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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
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UPDATED 08/06/2011
Latest version: 0.3b The previous topic was combined with the underwater graphic wip which was passed onto Stoinm and is no longer relevant so I thought I'd start a new thread just for this puppy. For anyone brave enough to try I have an Alpha for testing: http://www.gamefront.com/files/20643..._00.00.03b.zip IMPORTANT: FOR MO ONLY -- must be applied after What to Expect:
This alpha is to see how it works on other people's setup. If everything is fine then we can get some more stuff going on. IMPORTANT: You will most likely need to load a mission/campaign TWICE for the crew to appear i.e load your campaign, once loaded hit RETURN TO MAIN MENU and then reload. As I mentioned, this is built on MO so other people's work is partially included in these files. I don't think this counts as redistributing but if it does, I'll certainly do whatever is needed. Enable with JSGME as usual ![]() Big thanks to everyone who's helped, suggested and prodded along the way ![]() Let me know how it goes! P ------------------------------------------------------------------------- 08/04/2011 - Initial alpha released 08/05/2011 - v00.00.03 released + fix for bad weather crew 08/06/2011 -v00.00.03b released + fixes Paris England's stupidity with uploading the wrong files ------------------------------------------------------------------------- Notes on Crew -- no need to read this, just for reference about real uboat operations + Deck gun Crew 3-5 including second watch officer 3 crew pass amunition and return spent rounds + General Routine (From Urfisch, Tarnsman, Panosrxo) there was a "3-watch-system" so every watch was to be on service for 4 hours. 12-4, 4-8 and 8-12. the 12-4 watch was the "mad-dog-watch", as you had to get up to get breakfast and couldnt sleep through the night. every crew member who was on "free service" was sleeping, doing maintenance or just hanging around. so guess, 1/3 of the crew was always at sleep, 1/3 was having free time and 1/3 was on watch! Taken from U-Boat Combat Missions by L. Patterson "The Kriegsmarine had separate Line(seaman) and Technical/Engineer branches. Most of the seaman branch was divided into three alternating watches atop the conning tower, each directly supervised by one of three Watch Officers. The First Watch officer (IWO) was the boats second in command, the Second watch officer(IIWO) was the junior officer aboard, and the third watch officer(IIIWO)was the boats navigator. Each of these watches was on duty for a four hour shift. The engineering/technical section, on the other hand, generally operated six hour shifts under the supervision of their relevant section heads, such as the Senior Diesel Mechanic, Senior Electric Motor Mechanic and Senior Radio Operator. For example a 24 hour watch would be divided as follows: 00:00 First sea watch and starboard engine room watch on duty. 03:45 Second sea watch woken 04:00 Second sea watch on duty 05:00 Cook woken 05:30 Port engine watch woken 05:45 Port engine room watch breakfast 06:00 Remaining crew woken port engine room watch on duty 06:30 Breakfast for remaining free crew 07:00 Clean ship 08:00 Third sea watch on duty second sea watch breakfast 08:45 Routine daily duties for men not on watch 11:30 Lunch for first sea watch and starboard engine room watch 12:00 First sea watch and starboard engine room watch on duty. Lunch for rest of crew. 13:00 Routine daily duties for men not on watch 15:30 Snack for men going on duty 16:00 Second sea watch on duty 17:15 Evening meal for men not on duty 18:00 Port engine room watch on duty. Evening meal for Starboard engine room watch. 20:00 Third sea watch on duty. Evening meal for those who have not eaten. 21:00 Lights out -- silence throughout boat for sleeping 23:40 First sea watch and Starboard Engine room watch woken to get ready for duty at midnight." "...The Chief Engineer (LI) was head technical officer...[but the] Chief Diesel Machinist was in direct control of the engines, assisted by one petty officer (Maschinenmaat) and two or three lower ranking "Lords"..." + Links http://www.uboataces.com/ref-crew.shtml http://www.uboat.net/men/crew/ [/URL] Last edited by Paris_England; 08-08-11 at 11:24 PM. |
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#2 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Sweet, Will give it a try now. To bad I am in a horrible storm at the moment.
