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-   -   [WIP] TMO: Nine Delta Two (https://www.subsim.com/radioroom/showthread.php?t=171443)

Ducimus 07-21-10 01:31 PM

Quote:

Originally Posted by Bubblehead1980 (Post 1449882)
ducimus, you figured out how to get the boat to sit on the bottom without running up hull damage???

Just set a depth deeper then what the bottom is, and don't have any speed. Drift down. *shrug* always been that way.

BUKER 07-21-10 01:33 PM

Hi Ducimus!
I admire your work!:rock::rock:

In Russia, waiting for a result!:):up:

Bubblehead1980 07-21-10 01:40 PM

Quote:

Originally Posted by Ducimus (Post 1449930)
Just set a depth deeper then what the bottom is, and don't have any speed. Drift down. *shrug* always been that way.


nice

Ducimus 07-21-10 01:51 PM

beta release.
http://www.filefront.com/17133625/BE..._Delta_Two.7z/

Side note:
Open torpedo tubes you want to fire, before going into salvo mode in the TDC.


There's a ton of changes. I wrote no changelog. No energy left. lol.

Gorshkov 07-21-10 02:03 PM

Wonderful!

So final version will be released in two to three moths, Duci?

Ducimus 07-21-10 02:19 PM

No..... I'm not touching it for another two to three months. I'm taking a break.

Gorshkov 07-21-10 03:00 PM

OK so after reading feedback for 2-3 months you will try to fix reported bugs.

Game freezes during mission loading because it cannot find several flags needed by Recognition Manual. I had to alt-tab to press OK on this warnings and mission loaded successfully this way.

Type IXD2 U-boat performance in this mod:

- crash dive to periscope depth takes 45 seconds if I measured it correctly.
- submerged range at 4 kt speed is 56.3 Mi (battery discharged). U-boat.net data gives Type IXD2 sub a 57 Mi range at 4 kts so it is almost ideal!
- recharging batteries takes 64.8 Mi sailing surfaced at standard ahead speed of 7 kts which means recharging time equals 7 hours

PS. Is this mod compatible with TMO 2.0?

Jan Kyster 07-21-10 03:23 PM

Excellent! :rock:

Listen! Where can I see your PayPal account?

If you don't have one, please make one!
- and I can't be the only one wanting to buy you a beer, man! :woot:


Looking forward to play with this thing! :rock:

Quote:

Originally Posted by Ducimus (Post 1449876)

Mercedes-Benz? http://i189.photobucket.com/albums/z...lies/dopey.gif

Ducimus 07-21-10 03:24 PM

Quote:

Originally Posted by Gorshkov (Post 1449999)
Game freezes during mission loading because it cannot find several flags needed by Recognition Manual. I had to alt-tab to press OK on this warnings and mission loaded successfully this way.

That shouldn't be happening. I ran into this earlier when incorporating OM ver 1.0. The files in specific were panama. I am sure i fixed this.

Make sure your install of SH4 is clean with no residual stuff from other mods. If other users report this, ill fix and repost the beta files.

Jan Kyster 07-21-10 03:53 PM

Fresh, clean copy of SHIV, ran MultiSh4 for a SHX-folder, installed Nine-Delta-Two and it ran without a hitch!

Everything looks perfect! Beautiful work as always! :rock:


But I see I need a dazzle-skin... :hmmm: can't run U-181 without a dazzle-skin...
And the crew is ready for going south, I see! Perhaps I'll surprise them and make a raid to north of Iceland... :cool:


Thanks a lot, skipper! :salute:

KING111 07-21-10 03:58 PM

thanks m8 downloading the mod now
here i go with another install of SH5:salute::salute::salute:

Ducimus 07-21-10 04:16 PM

Quote:

Originally Posted by Jan Kyster (Post 1450069)
And the crew is ready for going south, I see! Perhaps I'll surprise them and make a raid to north of Iceland... :cool:
:

I did not add ATO harbor traffic except for a few, what i thought key, areas.

New york, Saint Helena, Freetown, Cape town, various ports in the gulf of mexico, tip of florida, curraco, and that major port in the northen part of south america who's names escape me atm. Their SE of curraco though. edit: Saint trinnidad?

EDIT:
Quote:

PS. Is this mod compatible with TMO 2.0?
No.
but i have thought of taking the key elements of it and rolling it into TMO 2.0 at a later date.

Gorshkov 07-21-10 04:34 PM

Flags of Bulgaria, Finland and Turkey (DDS files) are lacking. Yet I do not have clean SH4 installation...

