination i like. My choices of sounds were often based around atmospheric ambiance, or replacing sounds which made my speakers screech or otherwise make an unpleasant racket (IE stock destroyer sounds were horrible!)
***SOUND_Level_adjustments
- I had issues with other sound level adjustment mods. For some reason it would cause wierd stuttering. So i took to making my own, adjusting only what i thought was the bare neccisity to maintain good ambiance. This file is tuned to the sounds in the above listed collection.
---------------------------
*** MY_SENSOR_MOD
1.) scene.dat - two versions.
One is from the 16K, unmodified by me. The other version is one that removes all wind changes from the game (all other weather continues to change as normal). If your sick of 15 kt winds, for the entire patrol, this file is for you.
You can, use this file in mid patrol as well. If your stuck with 15 kit winds, and finally get a break in the weather, save and exit the game, disable my_sensor_mod in JSGME, go to the mods directory and rename the existing scene.dat to 16K_STOCK_scene.dat and then rename
16K_WIND_NERF_scene.dat to scene.dat.
***BE WARNED*** The wind will stay exactly at the speed it was at when you renable this mod. So if its clear calm seas, while that maybe nice, if you run into an HK group your going to be in deep **** since those are perfect sonar conditions for the AI.
2.) Contacts.cfg
- *slighlty* enlarged radius that you will recieve contact reports. You can see whats around you a
a little more, and then decide if its worth pursuing.
3.) SIM.cfg
a.)A happy playground for fiddling with noisefactor and wave factor settings. Or in otherwords, how well an escort can hear you. Currently these values are at default. If your intrested in fine tuning this, if memory serves me correclty the direction/scale these these variables work is as follows:
Wave factor - seems to dictate how much waves HINDER AI passive sonar.
- default is 0.5 (0.6 lessens the hinderance , 0.4 increases it.)
Noisefactor - Im not entirely sure what exatly this variable does, only that it effects how well AI passive sonar can hear.
- default is 1. ( any value less then one seems in increase the AI's passiave ablity to hear. Any value greater then 1 seems to make them more deaf then they already are)
As an aside i was experimenting with 0.5 noise factor and 0.5 wave factor and had promising results with the AI with a 7kt wind at the time. Be advised the calmer the weather, the greater their ablity to hear is.
b.) adjusted lost contact time to 45
"Thank you sir, can i have another?!"
4.) Torpedo.sim & zon
- I think i adjusted the T-IIE torpedos to have a 4000 meter max distance instead of 3000.
- I also think i tried to adjust the power of the warhead of FAT and LUT torpedo's which didn't work.
Game still uses some hardcoded value. My idea was thinking of FATS or LUTS as sort of a "blockbuster" torpedo.
5.) GUNS_SUB.sim
- increased reloading delay in deck guns. Default i think is 4, i made mine 8. 15 delay in other mods i found agonizingly too long, the 4 default is too damn quick, 8 seemed just right to me.
6.) Shells.zon
- *Slightly* reduced HE round damage.
7.) Depthcharges settings i changed:
- Depth percision 20
- Explosion range 75
- max radius 15
8.) Hedge hogs (hang on to your butts!)
- Fall speed 6
- Det depth 200
- Depth precsion 50
- explosion range 60
- Min/max EF is now 60-110
- Min/max Radius is now 4-8
Result is, above 200 meters, they work as normal. At 200 meters to 250 meters they randomly detonate so if you can get deep, you can get under them, but your still not garunteed to survive. Theres always that one HH taht doesnt detonate or one that blows up just above your conning tower.
9.) Sensors.dat
( most of these settings were made with default 6K visual distance in mind at the time)
10.) Radar ranges. I made them get progressivly larger
- FUmo 29 starts at 6000 meters, other end of the scale FUMO64 is 9000 meters.
- I cheesed the fumo29, has same scan sweep radius as other radars. As long as were mounting ALL radar intenna's on the front of the conning tower, *shrug* why the hell not.
11.). RWR reciever - also progressivly larger with model.
- Metox starts at 6000, other end of the scale you have tunis with 10,000
*note my primary thinking was i should have *JUST* barely enough time to dive. I found other
RWR ranges in other mods so long in distance, that t me it totally removed aircraft as a danger in
the game. Needless to say im having issues with 16K visual distance.
12.) Visual distance
- currently 10,000 max range, and 8500 precise range. Im still fine tuning this, and this figure will
probably shrink as time goes on. That said, the lookouts arent 100% with these figures, which is
something i liek as it helps early war to find ships, but doesn't seem negate aircraft as a threat.
