SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   REL_GWX_Flavored_to_Taste_V2 (https://www.subsim.com/radioroom/showthread.php?t=102761)

Hartmann 12-30-06 07:34 PM

Downloading :up:

amazing work , i will try,

I love tweak myself big mods, adding things until it looks good for my taste.

Jan Kyster 12-30-06 11:24 PM

Thanks for the inspiring thread first :|\\

Using bits and pieces of it, but it gave me confidence to try and get the trim tanks working again. After two days of study I finally succeded and now my boat can dive to any depth and surface again without moving. So thanks again :up: no more disobedient crew here - trying to get us all killed!

Re. your last questions: sorry, still using type VII here... :smug:

Uber Gruber 12-31-06 11:00 AM

Slightly on/off topic....does anyone know where I can get the sky in GWX ? I'd very much like to incorporate it in NYGM-TW 2.2 if possible.

I also like Duc's argument for the hull integrity, would be nice to add a random level of uncertainty though....i.e if hull integrity reads 40%, well it could be +/- 15%.

Ducimus 12-31-06 03:01 PM

Version 3 of this mod is coming soon. ( Good greif i need to give it a rest.)

Some changes im sure some will like.

Some quick items from the updated readme.

Quote:

-The 23rd/29th Flotilla now starts in 9/41 in La Rochelle. You'll be assigned grid's in the med. So you'll have to go through Gibralter first to get there. Your base then transfers to Salamis in 10/41. (thanks for sparking the idea UberGruber ;) I should have thought of this ages ago.)


- Changed entries for IXB, IXC and VIIC to come fully equiped with available equipment from their first available year to 1945. That way i have No upgrading before first patrol shennaigans going on. That and you wont have to do single missions with an underquiped boat now. I did NOT retouch the VIIC/41, VIIC/42, or IXC/40 since they dont *really* exist in the game, and there's really no reason to aquire them.

- removed renown costs on torpedo's.

-Changed days in port back to 32 that i had erronouslly left at 42.

- touched up the airstrike.cfg. Untested but you should see more aircraft. I have to admit, cruising through biscay bay in mid 43, i wasnt bombed ONCE. Hopefully this helps with that.

a.)Changed min aircraft range from 2000 to 2500.

b.)Default airstrike probability changed from 35 to 50. Friendly airstrike probability changed from 50 to 90. (i'd like a show now and then),

c.)enemy Airstrike proability increase on you sending a message increased from 25 to 50.

d.)Enemy airstrike probablity increase on your being detected changed from 40 to 60.

e.) Logic steps increased from 20 to 40.


-changed external camera for a realism compromise. Personnaly ive always felt the external camera gives you far too much information. It really adds an element of suspense to the game with it off. However, it takes away just as much fun in the form of eyecandy. Conning tower emblems, subskins, etc all become a moot point with the free cam off.

THe compromise was to remark out the Next and previous cam keys in the commands_en.cfg. The result is you can still use the F12 free cam to look around your sub to get those glamour shots, but can't hit < or > to instantly know what that sound, radar, RWR contact is, or scroll through an entire convoy 30KM away gathering intelligence on the convoys composition. Something of a cheat ive always felt. FUn though. The only downside is you can still see directly above you when being depthcharged. At any rate If you do not agree with this modification, simply edit the EN_commands.cfg, FIND "cmd50", and remove the semicolon ive placed before the key assigment's.

-With the compromised realism cam, ive changed the gameplaysettings. Removing the 10 value from free cam off, and adding it to realistic fuel. If you turn the next_previous cam back on, id highly recommend removing the gameplaysettings.cfg ;)


- Added engine and motor room compartment size reduction mod from NYGM. (basically masks over 3 crew slots so you dont feel compellelled to unneccessarily place crew there.

Now all that said Im going run a career game with my new built in Gibralter run to make sure it works how i want it to before i release this. Im 99% positive it will work, but i figured i'd better be a good boy and play it for "testing" first to make sure it works as advertised. ;)

Ducimus 01-01-07 12:44 AM

Damn i wish i could change the post title.