Sailor Steve 07-21-10 04:37 PM

Quote:

Originally Posted by Ducimus (Post 1449876)
http://www.ducimus.net/sh415/ubm/preview_29.jpg
This should look familiar to many of you. Straight out of Sh3. Literally. Drag and drop, who would have thunk it. Nothing's ever that easy.

:o

Not me! Had no clue. But now I know what I'm going to be doing the next few days/week/months (whatever it takes).

Ducimus 07-21-10 04:49 PM

Quote:

Originally Posted by Sailor Steve (Post 1450105)
:o

But now I know what I'm going to be doing the next few days/week/months (whatever it takes).

If you mean harbor traffic. You'll find two modlets in the documentation directory handy. One of which, ship speed, you most certainly need.

FYI i found out that harbor patrols scripted in as a random group, moving from way point to way point does not seem to render in game. I think you have to script them like was done in SH3. And yet harbor ships, scripted as a random group DO show up. I know I have a couple tin cans showing up that are staionary but not docked. Should come roaring up once they realize your there. :haha:

Sailor Steve 07-21-10 05:22 PM

Quote:

Originally Posted by Ducimus (Post 1450114)
If you mean harbor traffic. You'll find two modlets in the documentation directory handy. One of which, ship speed, you most certainly need.

Actually I was looking at the dockside people and thinking how much they add to the game. I have no idea how to "drag and drop" them, but I intend to find out.

Sailor Steve 07-21-10 07:04 PM

Well, once again I find myself totally lost. SH3 has those simple .lnd, .rnd and .scr files and opening them with the Mission Editor lets you look add ships to the harbors quite easily. SH4 has dozens of different files and I don't even know which ones to look in.

I do love the interior with the animated crew. Awesome feel it gives.

Ducimus 07-21-10 07:36 PM

Quote:

Originally Posted by Sailor Steve (Post 1450140)
Actually I was looking at the dockside people and thinking how much they add to the game. I have no idea how to "drag and drop" them, but I intend to find out.

The characters in port reside in a dat file. The harbor files make reference calls to the characters in said dat file. All ubi did, was delete these same dat files from SH4. Soo. POOF, no more characters in port. But copy these dat files from SH3, back to SH4 (IE drag and drop), POOF, they appear again.

Quote:

Originally Posted by Sailor Steve (Post 1450196)
Well, once again I find myself totally lost. SH3 has those simple .lnd, .rnd and .scr files and opening them with the Mission Editor lets you look add ships to the harbors quite easily. SH4 has dozens of different files and I don't even know which ones to look in.
.

The easiest way to explain it is to take apart a campaign_RND.mis file in SH3 and examine it's contents. What exactly is, in this file?

Single merchants.
Merchant Convoys,
Troop convoys.
Task forces
Hunter kill groups.

And you have all of those, for the entire war, All located in one file. Go back and look at one of those files in sh3. Kinda cluttered isn't it? Wouldn't it be nice to just look at what you wanted to work on? Maybe even by year or time period? This is exactly what SH4 does. It seperates all those random group types, into their own file.

But if everything is in its own file, how does it all come together into a single file being read like in SH3's campaign_RND.mis?

campaign.cfg

This cfg file is what tells the game, what MIS files to load, and when. Go back and look at how the stock files for the fleet boat campaign are named. If you were to combine ALL the files named

Jap_merchant
Jap_Convoys,
Jap_Troop_convoys.
Jap_TaskForce


into one file, you'd have a campaign_RND.mis from SH3.

Now the thing here is the game only loads the files as it needs them by date. If its Jan 1943, the game will only load the files for that year. It does not load all the traffic for the entire war at once. This is one reason why SH4 loads much quicker then SH3.

The beauty of this if you want to add jap subs, just write their own layer, and make the campaign.cfg entry. Bingo. done. game loads it in the years specified. quick and clean.

Reece 07-21-10 08:54 PM

Hi Ducimus, this is great news, however I am having really bad dropouts over the last week, not getting much help from ISP etc, I will try and get my son to download it, the dropouts are minutes apart and can stay off for several minutes, needless to say I haven't been online much.:cry: Good luck and thanks for your hard work, the mod so far looks awesome.:yeah:

Sailor Steve 07-21-10 09:53 PM

@ Ducimus: Thanks for the explanations. I've copied your post to Notepad so I can read it while I'm experimenting. I feel like a total idiot, but I'll get it, and then watch out! :smug:


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