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Aces 09-01-10 07:58 AM

Moding projects news
 
Hi chaps,

I thought I'd start this thread to post news and answer FAQs on my modding projects. It is easier for me to post to one thread.

Super Pens: (Current Version = v4) GWX3, WAC and LSH versions available.

There are now three (v4) versions of the mod for GWX, WAC and LSH III additonally there is a hotfix available for the WAC version of the mod.

To answer some questions.

The mod has always been designed to work with St.Nazaire. If you start from any other base with the mod enabled you will only get the pen interiors and no pen exterior models.

I have, this morning, been working on making the relevant changes to other base files so that the pens will be visible in these other bases.

The GWX version requires the following two mods be installed before the Super Pens Mod.

http://www.filefront.com/15615751/WA...18.02.2010.7z/

http://www.filefront.com/15819511/GW...a-ships-V6.7z/

Super Turms: (current Version = v4) GWX3 and LSHIII versions available.

I am currently working on making v4 of this mod compatable with LSH and all is going well. After releasing this mod I shall turn my attentions to the next version (v5) in which I hope to add Privateer's MG-34s when they are available. again I'm hoping to produce GWX and LSH III versions of this mod.

Update: I have released the LSH version of this mod, please see this post for details: http://www.subsim.com/radioroom/showthread.php?t=174847

Multi-mod compatability Mod: (current Version = Release v1.3) for GWX3.

Currently this mod doesn't incorporate entries in the sh3.sdl file to support Tomson's sound pack. Likewise the only GUI supported is the Hitman GUI. I hope that I have the time in the future to add support for the OLC GUI and Thomson's sound pack.

The multimod mod contains the Super Turms content and thus there is no need to install Super Turms if you have installed the multimod mod.

Install order for required mods:

1. GWX_DFa-Flag&Pens_2010
2. FM30_UpDown_final
3. FM_NewInterior_V1.0
4. Conning Tower open Hatch TestFMfood
5. Depthcharge Shake v2.01
6. Urfischs_ModStrike_Beta1
7. Waterstream+Exhaust Combi V2.3 for GWX3
8. New Uboat Guns 1.2
9. Aces' Multimod compatability fix release v1.3 public beta

Install order of above mods plus Hitman's GUI and optional additional Type 7c2 and 7c4 Exterior Lightmaps :

1. GWX_DFa-Flag&Pens_2010
2. FM30_UpDown_final
3. FM_NewInterior_V1.0
4. Conning Tower open Hatch TestFMfood
5. Depthcharge Shake v2.01
6. Urfischs_ModStrike_Beta1
7. Waterstream+Exhaust Combi V2.3 for GWX3
8. New Uboat Guns 1.2
9. Hitman_Beta_GUI_GWX3_1.0
10. Aces' Multimod compatability fix release v1.3 public beta
11. Aces' Multimod compatability fix Hitman GUI add on

Additional optional Mods:

12. Ace's Multimod compatability fix FM's Turm 7c2 Lightmaps add on
OR
12. Ace's Multimod compatability fix FM's Turm 7c4 Lightmaps add on

(Note: activate one or the other, not both)


*********** Download links for the above mods *************

LifeBoats&Debris_v4 http://www.subsim.com/radioroom/down...do=file&id=628

GWX_DFa-Flag&Pens_2010 http://www.mediafire.com/file/vvyomk...g&Pens_2010.7z

FM30_UpDown_final http://www.mediafire.com/file/noonon...pDown_final.7z

FM_NewInterior_V1.0 http://www.filefront.com/15698297/FM...erior_V1.0.7z/

Conning Tower open Hatch TestFMfood http://www.filefront.com/15715805/Co...0TestFMfood.7z

Depthcharge Shake v2.01 ftp://maikhaas.dyndns.org/Volume_1/S...ODS/NVDRIFTER/

Urfischs_ModStrike_Beta1 ftp://maikhaas.dyndns.org/Volume_1/S...TYMODS/URFISH/

New Uboat Guns 1.2 ftp://maikhaas.dyndns.org/Volume_1/S...TESTPILOT1978/

Waterstream+Exhaust Combi V2.3 for GWX3 http://www.subsim.com/radioroom/down...o=file&id=1538

Hitman_Beta_GUI_GWX3_1.0 http://www.mediafire.com/?3mgh2nttdz0

----

General News:

All of these mods (especially the mod list for the multimod and the Super Pens Mod) are BIG and I reccommend using either the 3GB patch for XP or the 4GB patch for windows 7 etc.

