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-   -   [REL] FIFI enhancements for Ccom12 (https://www.subsim.com/radioroom/showthread.php?t=248059)

Fifi 01-20-21 11:58 AM

Quote:

Originally Posted by Mad Mardigan (Post 2723025)
Any one know of an add in of sub emblems that will work with CCoM (or any other modded version of SH3 would be nice, as well... :yep:) that covers all of the uboats, regardless of what uboat number you get.

I chose the type in SH3Cmdr, yet leave the numbering alone. I know this is just cosmetic, but would really like to have an emblem on the conning tower, & find the limited choices disheartening, to say the least... so any info on being able to round out the choice of emblem, would be greatly appreciated.

I might add, would like to keep it to primarily historic uboat emblems... & few to none that are... outlandish... thanks.

Oh, 1 other question... is is doable to add in a radio set up in SH3... radio, of course meaning radio stations. Seem to recall in Das Boot, the sonar guy, tuning in a radio... find it odd, that this is not in SH3...

M. M.

:Kaleun_Salute:

Ccom12 emblems have a great variety of historical ones (but you have to get few kills first to access them)
If you find it’s not enough, it’s easy via photoshop to make new ones.

Keep in mind Ccom12 is the only super mod around, who has correct emblems positioned ... double face... and they are not working on other super mod (as inverse too!)

About radio, you can add more than Ccom12 has, but again keep in mind the more you add, the less memory you’ll have.
Furthermore, i know music + radio can bring CTD when used while TC.

:Kaleun_Salute:

CapZap1970 01-20-21 02:04 PM

Quote:

Originally Posted by Fifi (Post 2722600)
You can click the dedicated icon in the left hand bar! (Big part to raise, small part to lower)
Or hit Shift+N or Ctrl+N (from memory - i don’t use keys)

:Kaleun_Salute:


Yes, Sir!!!! :Kaleun_Thumbs_Up:


That did the trick! Thanks again, Fifi! :Kaleun_Salute:

ericlea 01-21-21 05:33 PM

type XXI, 01/1945


https://i.servimg.com/u/f36/19/84/56/02/sh3im151.jpg


:Kaleun_Thumbs_Up:

Fifi 01-22-21 06:14 AM

https://i.goopics.net/Q89K0.jpg

:Kaleun_Salute:

John Pancoast 01-22-21 09:15 AM

Quote:

Originally Posted by ericlea (Post 2723436)
type XXI, 01/1945


https://i.servimg.com/u/f36/19/84/56/02/sh3im151.jpg


:Kaleun_Thumbs_Up:

First XXI sea patrol wasn't until 4/17/45. :) Nice looking boat though !

Belmondo 01-22-21 10:23 AM

Quote:

Originally Posted by Fifi (Post 2720943)
https://i.goopics.net/GbrDv.jpg

Hi all,

First i want to dedicate this mod to ROWI58 memory, very talented modder who passed away some time ago.
He created Ccom from LSH3, beeing part of the LSH3 dev team in the first times (of what i understood), but making it reflecting his own naval warfare vision...

To me it’s the only super mod that reflect the planes threat nightmare for U-Boats.
Escorts were still a little too easy (harder than LSH3 though) and i tried to make them more deadly (but still playable).

I’ve enhanced plenty things, but always trying to not break Rowi’s work.
So here it is, any comments are welcome! :03:

LIST OF CHANGES:

- Key 'T' for activate/deactivate TDC (instead of 'Ctrl+T')
- NumPad '*' to jump directly max TC
- better DF antenna
- better periscopes
- Rubini volumetric clouds
- new environment with darker nights and sea colors adjusted
- water streams & splashes added to all U-Boats
- better foam, sea foam, and sub siaj
- few new emblems
- few new sounds
- camera.dat adjusted and UZO view now unstable when selected
- compass rose added to sub on nav map
- commands Cfg file adapted for Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel (should work with ARB gui - not tested)
- type II interior adjusted
- sub sensors adjusted (hydrophone wheel rotation speed increased)
- Hsie.ini adjusted
- crew on deck feature added, with 'shift+D' and 'Ctrl+D'
- camera.dat adjusted
- default radio room sonar view (type VII & IX) now heading right direction
- fixed type II watch officer on deck not rotating for visual search
- smaller moon
- better ruler compass
- torpedo tubes can now be all opened without closing each other
- full radio messages in English for Ccom12
- AI sensors increased so U-Boat can now be detected periscope depth with ASDIC
- Escort detection increased (more obvious late war)
- type VIIB has grey skin as VIIC (must be dropped in COMMANDER MOD folder & activated in COMMANDER Jsgme!)
- smoke from different fires has been enhanced
- negative buoyancy added so sub is slowly sinking when all stopped (like NYGM) ----> IMPORTANT: REMOVE THE DATA/ZONES.CFG OF MY MOD FOR PLAYING type XXI (to avoid the main pump destroyed at start with this type, because of negative buoyancy included)

FOR USE WITH: Ahnenerbe_WS-GUI_1920x1080_for_CCoM_by Wurmonkel (and optional Ahnenerbe_WS-GUI_1920x1080_fuer_CCoM_11.1 - 12 - FULL MAP UPDATE). Might work with ARB gui also (not tested)

----> In folder "TO BE PUT INTO CCOM12 COMMANDER MODS", you will find inside 2 folders named 19431201_IXC and SkinVIIB_Grey. Those 2 folders have to be put into your Ccom12 Commander MODS folder, and to be activated via Commander JSGME!

MY MOD HAS TO BE ACTIVATED LAST IN THE CCOM12 JSGME!


https://i.goopics.net/glXoK.jpg

DOWNLOAD NEW VERSION FINAL:
https://www.mediafire.com/file/c8y1q..._Final.7z/file

For this version of Ccom12, in Hsie options, it is recommanded to NOT activate Night Vision Fix & Crash Dive Blues Bugfix!

