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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
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Hi
So i decided to release thos ships and subs ive been working on. I was planning to do a release that was compatible whit all major mods but i gave up that idead. So instead of scrapping what ive done i finished it of so it supports at least TMO1.7 The rar file comes whit a additional mod you can install if you like. Here is some info from the readme files: Longer Ship/Sub Wake V1, LSW, Silent Hunter4, V1,5 TMO1.7 DESCRIPTION: This mod gives Longer wakes for Ships and Submarines. I have changed the VAL files for every ship/submarine that had one attached. You will se much longer wakes than stock. 4-8 times longer. This is not near a perfect wake mod and some ships might look odd during some narrow turns. And it looks real bad when they go reverse. But so they did in stock ![]() However every ship have been individualy tested so they look "descent". Some ships share same VAL file and thos ships have not been tested so i cant guarantee how they will look like. TO A GREATE EXTENT I RECOMEND THAT YOU USE TMO 1.7 AS BASEMOD And also latest Real Enviroment mod cuz there is 2 files that i used when i did this mod wake_front.tga and wake_back.tga that is included in that mod. I will not provide thos files. But it works ok even whit the stock files. I also used 2 mods that CAPTAIN COX made, that i got the approvment from WEBSTER to use. I simlpy wanted some transparent conning tower and bow wakes and WEBSTER could provide me whit them. KRILLER2 also gave his approvment to use his excellent Bowwave but since i cant change the file and get the transparent look i wanted i decided for Captain cox. But BIG thank you to WEBSTER and Captain cox and also Kriller2 for thier corporation. I appreciate it guys. TESTING GAME/MODS: Tested and made on SH4 V1.5 whit TMO1.7 + RSRDC_TMOv163_V410 + Latest Real Enviroment. The Ships VAL files are from TMO1.7 Tested on SH4 V1.5 whit TMO1.7 Not tested on RFB. Not tested on stock 1.4 Tested on stock 1,5 and it looked ugly so install it on your own risk. To some extent its tested on Opmonsun BUT whit TMO1.7 as basemod and RSRDC but i have not made any changes or provided any ship/submarine files that mod have. If you dont have the ships the mod provide the mod will create the ships folders but they will act as a "dummy" folder and will not affect your game. INSTALLATION: Its JSGME Compatible If you dont want to use CaptainCox ImprovedBow Wave Transparent file delete this folder/file before you install the mod: Longerwake V1_TMO1.7/Data/Misc/Wavefoam.dds If you dont want to use CaptainCox Bow-Conning Foam file delete this folder/file before you install the mod: Longerwake V1_TMO1.7/Data/Textures/Tnormal/tex/bubbles_01.dds ------------------------------------------------------------------- And here is the additional mod: Ship Displacement Variation V1 SDV, Silent Hunter IV This mod gives more variation to ship displacements. I have changed the CFG files and changed/added Displacementsvariations on all ships. All variations is in 10% of the ships standard displacements value. You will notice a more variation on sunk tonnage for same ship type. It also fix some abnomitets that i found like a DD that had 3000 renown value. TESTING GAME/MODS: SH4 V1.5 TMO1.7 + RSRDC_TMOv163_V410 The Ships CFG files are from TMO1.7 But iam sure it will be compatible whit other mods as well that use this type of ships. And if you dont have the ships the mod will create the ships folders but they will act as a "dummy" folder and will not affect your game. INSTALLATION: Its JSGME Compatible Note: I hope i could use this files whitout permission. I really dont have a clue who have made what for all this files. But my thoughts goes to the Shipbuilders. If you feel i have done something wrong and used some files whitout permission, feel free to contact me and i will correct it. And i apologize in advance. ----------------------------------------------------------------------- Thanks to Skwasjer for his Silent 3diter program. -------------------------------------------------------------- Thats it. Ohhh and the Link hehe nearly forgot that ![]() There is some screenshots at the dl page also http://www.subsim.com/radioroom//dow...o=file&id=1009 Vikinger.