For users of Windows XP please see this post http://www.subsim.com/radioroom/show...&postcount=230 for details of and download link for Anvart's /3Gb batch file. Remember to backup you un-edited boot.ini and also your sh3.exe before you run the batch file.

Please bare with me I only have one pair of hands and there are only a certain number of hours in a day :) and this work takes a long while especially when testing and developing in campaigns and now across three Super Mod platforms.

----

Best Regards

Aces

Magic1111 09-01-10 11:23 AM

Hello my Friend !

Very good Thread, thank you for that !!! :up::ping::up:

Best regards,
Magic:salute:

nemo7 09-01-10 12:25 PM

Excellent news matey! I'm looking forward for the Super Turms V5...:woot:

FIREWALL 09-01-10 01:45 PM

First, Thx for the great mods.

Question : Why aren't the 3 & 4 GB patches in the SH3 SS Download section ?

Under the patch section. Would make life a little easier to find.

Aces 09-02-10 10:25 AM

Hi chaps,

A little news:

I have completed Brest, Trondheim and Kiel sub pens and need to test these out before moving on to the remaining bases. Lorient will be a pig as there are 21 sub pens there, by far the biggest number in any port. As I've also had to make changes (additions) to the harbor_kit.dat as well as the indivdual files for each port eg. Kiel.dat, Brest.dat etc. this will be a new version when it is completed.

Best Regards

Aces

Magic1111 09-02-10 11:55 AM

Hi Aces !

Please note PM from me to you !!!!!!!!!!!!

Best regards,
Magic:salute:

Magic1111 09-02-10 02:36 PM

Delete PM ! Your Inbox is full !
 
Hi Aces !

Off Topic for a Moment: I will send you a PM and then I become a system info, that you PM Inbox is full and you can´t become new PM !

Before you can become new PM, please delete many older PM´s !!!

Best regards,
Magic

Aces 09-03-10 04:00 AM

Hi mate,

sorry about that, I didn't notice, I've deleted some messages.

Best Regards

Aces

Magic1111 09-03-10 10:35 AM

Quote:

Originally Posted by Aces (Post 1483911)
Hi mate,

sorry about that, I didn't notice, I've deleted some messages.

Best Regards

Aces

Thank you mate, PM sent.....:03:

Best regards,
Magic:salute:

Fubar2Niner 09-04-10 12:41 PM

@Aces

Great thread, thanks for keeping us all up to date mate :salute:

Best regards.

Fubar2Niner

Aces 09-13-10 03:45 AM

Aces' Super Turms v4 LSH Version.


http://img576.imageshack.us/img576/3742/st4014.jpg

Hi chaps,

Here's the LSHIII version of my mod.

Download Link (MediaFire):

http://www.mediafire.com/?d1v45gca6yqow7d

Download Link (Filefront):


http://www.filefront.com/17286535/Aces'_Super_Turms_v4_LSH_Version.rar

Readme:

Greetings,

This mod combines entries from three mods into one so that you can have Flakmonkey's Twisty Periscope, Privateer's Turm emblems Your Way and Anvart's Flag and Pennants and DF Antenna all at the same time as well as Tarjak's Historic Emblem Pack and a big bonus courtsey of Flakmonkey who has very kindly produced new Type 7c1 Exterior Lightmaps.

When enabled the Type 7b1, 7b2, 7c1 and 7c8 Turms (conning towers) will display the above. Please see the enclosed documentation for the Turm Emblems Your Way mod for more details of how to customise your own emblems.

IMPORTANT: The mod should be enabled in JSGME after Anvart's Flag and Pennants and DF Antenna (LSH3-5_DFa-Flag&Penns_2010.7z) which is required for the mod to work correctly.

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

Version 4 changelog for type 7c1/7 turms:

Added and lightmapped new bridge objects: cigarette packets, binoculars, ammo crates, mg34 and helmets.

Added and lightmapped Testpilot's Lifebelt and coiled ropes on the deck.

Added and lightmapped Tommi's 20cm ammo container and flagpoles.

Added new up/down radio antenna controlled with the SHIFT+A/CTRL+A keys.

UZO model will now rotate to match your bearing in the "UZO" view.

All bridge objects and the UZO will dissapear underwater and the radio antenna will automatically retract on diving etc.