The changes i made to the 29th flotilla work like a charm. I just ran a career game. Started in La Rochelle in 9/41. Went through gibralter, and sank ships on the way to my patrol grid. By the time i did my patrol grid, it was like 29 sept. The base changed to Salamis, i went there, docked, and im now in my new home port. Works out pretty cool. Unfortunatly this is a scripted sort of thing. If you try to transfer from another flotilla you'll get instant teleported. This only works if you START in 1941 with the 23/29th flotilla.

Heres the patrol log, works like a charm!
Quote:

01 Sep 1941
0115 Patrol 1
U-371, 23rd/29th Flotilla
Left at: September 1, 1941, 01:15
From: La Rochelle
Mission Orders: Patrol grid CO51
15 Sep 1941
0949 CH 59 Ship sunk! Large Merchant, 11750 tons
18 Sep 1941
0150 CJ 74 Ship sunk! Small Merchant, 2393 tons
20 Sep 1941
1503 CJ 87 Ship sunk! Tramp Steamer, 1961 tons
1510 CJ 87 Ship sunk! Tramp Steamer, 1969 tons
1613 CJ 87 Ship sunk! Pyro Ammunition ship, 7367 tons
01 Oct 1941
1958 Patrol results
Crew losses: 0
Ships sunk: 5
Aircraft destroyed: 0
Patrol tonage: 25440 tons
On oct 1 i docked at Salamis and could access sub upgrades and equipment and such because it was my new home port! :88) So if you've ever wanted to HAVE to go through gibralter before going into the med, this is about the only way to do it im afraid. Starting in 41 in a scripted flotilla.


Speaking of Gibralter:
Just in case you've never done it before.

The first thing you need to do is figure out how long you can go underwater, from submergence to surfacing. See pic:

http://www.ducimus.net/sh3/gib_tut_1.jpg
First thing is to dive, and mark the point that you dived. (red brackets in pic).
Then, travel as far as you can stretch it, and then surface and mark the spot you surfaced. (green brackets in pic).

Then take your compass and draw a circle that fits in between the two points. This circle represents the area you can travel submerged in one go. In the one pictured, it has an 80KM radius.

So then, we take our 80KM radius circle, and draw it over gibralter. See below.
NOTE: this distance was done at 1/3rd speed. NOT ahead slow.

http://www.ducimus.net/sh3/gib_tut_2.jpg

The red mark indicates the point where i could dive AT THE EARLIEST, and at night.. You MUST make it to that point, at the very least. The closer to gibralter the better, but if something shows up on the horizon, if you have to dive any earlier then that red line, your hosed.

The green mark indicates the point where ill be almost out of batteris and oxygen and MUST surface soon, assuming you dived at the red mark. Obviously the closer you get to gibralter before submerging, the farther away from gibralter your surfacing point becomes.

( On a side note, plot a course through the middle of the channel. If you stray too close to the african coast line you'll bottom the boat (like in dasboot). My run through i bottomed twice. :roll: )

When you submerge, dive DEEP. We're talking early war sonar here. You could go as shallow as 200 - 230 meters im guessing and be under their sonar cone. Now, you must do 1/3rd speed. (about 150 RPMs). As much as you'd probably like to, you cannot go at ahead slow. You'll run out of oxygen before you get through. So no matter what you have to go at ahead 1/3rd. If your detected, you really have no choice but to keep heading straight through on your course, or turning back. You do not have the batteries and oxygen for evasive manuvering. No matter how many depth charges they drop, you have to keep going straight through.

Now all that said, i got through this without any problems at all. It was entirely too easy. Wind has alot to do with it. I went through when the wind was around 10 kts im guessing. Which helped. I imagine if you tried this run at 5 kts or less wind you might have a problem, but i kinda doubt it.

Ducimus 01-03-07 03:09 PM

I think its ironic how i toyed with the idea of replacing the IXB, and here i turn around and start putting work into it. :roll:

Version 4 of this stupid mod collection is already brewing, and im getting that "itch" to start playing a type9 again, only thsi time in early war where i can make night surface attacks with near impunity :roll: ( i mean , come on this is why the IXB was the "most victorious", it was the right boat at the right time. no way they could have made that tonnage later on)


Heres some changes to the readme file. Most of these are new, a couple items i just reworded:

Quote:

- corrected IXB's torpedo loadout to 22 torpedo's as is historically correct.

