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Old 04-25-11, 03:50 PM   #46
Aces
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Hi chaps,




First Super Turms v5.1:


Download link - Gamefront:
http://www.gamefront.com/files/20263...WX+Version.rar
Download link - Mediafire: http://www.mediafire.com/?96f1b2fpabjkgg7

Readme additions:


Super Turms v5.1 activation notes:

If you are using a previous version of this mod eg. Super Turms v4 or v5 etc. then please de-activate using JSGME and activate the new version.

If you are using either the Type 7c-2 or 7-c4 lightmapped add ons as supplied in my previous versions then please first de-activate it and activate either Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add-on OR Aces' Super Turms 5.1 FM's Turm 7c4 Lightmaps add-on (optional mods supplied with Super Turms v5.1) AFTER Super Turms v5.1.

If you are using my "Aces' Multimod compatability fix release v1.3 public beta" mod then please activate Super Turms v5.1 AFTER it using JSGME.


Install Order of mods including optional mods:

Aces' Super Turms v5.1 GWX Version
Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On
Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add on ----- OR----- Aces' Super Turms 5.1 FM's Turm 7c4 Lightmaps add on

Note: If you want the crew on deck to be without beards do not activate "Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_A dd_On"

-----


Version 5.1 (this version) changelog:

Edited all crew on deck textures following advise by Urfisch.

Added Crew On Deck (SHIFT+D/CTRL+D) Feature to all Type 2, Type 7, Type 7c41 and Type 9 u-boats.

Produced different "Mannschaft" (Crew on Deck) models for different u-boat crew compliments.

Added bridge objects, mg-34s etc. to type 7b-1 and type 7b-2 u-boats.

Re-did Type 7c-2 and Type 7c-4 lightmapped add-ons to include Crew On Deck Feature.

-------------------------------------------------------------------------
NEW BRIDGE OBJECTS ON TYPE 7B-1 AND 7B-2 UBOATS.







EXAMPLES: NEW CREW ON DECK ON TYPE 2, 7, 7C41 AND 9 U-BOATS.






As you can see from the above there's quite a lot that's new in the new version. .

Now for Super Pens v5.1

Download Link - Gamefront: http://www.gamefront.com/files/20263...WX+Version.rar

Download Link - Mediafire:
http://www.mediafire.com/?uekq77wo6ig25p3

Readme additions:



Super Pens v5.1 activation notes:

If you are using a previous version of this mod then please de-activate it using JSGME and activate the new version in its place.

You will require HanSolo's Animated Sub Pen / WAC4.1 SubPen_animated_18.02.2010 and BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) and my mod should be enabled AFTER these two mods thus:

WAC4.1 SubPen_animated_18.02.2010
GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5
Aces' St. Nazaire Super Pens Pens v5

If you are using my Aces' Multimod compatability fix release v1.3 public beta mod then please activate Aces' St. Nazaire Super Pens v5.1 for GWX3 (this mod) AFTER it using JSGME and allow it to overwrite any files as required thus:

WAC4.1 SubPen_animated_18.02.2010
GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5
Aces' Multimod compatability fix release v1.3 public beta
Aces' St. Nazaire Super Pens Pens v5.1

--------

*************************** Version 5.1 (this version) additions and changes ********************************


Edited Crew on Deck textures on advise from Urfisch.

Produced different "Mannschaft" (Crew on Deck) model for Type 9 series u-boats to represent the larger crew compliment.

Edited the u-boat pen textures to better match photographic evidence of the St.Nazaire pens.

NEW PEN TEXTURES ETC.






----------------------------------------------------------------

I've also nearly completed a seperate mod to add the crew on deck to Testpilots Type 7b, more news on this ASAP.

Best Regards

Aces

PS. Please note:

1. It doesn't matter if you activate Super Turms before Super Pens o0r vice-versa.

2. Super Turms requires Anvart's Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010) mod as mentioned in the readme be activated BEFORE Super Turms.

3. Super Pens requires both HanSolo's Animated Sub Pen (WAC4.1 SubPen_animated_18.02.2010) AND thfue58/Rowi58/bigboywooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) be activated BEFORE Super Pens as mentioned in the readme.

