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Old 07-15-07, 05:59 PM   #16
Mush Martin
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Quote:
Originally Posted by GoldenRivet

Only seems to work with stock version of SH3
Ill bet thats what was wrong didnt test on vanilla.
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Old 07-15-07, 06:09 PM   #17
GoldenRivet
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Quote:
Originally Posted by USS Sea Tiger
Hi

Can you post a link to wehre this addon is located??

thank you
I will, but be warned... these are the known issues with the bismark mod:

1. THIS MOD ONLY WORKS WITH A FRESH VERSION OF SH3 WITH NO OTHER MODS ONBOARD (IE. TO USE THIS BISMARK/HIPPER MOD YOU HAVE TO DUMP GWX, RUB, NYGM ETC ETC BUT YOU COULD ALWAYS HAVE YOUR FUN AND THEN RE-INSTALL ALL YOUR MODS LATER ON)

2. THE VIIB U-BOAT WILL APPEAR AS THE HIPPER, THE IXB WILL APPEAR AS THE BISMARCK.

3. ALL GUNS AND THE APPEARANCE OF ALL THE OTHER U-BOATS IN THE GAME WILL BE GREATLY MODIFIED - RENDERING THEM ALMOST UNUSABLE TO ANYONE WHO TAKES THE GAME SERIOUSLY.

4. THIS MOD IS NOT JSGME COMPATIBLE, NOR HAS IT BEEN TESTED TO MY KNOWLEGE WITH SH3 COMMANDER. SO ALL THE FILES HAVE TO BE MANUALLY INSERTED IN THE PROPER DIRECTORIES/ FOLDERS BY THE END USER.

5. DO NOT SAVE THE GAME WHEN PLAYING AS BISMARK/ HIPPER.

6. DO NOT LAUNCH TORPEDOES WHILE PLAYING AS BISMARK/ HIPPER.

7. TO DESIGNATE A TARGET GO THROUGH ALL THE NORMAL MOTIONS - MAN THE DECK GUN, SELECT TARGET THROUGH THE BINOCULARS, AIM FOR HULL, WATERLINE ETC AND ORDER FIRE AT WILL - OR MAN A GUN YOURSELF. GUN AI HAS BEEN KNOWN TO STOP TRACKING TARGETS ONCE IN A WHILE TOO.

the mod download is available here: http://www.sukhoi.ru/forum/showthrea...t=45416&page=3
fifth post from the bottom, there are 4 versions... i have not determined which version is which, i am using version 4. readme is in russian as is the site, good luck!
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Old 07-15-07, 06:32 PM   #18
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This is just awesome.
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Old 07-15-07, 06:50 PM   #19
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for best results i recommend selecting the IXB (1940) or the VIIB (1940) then playing the single mission "happy times" and battling it out with the convoy - then proceeding as if it were your campaign. The hipper seems to work better than the bismarck but im not sure why.

the BBs have guns that wont reload in the campaign for some reason.

this is a very crude mod built by some russian bunch im not familiar with called "AFT" i believe.
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Old 07-16-07, 01:33 AM   #20
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Bump*

so anyone tried it out?

I have uninstalled the mod and SH3. Currently reinstalling SH3, GWX SH3Commander, etc. so things can go back to normal.

It was a blast blowing away the merchants with those huge guns, but... after all this is a subsim and there is only so much the bismark can do in this mod... time to go back to normal
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Old 07-16-07, 08:28 PM   #21
Gewehr98
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Awesome work!!

Maybe we can adapt this to also work for other craft such as DDs and Schnellboote??

One can hope.
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Old 11-07-07, 11:20 PM   #22
Kaleu. Jochen Mohr
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well, i dont understand/read russian or whatever that writing is

would you mind posting a direct link to the download?
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Old 11-08-07, 03:08 AM   #23
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When you can make a controllable bismarck why don`t a playable
destroyer???????

Pls make my day...

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Old 11-08-07, 06:54 AM   #24
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Default amazin

i really want to trythis out but im to lazy to re-install all the mods etc lol
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Old 01-07-08, 05:14 AM   #25
Sniper_Fox
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hmmmm this seems all fine and dandy... but as you say its extremely crude... and well.. i have shiite luck with these mods, and my game just ends up buggering completely and permanently when it comes to these unrefined mods... maybe one day ubisoft will do me a huge favour and make Hunter Killer 3 for me
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Old 01-28-08, 06:06 AM   #26
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can i get a link for this download please
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Old 01-31-08, 11:07 PM   #27
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Quote:
Originally Posted by GoldenRivet

It is there on the russian web page that i found his files, except for a few lines, the readme files were in russian text, but in what few english portions there were i determined that this could only be used on a clean install and the file names were all in english and had to overwrite what was already in SH3.

i think that installing a "clean" install next door to GWX caused stability issues... im trying again now.
Here is the link for all guy´s(like me) who dont know russian language.
This dictionary can translate words and entire texts to english and vice versa.

http://www.rustran.com/


Maybe will be of good help in future. I used this dictionary when i need to translate texts writen on russian related with rusian nuclear attack subs.
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Old 02-07-08, 08:14 PM   #28
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I have noticed a couple things with this mod:

1. The mains will slave usually with your controllable maingun (deckgun)

2. In different missions you might get mains hanging off the side in place of secondaries.. and in this configuration you cannot control your deck-gun at all. Dont know why...

So my conclusion is this:

It should be possible then, to have 1 maingun which the rest are slaved to (already in place). 1 Secondary gun, which the others are slaved to (in place of AA gun #1). And an AA gun, which the other Aa guns are all slaved to. Does anyone know how to do this? Obviously somewhere in the .zon's, .sim's and eslewhere are all the tools required, the guns exist but I dont know how to build them into the model. Using that, and some 3d work for Bismark interiors and you *should* have a playable battleship thats stable..

Anyone have any idea then, how to take this mod further?
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Old 02-07-08, 10:25 PM   #29
mostpeople
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Nobody has any idea how to add flak cannons/secondaries to this beast?
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Old 02-07-08, 10:31 PM   #30
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Stop resurecting this thread!!

don't you know the mages guild has outlawed Necromancy!!!
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