13.) AI_Sensors.dat (so many changes here, im not even sure whats stock anymore)
- All hydrophones can listen down to 500 meters, max range on any one hydrophone is 9500 meters, all hydrophones get progressevely larger, with the lower end one at around 6000 meters the max at 9500.
- Active Sonar has a min range of 175 meters.
- Active sonar cone is 70 degrees.
- Active sonar's max depth is 275 meters.
- The ultimate in snorkel fixes for Time compression weenies like me.
*Ai visual min height is 1 meter.
*Airborne radar has a min height starting at 1.3 meters with the upper end at 0.9 meters (formerly 0.03)
------------------------------------
MY_BASIC_CFG
1.) Basic.cfg
(a very ROUGH and general outline rather then a point by point list, and is a hodgepodge of the gamey and the historical.) I had one simple philosphy here, and that is always having something to look forward to. So i impleneted what i called a "1 new toy per year" philosphy. For example,
- the FUMO 29 is avialable in 42. after that you get 1 new radar set per year.
- Metox is avialable in 42 with tunis in 44. 1 new RWR set per year.
- IXC, and VIIC are avialble 1 year earlier then stock.
- torpedos is something similar.
Now, i also made some more realistic changes.
- Snorkel is now aviable Dec of 1943. (just in case you happen to get in port before the new year)
Snorkels weren't really installed until 1944. The only subs that come with a snorkel now
are the VIIC/41, and the VIIC/42 in 1943. Everyone else has to crash dive alot until 44.
- IX/3 conning tower is not available until 1943. This is closer to historical accuracy.
- Heavy flak. the 2cm quad is avialble at the start of 43. The single barrled 3.7 cm automatic
flak gun is availble june of 1943, and the double barrled version being avilable in dec43 or early
44 i forget which.
I may as well at this point mention my idea of AA gun progression. heres how it works
* All subs first get /2 conning towers in 42
* in june of 42 i made the twin 2cm flak guns available (normaly avialable in 43)
* in 43 you get your first heavy flak gun with a conning tower upgrade
* in mid 43 you get a single barrled automatic flak gun,
* in late 43/early 44 you get the final flak gun, the double barrled automatic.
- Increased inport time for most upgrades
- Removed all renown costs
- GREATLY increased renown requirements for ranks and medals
*** Food as fatigue model - if you hate micromangament like i do.
( to get this to work you'll need to change your 3DRender=32 setting in the main.cfg
file in mydocuments/sh3)
crew changes i made:
CoefFatigue=0.2, 0.3, 0.4 becomes 0.02, 0.03, 0.04
Settings for FATIGUE_COEF are as follows:
//compartment
0.0001 = 31 days.
0.00007 = 44 days
0.00005 = 62 days
0.00004 = 77 days
Add or adjust to flavor. Im sure you can see how it scales. At the day i have listed, you'll get
the big red exclamation point meaning your crew is tired, or in this case, low on food and therefore
not functioning very well.
**Aditional notes:
- IXD2 torpedo reload bug fixed
- Increased ammo comparments for most subs so your total ammo display should not be truncated when viewing your inventory.
2.) Crew configuration files.
Basically what i usually use in a crew. Trim, and lean. Requires furbars sub crew skin mod to
work correctly. No heliem voices, fairly decent variety of crew to look at (although this needs work)
I made some of the certifications more logical incase i ever used more closer to default fatigue values.
3.) Gamplaysettings.cfg
- with changes i made to the freecam, i added freecam realism values to the "no stealth meter".
Original post:
Before IUB, RUB, GW, or NYGM, ive slowly been tinkering with SH3, learning about various things as i go.
Orginally i used Improved Convoys as a base, later IC and HT, these days im using Unified Campagin as a base. Along the way id use other peoples mods, and often, tinkering with those mods, as well as the orginal game to adjust SH3 to my taste.
