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 03-10-08, 04:14 AM   #61
onelifecrisis
Maverick Modder
 
Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
Default

Looking forward to trying this! Will start DLing tonight

One thing puzzles me: whats the difference between the OLC GUI version and the GWX version?? :hmm:

Cheers
__________________
Freedom of speech - priceless. For everything else there's Mastercard.
onelifecrisis is offline   Reply With Quote
Old 03-10-08, 04:29 AM   #62
Philipp_Thomsen
Old Gang
 
Philipp_Thomsen's Avatar
 
Join Date: Nov 2007
Location: Drunk at the whorehouse
Posts: 2,278
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by onelifecrisis
Looking forward to trying this! Will start DLing tonight

One thing puzzles me: whats the difference between the OLC GUI version and the GWX version?? :hmm:

Cheers

en_menu.txt and commands_en.txt

I hadn't patience to see if there was any modification in those files from GWX to OLC's GUI, so I just put them there, in any case.

You know, when its 8 o'clock in the morning and you didn't go to bed yet, your trying hard to finish the mods and upload it for already 15 straight hours, you start getting lazy and doing things the easy way.

Now you got me curious. Is there any difference in those files from GWX to OLC's GUI?
__________________
To each his own
Philipp_Thomsen is offline   Reply With Quote
Old 03-10-08, 07:06 AM   #63
onelifecrisis
Maverick Modder
 
Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
Default

lol, yeah, sounds like you need some sleep mate

Yes those files are different in the OLC GUI, but I didn't realise that your mod would involve changes to those files. What do those files have to do with sound? :hmm: (sorry I know nothing of sound modding )
__________________
Freedom of speech - priceless. For everything else there's Mastercard.
onelifecrisis is offline   Reply With Quote
Old 03-10-08, 08:50 AM   #64
vinceor
Sailor man
 
Join Date: Mar 2006
Location: Georgetown, Texas, USA
Posts: 50
Downloads: 81
Uploads: 0
Default

Currently off the coast of Madagascar, and looking forward to the Submarine Interior sound. The crossover potential to SH4 U-Boat Missions is fantastic. Thank you for your dedication and hard work.

vinceor
vinceor is offline   Reply With Quote
Old 03-10-08, 10:49 AM   #65
johnm
Navy Dude
 
Join Date: Mar 2006
Location: North of England
Posts: 173
Downloads: 68
Uploads: 0
Default

downloaded sound, no instant death, dials and Nautilus IXN mods. I installed them into GW2 and started a new career.

couldn't start with an IXB, so didn't get Nautilus and ran with a VIIB from 7th Flottilla, with Mark I steamers.

Picked up an ore carrier near Norway, stalked it and fired a torpedo from 1100 metres. Hit the ship and blew it to pieces with bits of deck etc flying over me. What the ....? The sub was rolling almost deck under. As it quietened down, I got the instant death screen - all crew dead!

Abandoned career and went to bed in disgust. Next day I rerstarted the career and fired a topedo at the minesweeper in Wilhelmshaven (just an experiment, you understand, I hadn't changed sides.

Sure enough -one minesweeper in pieces, closely followed by 6 or 7 other ships! Everything in and around the harbour including, of course, my sub.

It seems that the Nautilus mod converts every torpedo into a nuclear warhead.

So I'd better back off the mod until I can get me a IXB.

p.s. I tried CTRL S as soon as my patrol started but nothing happened.
johnm is offline   Reply With Quote
Old 03-10-08, 10:51 AM   #66
Philipp_Thomsen
Old Gang
 
Philipp_Thomsen's Avatar
 
Join Date: Nov 2007
Location: Drunk at the whorehouse
Posts: 2,278
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by onelifecrisis
lol, yeah, sounds like you need some sleep mate

Yes those files are different in the OLC GUI, but I didn't realise that your mod would involve changes to those files. What do those files have to do with sound? :hmm: (sorry I know nothing of sound modding )
You're right, they have nothing to do with sound.

I've made up a dirty thing to the commands and text so we can utilize that sound of batteries check, compressor em pump test and diesel engine start. Remember that sound I've posted and asked for help and you said that I could put it instead of a "hissing" sound?

