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 12-08-06, 04:22 PM   #16
bigboywooly
Rear Admiral
 
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
Default

No problem
All I meant is its down to the major mod creators themselves to intergrate this and other mods
Serg doesnt have access to the GWX files so he cant possibly know what files have been changed

I am also a great admirer of Sergs work
His mods are both varied and diverse and great additions to SH3
__________________


My mediafire page http://www.mediafire.com/?11eoq19bq9r41
bigboywooly is offline   Reply With Quote
Old 12-08-06, 04:30 PM   #17
mr chris
Silent Hunter
 
Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
Uploads: 0
Default

Quote:
Originally Posted by bigboywooly
No problem
All I meant is its down to the major mod creators themselves to intergrate this and other mods
Serg doesnt have access to the GWX files so he cant possibly know what files have been changed

I am also a great admirer of Sergs work
His mods are both varied and diverse and great additions to SH3
I total argree with BBW's post, and im really sorry if i took your post the wrong way.
__________________
mr chris is offline   Reply With Quote
Old 12-08-06, 11:20 PM   #18
Lanzfeld
Grey Wolf
 
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
Default

This really is a "must have" mod and I hope it or its equivilent is in GWX.

Serg, on your webpage I see other interesting mods like the AI u-boat mod. Care to tell me more about this?
Lanzfeld is offline   Reply With Quote
Old 12-09-06, 05:37 AM   #19
sergbuto
Pacific Aces Dev Team
 
Join Date: Sep 2002
Location: Sweden
Posts: 1,331
Downloads: 15
Uploads: 0


Default

mikaelanderlund, bigboywooly, mr chris,

Thank you for words of support.


mikaelanderlund,

Unfortunately, it is not that easy to adapt the mod to other big mod packages because there are quite a few changes on both sides. I can do small adjustments but to do that much I would need a really strong stimulus. Anyhow, I think that the mod or its elements will be part of GWX sooner or later.
__________________
Serg's SH4 and SH3 pages
sergbuto is offline   Reply With Quote
Old 12-09-06, 05:47 AM   #20
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,541
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by sergbuto
mikaelanderlund, bigboywooly, mr chris,

Thank you for words of support.


mikaelanderlund,

Unfortunately, it is not that easy to adapt the mod to other big mod packages because there are quite a few changes on both sides. I can do small adjustments but to do that much I would need a really strong stimulus. Anyhow, I think that the mod or its elements will be part of GWX sooner or later.
:hmm:
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is online   Reply With Quote
Old 12-09-06, 08:20 AM   #21
sergbuto
Pacific Aces Dev Team
 
Join Date: Sep 2002
Location: Sweden
Posts: 1,331
Downloads: 15
Uploads: 0


Default

Quote:
Originally Posted by Lanzfeld
Serg, on your webpage I see other interesting mods like the AI u-boat mod. Care to tell me more about this?
The AI U-boat mod represents AI U-boats travelling on the surface and capable of fighting enemy ships and planes with their deck and AA guns. They also have a crew on the bridge.

The AI U-boat mod is made long time ago (no tools such as Pack3D were available then) and nowadays it is part of almost all the big mod-packages one way or another. It is best represented as part of Harbor Traffic mod by Rubini (and consequently GW) and U-boat War Ace (Wolfpack)/Campaign.

You would care to install it only if you play the stock version. In this case, the subs need to be scripted in the campaign.

On the other hand my "wolfpack" mod represents U-boats travelling submerged at the periscope depth and capable of attacking enemy shipping with "virtual" electric torpedoes. The visual effects of impact and damage are exactly the same as during a torpedo attack by the player. The only thing, one can't hear torpedo screws but I doubt any sonarman could here those with convoy around. The presence of wolfpack subs also attracts escorts attacking those subs which can make it easier for the player to approach the convoy. This all produces a great immersion effect of not being alone in the war struggle against allied convoys.

The mod is however is not extensively used in big mod-packages except for NYGM and War Ace Campaign, but in NYGM subs do not use torpedoes.
Therefore if you feel like using Mission Editor, you can try that out. A few ways of scripting wolfpacks in RND and SCR layers are discussed in this thread http://www.subsim.com/radioroom/showthread.php?t=94400
The air-attacks mod has the latest version of guns.dat, .sim, and .zon files which are recommended to use with the wolfpack mod.
__________________
Serg's SH4 and SH3 pages

Last edited by sergbuto; 12-09-06 at 10:35 AM.
sergbuto is offline   Reply With Quote
Old 12-09-06, 08:30 AM   #22
Dowly
Lucky Jack
 
Join Date: Apr 2005
Location: Finland
Posts: 25,053
Downloads: 32
Uploads: 0


Default

Quote:
Originally Posted by mikaelanderlund
I think most of the subfans will use GWX when released so why can't you, sergbuto, make your mods compatible with GWX? Your wolfpack mod and Air-attacks mod are a "must have it" for me .

Mikael
You never can please everyone and I think that´ll be the case with GWX too. People will still continue to use other mods than GWX, so I think there´s no point on Serg doing his mods solely for the GWX.
Dowly is offline   Reply With Quote
Old 12-09-06, 09:04 AM   #23
Lanzfeld
Grey Wolf
 
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
Default

Thank you for the info Serg and really good work.
Lanzfeld is offline   Reply With Quote
Old 12-09-06, 11:36 AM   #24
Jmack
Seasoned Skipper
 
Join Date: Oct 2005
Posts: 669
Downloads: 23
Uploads: 0
Default

read here ... some pictures of rockets mounted on B-24 , rocket damage in u-boat and a Mosquito trying to get a u-boat with rockets

http://uboat.net/allies/technical/rockets.htm


in this one you will find many reports of rocket use against u-boats and some pictures

http://www.uboatarchive.net/
__________________
"victim's ? ... arent we all ? "
Jmack is offline   Reply With Quote
Old 12-09-06, 01:06 PM   #25
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,541
Downloads: 63
Uploads: 13


Default

If rocket firing planes do appear I hope the Mosquito gets in an appearance :hmm:
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is online   Reply With Quote
Old 12-09-06, 03:32 PM   #26
mikaelanderlund
Captain
 
Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
Default

Quote:
Originally Posted by Lanzfeld
Thank you for the info Serg and really good work.
I think sergbuto's wolfpack mod is a must have mod, the most important for this sim . Without sergbuto's wolfpack mod included in the game, I'm only a lonely poor dog. It produces a great immersion effect of not being alone in the war. I think it's only guns.dat and guns.sim we need to adapt to GWX. Scripting wolfpacks in RND and SCR layers is easy.

Mikael
mikaelanderlund is offline   Reply With Quote
Old 12-09-06, 04:21 PM   #27
bigboywooly
Rear Admiral
 
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
Default

Quote:
Originally Posted by mikaelanderlund
Quote:
Originally Posted by Lanzfeld
Thank you for the info Serg and really good work.
I think sergbuto's wolfpack mod is a must have mod, the most important for this sim . Without sergbuto's wolfpack mod included in the game, I'm only a lonely poor dog. It produces a great immersion effect of not being alone in the war. I think it's only guns.dat and guns.sim we need to adapt to GWX. Scripting wolfpacks in RND and SCR layers is easy.

Mikael
No its the GWX dat that would need altering
They have many changes already

Unfortunately the wolfpack mod will not be in GWX until an AI torpedo can be modelled

Its a great mod and all but thems the breaks
__________________


My mediafire page http://www.mediafire.com/?11eoq19bq9r41
bigboywooly 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 08:03 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.