My goal has always been to create an engaging WW2 submarine experience, without sacraficing much in the way of historical fact - but not letting historical fact get in the way of what i thought would make good gameplay. In short Ive wanted a game that felt like "Das boot". Historically accurate yet, cinematic. Weather i have accomplished this i dont know but my primary focus has been to fix things that:
- were historicaly incorrect
OR
- made for sucky gameplay
Which in some cases makes for a contradition.
http://www.ducimus.net/sh3/mod_van.jpg
There are three (errr four) files to download:
Modded_vanilla_1.7z - 98 MB
Contains rubinis UC with changes outlined in readme
http://rapidshare.de/files/20968007/Modded_vanilla_1.7z.html
Modded_vanilla_2.7z -33 MB
Cotains everything except Fubars skins, and bordininstumente 1.1
http://rapidshare.de/files/20969931/Modded_vanilla_2.7z.html
Modded_vanilla_3.7z - 70 MB
Contains the sound files im using
http://rapidshare.de/files/20972653/Modded_vanilla_3.7z.html
VIIC_depth_fix.zip
This is a fix that i forgot to put in before i compressed the files and FTPed them. Esentualy it lowers the Crush Depth of the VIIC to 268 meters instead of 278 meters. Considering that the max sonar depth is 275 meters, the old VIIC file is extra cheesy. Unzip into:
MODS\GPLAY_UBOAT_changes\data\Submarine\NSS_Uboat7 c
and overwrite the existing file, that is.. if you want to. :rotfl:
http://rapidshare.de/files/20973753/VIIC_depth_fix.zip.html
Updated Readme. (note: the readme included in compressed files, doesnt reflect a few minor last minute name changes i made)
Modded Vanilla.
I guess thats the name of this package. Since i can't really think of a fancy name, nor do i care to present this as something akin to GW or NYGM.
What this release essentually is, is a modification repackage, with alot of tweakings here or there by me, tuning SH3 to my personal taste. I do not take any credit for the orginal works, only the changes that i have made.
Many of the orginal works, i do not remember who did them. My habit was often to download mods that i thought would improve my gameplay, and then insert them into my total mod package. From there i would either obsorb them into the "total package" and/or edit the features i didnt like or disagreed with. I keep a naming protocol on what every mod does in function for easier idenfication and tinkering. So often the orginal names of the mods would get lost as a result.
Note: Other then the adapdation of reduced crew compartments in the engine room, motor room, and damge control. Any simulatiries in between this mod collection and GW or NYGM's is purely coincidental.
Installation:
Unpack into sh3/mod/ directory, you need JSGME, something which i assume everyone has and knows how to use.
Additional Recommended Mods not included
1.) Fubar's crew skins
2.) Fubars Sub skins
3.) Bordinstrumente 1.1
4.) NYGM-Tonnage war terrain add in.
Any changes I made, Listed by Module, Ive made so many changes, i have to say that this list is not all inclusive:
---------------------------------
MISC_LEIGH_LIGHTS
-Orginally someones Leigh lights mod, i removed entries which conflicted with other mods.
--------------------------------
GFX_PASCALSSMOKE
1.) i resized Pascal's orginal smoke texture files to a smaller resolution. The orginals were too high in resolution and killing framerate.
2.) Included file from Marhkimovs smoke mod so it displays similar to his smoke mod.
---------------------
GFX_ATMOPSHERE_16k
Orginally this was the Atmosphere16K _light mod. I basically vivisected it, replaced alot of graphics from Marhkimovs ocean madness, then moved the scene.dat file to MY_SENSOR_MOD for easier editing.
------------------------------
AIRPOWER ADJUSTMENTS
***GPLAY_Airpower 1.4c HT
-Unchanged. Comes from Rubini's Harbor traffic 1.47
***MISC_Hollywood
- one of Goldjgs earlier damage models. edited Includes Improved airpower entries.
-------------------------------
UBOAT ADJUSTMENTS
***GPLAY_UBOAT_Changes
(most of my attention was on IX boats)
1.) Used values from NASA battery fix for underwater range on all uboats
2.) Diesal ranges at *near* correct value
- VIIB is 8700 @ 10.75 Kt
- VIIC is 8500 @ 10.75 KT
- IXB is 12000 @ 10.75 KT
- IXC is 13850 @ 10.75 KT ( i used C/40 range value)
- IXD2 is 23700 @ 12 KT
3.) Crush depths (yes i have a depth fetish)
- VIIB 250 M
- VIIC 268 M
- All IX boats 257 M
4.) Slowed crush rate. Crash speed is now 0.5 This allows for deeper diving at
cost of H.I.
5.) Top speeds
- VIIB is 17.6 Surfaced / 8 submerged
- VIIC is 17.0 surfaced / 7.6 submerged
- IXB is 18.2 surfaced / 7.6 Submerged
- IXC is 18.9 Surfaced / 7.3 submerged
- IXD2 is 19.6 surfaced / 6.9 submerged
6.) Changed hitpoints
- IXB now has 300 HPs
- IXC now has 320 HPS
- IXD2 now has 340 HPS
7.) Changed Diving speeds
- Adjusted VIIC to crash dives a little bit faster then stock. Think of it as a C/41.
