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-   -   [REL] AI sub crew (https://www.subsim.com/radioroom/showthread.php?t=193296)

TheDarkWraith 03-10-12 02:02 AM

[REL] AI sub crew
 
AI sub crew v1.0.2.

From the readme file:

This mod will add crew to the AI subs.

The AI crew will be visible at all times on the AI subs, even when they submerge. I haven't found a way to make them 'hide' yet (I've tried using a dial controller, making them be defined as cfg# entries, and using VisibleUnderWater controller - nothing works). I think the reason they are always visible is because of the Sapiens and/or SapiensManager controller(s) used to generate the AI crew.

For the 2A I fixed the bone positions of the scopes and DF antenna with my GR2 Editor/Viewer app

How made:
Made using my GR2 Editor/Viewer app. Took me about 1.0hr to make all the new crew for the subs via adding new bones.
I had to make 4 new characters (AICrewMember1,2,3, and 4) via hex editor as the app cannot do this yet for the crew members of the AI subs.

All the AI subs have crew now (2A, 7A, 7B, 7C, 7C41, and Undine)

Note: There are no generic caps for officers. All have german emblems on them and thus you'll see crew member #1 (the officer) wearing a cap with german emblems on it

Note2: the game is not letting me do what I want with the animations currently. Once I figure out why I'll include more animations for each crew member

Known bugs:
- AI crew visible when submerged

To install:
Place in MODS folder and enable via JSGME

TheDarkWraith


The crew members are animated and will turn very slightly from side to side as they stand there (you'll see their hands move slightly from side to side holding the binoculars).

Type IIA AI crew:
http://www.subsim.com/radioroom/pict...pictureid=5437

NSS_Undine AI crew:
http://www.subsim.com/radioroom/pict...pictureid=5436

7B AI crew:
http://www.subsim.com/radioroom/pict...pictureid=5435

v1.0.2: http://www.gamefront.com/files/21416...eDarkWraith.7z

v1.0.1 via Subsim downloads: http://www.subsim.com/radioroom/down...o=file&id=3516

This was a good test of me using my own app to see how it's doing. It's doing fabulous :rock:

pedrobas 03-10-12 03:10 AM

You´re the best :up:
Thanks

Commander Mysenses 03-10-12 03:18 AM

Quote:

Originally Posted by TheDarkWraith (Post 1852829)
The crew will be visible while the AI sub is surfaced.

And they are weraring their waterproofs... their mummies will be pleased.

PL_Andrev 03-10-12 03:22 AM

Woooow!!!
I waited for it a long long time!

Does this mod include binocular fixes for crew (crew looked at near-boat water instead horizon)?
Is possible to add in approx 20% of all crews the random officers/captain textures?

ADMIRALTIA 03-10-12 03:25 AM

Quote:

Originally Posted by Commander Mysenses (Post 1852847)
And they are weraring their waterproofs... their mummies will be pleased.

:har:.

And thy are also wearing what their mommies gave them when they were little. GREEN boy scout caps. LOL. :haha:

TDW you are the GOD of SH5 modders.:yeah::yeah::yeah::rock::rock::rock:

Suggestion: Could you add a captain figure with a captain's attire on the AI subs

lesec74 03-10-12 03:46 AM

hello and thanks tdw for your job,

I've a problem to acceed to gamme front and download this mod .Is it possible to put it in download section?

many thanks:salute:

lesec74 03-10-12 04:21 AM

hello,

when I arrive to gamefront, I can't arrive to the file to download and the windows of gamefront is closing and I have a message of error of internet explorer!

idll frame error?!!?,


:salute:

Trevally. 03-10-12 05:37 AM

Fantastic TDW:yeah:

urfisch 03-10-12 06:13 AM

neat stuff...