4. If you use my Aces' Multimod compatability fix release v1.3 public beta mod then activate Super Pens mod AFTER it.

5. De-activate any previous versions of my Super Pens, Super Turms, turm 7c-2, turm 7c-4 lightmap add-ons and bearded crew on deck add-ons BEFORE activating the new versions. Please do not mix old and new versions as you will encounter problems.

6. Remember to de-activate either of the 7c-2 or 7-c4 lightmap add-ons if you are using other 7c Turms eg. turm 7-c1.

7. Toggle crew on deck keys for all boats = SHIFT+D/CTRL+D.

8. All the moored u-boat emblems, skins, kill flag and uniform textures (Super Pens) and uniform textures (Super Turms) used are supplied in the textures folders of the mods so that they can be edited by you if you require.

My most up to date JSGME-activated mods list, mods highlited in bold are required for with Super Pens or Super Turms:

Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII_GWX\MODS]

LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Aces' Radio Room Postcards
Rapt0r's Das Boot Skin
Sobers 3D waves
SOF_Scope
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
Subphones
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
NA
WAC4.1 16k Atmosphere
-63MBinSound
widescreen _GWX3.0
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Hitman_Beta_GUI_GWX3_1.0
Aces' Multimod compatability fix Hitman GUI add on
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
b25_Louder_Diesels_Louder
Fubar IXB Spliter camo
Aces' St Naz testing files **** IGNORE THIS I USE IT FOR TESTING ****
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v5.1 GWX Version

PLUS if required:


Aces'_Super_Turms_v5.1_GWX_Bearded_Crew_on_Deck_Ad d_On

AND THEN ACTIVATE EITHER (Not both) if required:


Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add on

OR


Aces' Super Turms 5.1 FM's Turm 7c4 Lightmaps add on
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Old 04-25-11, 04:09 PM   #47
frau kaleun
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Yaaaaaaaaaay! More love for my precious VIIB.

One question, is it safe to enable the Bearded Crew add-on in the middle of a patrol, so you can have them clean-shaven when you leave base, but bearded when you get home?
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Old 04-25-11, 04:19 PM   #48
Fish In The Water
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Quote:
Originally Posted by frau kaleun View Post
Yaaaaaaaaaay! More love for my precious VIIB.
Yes indeed...

We (the 7b-philes of the world) salute you!

Great work Aces, thank you very much!
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Old 04-25-11, 04:33 PM   #49
Anvart
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still no change ...?

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Moses said: "Don't create yourself an idol"...
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Old 04-26-11, 05:31 AM   #50
Aces
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Hi folks,

I decided to release my crew on deck stuff as included in my recent Super Turms v5.1 mod as a stand-alone version for folks who don't require the Super Turms files but might like to get their toes wet (excuse the pun) try out the crew on deck stuff:

Download Link - Gamefront: http://www.gamefront.com/files/20265...WX+Version.rar

Download Link - Mediafire:
http://www.mediafire.com/?xgdy1j26wuacmaq

README:


Greetings,

This is a stand-alone version of my Crew On Deck feature as included in my recent Super Turms V5.1 mod. If you are currently using the Super Turms v5.1 mod (or later versions of this mod as they become available) then you do not require this stand-alone version as all files are contained in the Super Turms v5.1 mod.

This mod is solely intended for those who just require the Crews on Deck feature which works in an identical fashion as follows for all type II,VII,VIIc41 and IX u-boats.

Crew on deck feature visible when surfaced: to activate/deactivate use the SHIFT+D (crew on deck) and CTRL+D (crew below deck) keys. The uniforms textures for the crew on deck are also supplied in the textures folder so that you can modify these if you wish. The 3d Mannschaft model (crew compliment) differs between type II, VII and IX u-boats.

Important: Activate this mod AFTER any mod that alters the NSS_Uboat hull dat files, eg. NSS_Uboat2a.dat, NSS_Uboat7b.dat etc..

There is an optional mod included named "Aces' Crew On Deck - Stand alone mod Bearded Crew Add-on" activate this mod AFTER the "Aces' Crew On Deck - Stand alone mod v1 GWX Version" if you require the crew on deck to be bearded.