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![]() ![]() Last edited by Vikinger; 04-10-09 at 05:22 AM. |
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#2 |
A-ganger
![]() Join Date: Mar 2009
Location: Walla Walla, WA
Posts: 72
Downloads: 579
Uploads: 2
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Very nice, glad you decided to release this one. Although i love stock, i'll get TMO to try this one out.
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#3 |
Electrician's Mate
![]() Join Date: Dec 2008
Posts: 133
Downloads: 27
Uploads: 0
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Thank you very very very much for releasing this in the end. I'm lucky to be a TMO+RSRDC user.
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#4 | |
Samurai Navy
![]() Join Date: Sep 2002
Location: At your mom's house...
Posts: 571
Downloads: 218
Uploads: 0
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![]() Quote:
Thanks!
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Active member of the 'Church of SH4'
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#5 | |
Captain
![]() Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
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I thought it looked ugly but iam used to TMO. The difference was like you are watching a tv widescreen (TMO) and then went back to the old format 4;3. But people was used to the old format and didnt know anything els before widescreen came ![]() And to others replie. Thank you ![]() I know some things i could have done better. Ive learned a lot during the time i worked on it and if i did it again i would approach it in a different way. Even if the wakes does not look so realistic its possible to add much more realism to it. But it would take real long time to do ![]()
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#6 |
Stowaway
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Great work Vikinger.
Would you mind explaining what numbers in what files you chaged to make the effect? I want to try to take a crack at the RFB files for this. |
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#7 |
Captain
![]() Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
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Hi Mav87th.
In the Data/sea and DataSubmarine folder there is every unit and in thos folders are that .val file that handle the wake. If a ship does not have a val file then its linked to another ship that has one. Check your game installation for the val files after you have installed RFB. If i dont recall wrong there was NOT many val files that was in the RFB it self so il guess they use the standard ones from stock. You can open one of them whit S3D tool and compare whit anoother file from RFB or stock. By that you can se what i changed. Everyship and sub has either 2 or 3 wake attatched to them that you can play around whit. But you can also add more wakes so they can have as many you like. But its darn time consuming to do so ![]() So i didnt do this for the ships cuz it was so many of them but i added 1 extra wake for the submarines to smooth out some odd angles i got when i stretched out the wakes. And i did about 3-4 ships at a time and made a test mission whit the missioneditor to se how they looked. So it was a lot testing for about 140 units ![]() ![]() If you want more detailed description what the values means/do and how to add more wakes i can for sure help you to get started ![]() Vikinger.
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#8 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Denver, CO USA
Posts: 382
Downloads: 46
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Thanks a million for this Vikinger!
![]() ![]() Cheers
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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day. |
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#9 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Denver, CO USA
Posts: 382
Downloads: 46
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Hello again Vikinger,
I just tried it out and it works great. I love it! It even works fine with gdc3man's 'Ships_Reflect and Caustic_Environment Mod 5.1'. ![]() Thanks again for doing this and deciding to release it. I gave both your thread and his a 5 star rating. ![]() Cheers
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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day. |
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#10 |
Captain
![]() Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
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Thanks a lot OneTinSoldier for the greate feedback.
I appreciate it ![]()
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#11 |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
Uploads: 5
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Even with all the different ships for TMO it seems to work in Career mode of SH IV Version 1.4 stock. I will play some more with it this week and let you know if anything screwy happens. I am also going to press my ancient computer and turn up all the settings. If you see smoke hovering over Los Angeles, Dont panic it will just be my computer.
BTW. Do you know if there is a target mission mod where they have all the ships in?
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#12 |
Captain
![]() Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
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Yeah Neo, it will work whit any mod that use thos ships and it based on the stock ships and thos that comes whit TMO. But reason i encourage to use TMO is that i used that when i made the wakes.
TMO changed some stuff to how things show up and it just looked different from TMO than stock. But it will work of course but maybe not look like i wanted it to do ![]() As far as i know there is no missions that spawn all different ships. But you can allways make a mission like that for your self. A simply mission where you put each ship and then make 2 waypoints and let they do a loop between the points. If you want to know how you set up such of mission just PM me and il explain little more in detail how it can be done. ![]() Vikinger.
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#13 |
Stowaway
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Thanks a lot Vikingar - ill have a look at your files then and make comparisons.
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