- IXB now crash dives a couple seconds faster then stock, but slower then VIIB.
- IXC crash dives a little faster then stock, but slower then IXB.
8.) CFG changes
- Adjusted Torpedo tube assignments for spread shots to be more logical.
- decks awash
- snorkel depth adjusted to what i thought was optimal.
- Greatly increased weather parameters to allow the use of deck / flak guns
9.) Interior Change
-IXB now uses type 7 interior. I thought this interior was closer to reality since the IXB is said to orginaly have a periscope in the control room, which was later deleted in the IXC model. Besides that, the VII interior has working fuel gauge.
----------------------------------
CORE FILES
***GPLAY_Unified_vanilla - ( Rubin's Unified campaign)
1.) Changes to LND Layer
a.) Removed inland cities from LND layer. (I found it unneccessary clutter and the game has to render enough on the map as it is already.)
b.) Added additional Air bases in the Indian ocean.
c.) Supply ship brake is now available in feb 43 until the 12th flotilla ceases to exist. modified help entires to reflect brakes changes.
d.) Lowered Various crew ratings on air bases in the LND Layer. Primarly because im not making the snorkel avialable until Early 44.
2.) Changes to SCR layer
a.) No friendly minefields or subnets in SCR layer.
- Im usually in too big of a hurry to get the hell out of the harbor and accross the atlantic to my patrol area to bother with playing slalom.
b.) Removed the massive mine fields around GB from SCR layer.
Reasons:
- I have a suspicion that the game can only render/generate so much at once.
- Posts by Cmdr Gibs stating wierd rendering issues.
3.) Changes to RND layer
a.) Adjusted RND group entries on the US East coast and Caribean
- Year 43, and 44 entries are now mini convoys that will usually spawn 3 ships with two elite DE's.
- Increased the time span in which the convoy orginating near curroco will appear in
the game.
b.)Adjusted RND group entries for Indian ocean
- Increased spawn rate and group composition in the indian ocean for 1943.
- 1944 entries are now mini convoys with 2 or 3 elite DE's.
- late 44 early 1945 entries are mediem convoys with 3 to 4 elite escorts.
- adjusted task force groups. Should now be spawnng from 41 tell the end of the war. Also changed group composition.
c.) all Hunter Killer groups are now elite in crew rating. Hunter groups are still veteran. (note, i did not take a broad brush and jack up all crew ratings to 4 in this RND layer , although i was tempted to.)
4.) Flotilla changes
a.) 12th flotilla is now based in penang after Febuary 1943
b.) Replaced all grid assigments for the 12th in 43-44 with south atlanitc locations.
5.) Additions to Unified Campaign
a.) Fixed wierd ingame map rendering issues by adding the file data/terrain/TerMaps.cfg from HT 1.47 (what would happen is at a certain zoom level, cities would be shown in the ocean, this fixes that.)
b.) Added visual effect in the crew management screen from NYGM's Tonnage war that reduces the crew slots in the Engine room, Motor room, and damage control. This is only a visual effect, you can still place more then 5 crew members in these compartments. (Note, FLB's Navi map mod which shares the same files as this addition continues to work. I intergerated both of these features into the same file.) ** this was a minor asthetic change, but one that annoyed to heck out of me. Much appreciation for NYGM's team for figuring out a fix for this annoyance.
----------------------------------------------------------
CAMERA
***MISC_Camera_VII and MISC_Camera_IX
A.) includes modified camara.dat file. Orginaly was a cam mod by another modder.
Allows you more freedom of view within the submarines various camera positions.
B.) Includes modified Commands_en.cfg
- Added a "go back" ablity (ins key) to every station available, in a logical manner.
For example, damage control, the log book, TDC tactical maps, everything has a goback function.
Idea was to create better immersion and not have to rely on hotkeys as much - to encourage player
movement within the boat. I did not however remove the hotkeys to varios stations, although i seriously thought about it.
C.) Removed the <, >, and F12 keys from the keymapping. You can still look at the exterior of your
sub, but now you have to use the sliding menu to do it. And no more jumping around ship to ship
views to see what your torpedo's did, or ship idenfitication cheese before you even pop the periscope. How now you can chase down those sound bearings, and not know if you have a C2 cargo, or a tugboat until he's in view.
D.) The difference between the VII camera, and the IX camera, is the goback function on the observation periscope. VII returns you to the aft control room, IX returns you to the conning tower.