Well... I've found one way... one command nobody ever use... So when you're starting a patrol, hit CTRL+S before anything else, and you might be surprised! Once you do, you will understand imediatly why are those files there and for what purpose. That was the best I could do, and I must say, looks pretty good!
__________________
To each his own
Philipp_Thomsen is offline   Reply With Quote
Old 03-10-08, 11:01 AM   #67
Philipp_Thomsen
Old Gang
 
Philipp_Thomsen's Avatar
 
Join Date: Nov 2007
Location: Drunk at the whorehouse
Posts: 2,278
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by johnm
downloaded sound, no instant death, dials and Nautilus IXN mods. I installed them into GW2 and started a new career.

couldn't start with an IXB, so didn't get Nautilus and ran with a VIIB from 7th Flottilla, with Mark I steamers.

Picked up an ore carrier near Norway, stalked it and fired a torpedo from 1100 metres. Hit the ship and blew it to pieces with bits of deck etc flying over me. What the ....? The sub was rolling almost deck under. As it quietened down, I got the instant death screen - all crew dead!

LOL!!! I know the feeling, Ive done this myself several times. The NAUTILUS mod does that, nuclear warheads. To start with IXB its quite simple. Select to start the carrer in 1940, in second flotilla. There you go, a nice IXB ready for sail. Theres no how to set nuclear warheads ONLY for IXB. There will be for all uboats. But if you are beyond 1500 meters when it explodes, nothing will happen to you, only to all ships in 1500 meters vicinity.

Abandoned career and went to bed in disgust. Next day I rerstarted the career and fired a topedo at the minesweeper in Wilhelmshaven (just an experiment, you understand, I hadn't changed sides.

Sure enough -one minesweeper in pieces, closely followed by 6 or 7 other ships! Everything in and around the harbour including, of course, my sub.

It seems that the Nautilus mod converts every torpedo into a nuclear warhead.

So I'd better back off the mod until I can get me a IXB.

p.s. I tried CTRL S as soon as my patrol started but nothing happened.

The weapon officer was in his position? This is a weapon officer command, so if he's sleeping, nothing will happen. IF he was in his station, then you must havent installed the folders MENU & CFG that comes with the mod. Check those folders. They must be enabled as the last mod, if they are overwritten by another mod, it wont work.

Above in yellow!
__________________
To each his own
Philipp_Thomsen is offline   Reply With Quote
Old 03-10-08, 11:20 AM   #68
Philipp_Thomsen
Old Gang
 
Philipp_Thomsen's Avatar
 
Join Date: Nov 2007
Location: Drunk at the whorehouse
Posts: 2,278
Downloads: 146
Uploads: 0


Default

MEDIIIIIIIIIIIIIIIIIC!!!

Its just me, or you guys also think... that the sound of man down on the deck sounds like a guy getting a intense bj from his girlfriend?

I laughed a lot the first time I listened to it. :rotfl:

Crap... Im hijacking my own thread...
__________________
To each his own
Philipp_Thomsen is offline   Reply With Quote
Old 03-10-08, 11:23 AM   #69
onelifecrisis
Maverick Modder
 
Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
Default

Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by onelifecrisis
lol, yeah, sounds like you need some sleep mate

Yes those files are different in the OLC GUI, but I didn't realise that your mod would involve changes to those files. What do those files have to do with sound? :hmm: (sorry I know nothing of sound modding )
You're right, they have nothing to do with sound.

I've made up a dirty thing to the commands and text so we can utilize that sound of batteries check, compressor em pump test and diesel engine start. Remember that sound I've posted and asked for help and you said that I could put it instead of a "hissing" sound?

Well... I've found one way... one command nobody ever use... So when you're starting a patrol, hit CTRL+S before anything else, and you might be surprised! Once you do, you will understand imediatly why are those files there and for what purpose. That was the best I could do, and I must say, looks pretty good!
:rotfl:
:rotfl:
:rotfl:
Now that's what I call lateral thinking.
__________________
Freedom of speech - priceless. For everything else there's Mastercard.
onelifecrisis is offline   Reply With Quote
Old 03-10-08, 04:04 PM   #70
Deathfrombelow23
Electrician's Mate
 
Join Date: Mar 2007
Posts: 134
Downloads: 3
Uploads: 0
Default

Greetings Kaleun Thomsen!! I'm very excited about your Nautilus mod!!!! I guess I'm just a geek like that... although... I guess we're all "submarine geeks" or we wouldn't be on here LOL. I have a few more questions for you, if you don't mind.