This is a sweet mod!! Here is some pics I just took. I love it! Would there be anyway to make it so we can assign a button to make the crew go onto deck or vise versa? ![]() ![]() ![]() Last edited by mia389; 08-04-11 at 06:55 PM. |
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#3 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
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@mia389
![]() Assigning commands would come under the GUI realm. I know nothing about that, but if TDW, Reaper or DrJones can chime in here... Maybe there's a way to pass a global variable from the UI. That could also bypass the problem with the BattleSations state not seemingly registering. Mia, did you have to do the double load thing I suggested (load, return to menu, load again)? I have no clue what causes this. Any other problems (framerate drops etc)? THANKS! ![]() P [edit] PS Thanks for uploading those pics! [edit] PPS You can make the crew leave the deck by manning either of the guns Last edited by Paris_England; 08-04-11 at 07:36 PM. Reason: Stupidity |
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#4 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Yes I had to do the double load. My FPS did drop initially when first going into the sub when the crew was inside, after that they were locked at 60. It seemed like it was loading the crew into my memory or something that slowed me down for just a second or two. Like I said after that everything was good. This same thing happens when I go up on bridge in a storm. Frames drop at first then good after textures load or something. Overall good performance though. I have a Nvidia 560TI, E8500 at 3.8 and 4gb ddr3 ram.
I know how to remap my keys using jimimadrids keymapper.exe and that is about it lol. I am not a scripter myself. I can read them is about it. |
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#5 |
Ace of the deep .
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Started a new campaign , crew were on deck
![]() Crew in quarters when submerged ![]() Loaded my current campaign mid patrol and still works ![]() Here is my mod list . [4432] MODS installed: [4432] [DEPENDANCIES] [4432] MightyFine Crew Mod 1.2.1 Alt faces="MCCD_1.04_MFCM_1.2.1_compatible""PE_MORE_CR EW" [4432] No magic skills v1.5 MCCD compatible="MCCD_1.04_MFCM_1.2.1_compatible" [4432] Dynamic Environment SH5 Basemod (normal ) V2.1="Dynamic Environmental SH5 Shallow Waters V2.1""FX_Update_0_0_16_2_ByTheDarkWraith""sobers_r ealistic_underwater_FX2""sobers smaller water drops" [4432] FX_Update_0_0_16_2_ByTheDarkWraith="NewUIs_TDC_6_7 _0_ByTheDarkWraith""IRAI_0_0_30_ByTheDarkWraith""I RAI_0_0_30_No_hydrophone_on_surface""R.E.M_by_Xrun del_TheBeast_1.2""OPEN HORIZONS II""sobers chimney smoke V2" [4432] Speech fixes and additions (english version)="NewUIs_TDC_6_6_0_ByTheDarkWraith" [4432] NewUIs_TDC_6_6_0_ByTheDarkWraith="NewUIs_TDC_6_7_0 _Real_Navigation""NewUIs_TDC_6_7_0_alt_officer_wou nded_by_Torpedo""IRAI_0_0_30_ByTheDarkWraith""IRAI _0_0_30_No_hydrophone_on_surface""R.E.M_by_Xrundel _TheBeast_1.2""Manos Scopes-Core Files""Manos Scopes-patch for 16x9""Trevally Tutorials - All v0.2 (for TDW UI+OH II)""Trevally Harbour & Kiel Canal Pilot v2.7""Trevally Automated Scripts v0.6""OPEN HORIZONS II""OH II and Light Campaign Radio Messages v3""Church's Compass Dials Mod v2.1" [4432] IRAI_0_0_30_ByTheDarkWraith="IRAI_0_0_30_No_hydrop hone_on_surface""R.E.M_by_Xrundel_TheBeast_1.2" [4432] IRAI_0_0_30_No_hydrophone_on_surface="R.E.M_by_Xru ndel_TheBeast_1.2" [4432] Manos Scopes-Core Files="Manos Scopes-patch for 16x9" [4432] OPEN HORIZONS II="Remove mines-ice-dolphins from OH II full""50% reduced port ships from OH II full - Copy" [4432] Capthelms SH5 Audio Mod="MadMaxs_SH5_Subdiesel" [4432] [MODS] [4432] Accurate German Flags=1 [4432] RemoveLogoIntroTheDarkWraith=2 [4432] NDB,NDH OM#1 - No Dialog Indicator=3 [4432] Capthelms SH5 Audio Mod=4 [4432] No magic skills v1.5 MCCD compatible=5 [4432] MightyFine Crew Mod 1.2.1 Alt faces=6 [4432] MCCD_1.04_MFCM_1.2.1_compatible=7 [4432] Speech fixes and additions (english version)=8 [4432] U-Boat Ballast Tanks SFX=9 [4432] Dynamic Environment SH5 Basemod (normal ) V2.1=10 [4432] Dynamic Environmental SH5 Shallow Waters V2.1=11 [4432] Dynamic Environment SH5 Waves (realistic version) V2.1=12 [4432] sobers silent hud=13 [4432] FX_Update_0_0_16_2_ByTheDarkWraith=14 [4432] NewUIs_TDC_6_6_0_ByTheDarkWraith=15 [4432] NewUIs_TDC_6_6_0_Real_Navigation=16 [4432] NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo=17 [4432] TheDarkWraith_DC_Water_Disturbances_v2_0_SH5=18 [4432] IRAI_0_0_30_ByTheDarkWraith=19 [4432] IRAI_0_0_30_No_hydrophone_on_surface=20 [4432] R.E.M_by_Xrundel_TheBeast_1.2=21 [4432] Manos Scopes-Core Files=22 [4432] Manos Scopes-patch for 16x9=23 [4432] Trevally Tutorials - All v0.2 (for TDW UI+OH II)=24 [4432] Trevally Harbour & Kiel Canal Pilot v2.7=25 [4432] Trevally Automated Scripts v0.6=26 [4432] OPEN HORIZONS II=27 [4432] Remove mines-ice-dolphins from OH II full=28 [4432] 50% reduced port ships from OH II full - Copy=29 [4432] OH II and Light Campaign Radio Messages v3=30 [4432] MightyFine Less Annoying Footsteps 1.0=31 [4432] Grossdeutscher Rundfunk=32 [4432] Church's Compass Dials Mod v2.1=33 [4432] sobers chimney smoke V2=34 [4432] sobers see thru wake fix=35 [4432] sobers_realistic_underwater_FX2=36 [4432] sobers smaller water drops=37 [4432] MadMaxs_SH5_Subdiesel=38 [4432] sobers multi color mod V2=39 [4432] PE_MORE_CREW=40 Doesnt work as intended without MO but still is ok . Last edited by THE_MASK; 08-04-11 at 09:14 PM. |
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#6 |
Ace of the deep .
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#7 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
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Fantastic news Sober!
I noticed you're not using MO -- so maybe the only files touched by this mod are the MFCM files? Thanks for the report! BTW did you have to do the double load thing as well? |
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#8 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
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oops just noticed you said 'doesn't work as intended without MO' ... what are you noticing?
Thanks P |
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#9 |
Ace of the deep .
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The only thing i noticed was i didnt get that formation crew on deck in the bunker . There are crew there but just the crew like pic 1 of mia389 post . I didnt recall any crew at the rear on deck . The crew stay on deck in all weather . Thats ok , i wasnt using MO .
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#10 |
Ace of the deep .
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I will load MO and give it a go .
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#11 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
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wow... so awesome... wow... im having a great campaign though... sober tell me if after adding MO you can continue your current campaign, I want to try this!
Im a faithful sobers mod list follower, many many hours now and no CTDs! |
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#12 |
Ace of the deep .
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You definately need to start a new career , i loaded my mid patrol save again and nuthin .
Last edited by THE_MASK; 08-04-11 at 11:16 PM. |
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#13 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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Hey Sober, what mod gives you them textures inside the sub like that. I am using Naights Submarine textures v1.2. I might give my sub a new look when I get back to port though.
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#14 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
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Just did a test run with this lovely new mod + the Ui-boat 4.14 UI
New campaign - No FPS drops ![]() - All hands present on deck ![]() - When submerged boat is getting crowded ![]() So far it runs flawlessly. ![]() |
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#15 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
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Thanks for checking things out Sober -- much appreciated. When you tried your existing campaign did you try the double load? That's something I just can't figure out: why the files will not load the first time
![]() With my setup, I can load the crew in or out of bunker with new campaign or old. Maybe this is strictly mod dependent as I AM using MO. Mileage may vary and it's good to hear people's experience ![]() @Silent steel ... are those guy's feet sunk in the deck in that pic or is it just a weird angle? On my setup, there's actually a slight levitation -- the crew's feet are a few centimeters above the deck. ![]() |
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