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 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-06-12, 01:33 PM   #1
TBear
Medic
 
Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by Generalee View Post
And with this mod, I will be able to get range and/ or be able to lock the deckgun on ennemy ships? That would be cool
well, realy cant say much since im not realy 100% sure this will work.....

The idea is that you use the UZO station that have been transformed into a firecontrol station. You lock get relevant information right there in one station. I have not planeed anything to the original way of the player main gun, since i kinda want the crew to do there job while im manouvering the ship.

I use angle on target alot, so im hanging in uzo station and manouver from there, thats why i got this idea to have the relevant information right there without clicking around....

Again, i have no idea if it will work....its alot of reading and manipulating....and it realy takes alot more time than i thought it would....

Main problem is that i have to use one base megamod since most mods have changes in the menu init....either i had to create it for stock or i had to create it for one mod. My base foundation is Fall of the rising sun mod...FOTRS....

Here is another CONCEPT layout....the final one is kinda between them....i will upload the final layout when i have time...



TBear
__________________

IJN rules, but peabody makes it float!

"TAKAO" Status: work in progress
TBear is offline   Reply With Quote
Old 03-06-12, 01:35 PM   #2
Generalee
Watch
 
Join Date: Mar 2012
Posts: 25
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by TBear View Post
well, realy cant say much since im not realy 100% sure this will work.....

The idea is that you use the UZO station that have been transformed into a firecontrol station. You lock get relevant information right there in one station. I have not planeed anything to the original way of the player main gun, since i kinda want the crew to do there job while im manouvering the ship.

I sue angly on target alot, so im hanging in uzo station and manouver from there, thats why i got this idea to have the relevant information right there without clicking around....

Again, i have no idea if it will work....its alot of reading and manipulating....and it realy takes alot more time than i thought it would....

Main problem is that i have to use one base megamod since most mods have changes in the menu init....either i had to create it for stock or i had to create it for one mod. My base foundation is Fall of the rising sun mod...FOTRS....

TBear
No idea on release date do you? I would be interested in downloading and would the player still be able to shoot from the firecontrol, or is it just the crew who can shoot?

Generalee
Generalee is offline   Reply With Quote
Old 03-06-12, 01:40 PM   #3
TBear
Medic
 
Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by Generalee View Post
No idea on release date do you? I would be interested in downloading and would the player still be able to shoot from the firecontrol, or is it just the crew who can shoot?

Generalee

release.....when its done

Initialy no. The player stil have to use the "old" way. I might look into the player operatet gun later...but it all comes down to how well i can get the firecontrol to work.....

TBear
__________________

IJN rules, but peabody makes it float!

"TAKAO" Status: work in progress
TBear is offline   Reply With Quote
Old 03-06-12, 01:44 PM   #4
Generalee
Watch
 
Join Date: Mar 2012
Posts: 25
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by TBear View Post
release.....when its done

Initialy no. The player stil have to use the "old" way. I might look into the player operatet gun later...but it all comes down to how well i can get the firecontrol to work.....

TBear
But I can still look at the fire control for the range, click on deckgun station, and fire manually without telling the crew to fire, or is the deckgun simply disabled for the player when using this mod? I am curious, because I am interested

Generalee
Generalee is offline   Reply With Quote
Old 03-06-12, 01:50 PM   #5
TBear
Medic
 
Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by Generalee View Post
But I can still look at the fire control for the range, click on deckgun station, and fire manually without telling the crew to fire, or is the deckgun simply disabled for the player when using this mod? I am curious, because I am interested

Generalee

yes you can get the range from firecontrol, jump to gun and shoot like normal....player gun is stil playable....not toucthing that one....all i fool around with is order bar and UZO........

TBear
__________________

IJN rules, but peabody makes it float!