Added two otional folders (Aces' Super Turms v4 FM's Turm 7c2 Lightmaps add on) and (Ace's Super Turms v4 FM's Turm 7c4 Lightmaps add on), activate one or the other not both after the Super Turms mod. Also included are two additional optional folder for compatability with the LSH Simfeeling Dials mod and the LSH OLC GUI mod.

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

Mod activation or using JSGME (after activating Living Silent Hunter III mod).

1. Anvart's LSH3-5_DFa-Flag&Penns_2010
2. Aces'_Super_Turms_v4_LSH_Version

plus optional mods:

3. Aces' Super Turms v4 LSH Version - FM's Turm 7c2 Lightmaps add on
OR
Aces' Super Turms v4 LSH Version - FM's Turm 7c4 Lightmaps add on

plus additonal optional mods:

4. _LSH3_V5_GUI_Six-Dials-Simfeeling
5. Aces' Super Turms v4 LSH - Simfeeeling Dials Fix

OR

4. _LSH3_V5_GUI_OLC
5. Aces' Super Turms v4 LSH - OLC GUI Fix


If you want to add the up/down radio antenna commands to your own command_zz.cfg file then please change/add these lines:


Change this entry to the one below:

[Cmd150]
Name=Maneuver_officer
Ctxt=1
Key0=0x41,Cs,"SHIFT+A"
GoBack=Helmsman_view

and add this entry:

[Cmd204]
Name=Maneuver_officer_end
Ctxt=1
Key0=0x41,Cc,"CTRL+A"

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

My thanks to all of the mod authors for their fantastic mods, encouragement and support.

Special Thanks to (Reads like a "who's who of top modding talent) :

Flakmonkey for his permission to incorporate his Twisty Periscope mod, for his excellent lightmap tutorial and for re-lightmapping the Turm 7c1.

Anvart for his permission to include parts of his Flags, Pennants and DF antenna mod.

Privateer for his permission to incorporate his Turm Emblems Your Way mods and for all his help.

Tarjak for his permission to incorporate his Historic Emblems Pack,

Luca for his assistance with the rotate UZO code.

Private Godfrey for permission to include his fantastic emblems.

Testpilot for his permission to include his UZO, lifebelt, ropes and DF antenna models and textures.

Tomi for his permission to include his flagpoles and ammo container models.

The author of the MBFL mod which saved me many hours in testing.

SKWas for his fantastic S3ditor program without which this mod wouldn't have been possible.

Last, and by no means least, my long suffering missus a "modding orphan" :)


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

Changelog from v1.0

Added Lightmaps to turm 7c DF Antenna, rod antenna and Twisty Periscopes.

Changelog from v2.0

Added Testpilot's DF Antenna and UZO models to Type 7c1. Added lightmaps for the above and also for the rod antenna.

Permissions
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.

Best Regards

Aces

-------

Best Regards

Aces

Aces 09-29-10 10:13 AM

Hi chaps,

Sorry there's been no news lately as I've been suffering from a really vicious chest infections and I'm dosed up to the eyeballs on cough medicine, antibiotics and pain killers but hope to be feeling better soon.

Best Regards

Aces

nemo7 09-29-10 10:27 AM

Get well soon matey...:yep:

Draka 09-29-10 10:41 AM

Echo that - get yerself better.

Magic1111 09-29-10 12:23 PM

Get well soon !!!
 
Quote:

Originally Posted by Aces (Post 1505539)
Hi chaps,

Sorry there's been no news lately as I've been suffering from a really vicious chest infections and I'm dosed up to the eyeballs on cough medicine, antibiotics and pain killers but hope to be feeling better soon.

Best Regards

Aces

Hi my Friend !

Best wishes for a fast recovery, Mate !!! :yep:

Best regards,
Magic:salute:

Sailor Steve 09-29-10 01:17 PM

Quote:

Originally Posted by FIREWALL (Post 1482729)
First, Thx for the great mods.

Question : Why aren't the 3 & 4 GB patches in the SH3 SS Download section ?

Under the patch section. Would make life a little easier to find.

As I understand it, before anything goes into Subsim Downloads permission must be granted from the person who holds the rights to the patch.

Fubar2Niner 09-29-10 01:36 PM

Quote:

Originally Posted by Aces (Post 1505539)
Hi chaps,

Sorry there's been no news lately as I've been suffering from a really vicious chest infections and I'm dosed up to the eyeballs on cough medicine, antibiotics and pain killers but hope to be feeling better soon.

