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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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This is pretty much the list ( In different stages of development ) about what I'm working about ( Or that I've already worked on previously ) so you can have a general idea of my projects/stuffs/crazy ideas:
- Air-dropped depth charge Mk13 and the relative 3D model+its needed game files - Air-dropped naval mine Mk1 and the relative 3D model+its needed game files - VAR (Vertical Antisubmarine Rockets) rack and the 3D modell+its needed game files ( ..or rather a PBY Catalina dropping on your sub a handful of hedgehog-like bombs ) - Type VIIF and VIID...plus a maybe maybe an Italian submarine ( Very early development stage, all yet to be checked ) - ...and lots of other stuffs about how to introduce new U-boat system malfunctions, incorrect reports, etc - ...and lots of other stuffs that we will discuss during " our patrol " ( So you been more expert than me about SH5 you can tell me what's possibly feasible and what's not ) - One nasty addition to ruin player's quiet dreams... ( TOP SECRET... I will discuss about this with you only via PM or private voice-over meetings; Feel free to request info via PM anytime ) ...not to say that all this taking in mind ( and depending ) on my will and variable mood, my time availability, my declared WW2 simulators authism, my wife menses, etc... ![]() ![]() ![]() The only limit? Us! ( Plus certain game faulty files and game's restrictions ![]() Last edited by Viktor_Prien; 01-12-21 at 01:39 PM. |
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#2 | |
Navy Seal
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Search the forum for TDW's GR2 editor/viewer. The app is not perfect but it's the only thing we currently have. Your countryman Gap , Kapuhy and few more Subsim members used this app a lot and I'm sure they will jump in if you ask some questions...
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That's an impressive list! I'm proud that TWoS still inspires new modding forces even after all these years! ![]() ![]() ![]() ![]()
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#3 | ||
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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#4 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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Sorry if I continue to make questions that may sound obvious to someone experienced like you but these ones will help a lot in shorten the working times.
Here follows some: 1-Currently in the TWOS mod ( The Wolves of Steel 2.2_SH5 Expansion Pack_v2.2.22_Full + Update ) there are the following available subs ( Please confirm or correct me ): Type IIA = Playable and AI Type VIIA = Playable and AI Type VIIB = Playable and AI Type VIIB UFlak = Playable via JSGME -- AI? Type VIIC = Playable and AI Type VIIC/41 = Playable and AI Type IX = Playable via JSGME ( But I presume that this changes only the standard sub characteristics via the .cfg and the .SIM files but there's not a real Type IX 3D model, correct? ) 2- What's the difference between the AI folders ( eg NSS_Uboat7a_AI ), the AI folders that are instead numbered ( e.g NSS_Uboat7a_U30 ) and the ones at the bottom (e.g VIIA,VIIB,VIIC,VIIC41 )? They are all AI that's clear but what the different files affect/modify/are used for? * I guess that at least one of these categories is used for the wolfpack thing 3- The playable Type IIA is used also in the campaign or only in the single missions? ( As far as I know the campaign starts with a VIIA or eventually with the UFlak if activated via JSGME ) 4- What program are you using to open the .SIM files? ( Sorry to ask I haven't not yet searched for it. I hope with GR2 correct? ) ================================================== ====== I have a MEGA spare account ( 15 GB ) that I use exclusively to exchange files easily with modders. I will send you via PM the info and password to access it so if needed we got it for exchanging the material of interest. In the PM I will add also my phone number so we can eventually also use WhatsUp for quick communications or if needed to avoid to write here poems ![]() Let me know if this is ok for you. ![]() I'll wait for your confirmation first before proceeding. Last edited by Viktor_Prien; 01-13-21 at 06:51 AM. |
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#5 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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4. GoblinEditorApp (it's in you main SH5 folder). What you do is to launch Goblin Editor, open .gr2 file of the unit you want to modify, and then select "merge" option and select .sim, .zon, .dsd or .fx files for opened unit (you can select all of them at once). If you make any changes to .sim file content (or .zon or any of the other ones), it will light up red in editor. Select highlighted file with right click, select "save" and your changes are saved (don't use "save" option in file menu). |
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#6 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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@kapuhy
Danke Herr Kaleun very useful information! Do you have any idea why if the IIA is not playble, in the .cfg file instead is listed as playable? ( HumanPlayable=YES ) Is it used for some kind of sub-hacks maybe? I'm making all these questions about the sub file structure because to import correctly the various files/3D stuffs I need to know, before, exactly what the current file structure is. Again thank you very much for your help and tips, very much appreciated here! ![]() ![]() |
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#7 |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
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Hi captains,
Sorry for interrupting such an interesting conversation, but I'd like to ask about the parameter for in-game smoke effects... is there any way to minimize the bug of "smoke puffs" by changing some cfg parameter manually?? Or its impossible due to such bug being seen even in stock game? |
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#8 | ||
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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GR2 Editor Thread: https://www.subsim.com/radioroom/sho...d.php?t=188290 TDW's thread on importing .dat format units into SH5, also contains lots of info on how SH5 damage system works: https://www.subsim.com/radioroom/sho...71#post1644371 "Complete Idiots Guide to Goblin Editor" (contrary to the title, very useful for non-idiots as well): https://www.subsim.com/radioroom/sho...d.php?t=165805 Rosomaha's C3 Cargo Ship mod thread also contains lots of useful info on creating new units: https://www.subsim.com/radioroom/sho...d.php?t=245139 |
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