If you want to add the up/down crew on deck commands manually to your own command_zz.cfg file then please change/add these lines:

Change this entry to the one below:

[Cmd250]
Name=Navigation_officer
Ctxt=1
Key0=0x44,Cs,"SHIFT+D"
GoBack=Navigator_view

and add this entry:

[Cmd262]
Name=Navigation_officer_End
Ctxt=1
Key0=0x44,Cc,"CTRL+D"

-------------

Thanks to Anvart for his permission to include usage of his StateMachine method.

Raptor for his excellent crew uniforms on which I have based several of my crew on deck uniforms.

SKWas for his fantastic S3ditor program without which this mod wouldn't have been possible.

Wreford-Brown for very kindly creating a special campaign file which vastly speeded up the testing of this mod.

Urfisch for his historical help with the uniforms.

Last, and by no means least, my long suffering missus a "modding orphan" with great patience

-------------
Permissions
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.

Best Regards

Aces
---------------
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Old 04-26-11, 05:32 AM   #51
Aces
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@Anvart:

Greetings my friend, sorry but I don't understand, is there something wrong with the DF antenna?.

Kind regards

Aces
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Old 04-26-11, 07:14 AM   #52
Anvart
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Hi, my friend.
Compare pics in #46 and photo...
I have never seen such a design of DF antenna...
... in other words, the real DF antenna cannot have such input node (for submarines) as on your pictures ...
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Last edited by Anvart; 04-26-11 at 08:26 AM.
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Old 05-08-11, 04:04 AM   #53
Fish In The Water
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Quote:
Originally Posted by Aces View Post
I decided to release my crew on deck stuff as included in my recent Super Turms v5.1 mod as a stand-alone version for folks who don't require the Super Turms files but might like to get their toes wet (excuse the pun) try out the crew on deck stuff:
Really glad you did as this makes a fine addition to the game. Adds a lot of fun and flexibility (especially for those with limited RAM).

Still hoping you might release another stand alone mod , but either way thanks very much for this one!
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Old 05-13-11, 03:11 AM   #54
Haihappen
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Moin Aces!

This is a great one again. Just one question before I upgrade from v4 to v5.1.

You state that for v5.1 of the Super Pens the WAC4.1 SubPen_animated_18.02.2010 by HanSolo is required. For Super Pens v4 it was possible to use Jimbuna's Wac-Animated-Sub-Pens-interior-start-for-GWX, which is the newer one of the named two.

So possibly there is no problem to use Jimbuna's version together with your v5.1? (if only the installation order is right)

Gruesse!
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Old 05-13-11, 03:16 AM   #55
Aces
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Hi mate,

AFAIK you should be okay with Wac-Animated-Sub-Pens-interior-start-for-GWX it should be installed before my pens mod. I don't use it because when I start a career at St. Nazaire it always starts me in a pen anyway and myh mod only works for St.Nazaire as mentioned in the title.

Best regards

Aces
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Old 05-13-11, 04:23 AM   #56
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'kay, so let's try!

But the thing I didn't get is: if Jimbuna's would start your career or any Feindfahrt in a pen - what would HanSolo's do instead? I thought the only difference was that HanSolo's fits to WAC and Jimbuna's to GWX and that's it! But possibly there is something more Jimbuna did to the original WAC version, and I just don't know.

See: you're the pro - ich are bloss amateur!

Gruesse!
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Old 05-16-11, 02:58 PM   #57
Aces
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Hi chaps,

Something I've been working on today. New style railings and re-positioned 105mm deck gun on Type 9b. Your comments and suggestions welcome as always.



Regards

Aces
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Old 05-17-11, 12:57 PM   #58
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Quote:
Originally Posted by Aces View Post
Hi chaps,

Something I've been working on today. New style railings and re-positioned 105mm deck gun on Type 9b. Your comments and suggestions welcome as always.



Regards

Aces
Two words mate......... Love it !!!
BTW that 105 looks mouth wateringly good

(edit) Bugger that's 9 words insn't it

Best regards.

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Old 05-17-11, 02:24 PM   #59
Aces
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Hi mate,

No, I think you'll find that "bugger" is only one word

Cheers

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