Best Regards

Aces

Don't apologise mate, just get yerself good and well :yep:

Best regards.

Fubar2Niner

sabretwo 10-03-10 03:17 PM

Aces,

I've been gone for a while. Now back and getting caught up. Last I remember you were experimenting with sleeping figures for the FM interior. Did you have any luck getting them worked in properly?

Haihappen 03-02-11 10:49 AM

Some miiiiiiinor issues
 
Moin Aces,

I thought the best way of starting to post here was this: first of all to say "Dankeschoen" to you for this great stuff. This includes all the other guys in here, whether they'r named or not.

After a while of staring at SH5 with its up-to-date graphics but never fixed issues (the so-called "game launcher" is one of those) I decided not to leave my old beloved SH3, but to give the Grey Wolves a try. When I then stumbled upon Flakmonkey's New Interior and Luca's Open Hatch in Conning Tower, watching the decreasing numbers of posts in the SH5-forums after the expected release hype and noticing that the ongoing work with SH3 was still stable at a high level, the decision was clear.

And then. Discovering the pictures of your Super Turms and recognizing that there was a lot more (like animated pens, locks, lifeboats...) I never thought would be possible in SH3 due to its game engine limitations - it made me kinda seasick! And with the chance given by your multimods to break the old JSGME rule "win some, loose some" cuz of sims, inis, dats and cams overwriting each other I pimped my boat to the max, started a new carreer and got off to sea again.

Get me right - I was diving around since the early days of SH3 (WITH STARFORCE! Moohaha!) and the only time my screen saw pictures from a stock game was when I installed it and took my first lessons at the academy. Then one of the first "LSH" was already there and from that moment I knew: this is gonna be a looong journey. And it was. And is. And thx to people like you will be!

I never was a great self-modeler, okay I moved some screws here and there, merging some early skin mods or playing around with fatigue levels or wave heights, doing some "Das Boot" soundmodding or so. Nothing dangerous and nothing big, just to get in touch with the games thinking and behaviour. So by now I sometimes have a clou where to search the devil when some odd things accur.

But not by far all the time. So this is the (second, minor, insignificant...) reason for this post. Following my preferences and your recommendations I installed the following (and in the named order):
Privateer's 4Gb_Patch_for_SH3
GWX 3.0 Gold
- GWX - 16 km Atmosphere
- GWX - Enhanced Damage Effects (EDE)
- GWX - Integrated Orders (IO)
- GWX - No Medals on Crew (NMC)
Anvart's GWX Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010)
Anvart's FuMo30 (FM30_UpDown_final)
Flakmonkey's New Interior (FM_NewInterior_V1.0)
Luca's Open Hatch in Conning Tower (Conning Tower open Hatch093food, NOT "TestFMfood"!)
Nvdrifter's Depth Charge Shake (Longer_Repair_Times_2.04_ll)
- EDE - LRT 2.04 Full patch
Urfisch´s final FX and GUI (Urfischs_ModStrike_Beta1)
- WITH \data\Interior\NSS_Uboat7 included
Rubini's and Racerboy's Waterstream&Exhaust Combi V2.3 for GWX3 (Waterstr+Exhaust-CombiV2.3)
New Uboat Guns 1.2 (New_Uboat_Guns_1.2)
Rubini's Lifeboats and Debris v4 (LifeBoats&Debris_v4.7z)
- installed with the "increased draught"-option
BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6)
- with Atlantic/US East coast only Add-on
Jimbunas Animated Sub Pens for GWX (Wac-Animated-Sub-Pens-interior-start-for-GWX)
Aces' Multimod compatability fix release v1.3 public beta
By now I'm travelling around with my VIIc1 in early '42 and everything works nice and smoothly. The diesels roar as they should, blowing nice little exhaust clouds in the air, the boat rattles and shakes when the depth charges rain down over me while my potatoes get ready for dinner. Okay, the FPS drop remarkably when I raise the pennants, but the new harbour scenery at St. Naz is too nice to reduce a single detail! So my world is sunny and God is a nice bearded old man...

But there are of course some minor issues. There's nothing what makes me Aaargh!! and also nothing what interrupts the gameplay or looks so ugly that it would force me to get off my boat. But nevertheless...

The first thing i did was to compare the single mods (without the GWX ones, cuz they are my basic installation to start from) to discover what they do one by one. Then I surfed up and down the forums. See, I'm a nice guy too... And finally i thought: Who's smarter than the average bear? Ask Aces! 'ear we go!

