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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Mod from Onealex (https://www.subsim.com/radioroom/showthread.php?t=248010)

JohnsAviation 01-26-22 02:05 PM

Quote:

Originally Posted by John Pancoast (Post 2789877)
That sound pack does a lot more than add sound files. As you've discovered it also changes your commands, among other things. It will not work with any install as is without changing the shared installs files, unless said install has the exact same command file, etc the mod has..........and the chance of that is slim and none. :) When you applied it you would have received overwrite notices in JSGME......which I hope you're using....
If all you want is the creaks and groans, do as I did because I like them too but didn't want all the rest of the mod:
Delete everything in the mod but the creaks and groans files (found in the data\sound path of the mod) and the interior.dsd files which control these sounds.(found in the data\interior path of the mod).
So your mod when done will have a structure of:


Mod folder
data
\interior < - leave all the files in this folder as is.
\sound < - Keep it simple; only the 47 creaks and groans files in this folder.


You can also edit your affected files so they work with all the mod files (or vice versa) and then use the entire mod, but if like me all you want is the creaks there really isn't any reason to do that work

wow that easy? i got it working now thank you so much have a great day day!:Kaleun_Cheers:

Onealex 01-26-22 02:27 PM

New map (by astvitaliy1982) with real depths and real depths in the game in new version of mod
https://d.radikal.ru/d04/2201/9c/440254285c89.jpg

https://a.radikal.ru/a38/2201/bf/d6f5467da4a9.jpg

https://c.radikal.ru/c25/2201/6d/cabb3dc0d823.jpg

https://d.radikal.ru/d15/2201/a6/510096962b6b.jpg

https://b.radikal.ru/b02/2201/0f/12185baed93c.jpg

John Pancoast 01-26-22 02:47 PM

Nice Alex ! :up:

Mister_M 01-27-22 07:59 AM

Quote:

Originally Posted by Mad Mardigan (Post 2789170)
You think that crane in the docking bays there is just for what... loading torp's, hauling deck guns to a waiting u-boat, for replacement or to add it to the u-boat... that that's all that crane's rated for... weight wise. :hmmm: :hmmm:

Is conceivable that it could also be used to cradle a sub in the pen & turn it about... much more fuel efficiently than having the crew, doing donuts before backing it into the dock in there. Or, to block off the bay & drain the water... lowering it on to those blocks so that other work can be done on it... that can't be... while it's sitting there, floating in the water.

All historical pictures I've seen show that U-Boats were always parked in the same way : bow forward. There were maybe some reasons, for example :

- crew is eager to dock and go on land again ;
- maybe more easy to enter in forward than in reverse ;
- more cargo (in particular torpedoes) is loaded in the U-boat's forward section than in the stern section ;
- more things are likely to be repaired in the forward section...

I also have pictures clearly showing U-boats getting out of the bunker in reverse course, then maneuvering to make a U-turn.

Anvar1061 01-27-22 01:22 PM

Quote:

Originally Posted by Mister_M (Post 2790150)
All historical pictures I've seen show that U-Boats were always parked in the same way : bow forward.

To do this, you need to rotate 180 degrees the position of all German Naval Bases in Campaign Land .mis files
https://www.subsim.com/radioroom/ima...n_Confused.gif

Mister_M 01-27-22 04:54 PM

Quote:

Originally Posted by Anvar1061 (Post 2790226)
To do this, you need to rotate 180 degrees the position of all German Naval Bases in Campaign Land .mis files
https://www.subsim.com/radioroom/ima...n_Confused.gif

That's not that hard ! :)

John Pancoast 01-27-22 05:15 PM

Quote:

Originally Posted by Mister_M (Post 2790281)
That's not that hard ! :)


Don't do like I did when I used this method awhile back.....forget your sub is facing a new direction and hit the slow forward key out of habit.........resulting in hull damage as your sub smacks into the pen interior. :doh:

Onealex 01-29-22 04:32 AM

Rockall island in the next version. Can someone help with improving of 3d model?
https://b.radikal.ru/b38/2201/fc/4932db5bf898.jpg

https://a.radikal.ru/a19/2201/24/46defd287e56.jpg

Onealex 01-29-22 09:07 AM

https://www.youtube.com/watch?v=RQUlbY9jVHU

ericlea 01-29-22 12:42 PM

Excellent ! :Kaleun_Thumbs_Up:

VonDos 01-29-22 06:30 PM

Quote:

Originally Posted by Onealex (Post 2790588)

Oh, yessss! :up::salute:

Best regards,
Vd

Niume 01-30-22 03:47 AM

Do you mean that the seafloor depths has been tweaked to real life values?

Onealex 01-30-22 04:08 AM

Quote:

Originally Posted by Niume (Post 2790748)
Do you mean that the seafloor depths has been tweaked to real life values?

Yes. Real depth maps were used for creation.

Mister_M 01-30-22 05:17 AM

Quote:

Originally Posted by Onealex (Post 2790749)
Yes. Real depth maps were used for creation.

I think it's only colors on the map. The 3D terrain (depth) has not been changed.

Onealex 01-30-22 05:43 AM

Quote:

Originally Posted by Mister_M (Post 2790754)
I think it's only colors on the map. The 3D terrain (depth) has not been changed.

You are wrong. I know what I say. I have made tests...

Onealex 01-30-22 07:42 AM

https://youtu.be/xS4YBKyNY64

Mister_M 01-30-22 09:38 AM

Quote:

Originally Posted by Onealex (Post 2790757)
You are wrong. I know what I say. I have made tests...

Yes, on specific locations only (canals, lakes, etc...), but I strongly doubt that the sea depth has been corrected everywhere... :hmmm:. For example, the depth of the Atlantic ocean : you can now see the central rift on the map, but it's not modelled at all on SH3 3D terrain !

Onealex 01-30-22 09:46 AM

Quote:

Originally Posted by Mister_M (Post 2790772)
Yes, on specific locations only (canals, lakes, etc...), but I strongly doubt that the sea depth has been corrected everywhere... :hmmm:. For example, the depth of the Atlantic ocean : you can now see the central rift on the map, but it's not modelled at all on SH3 3D terrain !

You should understand that SH engine does not allow to create 100% real world. But this time we will be closer to reality even with SH Engine limitations...

Mister_M 01-30-22 10:33 AM

Quote:

Originally Posted by Onealex (Post 2790774)
You should understand that SH engine does not allow to create 100% real world. But this time we will be closer to reality even with SH Engine limitations...

1. Yes, I know that SH3 engine is limited and that we have a "polygonal" aspect.

2. You have to zoom enough to see if depth has really been modified.

For example, I've modified the sea depth near Brest harbour to fit real values :

https://nsm09.casimages.com/img/2022...9017774232.png

Original (stock) terrain :

https://nsm09.casimages.com/img/2022...9017774290.png

To do only this part of the map, it took me at least 10 hours (including research time). And it's still far from perfect (main limitation is to find precise depth maps online...).

Onealex 01-30-22 11:08 AM

Quote:

Originally Posted by Mister_M (Post 2790777)
1. Yes, I know that SH3 engine is limited and that we have a "polygonal" aspect.

2. You have to zoom enough to see if depth has really been modified.

For example, I've modified the sea depth near Brest harbour to fit real values :

https://nsm09.casimages.com/img/2022...9017774232.png

Original (stock) terrain :

https://nsm09.casimages.com/img/2022...9017774290.png

To do only this part of the map, it took me at least 10 hours (including research time). And it's still far from perfect (main limitation is to find precise depth maps online...).

Ok astvitaliy1982 spent a lot of time with different maps and did hard work to make the depths closer to reality. So I don't understand what do you want to say. Why did you give those exaples to me? I believe that his work is almost perfect.


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