Enjoy!

:Kaleun_Salute:


Is GWX patch1.4 enough to install this mod?

Fifi 01-22-21 11:31 AM

Quote:

Originally Posted by Belmondo (Post 2723631)
Is GWX patch1.4 enough to install this mod?

Don’t understand your question...GWX patch 1.4?
Ccom12 must be installed over a fresh SH3 installation patched 1.4 yes.
Then, once all Ccom12 mods required activated, you can activate my mod on top of all.

:Kaleun_Salute:

Belmondo 01-22-21 04:12 PM

Quote:

Originally Posted by Fifi (Post 2723667)
Don’t understand your question...GWX patch 1.4?
Ccom12 must be installed over a fresh SH3 installation patched 1.4 yes.
Then, once all Ccom12 mods required activated, you can activate my mod on top of all.

:Kaleun_Salute:


Pure GWX, with patch 1.4 and Ccom 12

CapZap1970 01-22-21 06:02 PM

Fifi, one more question... Is there a way to bring back the u-boat marker? In CCom12 it's visible, but after enabling your mod it disappears... Is it possible?


Thanks a lot for your help and sorry for the trouble... :up:


CapZap

Fifi 01-23-21 01:26 AM

Quote:

Originally Posted by CapZap1970 (Post 2723824)
Fifi, one more question... Is there a way to bring back the u-boat marker? In CCom12 it's visible, but after enabling your mod it disappears... Is it possible?


Thanks a lot for your help and sorry for the trouble... :up:


CapZap

:hmmm: You said the U mark is not visible anymore?
Dive a little more :D
(It’s stock Ccom feature)

:Kaleun_Salute:

CapZap1970 01-23-21 02:37 PM

Quote:

Originally Posted by Fifi (Post 2723932)
:hmmm: You said the U mark is not visible anymore?
Dive a little more :D
(It’s stock Ccom feature)

:Kaleun_Salute:


:haha::haha::haha:You were right... it's there, I don't know why it didn't show up in the academy, but it's there!


Fifi, what a fantastic job you did! it's simply amazing!
Thanks a lot and congrats!!!


https://i.postimg.cc/TPhHCdDr/SH3-Im...-20-23-209.jpg


https://i.postimg.cc/8C3XY2Rx/SH3-Im...1-39-22-19.jpg


https://i.postimg.cc/63vbxMzq/SH3-Im...2-35-403-P.jpg


https://i.postimg.cc/1X1CmDYH/SH3-Im...2-15-352-P.jpg

Belmondo 01-24-21 01:38 AM

Quote:

Originally Posted by CapZap1970 (Post 2724163)
:haha::haha::haha:You were right... it's there, I don't know why it didn't show up in the academy, but it's there!


Fifi, what a fantastic job you did! it's simply amazing!
Thanks a lot and congrats!!!


https://i.postimg.cc/TPhHCdDr/SH3-Im...-20-23-209.jpg


https://i.postimg.cc/8C3XY2Rx/SH3-Im...1-39-22-19.jpg


https://i.postimg.cc/63vbxMzq/SH3-Im...2-35-403-P.jpg


https://i.postimg.cc/1X1CmDYH/SH3-Im...2-15-352-P.jpg


You can tell which files are responsible for this view and also the smoke file from the engines

CapZap1970 01-24-21 01:30 PM

Quote:

Originally Posted by Belmondo (Post 2724286)
You can tell which files are responsible for this view and also the smoke file from the engines


If you hit the F12 key you will have the free cam view and hit the CTRL+F11 keys to take screenshots...As for the smoke file, I couldn't say... but probably someone else will answer that with certainty...


:up:


CapZap

John Pancoast 01-24-21 01:36 PM

Quote:

Originally Posted by CapZap1970 (Post 2724437)
If you hit the F12 key you will have the free cam view and hit the CTRL+F11 keys to take screenshots...As for the smoke file, I couldn't say... but probably someone else will answer that with certainty...


:up:


CapZap


The smoke textures are usually in data\textures\tnormal\tex and also on various nodes in the sub .val file.

Belmondo 01-25-21 04:40 AM

Quote:

Originally Posted by John Pancoast (Post 2724440)
The smoke textures are usually in data\textures\tnormal\tex and also on various nodes in the sub .val file.

Thanks, I just want to dim the smoke more

John Pancoast 01-25-21 04:58 AM

Quote:

Originally Posted by Belmondo (Post 2724554)
Thanks, I just want to dim the smoke more

A .tga editor such as GIMP would do the trick.

Mad Mardigan 01-27-21 05:04 PM

Re: Any word on an update for: TAM 2.01 + UCS 3.01 Kombi ( CCoM 12.0 mit WS-GUI )...
 
Know that with that mod, was useable with CCoM v12, before the very good add in that Fifi come up with for it... :up:

Just wondering if there is any word on the status of it being updated to work with the improvements made with Fifi's enhancements they did for CCoM...? liked hearing the command voices that started when calling for the Uzo among others that were in that mod.

M. M.

:Kaleun_Salute:

ericlea 01-27-21 05:53 PM

Sure that enhencements from fifi +
the mod tam + ucs from Kermitt, it would be fantastic.


Kermitt can do ucs+tam for ccom12 but we must be patient.


:Kaleun_Cheers:

a-kermit 01-28-21 02:37 AM

Moin, moin .....
Is in progress, tests start this weekend.
.... Kermit

ericlea 01-28-21 04:32 AM

:Kaleun_Thumbs_Up::Kaleun_Salute::Kaleun_Cheers:


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