First thing: Looking around the CR the obs scope stands fast and true where it should. But when I SHIFT+O/CTRL+O to raise/lower the obs scope then it "falls down" to the floor, pointing from its foot in the planesmens direction and disappearing between their feet "through the hull". It moves, but not up/down but left/right and will never return to its correct upright position. The view THROUGH the scope is not affected, it stays correct! By saving the game and loading it again (even without leaving SH3 completely) the scope is in the right place again, until... Have you or has somebody else ever seen that behaviour? If so, please give me a hint.

Pressing NumPad "0" to return to the previous cam view or the latest station as described by Luke (Luca's Open Hatch in Conning Tower) gives no result. But that would be interesting, no? Especially when driving the boat from the attack scope, standing inside the CT it would be great to take a look through the scope, then "step back" from the lens ant turn towards the TDC or the map, maybe click the switches to open the tubes and return to the scope view. Nearly everything inside the CT is functional now (and I give a WOW! to this fact), but this is a bit useless if I have to return to the CR (or elsewhere) first and then climb up the stairs again using the freecam. I'm not a teen any longer... By the way: is there a chance to get a clickspot for entering the CT? Maybe this wish collides with the limited number of cameras, and the diesel compartment cam occupies the last free slot. Then one idea could be to move the diesel cam to the CT, using the given SHIFT+E- and click-on-the-floor-commands to move there instead to the diesel comp. If I want to get there, the only reason is to see Johann and his beloved engines and if he's got the nerve to stand his ground this time. Maybe I ask him: "Na, Johann? Alles gut geschmiert?" But that's it, it has nothing to do with the gameplay like the CT has. Get me right: I love those eye-candy things and I don't cry a single tear about all the fps swallowed by moving valves or steaming pots. They let me feel that this is MY BOAT and let me be extra careful when going to attack. So, if I can get an advice how to deal with cam positions and clickspots - you're welcome!

The fact that some of the clickable icons of GWX "Integrated Orders" will not work any longer is no problem, cuz there is always a keyboard shortcut or a clickspot to use instead. But the new, bigger, "merged" icons I got now (where did they come from?) are not my favourite flavour. Is there an easy way to get the old GWX ones back? In my opinion they're easier to understand.

Have you ever noticed that the volume handle at the hydrophone operators place is out of order? When I search for sound contacts by hand I can no longer increase or lower the volume of the sound contact by clicking at the black handle on the right of the handwheel. Is that intended, is it a (maybe known) issue or have I screwed up something by myself? (In this case: Entschuldigung, my fault, won't ask again...)

Along with Nvdrifter's "Depth Charge Shake included in Longer Repair Times" (aka "LRT") come the following sentences: "The crew efficiency bars will not show green on the U-boat repair screen. This is expected. The mod decreases crew efficiency in order to have longer repair times. Not a very nice way, but the only one." So this seems to be no graphical thing like putting in a new screen graphic without "slots" or "windows" where the green bars shine through but a config or sim or dat thing. Oooohhh...! I understood well that Drifter/ZMC did plenty of work to get this mod on track. But how do the compartments work without any efficiency (normally you hear a "not enough xxx at yyy" and then the rpm of your diesels drop or so)? So there MUST BE SOME efficiency on board, or the boat would not move! And IF there is some efficiency - why not show it "the old way" with green bars? Do you have an idea where or how the bars are calculated? Maybe there is a chance to increase or lower a simple calculating factor between "fatigue*efficiency*specialization = x*green bar" or so. Or IS this (contrary to ZMCs statement) a graphical trick? In that case: why can't I find any new screen graphics inside his mod?

With some hints from you or the crowd 'round here I maybe will start to merge the above named mods, cuz they seem to me like they will stay with me for a longer period and I therefore have to understand how they work. By winmerging or sh3diting some files it's well possible to get into that stuff. I only have to be aware that there is a little Leichtmatrose, delivered by stork-air-mail 5 months ago, yelling "Alaaarm" from time to time. If I don't my better half will depth-charge me...

Finally - if it didn't shine through in my brief sentences: You (all!) did a great work, and I appreciate it very much. It was the reason for me to stay onboard SH3, I enjoy it and hopefully will do so for a looong time to come!

And now: "Not so long ago..."

Gruesse!

