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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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This mod will make a type XXI U-boat available from the start of the war with a mixture of TIII and TIX torpedoes. It is a beta, so any comments or complaints (preferably constructive!) should be posted on this thread.
Thanks to the sterling work of JScones, this mod is now fully functional and you will be allocated patrol grids. Thank you, Jaesen. Remember, you realism gurus - it's just for fun, OK. WB http://hosted.filefront.com/WrefordBrown
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... Last edited by Wreford-Brown; 11-06-08 at 05:45 AM. Reason: Title incorrect - it's no longer just my mod due to the massive help received from evan82 and JScones |
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#2 | |
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
Posts: 555
Downloads: 197
Uploads: 12
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#3 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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Thank you, WB!
![]() You da man! ![]()
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Still sailing the high seas, hunting convoys with those who join me. |
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#4 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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I've adjusted data/cfg/flotilla but I'm obviously missing the key to the door that will allow the amended patrol grids to be picked up by SH3.
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#5 | |
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
Posts: 555
Downloads: 197
Uploads: 12
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#6 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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That's the million dollar question
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#7 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: on patrol
Posts: 1,035
Downloads: 40
Uploads: 0
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Good mod.
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#8 | |
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
Posts: 555
Downloads: 197
Uploads: 12
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#9 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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Yes - I've adjusted all of those values as well
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#10 |
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
Posts: 555
Downloads: 197
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So what is wrong? Maybe this is depending on the name (numbers of the boat).
For example: Date01=1940 Month01=9 Starting01=Yes TypeSub01=3; XXI VersionSub01=0 iNbName01=3 Name010=U-137 - Here Name011=U-138 - Here Name012=U-139 - and Here T0_010=80 T0_011=100 T2_010=20 T2_011=25 PlayerStartRenown01=500 Maybe the numbers from XXI must be added here. What You think?:hmm: Last edited by evan82; 10-30-08 at 06:55 PM. |
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#11 | ||
Seaman
![]() Join Date: Mar 2007
Location: NORFOLK UK
Posts: 42
Downloads: 33
Uploads: 0
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On the subject of *.cfg files is anybody aware of info on their exact function. |
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#12 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
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Downloads: 41
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I'll tell you what I know...and it ain't much.
cfg stands for configuration. These files are used to set various "plug-in" values for elements in the game, such as how renown is accumulated or the maximum speed of a vessel. cfg files in SH3 work much like lua scripts in other games. Altering or adding entries and values changes the behavior and attributes applied to the game elements. eqp (equipment) files deal more directly with the allowed weapons and devices of a submarine or ship by date. Both cfg and eqp files can be edited with a plain text editor, such as Notepad. Using Microsoft Word or other similar office applications is not recommended because of the embedded formatting used by those word processors. Other files that control attributes... val, zon, sim, dat, cam, dsd...have values that can be edited using S3D, Silent 3ditor, skwas' very excellent tool that makes modding SH3 fairly simple compared to the days when a lot of SH3 mods were done with a hex editor. val (value) files control attributes and behaviors of vessels and objects as seen from within the game, like how buoyant your uboat is or the size and length of a ships's wake. zon (zone) files deal with the specific parts of a ship or submarine, such as how many hit points the conning tower has or when a compartment is considered flooded. sim (simulation) files concern specific behaviors of a vessel or object as seen from within the game, such as how far your deck gun can turn and how quickly it can be raised/lowered. dat (data) files relate to the 3D models like the positioning, texture, and lighting effects used on the various parts that make up a submarine. cam (camera) files set the various points of view for the player, such as where you are standing when you move to the u-boat's bridge. dsd (direct sound data) sets all the various associated sound effects associated with a vessel or object within the game, like when the noise of your u-boat's diesels kicks in after sufacing and which sound file is played for that diesel noise. I hope this info helps but I cannot promise you it is complete or 100% accurate. Like I said, it's what I know at this time. If there's a more experienced modder that has better information on this, please do tell.
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Still sailing the high seas, hunting convoys with those who join me. |
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#13 | |
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
Posts: 555
Downloads: 197
Uploads: 12
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Quote:
PS; I know - my language, sorry! ![]() Last edited by evan82; 10-31-08 at 02:37 PM. |
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#14 |
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
Posts: 555
Downloads: 197
Uploads: 12
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I found something wrong in Wreford-Brown's Basic CFG file from "WBs XXI BETA" mod.
I downloaded this mod, and I check it on my PC. This is wrong: [SUBMARINE3] NrMinOff=4 NrMaxOff=6 NrMinPO=14 NrMaxPO=24 NrMinSeamen=26 NrMaxSeamen=34 NbVersion=1 Version0=0 ;XXI Name0=XXI Month0=4 Year0=1944 - BAD DATE! DaysSpentInBase=28 This is good: [SUBMARINE3] NrMinOff=4 NrMaxOff=6 NrMinPO=14 NrMaxPO=24 NrMinSeamen=26 NrMaxSeamen=34 NbVersion=1 Version0=0 ;XXI Name0=XXI Month0=4 Year0=1939 DaysSpentInBase=28 ![]() Another bad date from the Basic CFG file. Here it is: ;[SUBMARINE_AMMO11];XXI [SUBMARINE_AMMO10] Type=3 Version=0 ForeTubes=6 AftTubes=0 ForeResIntern=17 ForeResExtern=0 ForeResExtra=0 AftResIntern=0 AftResExtern=0 ShellSlots=10 NbYears=3 - FROM 1939 TO 1945 ONLY 3 YEARS? Renown=11 Look here: Year 0 = 1939 Year 1 = 1940 Year 2 = 1941 Year 3 = 1942 Year 4 = 1943 Year 5 = 1944 Year 6 = 1945 So it is 7 Years for XXI!!! This is good: ;[SUBMARINE_AMMO11];XXI [SUBMARINE_AMMO10] Type=3 Version=0 ForeTubes=6 AftTubes=0 ForeResIntern=17 ForeResExtern=0 ForeResExtra=0 AftResIntern=0 AftResExtern=0 ShellSlots=10 NbYears=7 - YES BECAUSE OF 7 YEARS OF WAR FOR XXI! Renown=11 I think it will help. ![]() PS:Sorry about my two posts at once, but this is a important information! Last edited by evan82; 10-31-08 at 03:50 PM. |
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#15 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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@evan82 - thank you. I missed that one and that's the way it should be configured (comparing it to the Type II).
It's points like this that can make a huge difference. I've adjusted the mod (it's now BETA v1.1) and uploaded to FF. That's what I love about subsim - the way we can pool our knowledge.
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... Last edited by Wreford-Brown; 11-01-08 at 05:18 AM. |
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