SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-27-06, 09:14 AM   #16
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 7,001
Downloads: 124
Uploads: 0


Default

It is my feeling that Rubini is probably the best and most productive modder in the entire SH3 community.

Rubini sir... YOU ARE THE BEST!!!

:/\rlz:
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Old 03-27-06, 09:14 AM   #17
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

AG124,

UC is the same of all others campaigns in all of others mods. The scripted units will be always the same, but the random ones (RND layer, where the convoys/single contacts are ) are always random units...

Rubini.
Rubini is offline   Reply With Quote
Old 03-27-06, 09:23 AM   #18
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

Kpt. Lehmann,

Thanks for the words. But this is a continue and not difficult task for me because I mess with campaign files daily to buit the GW/HT campaigns.

Rubini.
Rubini is offline   Reply With Quote
Old 03-27-06, 01:26 PM   #19
stimp
Swabbie
 
Join Date: Mar 2006
Posts: 9
Downloads: 2
Uploads: 0
Default

uhm... just wondering if its right that the GW version is just 600kb but teh gw+nygm version ist 80mb... is that correct?
stimp is offline   Reply With Quote
Old 03-27-06, 03:26 PM   #20
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

stimp wrote:
Quote:
uhm... just wondering if its right that the GW version is just 600kb but the gw+nygm version ist 80mb... is that correct?
-Yes, this is correct. GW already have all the eye candy stuff and also all the new ships on it, then the NYGM and Vanilla version are really big because they need all that files!

Rubini.
Rubini is offline   Reply With Quote
Old 03-27-06, 04:51 PM   #21
VonHelsching
Ace of the Deep
 
Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
Uploads: 0
Default

Sorry again, Rubini...Since this is the first time that Harbour Traffic touches the RND layer, the question is:

Spawn probabilities for single merchant traffic is that (or close) to the stock (vanilla) game or that of Improved Convoys (or 20/20 mod)?

I am asking, because the probabilities used in Improved Convoys are a small (but realistic, nevertheless) fraction of the ones in the stock / vanilla game. If this holds true, some people will start complaining that the single ships have disappeared...

I am using a personalised version of Improved Convoys that keeps the good stuff (large convoys, escort carriers, aux cruisers in convoys) of IC but also the high (unrealistic) single traffic of the stock game.

Thanks!
VonHelsching is offline   Reply With Quote
Old 03-27-06, 09:56 PM   #22
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

VonHelsching wrote:
Quote:
Spawn probabilities for single merchant traffic is that (or close) to the stock (vanilla) game or that of Improved Convoys (or 20/20 mod)?
-Is based on IC. As UC uses NYGM RND layer...but with some GW additions on RND with a few raise in spawn probabilities for some areas like Gulf of Mexico, South America and Africa's Atlantic coast. I like the result. It's at same time realistic and playable.

Rubini.
Rubini is offline   Reply With Quote
Old 03-27-06, 11:17 PM   #23
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

tedhealy wrote:
Quote:
Very much appreciated. It's great to see all my old friends when entering or leaving port again when using NYGM

If you try out the NYGM version of this mod, be aware the torpedo tube selector switch has gone back to the stock setting for multiple shots - it went back to 1 & 3, 2 & 4 instead of NYGM's 1 & 2, 3 & 4.

It's not a big dea, but I got used to 1 & 2 instead of 1 & 3. It can come into play when you've got different torpedo types in tubes 1 & 3 which you usually get by default out of port.

I'm assuming just changing the cfg file in the sub folder under data/submarine would fix it?
-Here the fix with the NYGM VIIc .cfg file and Sensors.dat update with Stiebler's Radio_detection tool:
http://rapidshare.de/files/16604293/UC_NYGM_fix.7z.html
This is only for UC for NYGM. The link in the first post is already updated. So only the guys who downloaded the UC for NYGM before this post must download this fix.

Rubini.
Rubini is offline   Reply With Quote
Old 03-27-06, 11:24 PM   #24
JetSnake
Navy Dude
 
Join Date: Nov 2002
Posts: 176
Downloads: 12
Uploads: 0
Default

I assume you can install via SH3Commander? Cant wait to check it out!
JetSnake is offline   Reply With Quote
Old 03-28-06, 03:01 AM   #25
booger2005
Engineer
 
Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
Default

I think you forgot to add the block ships to the NYGM?
booger2005 is offline   Reply With Quote
Old 03-28-06, 03:40 AM   #26
Happy Times
Ocean Warrior
 
Join Date: Jun 2005
Location: Finland
Posts: 2,950
Downloads: 10
Uploads: 0
Default

This sounds great, i tried it once and it looked great, but i have some questions. :hmm: Its too big for some, can you make a lite version toning down the FPS? Little less populated ports? And how to get the IC neutral fix to work? If you install the latest IC over this , should it do the trick? It really sounds great and would be nice to test the improvements you made on the campaign and the units.
__________________
Happy Times is offline   Reply With Quote
Old 03-28-06, 06:38 AM   #27
Catfish
Dipped Squirrel Operative
 
Catfish's Avatar
 
Join Date: Sep 2001
Location: ..where the ocean meets the sky
Posts: 17,819
Downloads: 38
Uploads: 0


Default

Edited
sorry, posted in wrong thread.
-
Catfish
Catfish is offline   Reply With Quote
Old 03-28-06, 11:09 AM   #28
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

booger2005 wrote:
Quote:
I think you forgot to add the block ships to the NYGM?
-Nope, they are there, just play and see!

Rubini.
Rubini is offline   Reply With Quote
Old 03-28-06, 01:13 PM   #29
jasonb885
Samurai Navy
 
Join Date: Mar 2002
Posts: 580
Downloads: 0
Uploads: 0
Default

fyi, this doesn't include the latest version of IC.

I hacked these nations out of Natonality Mod v3.0 for the neutral convoy fix, so perhaps nothing ever will include latest IC.

Code:
Greece 24 -> Croatia -> GreeceC
Netherland 24 -> Latvia -> NECnvy
Norway 24 -> Czechia -> NOConvy
Russia 16 -> Colombia -> RussianC
Sweden 24 -> Estonia -> SwedenC
American 16 -> RSI -> USA
:hmm:
__________________
X1 = Thieves

Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh?

Improved Convoys mod!
jasonb885 is offline   Reply With Quote
Old 03-28-06, 02:00 PM   #30
booger2005
Engineer
 
Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
Default

Quote:
Originally Posted by Rubini
booger2005 wrote:
Quote:
I think you forgot to add the block ships to the NYGM?
-Nope, they are there, just play and see!

Rubini.
Can't since I get a CTD

Menu ID not found: 0x3f1c0001!
booger2005 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:16 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.