Fubar2Niner 03-02-11 02:07 PM

Quote:

Originally Posted by Haihappen (Post 1610405)
Moin Aces,

I thought the best way of starting to post here was this: first of all to say "Dankeschoen" to you for this great stuff. This includes all the other guys in here, whether they'r named or not.

After a while of staring at SH5 with its up-to-date graphics but never fixed issues (the so-called "game launcher" is one of those) I decided not to leave my old beloved SH3, but to give the Grey Wolves a try. When I then stumbled upon Flakmonkey's New Interior and Luca's Open Hatch in Conning Tower, watching the decreasing numbers of posts in the SH5-forums after the expected release hype and noticing that the ongoing work with SH3 was still stable at a high level, the decision was clear.

And then. Discovering the pictures of your Super Turms and recognizing that there was a lot more (like animated pens, locks, lifeboats...) I never thought would be possible in SH3 due to its game engine limitations - it made me kinda seasick! And with the chance given by your multimods to break the old JSGME rule "win some, loose some" cuz of sims, inis, dats and cams overwriting each other I pimped my boat to the max, started a new carreer and got off to sea again.

Get me right - I was diving around since the early days of SH3 (WITH STARFORCE! Moohaha!) and the only time my screen saw pictures from a stock game was when I installed it and took my first lessons at the academy. Then one of the first "LSH" was already there and from that moment I knew: this is gonna be a looong journey. And it was. And is. And thx to people like you will be!

I never was a great self-modeler, okay I moved some screws here and there, merging some early skin mods or playing around with fatigue levels or wave heights, doing some "Das Boot" soundmodding or so. Nothing dangerous and nothing big, just to get in touch with the games thinking and behaviour. So by now I sometimes have a clou where to search the devil when some odd things accur.

But not by far all the time. So this is the (second, minor, insignificant...) reason for this post. Following my preferences and your recommendations I installed the following (and in the named order):
Privateer's 4Gb_Patch_for_SH3
GWX 3.0 Gold
- GWX - 16 km Atmosphere
- GWX - Enhanced Damage Effects (EDE)
- GWX - Integrated Orders (IO)
- GWX - No Medals on Crew (NMC)
Anvart's GWX Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010)
Anvart's FuMo30 (FM30_UpDown_final)
Flakmonkey's New Interior (FM_NewInterior_V1.0)
Luca's Open Hatch in Conning Tower (Conning Tower open Hatch093food, NOT "TestFMfood"!)
Nvdrifter's Depth Charge Shake (Longer_Repair_Times_2.04_ll)
- EDE - LRT 2.04 Full patch
Urfisch´s final FX and GUI (Urfischs_ModStrike_Beta1)
- WITH \data\Interior\NSS_Uboat7 included
Rubini's and Racerboy's Waterstream&Exhaust Combi V2.3 for GWX3 (Waterstr+Exhaust-CombiV2.3)
New Uboat Guns 1.2 (New_Uboat_Guns_1.2)
Rubini's Lifeboats and Debris v4 (LifeBoats&Debris_v4.7z)
- installed with the "increased draught"-option
BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6)
- with Atlantic/US East coast only Add-on
Jimbunas Animated Sub Pens for GWX (Wac-Animated-Sub-Pens-interior-start-for-GWX)
Aces' Multimod compatability fix release v1.3 public beta
By now I'm travelling around with my VIIc1 in early '42 and everything works nice and smoothly. The diesels roar as they should, blowing nice little exhaust clouds in the air, the boat rattles and shakes when the depth charges rain down over me while my potatoes get ready for dinner. Okay, the FPS drop remarkably when I raise the pennants, but the new harbour scenery at St. Naz is too nice to reduce a single detail! So my world is sunny and God is a nice bearded old man...

But there are of course some minor issues. There's nothing what makes me Aaargh!! and also nothing what interrupts the gameplay or looks so ugly that it would force me to get off my boat. But nevertheless...

The first thing i did was to compare the single mods (without the GWX ones, cuz they are my basic installation to start from) to discover what they do one by one. Then I surfed up and down the forums. See, I'm a nice guy too... And finally i thought: Who's smarter than the average bear? Ask Aces! 'ear we go!

First thing: Looking around the CR the obs scope stands fast and true where it should. But when I SHIFT+O/CTRL+O to raise/lower the obs scope then it "falls down" to the floor, pointing from its foot in the planesmens direction and disappearing between their feet "through the hull". It moves, but not up/down but left/right and will never return to its correct upright position. The view THROUGH the scope is not affected, it stays correct! By saving the game and loading it again (even without leaving SH3 completely) the scope is in the right place again, until... Have you or has somebody else ever seen that behaviour? If so, please give me a hint.