Stormfly 03-10-12 06:33 AM

finaly no ghost sub`s anymore :yeah:

Hinrich Schwab 03-10-12 06:38 AM

Ah! It's the little things in life that make things fun. Well done, good sir. :Kaleun_Salute:

ADMIRALTIA 03-10-12 09:08 AM

Possible bug or something: It worked perfectly in Campaign but no crews on Historical missions, or rather a test mission :damn:

Looking forward for the later version/s

TheDarkWraith 03-10-12 10:09 AM

Quote:

Originally Posted by ADMIRALTIA (Post 1852957)
Possible bug or something: It worked perfectly in Campaign but no crews on Historical missions, or rather a test mission :damn:

Looking forward for the later version/s

They work fine in any test mission I used. I used my sub exhaust test mission and all were seen on every sub.

TheDarkWraith 03-10-12 10:10 AM

Quote:

Originally Posted by ADMIRALTIA (Post 1852849)
Suggestion: Could you add a captain figure with a captain's attire on the AI subs

Sure can. I'll just have to make more crew characters which is no big deal. I'm making 3 new characters for the next version. This way every character can have a different animation set.

chun 03-10-12 11:12 AM

great job, always forward.:salute::yeah:

Herr Trigger 03-10-12 12:00 PM

Hi, Installed this Mod while in bunker, got a CTD whilst loading, in campaign, Mod loadout:

German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
RAF Fighter Command Radio Frequency 66.00 MHz
RAF Bomber Command Radio Frequency 77.00 MHz
Luftwaffe Combat Radio Frequency 88.00 MHz
MMM v0.4 Base Mod
NewUIs_TDC_6_9_0_Real_Navigation
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
sobers see thru wake fix
sobers 3D deck spray mod V7
smaller flags for Warships 1_0b
Shadow Improvement ModLR
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.1 _for_SDBSM
AMMO_v1.0_SH5_by_Raven_2012
SUB SIM FOR====Depth_Keeping_Problem_UHS_patch_HB_1_0_0_Th eDarkWraith
AI_sub_crew_1_0_0_TheDarkWraith

Any ideas? uninstalled Mod and eveything else is fine, damned shame as this looks sexy !
b.t.w. Installer highlighted conflict with MMM v0.4 BaseMod

edit: All sorted, reinstalled & all is well, strange.

Regards,
H.T.

tonschk 03-10-12 12:07 PM

[QUOTE=Antar;1852848]Woooow!!!
I waited for it a long long time!

Does this mod include binocular fixes for crew (crew looked at near-boat water instead horizon)?
QUOTE]

I agree, the SH5 mod that add crew with binoculars have a flaw, the crew are aiming the binoculars to the near water instead to the horizont

http://i194.photobucket.com/albums/z...titledtt-1.jpg

TheDarkWraith 03-10-12 12:10 PM

[QUOTE=tonschk;1853040]
Quote:

Originally Posted by Antar (Post 1852848)
Woooow!!!
I waited for it a long long time!

Does this mod include binocular fixes for crew (crew looked at near-boat water instead horizon)?
QUOTE]

I agree, the SH5 mod that add crew with binoculars have a flaw, the crew are aiming the binoculars to the water instead to the horizont

The only way the binocular problem will get fixed is when the mesh for it is fixed. Via the Sapiens controller you select what object is in the character's hands. The game renders the selected object @ the character's hands. So if the object you selected for their hands is messed up there's nothing you can do but edit the mesh for it to correct it.

lesec74 03-10-12 12:21 PM

hello,
problem to download this mod with game front,
somebody help me?

many thanks:salute:

tonschk 03-10-12 12:33 PM

Sorry, I dont explain properly, I was referring to the flaw of the old MightyFine Crew Mod, not to this new crew AI Mod
Quote:

Originally Posted by TheDarkWraith (Post 1853045)

The only way the binocular problem will get fixed is when the mesh for it is fixed. Via the Sapiens controller you select what object is in the character's hands. The game renders the selected object @ the character's hands. So if the object you selected for their hands is messed up there's nothing you can do but edit the mesh for it to correct it.



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