"TAKAO" Status: work in progress
TBear is offline   Reply With Quote
Old 03-06-12, 01:55 PM   #6
Generalee
Watch
 
Join Date: Mar 2012
Posts: 25
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by TBear View Post
yes you can get the range from firecontrol, jump to gun and shoot like normal....player gun is stil playable....not toucthing that one....all i fool around with is order bar and UZO........

TBear
Great,count on me to download when the mod is completed

Ps: Would you know a way of modifying the game so I can have all my surface vessels at the same time? It tells me the following: "Readme.cfg" has already been altered by the "Playable King George V Battleship V0.2" mod.
"CareerStart.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Flotillas.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"UpgradePacks.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Weapons.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.

What do I have to alter or do to avoid it to override and so that I can have many ships at a time?

Thanks

Generalee
Generalee is offline   Reply With Quote
Old 03-06-12, 02:32 PM   #7
TBear
Medic
 
Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by Generalee View Post
Great,count on me to download when the mod is completed

Ps: Would you know a way of modifying the game so I can have all my surface vessels at the same time? It tells me the following: "Readme.cfg" has already been altered by the "Playable King George V Battleship V0.2" mod.
"CareerStart.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Flotillas.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"UpgradePacks.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Weapons.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.

What do I have to alter or do to avoid it to override and so that I can have many ships at a time?

Thanks

Generalee
This one is hard. Surface ships are normaly not working well toghter. Its a massive task to get everything to line up and work.

I realy dont have enough mod experience to explain all you need to do. To avoid this problem you are having im working on two ships that will be apart of my small mod. a 3rd ship might come in. You need to get the ships in a pack if you want them to work. The submarines normaly also will have some errors when installing surface ships. My best advice is to run one at the time. Maby Karles ships work in multible installs since hes the same creator....but realy dont know....

I make paralel work on the Furutaka beside my main ship Takao. Hopefully i can get a BB in there to, especialy the Kongo....but right now i work one ship at the time, when i get something that work on that one i copy/paste it to the other one....

This is the best answer i can give...sorry....
__________________

IJN rules, but peabody makes it float!

"TAKAO" Status: work in progress
TBear is offline   Reply With Quote
Old 03-06-12, 05:10 PM   #8
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

Quote:
Originally Posted by Generalee View Post

Ps: Would you know a way of modifying the game so I can have all my surface vessels at the same time? It tells me the following: "Readme.cfg" has already been altered by the "Playable King George V Battleship V0.2" mod.
"CareerStart.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Flotillas.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"UpgradePacks.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.
"Weapons.upc" has already been altered by the "Playable King George V Battleship V0.2" mod.

What do I have to alter or do to avoid it to override and so that I can have many ships at a time?

Thanks

Generalee
You have to make sure all the necessary information is in ONE file. For example all the changes to CareerStart.upc for each ship have to be included in one CareerStart.upc.
To make it simple to understand an example: TBear is working on a MOD for the Takao, he obviously is not going to add a CareerStart for the King George V. So that means the LAST Careerstart.upc is the only one that will work right.
One progam I have found to be very helpful, especially with Menu1024_768.ini but will work with any file that you edit with notepad is called Winmerge.
So you get the warning for the Careerstart.upc. You open Winmerge and on one side you open the King George CareerStart.upc, and on the other side you open the Other CareerStart.upc (whatever that might be) and it will highlight the lines that are different. That may help you to fix them.

You only have to know what information must be changed and what does not. Another example: If in the Flotillas.upc the missions are different, it is ok to leave one or the other in as long as they are both missions for surface ships.

I don't have the King George so I will show an example of a CareerStart from the German uboat add on that we used for TBear to test the ships before he got his 'campaign' going.




As you see on the left is the Careerstart for the Takao and on the right is the Careerstart for the Furutaka. And the difference is highlighted. So obviously for it to work both ships have to be in one file, since as you said the last one installed overwrites the old one.
So this program may help you it may not. But it will show the difference in the two files.
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote
Reply


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 05:28 PM.


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.