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-   -   [TEC] Reviving the Noob Modders Task Force (https://www.subsim.com/radioroom/showthread.php?t=252840)

InterstellarMarbles 05-20-17 05:55 PM

Thanks for the quick reply!

On the other hand maybe I won't be doing any of that as I can't seem to find anything that explains the process of getting ships/interior models into SH. Creating objects in 3ds is no problem, creating them so that they work in SH and then transitioning them into game readable format is.

I guess I had hoped to come across something similar to this:

https://www.youtube.com/watch?v=2Tgy...sce_-J&index=2

I'm willing and excited to do the work but I was not a computer science major either :o

propbeanie 05-20-17 10:07 PM

Have you read all that this feller has written?

http://s3d.skwas.com/

That's the defacto standard of import / export for SH4 models. You have to export files from your 3d drawing app in the only format that S3ditor understands... I just barely have figured out how to view and move the models in it's viewer in the almost 10 years that I've been noodling with it, so I'm not one to advise on procedures there, but look over there and on SubSim for the same program. Lots of reference material... It aint' easy to get the hang of I'm sure, but there are folks with a ~LOT~ of talent hanging around here to ask questions of...

Niume 05-21-17 01:31 AM

How to change the flag on subs I want to put my own flag on sub.

aanker 05-21-17 08:38 AM

Quote:

Originally Posted by Niume (Post 2485655)
How to change the flag on subs I want to put my own flag on sub.

The easiest way is to rename the US or pirate flag by adding bak to the end of one of the names, and name your flag the name that the pirate or US flag was named.

Put your flag in the same folder that the US & pirate flag are located. The flag graphic needs to be in a format that SH4 will recognize... *.tga or *.dds.

Copy the folder structure that TMO uses to swap flags and you can have your own mini-mod if you want.

Happy Hunting!

Niume 05-21-17 09:28 AM

where are the flags located and will it work for Sh 3 too?

aanker 05-21-17 06:59 PM

Ducimus, the modder who put TMO together decided to have an optional flag in TMO. Maybe RFB did too because I see that LukeFF was active in this.

During the War, US boats didn't fly a flag while on patrol. Some may have in Home Port between patrols, and one boat laid their flag out on the forward deck so they wouldn't get bombed by friendly fire while picking up someone in very shallow water close to shore.

I don't know about SH3 but I think Anvart made a flag mod for it.

This link will tell you about flags using the Gato.eqp file as an example:
http://www.subsim.com/radioroom//sho...2&postcount=14

In \Data\Submarines, each boat has an eqp file. Here is the end of the Gato.eqp file:
\Data\Submarine\NSS_Gato\ :

NSS_Gato.eqp :

[Equipment 18]
NodeName=I07
LinkName=NSS_TBT_base_aft
StartDate=19410101
EndDate=19600631

[Equipment 19]
NodeName=I08
LinkName=SubFlag_US
StartDate=19410101
EndDate=19600631

;[Equipment 19]
;NodeName=I08
;LinkName=SubFlag_Pirate
;StartDate=19410101
;EndDate=19600631

Look in /Data/Library for flag.dat

Flags:
http://www.mediafire.com/?njuzumjl5ml .... download while you can. I was surprised it is still there.

The flags go in:
\Data\Textures\TNormal\tex\

Sadly, there is no Lithuanian flag. My ancestors on part of my Dad's side came to the US from Memel, Prussia, (now Klaipėda) in the late 1800's. Lithuania was occupied by the Soviet Union (1940–1941), Nazi Germany (1941–1944), and the Soviet Union again in 1944 - 1999.... (pick a flag, or be a rebel and fly your own : )

I don't fly a flag.

Happy Hunting!

Logan20142 08-31-17 09:51 AM

STEAM!
 
Okay, so I know this isn't really fro Silent Hunter Modding, but I'm working on a Locomotive for Trainz: A New Era. Check out the image below.
http://hostthenpost.org/uploads/8d0e...6281f97469.png

Thanks,
Logan Thurman

Rockin Robbins 08-31-17 10:40 AM

Well, the Barb sank a train in the only US combat ever conducted on Japanese home soil. I think it works!

aanker 08-31-17 03:32 PM

Nice, looking good; a 4-8-4 locomotive.

propbeanie 08-31-17 03:59 PM

Is that gonna be an N&W "J" there Logan20142? We need someone to do some Japanese railroad equipment, including the track, for a Fluckey mission in SH4... hint hint...

Logan20142 09-06-17 02:08 PM

Actually it's an SP GS-3 Class 4-8-4. I'm building it for one of the best railway games ever, and if someone had original Drawings for Japanese locomotives and rolling stock, I'd build them for one of these silent hunter mods.

propbeanie 09-06-17 07:40 PM

Ahhh, the SP, the railroad my former employer should have made a bid on, instead of just the Gold Coast routes... good road.