If I understand your previous reply to my questions... I can just enable the mod with JSGME? Therefore, I would not need to "backup" any of my original files since I can also "disable" it at any time with JSGME. Is this correct?

I noticed that in the cfg folder, you made 3 different crew configs... which should I use?

I have a career that is in Feb 1940 that I'd like to keep going. I am currently in Kiel commanding U-12. I would really like to keep that career alive... could I enable your mod, load up my career and transfer to the 2nd in Lorient... "purchase" a IXB and have it be the Nautilus? Or would I have to forget that career and start over from scratch?

You mentioned in a previous reply that, once your mod is activated, ALL TYPES OF TORPEDOES are atomic..... could I then "edit" the BASIC.cfg for the IXB in your mod and change the torpedoes to the T-XI Zaunkonig II?? Or would this mess everything up? (Is there even a difference in gameplay between the Zaunkonig I and Zaunkonig II? I just assumed the II is better since, historically, it was supposed to be more advanced... perhaps the in-game difference is negligible though).

Some of the files in the BASIC.cfg such as the amount of ammo for the flak guns, etc are set at 2500... I would like to increase them Is it possible to edit the BASIC.cfg of your Nautilus at all?

Thanks for taking the time to answer, Herr Kaleun!! I'm REALLY looking forward to your mod.
Deathfrombelow23 is offline   Reply With Quote
Old 03-10-08, 06:49 PM   #71
Sedge73
Nub
 
Join Date: Mar 2007
Posts: 4
Downloads: 10
Uploads: 0
Default

Hello Mr Thomsen,

Fantastic sound add on mate. Really good atmospherics.

It's easy to go overboard with too much but I really like this.

Brilliant effort old boy!!! :p
Sedge73 is offline   Reply With Quote
Old 03-10-08, 06:53 PM   #72
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Things you should be aware of:

1) Submarine Bell: I tried using that for the "Alarm" files three years ago, and the file will stop playing when the crew is all down the hatches; that is, after approximately 15 seconds it will shut off. To make the alarm file work you must put it in the Crash Dive ogg file.

Okay, I checked and I see that you did that. I also see that you used the file I created for my Das Boot Sound Mod conversion back then. I know this because I had to edit two different files from SH2, and I know exactly where the breaks are. I don't mind it being used, because I didn't create the files in the first place; but I must warn you: when you crash dive you're going to get one hell of an interference in the few seconds those files are playing at the same time. I blanked the bell file when I did mine, so it's a 'dead' file that doesn't play at all.

2) All hands battlestations: nice, but the germans didn't have a dive klaxon. Just so you know.

3) I was going to say something about the Ambient Submarine Interior, but I listened to it and it's great. I was worried when you said you had people talking, because the guy who created the version I use had people talking, and had it pointed out that it sounded a bit odd when silent running. He then made a new one that only had whispering. Yours has very quiet muffled talking, and sounds good.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 03-10-08, 07:37 PM   #73
Philipp_Thomsen
Old Gang
 
Philipp_Thomsen's Avatar
 
Join Date: Nov 2007
Location: Drunk at the whorehouse
Posts: 2,278
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by Deathfrombelow23
Greetings Kaleun Thomsen!! I'm very excited about your Nautilus mod!!!! I guess I'm just a geek like that... although... I guess we're all "submarine geeks" or we wouldn't be on here LOL. I have a few more questions for you, if you don't mind.

I dont mind.

If I understand your previous reply to my questions... I can just enable the mod with JSGME? Therefore, I would not need to "backup" any of my original files since I can also "disable" it at any time with JSGME. Is this correct?

Yes sir.

I noticed that in the cfg folder, you made 3 different crew configs... which should I use?

You shoud use the one based on your other supermods. If youre are using SH3+GWX 2.0, then use the folder "for gwx". If youre using SH3+GWX+OLC's GUI, then use "for olc's gui", and finally, if youre using SH3+GWX+UBOAT 1.2, then use "for uboat 1.2" files. You can also (recomended) use JSGME to enable/disable this parts.

I have a career that is in Feb 1940 that I'd like to keep going. I am currently in Kiel commanding U-12. I would really like to keep that career alive... could I enable your mod, load up my career and transfer to the 2nd in Lorient... "purchase" a IXB and have it be the Nautilus? Or would I have to forget that career and start over from scratch?

