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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
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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 | |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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![]() Quote:
edit: I read that wrong, Thought you were asking me if they went under when guns were manned |
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#6 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
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While on patrol today I found a bug. The crew got stuck lol. Here were the conditions.
I had crew below by manning flak guns, weather was good. I dived for sound check and went back up to bridge. When I got up on top weather was pretty bad. Crew was on deck in storm so I hit man flak gun. I noticed the crew lying down in mid air. Not sure if they were already like that or if it happened when I pressed manned flak gun. I think manned flak gun and heavy seas might of been the condition. Crew was stuck in the position of screen shot below. I couldn't get them back under. After reloading the game they went back under. I surfaced (as my save was under water) and crew stayed below. Was a storm so seemed to work good after the reload of save. ![]() ![]() ![]() |
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#7 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
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Silent Steel, I see you mention you use UIboot therefore cannot use MO.
Are you seeing the same problems Sober had when using it without MO? (crew stays on deck in bad weather ect?) |
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#8 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
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I just tried using the mod without MO but using dw;s tdws and had the same problem in rough weather and they were on the deck
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#9 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
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![]() Quote:
Well, for this thest run I chose just to activate the Ui-boat. Just because I wanted to see if it works with the Ui-boat UI. Last night my crew stayed on deck even in rather harsh weather, ~15 m/s. ![]() Couldn't get them below, even if I called Man AA or Deck Gun, not even diving would get them below. Seasoned hands like it rough, or? ![]() Later I even tried it with MO and had some anomalies. Can't remember exactly which ones right now. Have you tested the Ui-boat with MO? Or with NewUIs? Or with MO+NewUIs? Any issues? // Last edited by Silent Steel; 08-06-11 at 01:10 AM. |
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#10 | |
Previously 4Para
![]() Join Date: Sep 2009
Location: Britain
Posts: 609
Downloads: 51
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__________________
If you cant be a good example, then you'll just have to be a horrible warning! |
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#11 |
Bosun
![]() Join Date: Apr 2005
Location: Vienna,Austria
Posts: 67
Downloads: 271
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hi!
i hope it gets better and better............now it looks great!!!! Lupo! ![]() |
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#12 | |
Mate
![]() Join Date: Feb 2006
Location: Duderstadt, Germany
Posts: 53
Downloads: 9
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How long will crew members stand on deck in full uniform like in 2nd picture? Will they change position by any order (moving the boat) or is it possible to let them stand unti a "special" kind of order, so they ll be able to stand there like until leaving port... |
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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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You can make them move in boat by manning deck gun or flak gun. Also when being hunted I believe they go inside. |
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#14 | |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
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![]() Quote:
They'll go on deck unless the following is true: it's raining, one of the guns is manned or if you're hunter/hunted (and of course, you have to be on the surface). Plus this only applies to the extra crew. The vanilla crew just do what they always have. Frankly, I don't even know how a crew this dumb gets the boat out of port. |
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#15 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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when seeing the conning tower crew having their binocs upfront in the bunker...i know, why i wasnt playing sh5 longer since a few minutes, as there are fails after fails. what are they looking for? big boobed "nachrichtenzicken (radiochicks)"?...
god help...
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