----------------------------
SOUND
***SOUND_Atmopsheriec_and_sound_Effects
This is acutally a combination of alot of sound mods that i painstakenly cherrypicked and in some cases resampled so they played correctly over the months to create the right combination i like. My choices of sounds were often based around atmospheric ambiance, or replacing sounds which made my speakers screech or otherwise make an unpleasant racket (IE stock destroyer sounds were horrible!)
***SOUND_Level_adjustments
- I had issues with other sound level adjustment mods. For some reason it would cause wierd stuttering. So i took to making my own, adjusting only what i thought was the bare neccisity to maintain good ambiance. This file is tuned to the sounds in the above listed collection.
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*** MY_SENSOR_MOD
1.) scene.dat - two versions.
One is from the 16K, unmodified by me. The other version is one that removes all wind changes from the game (all other weather continues to change as normal). If your sick of 15 kt winds, for the entire patrol, this file is for you.
You can, use this file in mid patrol as well. If your stuck with 15 kit winds, and finally get a break in the weather, save and exit the game, disable my_sensor_mod in JSGME, go to the mods directory and rename the existing scene.dat to 16K_STOCK_scene.dat and then rename
16K_WIND_NERF_scene.dat to scene.dat.
***BE WARNED*** The wind will stay exactly at the speed it was at when you renable this mod. So if its clear calm seas, while that maybe nice, if you run into an HK group your going to be in deep **** since those are perfect sonar conditions for the AI.
2.) Contacts.cfg
- *slighlty* enlarged radius that you will recieve contact reports. You can see whats around you a
a little more, and then decide if its worth pursuing.
3.) SIM.cfg
a.)A happy playground for fiddling with noisefactor and wave factor settings. Or in otherwords, how well an escort can hear you. Currently these values are at default. If your intrested in fine tuning this, if memory serves me correclty the direction/scale these these variables work is as follows:
Wave factor - seems to dictate how much waves HINDER AI passive sonar.
- default is 0.5 (0.6 lessens the hinderance , 0.4 increases it.)
Noisefactor - Im not entirely sure what exatly this variable does, only that it effects how well AI passive sonar can hear.
- default is 1. ( any value less then one seems in increase the AI's passiave ablity to hear. Any value greater then 1 seems to make them more deaf then they already are)
As an aside i was experimenting with 0.5 noise factor and 0.5 wave factor and had promising results with the AI with a 7kt wind at the time. Be advised the calmer the weather, the greater their ablity to hear is.
b.) adjusted lost contact time to 45
"Thank you sir, can i have another?!"
4.) Torpedo.sim & zon
- I think i adjusted the T-IIE torpedos to have a 4000 meter max distance instead of 3000.
- I also think i tried to adjust the power of the warhead of FAT and LUT torpedo's which didn't work.
Game still uses some hardcoded value. My idea was thinking of FATS or LUTS as sort of a "blockbuster" torpedo.
5.) GUNS_SUB.sim
- increased reloading delay in deck guns. Default i think is 4, i made mine 8. 15 delay in other mods i found agonizingly too long, the 4 default is too damn quick, 8 seemed just right to me.
6.) Shells.zon
- *Slightly* reduced HE round damage.
7.) Depthcharges settings i changed:
- Depth percision 20
- Explosion range 75
- max radius 15
8.) Hedge hogs (hang on to your butts!)
- Fall speed 6
- Det depth 200
- Depth precsion 50
- explosion range 60
- Min/max EF is now 60-110
- Min/max Radius is now 4-8
Result is, above 200 meters, they work as normal. At 200 meters to 250 meters they randomly detonate so if you can get deep, you can get under them, but your still not garunteed to survive. Theres always that one HH taht doesnt detonate or one that blows up just above your conning tower.
9.) Sensors.dat
( most of these settings were made with default 6K visual distance in mind at the time)
10.) Radar ranges. I made them get progressivly larger
- FUmo 29 starts at 6000 meters, other end of the scale FUMO64 is 9000 meters.
- I cheesed the fumo29, has same scan sweep radius as other radars. As long as were mounting ALL radar intenna's on the front of the conning tower, *shrug* why the hell not.
11.). RWR reciever - also progressivly larger with model.
- Metox starts at 6000, other end of the scale you have tunis with 10,000
*note my primary thinking was i should have *JUST* barely enough time to dive. I found other
RWR ranges in other mods so long in distance, that t me it totally removed aircraft as a danger in
the game. Needless to say im having issues with 16K visual distance.