Problem is, the flotilla that uses IX boats by default is the second flotilla. You will have to ask for transfer from the first to the second flotilla. Once you're in the second flotilla, you can have IX boats. Just choose IXB, and you're good to go. Until then, keep the mod DISABLED, so you dont blast yourself with nuclear torpedos.

You mentioned in a previous reply that, once your mod is activated, ALL TYPES OF TORPEDOES are atomic..... could I then "edit" the BASIC.cfg for the IXB in your mod and change the torpedoes to the T-XI Zaunkonig II?? Or would this mess everything up? (Is there even a difference in gameplay between the Zaunkonig I and Zaunkonig II? I just assumed the II is better since, historically, it was supposed to be more advanced... perhaps the in-game difference is negligible though).

All torpedos have the nuclear warhead and speed of 50knots. So dont worry about "which is best". And you can load whatever torpedo you want to use, they are all the equal in speed and power. I really dont know the diference in gameplay between the two torpedos you mentioned, but I guess the diference is pretty small. Basic.cfg have NOTHING to do with torpedo speed, power, range. In basic.cfg you can only change your torpedo loadout and the avaliability dates.

Some of the files in the BASIC.cfg such as the amount of ammo for the flak guns, etc are set at 2500... I would like to increase them Is it possible to edit the BASIC.cfg of your Nautilus at all?

Im not how much can you increase before having problems and crashes in the game. But I asure you that the ammo quantity is more then enough. You'll return to base with half of it, normally.

Thanks for taking the time to answer, Herr Kaleun!! I'm REALLY looking forward to your mod.

Thank you!
Above, in yellow.
__________________
To each his own
Philipp_Thomsen is offline   Reply With Quote
Old 03-10-08, 07:38 PM   #74
Philipp_Thomsen
Old Gang
 
Philipp_Thomsen's Avatar
 
Join Date: Nov 2007
Location: Drunk at the whorehouse
Posts: 2,278
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by Sedge73
Hello Mr Thomsen,

Fantastic sound add on mate. Really good atmospherics.

It's easy to go overboard with too much but I really like this.

Brilliant effort old boy!!! :p
Thank you for the feedback!
__________________
To each his own
Philipp_Thomsen is offline   Reply With Quote
Old 03-10-08, 07:44 PM   #75
Philipp_Thomsen
Old Gang
 
Philipp_Thomsen's Avatar
 
Join Date: Nov 2007
Location: Drunk at the whorehouse
Posts: 2,278
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by Sailor Steve
Things you should be aware of:

1) Submarine Bell: I tried using that for the "Alarm" files three years ago, and the file will stop playing when the crew is all down the hatches; that is, after approximately 15 seconds it will shut off. To make the alarm file work you must put it in the Crash Dive ogg file.

Okay, I checked and I see that you did that. I also see that you used the file I created for my Das Boot Sound Mod conversion back then. I know this because I had to edit two different files from SH2, and I know exactly where the breaks are. I don't mind it being used, because I didn't create the files in the first place; but I must warn you: when you crash dive you're going to get one hell of an interference in the few seconds those files are playing at the same time. I blanked the bell file when I did mine, so it's a 'dead' file that doesn't play at all.

Theres a lot of wrong things with this mod yet. The rudders have diferent sounds, depending on how you turn them. The diving sequence is weird, you're under water before the sound of tanks flooding. There are somethings that I also which to edit. But its quite an easy job. I was rushing to release the mod so I could have the proper feedback. You cant achive perfection in the first try without feedback.

2) All hands battlestations: nice, but the germans didn't have a dive klaxon. Just so you know.

What sound are you talking about? And whatta hell is "klaxon"? I would like a more specific feedback on this one.

3) I was going to say something about the Ambient Submarine Interior, but I listened to it and it's great. I was worried when you said you had people talking, because the guy who created the version I use had people talking, and had it pointed out that it sounded a bit odd when silent running. He then made a new one that only had whispering. Yours has very quiet muffled talking, and sounds good.

Well thank you very much. You can thank Venatore for that sound, and he probably can be thankful to another guy for that sound. Its a long chain.

And thanks for the feedback. Sometimes criticism is better then "YOU ROCK, NICE MOD!"

Be more specific on what sound you're sugesting a change, and a change to what approach. Tips.

Thanks Steve
Above, in yellow.
__________________
To each his own
Philipp_Thomsen 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 07:49 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.