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-   -   Playable Type XXIII for GWX3.0 (https://www.subsim.com/radioroom/showthread.php?t=154378)

Jimbuna 08-09-09 05:21 AM

Quote:

Originally Posted by Capt.Warner (Post 1147593)
This Doesnt Effect Normal Multiplayer Correct,It will still let you play regular mp?

That is correct. If you have the mod enabled you would choose the Type XXI but if it was the Type XXI you wanted to play in MP, simply disable the mod first.

Hitman 08-24-09 12:26 PM

Been waiting for ages to see the beautiful Type XXIII in GWX, a huge thanks goes to you Jim!!:yeah:

Jimbuna 08-24-09 02:28 PM

Quote:

Originally Posted by Hitman (Post 1157850)
Been waiting for ages to see the beautiful Type XXIII in GWX, a huge thanks goes to you Jim!!:yeah:

SINK EM ALL!! http://www.psionguild.org/forums/ima...ies/pirate.gif

almg 08-26-09 08:58 AM

HELP
 
Quote:

Originally Posted by jimbuna (Post 1157959)

Jimbuna, would you have historical skins for this type of U-Boot ?

And would someone have pics of this submarine ?

Jimbuna 08-26-09 04:35 PM

Quote:

Originally Posted by almg (Post 1159088)
Jimbuna, would you have historical skins for this type of U-Boot ?

And would someone have pics of this submarine ?

There are no additional skins at the present time, but for pictures a good starting point would be to do a search on Google Images:

http://images.google.co.uk/images?hl...&gbv=2&aq=f&oq=

Or Bing.com:

http://www.bing.com/images/search?q=...XIII&FORM=BIFD#

almg 08-29-09 05:37 AM

Jimbuna,

Would you be able to make a skin with the white stripe we can see on pictures ?

Was this stripe used for training ?

Thanks for what you can do ;) !!

Jimbuna 08-29-09 07:19 AM

There is already such a skin available (I don't use it though)....try a search or contact Tomi (I think he has it).

almg 08-29-09 07:50 AM

I contact Tomi.

Hitman 08-30-09 02:57 PM

The white stripe is in fact yellow, (Looks white in the w/b pictures of that era) and yes, it means this is a training boat -or at elast a boat during its shakedown period, not yet "frontbereit" i.e. ready for combat action. So I guess you shouldn't have that skin in a combat boat, but only in the academy training missions boat :DL

One question here: I know there was a parameter somewhere to modify the camera position of the captain's view on the bridge. Where is it? I don't want to wait until flakmonkey models his cage to be able to look over at the bow :shucks:

Dimitrius07 08-30-09 04:41 PM

jimbuna

I have a small question, if you have time to answer (i don`t have the game in my posetion right now). What is the crash dive time of thise pice of art in the game?

Jimbuna 08-31-09 06:02 AM

Quote:

Originally Posted by Hitman (Post 1162131)
The white stripe is in fact yellow, (Looks white in the w/b pictures of that era) and yes, it means this is a training boat -or at elast a boat during its shakedown period, not yet "frontbereit" i.e. ready for combat action. So I guess you shouldn't have that skin in a combat boat, but only in the academy training missions boat :DL

One question here: I know there was a parameter somewhere to modify the camera position of the captain's view on the bridge. Where is it? I don't want to wait until flakmonkey models his cage to be able to look over at the bow :shucks:

I'd be interested in that too.....a tad busy in RL atm.

Quote:

Originally Posted by Dimitrius07 (Post 1162209)
jimbuna

I have a small question, if you have time to answer (i don`t have the game in my posetion right now). What is the crash dive time of thise pice of art in the game?

Couldn't say offhand.....the mod is not on my rig atm.....she should be as quick or even quicker than a Type II though.

flakmonkey 08-31-09 07:49 AM

Quote:

Originally Posted by Hitman (Post 1162131)
One question here: I know there was a parameter somewhere to modify the camera position of the captain's view on the bridge. Where is it? I don't want to wait until flakmonkey models his cage to be able to look over at the bow :shucks:

A temporary solution...http://www.filefront.com/14388471/wateronlendmod.7z

This adds free move to the bridge cam (with the cursor keys), so you can just place it wherever looks right for you.
I would have done a proper mod to edit the view height but my pc has gone a bit nuts lately so i cant get at s3d to edit anything.

+the original purpose of this mod was to add some ripple effects to the bridge and free cam views, so they are in there too until i get my pc working and can do things properly.

andqui 07-09-11 10:42 AM

Can anyone confirm that the radar warning receiver works with this? Do I need to do anything special with the late war sensors mod for the Schnorkel RWR?

thanks

Jimbuna 07-09-11 02:21 PM

In GWX simply activate the late war sensors mod.

andqui 07-09-11 03:14 PM

Thanks- this and late war sensors overwrite basic.cfg. I gather that I should enable late war sensors first and then put the XXIII on top of that?

Jimbuna 07-09-11 04:15 PM

Rgr that.

LGN1 11-15-11 04:33 PM

Hi Jimbuna,

do you know what is changed in the AI_Sensors.dat file in the mod? Hydrophone values, ASDIC values,...?

Regards, LGN1

Jimbuna 11-15-11 04:35 PM

Quote:

Originally Posted by LGN1 (Post 1788334)
Hi Jimbuna,

do you know what is changed in the AI_Sensors.dat file in the mod? Hydrophone values, ASDIC values,...?

Regards, LGN1

Sorry mate....it was so long ago :-?

LGN1 11-16-11 01:31 PM

Thanks for the reply, Jimbuna.

I found the changes in the AI_Sensors.dat (surface values for the ASDIC devices).

However, using the AI_Sensors.dat from the mod in combination with SH Commander can result in a CTD (It was modified with S3D which adds a header. This header changes the offset of the variables in the file and SH Commander will write values to the wrong address --> screwed up AI_Sensors.dat file).

Regards, LGN1

Jimbuna 11-16-11 02:06 PM

Quote:

Originally Posted by LGN1 (Post 1788821)
Thanks for the reply, Jimbuna.

I found the changes in the AI_Sensors.dat (surface values for the ASDIC devices).

However, using the AI_Sensors.dat from the mod in combination with SH Commander can result in a CTD (It was modified with S3D which adds a header. This header changes the offset of the variables in the file and SH Commander will write values to the wrong address --> screwed up AI_Sensors.dat file).

Regards, LGN1

That may well be the case....it was just so long ago :-?


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