12.) Visual distance
- currently 10,000 max range, and 8500 precise range. Im still fine tuning this, and this figure will
probably shrink as time goes on. That said, the lookouts arent 100% with these figures, which is
something i liek as it helps early war to find ships, but doesn't seem negate aircraft as a threat.
13.) AI_Sensors.dat (so many changes here, im not even sure whats stock anymore)
- All hydrophones can listen down to 500 meters, max range on any one hydrophone is 9500 meters, all hydrophones get progressevely larger, with the lower end one at around 6000 meters the max at 9500.
- Active Sonar has a min range of 175 meters.
- Active sonar cone is 70 degrees.
- Active sonar's max depth is 275 meters.
- The ultimate in snorkel fixes for Time compression weenies like me.
*Ai visual min height is 1 meter.
*Airborne radar has a min height starting at 1.3 meters with the upper end at 0.9 meters (formerly 0.03)
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MY_BASIC_CFG
1.) Basic.cfg
(a very ROUGH and general outline rather then a point by point list, and is a hodgepodge of the gamey and the historical.) I had one simple philosphy here, and that is always having something to look forward to. So i impleneted what i called a "1 new toy per year" philosphy. For example,
- the FUMO 29 is avialable in 42. after that you get 1 new radar set per year.
- Metox is avialable in 42 with tunis in 44. 1 new RWR set per year.
- IXC, and VIIC are avialble 1 year earlier then stock.
- torpedos is something similar.
Now, i also made some more realistic changes.
- Snorkel is now aviable Dec of 1943. (just in case you happen to get in port before the new year)
Snorkels weren't really installed until 1944. The only subs that come with a snorkel now
are the VIIC/41, and the VIIC/42 in 1943. Everyone else has to crash dive alot until 44.
- IX/3 conning tower is not available until 1943. This is closer to historical accuracy.
- Heavy flak. the 2cm quad is avialble at the start of 43. The single barrled 3.7 cm automatic
flak gun is availble june of 1943, and the double barrled version being avilable in dec43 or early
44 i forget which.
I may as well at this point mention my idea of AA gun progression. heres how it works
* All subs first get /2 conning towers in 42
* in june of 42 i made the twin 2cm flak guns available (normaly avialable in 43)
* in 43 you get your first heavy flak gun with a conning tower upgrade
* in mid 43 you get a single barrled automatic flak gun,
* in late 43/early 44 you get the final flak gun, the double barrled automatic.
- Increased inport time for most upgrades
- Removed all renown costs
- GREATLY increased renown requirements for ranks and medals
*** Food as fatigue model - if you hate micromangament like i do.
( to get this to work you'll need to change your 3DRender=32 setting in the main.cfg
file in mydocuments/sh3)
crew changes i made:
CoefFatigue=0.2, 0.3, 0.4 becomes 0.02, 0.03, 0.04
Settings for FATIGUE_COEF are as follows:
//compartment
0.0001 = 31 days.
0.00007 = 44 days
0.00005 = 62 days
0.00004 = 77 days
Add or adjust to flavor. Im sure you can see how it scales. At the day i have listed, you'll get
the big red exclamation point meaning your crew is tired, or in this case, low on food and therefore
not functioning very well.
**Aditional notes:
- IXD2 torpedo reload bug fixed
- Increased ammo comparments for most subs so your total ammo display should not be truncated when viewing your inventory.
2.) Crew configuration files.
Basically what i usually use in a crew. Trim, and lean. Requires furbars sub crew skin mod to
work correctly. No heliem voices, fairly decent variety of crew to look at (although this needs work)
I made some of the certifications more logical incase i ever used more closer to default fatigue values.
3.) Gamplaysettings.cfg
- with changes i made to the freecam, i added freecam realism values to the "no stealth meter".
Original post:
Before IUB, RUB, GW, or NYGM, ive slowly been tinkering with SH3, learning about various things as i go.
Orginally i used Improved Convoys as a base, later IC and HT, these days im using Unified Campagin as a base. Along the way id use other peoples mods, and often, tinkering with those mods, as well as the orginal game to adjust SH3 to my taste.
My goal has always been to create an engaging WW2 submarine experience, without sacraficing much in the way of historical fact - but not letting historical fact get in the way of what i thought would make good gameplay. In short Ive wanted a game that felt like "Das boot". Historically accurate yet, cinematic. Weather i have accomplished this i dont know but my primary focus has been to fix things that:
- were historicaly incorrect
OR
- made for sucky gameplay
Which in some cases makes for a contradition.
http://www.ducimus.net/sh3/mod_van.jpg