- Corrected flak gun assigments. Boat were getting the 2cm FK C/38 flak gun before it was available.

- Moved availabitly date of the 2cm FK C/38 from 1/43 to 6/42. You'll have to get it in port.

- added IXB ubootswappen not present in GWX for uboats: u-65, u-103, u-105, and u-108

- diving sound changed to one where no language is spoken. Just the sound of the hatch closing and the sub diving. (no matter what language it is, it gets old) Backed up the english version of the diving sound in the documentation directory in case you decided to change up once in awhile.


- New AI sonar ping sound. It's the haunting one from dasboot. Orginially posted as a single file by avonlady, and i think alot of people missed grabbing that file. Its really good.

- Added back background combat music, and JUST the combat music. Yeah, so it makes Identification a bit easier. Also helps getting into an aggressive mood when moving in to attack ;)

- Removed "tension" tracks for the music play list. THey just got annoying and i coudln't hear the Tin can's circling my boat over the damn music.

- slightly increased IXB's crash diving speed to be slighly faster then the IXC, which by some sources is historically correct. (BT_flood rate increased from 7000 to 8000. Result is it increases your crash dive by a couple seconds. By way of comparision the VIIB has a 9000 flood rate, and the VIIC a 10,000 flood rate. ALL type9's by default have a 7000 flood rate. )

- slightly reduced IXB's top surface speed to be a little more historically correct. (it was acutally faster then the IXC when it should be a little slower)

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

Now as an aside this is an old item that needs further explantion:
Quote:

- IXB now uses type 7 interior. (primarly because the IXB had a control room mounted periscope that was deleted in the IXC)
Online ive saw several references to the IXB acutally having three periscopes. Two in the tower, and one in the control room. The control room periscope later being deleted from the design in the IXC. This is the primary reason ive decided to use the type 7 interior for the IXB. It works too, the only thing wrong is you don't see tube number 6 on the tube status indicators above the Weapons officer / 1st watch officer. In UZO and periscope views however, everythign works as it should, you ahve all 6 tubes. (if you didnt i woudlnt have changed it) For further evidence of this, all one has to do is watch the first 2 minutes of "U-boot westwards". A propaganda film made on U-123 i think. It has a few rare views of inside an IXB, and you'll clearly see a periscope in the control room.

http://video.google.com/videoplay?do...man+propaganda


The only problem is the periscope in SH3 by default is located aft in the control room when it should be forward. To that end im gong to repacking the VII interior control room found in NYGM 2.2, and import all GWX skins into it and offier it as a seperate D/L. This control room moves the observaton periscope to its proper place. This file is debateable to me only because the Cheif Engineer has been repositioned to be constantly at the ready. (for an example of this, just load a game with a Type II uboat, and he looks just like that, ALL the time.) Still grabs the pole in high tension moments though.

Ducimus 01-04-07 04:30 AM

One last bump for this thread. Cause i think im...

D... O....N....E

as in Delta Oscar Novermber Echo...done. done done done done done.

Unless of course, someone out there acutally use this mod, and finds something i need to fix. :roll:

For changes, your just going to have to go back over the readme. i didnt quite mark down all the new items, only annotated the readme as i changed stuff.

dcb 01-04-07 09:38 AM

Great work Ducimus

I, for one, am using it, partly. Ever since GWX came out I have been looking for a mod to introduce the NYGM-style TDC slideout in the attack peri and UZO screens (not the simfeeling sliders, which were easy to implement, but the NYGM ones, which are much more subtle). Your mod solved this problem for me and I adapted it to my GWX install. Also I much appreciate the lighter night, as GWX is way too dark for my monitor. I integrated these two features into my game, along with a few others from your mod. All in all, I very much appreciate this mod. Thanks a lot for it.


All times are GMT -5. The time now is 08:49 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.