It would be nice to have a "railway equipment" mod, with a couple of Japanese locomotives and some rolling stock of theirs, and something like an FRA 0-6-0 and US rolling stock for around a few of the US Naval Bases. You can see railroad stuff around the Eastern area of Pearl, and around a lot of the Mainland US bases. All we'd have to figure out is how to build the "railway" itself... There really aren't even "roads" in the game...

Ichthyos 01-30-18 04:27 AM

modding sub ranges and/or fuel usage
 
I've been using silent 3editor to mod sim files for boats in sh3 with much success, but for some reason I don't have the expected results from modding sub ranges (surface and subsurface) in sh4.

anyone have a good idea how to properly mod a sub to reduce fuel consumption/battery consumption (thus increasing range)?

thanks.

Rockin Robbins 05-24-18 06:47 AM

There are huge problems in SH4. In the turmoil between SH3 and SH4, Ubi lost most of the people who wrote SH3. The new ones didn't understand how the game works, mostly because of terrible documentation during the development of SH3, and they saw the various modules as black boxes. When they had problems getting the black boxes to do what they wanted, they just patched their own routine on top of the black box.

So we're left with sensors that aren't adjustable as originally intended, AI detection that's sometimes exactly backwards, where a sub is MORE detectable if you keep the nose on the target and less detectable if you turn beam on.

It's been driving the FOTRSU team crazy, and is a very difficult thing to make progress against sometimes. Our motto is "simplify and emulate stock." The game bites you when you depart from that motto, just about every time.

aanker 06-02-18 11:59 AM

Quote:

Originally Posted by Ichthyos (Post 2539124)
I've been using silent 3editor to mod sim files for boats in sh3 with much success, but for some reason I don't have the expected results from modding sub ranges (surface and subsurface) in sh4.

anyone have a good idea how to properly mod a sub to reduce fuel consumption/battery consumption (thus increasing range)?

thanks.

In another Thread I tried explaining to you the Propulsion Specialist method Ducimus (TMO) came up with that I have used for years. Maybe I didn't describe it that well.



I happily cruise and patrol at 15 knots Standard speed with a 14,500 range+/- and submerged I move/creep at 3 knots with a 98+/- mile range, and can move submerged at 6 knots for about 6 hours. These figures are very close to the speeds and distances reported in real USN WW2 Patrol Reports (two engine speed surfaced) and interviews with real USN WW2 Skippers and XO's.

Right under my post a couple others posted with their methods that were very involved and didn't work that well - which may have distracted or confused you.

There are ways to hide the green Propulsion Specialist icon but it doesn't bother me so I don't bother. There are ways to cheat while recharging the batt but if I just patrol normally everything is fine. I'd only be cheating myself anyway and what's the point of that?


The US side of SH4 wasn't easily adapted from SH3 because fleetboats and U-Boats are very different. The Devs did the best they could with what they had to work with and this is why it is so hard to get realistic surfaced and submerged speeds and ranges.

Niume 04-24-19 09:24 AM

Do you guys know how to increase aircraft bomb accuracy?

propbeanie 04-24-19 12:46 PM

Airplanes are weird. They follow the "CrewRating" of their "launching" asset, if one is involved, whether aircraft carrier or airbase. You can "see" the "modifiers" in the "Data / Cfg / AirStrike.cfg" for the airbases. There's a little bit of 'documentation' at the top of the file. The other place to put changes would be in the mis files for each individual airplane ("Search" on "Type=30?" in a text editor), and set them to "CrewRating=4" ("Elite") in a text editor. They'll "fly" better also. Then, for all the CV type vessels you have, set them to "CrewRating=4", and the planes they 'launch' will also be "Elite". In the appropriate Campaign folder, and the appropriate XX_AirCover.mis file, set all of the AirBases to "CrewRating=4", which is "Elite". You should see a marked improvement in the planes' 'flying' and accuracy. The Betty still needs help though... After that, you'd better crash-dive and fast when you spot a plane... :salute:

The Kraken Wakes 04-24-19 09:54 PM

please can i join nmtf
 
Guys,
I would like to join the group and I am willing to help out with documentation. I can edit sim, zon and upc files with s3d and notepad.
I have no idea at all about graphics.
T K W

Quote:

Is that a Mission Editor or a flea circus ? Haven't seen this many bugs since I watched Starship Troopers...

Smss 09-15-19 05:35 AM

Would it be possible to make visual map contacts always be lines like sonar and never become squares?

Niume 08-31-21 04:27 AM

Hello I am trying to find a way to bring back squares which appear after getting contact report. The modpack is KSDII.


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