Pressing NumPad "0" to return to the previous cam view or the latest station as described by Luke (Luca's Open Hatch in Conning Tower) gives no result. But that would be interesting, no? Especially when driving the boat from the attack scope, standing inside the CT it would be great to take a look through the scope, then "step back" from the lens ant turn towards the TDC or the map, maybe click the switches to open the tubes and return to the scope view. Nearly everything inside the CT is functional now (and I give a WOW! to this fact), but this is a bit useless if I have to return to the CR (or elsewhere) first and then climb up the stairs again using the freecam. I'm not a teen any longer... By the way: is there a chance to get a clickspot for entering the CT? Maybe this wish collides with the limited number of cameras, and the diesel compartment cam occupies the last free slot. Then one idea could be to move the diesel cam to the CT, using the given SHIFT+E- and click-on-the-floor-commands to move there instead to the diesel comp. If I want to get there, the only reason is to see Johann and his beloved engines and if he's got the nerve to stand his ground this time. Maybe I ask him: "Na, Johann? Alles gut geschmiert?" But that's it, it has nothing to do with the gameplay like the CT has. Get me right: I love those eye-candy things and I don't cry a single tear about all the fps swallowed by moving valves or steaming pots. They let me feel that this is MY BOAT and let me be extra careful when going to attack. So, if I can get an advice how to deal with cam positions and clickspots - you're welcome!

The fact that some of the clickable icons of GWX "Integrated Orders" will not work any longer is no problem, cuz there is always a keyboard shortcut or a clickspot to use instead. But the new, bigger, "merged" icons I got now (where did they come from?) are not my favourite flavour. Is there an easy way to get the old GWX ones back? In my opinion they're easier to understand.

Have you ever noticed that the volume handle at the hydrophone operators place is out of order? When I search for sound contacts by hand I can no longer increase or lower the volume of the sound contact by clicking at the black handle on the right of the handwheel. Is that intended, is it a (maybe known) issue or have I screwed up something by myself? (In this case: Entschuldigung, my fault, won't ask again...)

Along with Nvdrifter's "Depth Charge Shake included in Longer Repair Times" (aka "LRT") come the following sentences: "The crew efficiency bars will not show green on the U-boat repair screen. This is expected. The mod decreases crew efficiency in order to have longer repair times. Not a very nice way, but the only one." So this seems to be no graphical thing like putting in a new screen graphic without "slots" or "windows" where the green bars shine through but a config or sim or dat thing. Oooohhh...! I understood well that Drifter/ZMC did plenty of work to get this mod on track. But how do the compartments work without any efficiency (normally you hear a "not enough xxx at yyy" and then the rpm of your diesels drop or so)? So there MUST BE SOME efficiency on board, or the boat would not move! And IF there is some efficiency - why not show it "the old way" with green bars? Do you have an idea where or how the bars are calculated? Maybe there is a chance to increase or lower a simple calculating factor between "fatigue*efficiency*specialization = x*green bar" or so. Or IS this (contrary to ZMCs statement) a graphical trick? In that case: why can't I find any new screen graphics inside his mod?

With some hints from you or the crowd 'round here I maybe will start to merge the above named mods, cuz they seem to me like they will stay with me for a longer period and I therefore have to understand how they work. By winmerging or sh3diting some files it's well possible to get into that stuff. I only have to be aware that there is a little Leichtmatrose, delivered by stork-air-mail 5 months ago, yelling "Alaaarm" from time to time. If I don't my better half will depth-charge me...

Finally - if it didn't shine through in my brief sentences: You (all!) did a great work, and I appreciate it very much. It was the reason for me to stay onboard SH3, I enjoy it and hopefully will do so for a looong time to come!

And now: "Not so long ago..."

Gruesse!

@Haihappen

First up Hi and welcome aboard shipmate. I'd like to congratulate you on an excellent first post. Unfortunately mate Aces hasn't been seen round these parts for quite some time. I've tried several PM's but have never had an answer. Perhaps his inbox is full, I don't know, I've even searched his old stomping grounds in the hope of catching him, alas no joy. I hope you succeed where I failed. Fair winds and calm seas mate.

Best regards.

Fubar2Niner


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