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Old 04-12-08, 04:55 PM   #151
sh3rules
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I love the XXI, but the XXIII is too tempting to pass up!
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Old 04-13-08, 04:36 AM   #152
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Hitman kindly pointed up that NYGM contains a playable pseudo XXIII U-boat (actually, a modifed Type IID) as an installable option for late 1944-1945.

Also he mentioned, correctly, the trouble that I had trying to change the number of torpedo tubes from three to two. Although easy to implement in basic.cfg, it always caused a crash after saving and attempting to reload.

Therefore I have been very interested in Mikhayl's explanation as to how he fixed the same problem with his S-boot mod. I've made the same changes to the NYGM pseudo IID/XXIII, and I can confirm that this boat now has two torpedo tubes (only) that function perfectly, and which survive the save and reload process. I've tested the new boat in two complete patrols, and all works fine.

Of course, this boat still does not look like a Type XXIII, so I wish also for Tomi to complete his work.

SO - congratulations indeed to Mikhayl for the information and to Skwas for his fine Silent 3Ditor mod. I'd hate to have deleted the unwanted bow torpedo tubes just with a hex editor.

Quote:
Comp5=5; BowTorpedo
Nb5=5
Subs50=BowDivePlanes;
BowDivePlanes=15; E_BowDivePlanes
TimeRecovery50=3
Subs51=BowTorpedoTubes
BowTorpedoTubes=14; E_BowTorpedoTubes
TimeRecovery51=2
Subs52=BowTorpedoTubes2
BowTorpedoTubes2=35; E_BowTorpedoTubes2
TimeRecovery52=2
Subs54=Hydrophones_Receivers
Hydrophones_Receivers=43;E_Hydrophones_Receivers
TimeRecovery54=1
Tomi: have you remembered to RENUMBER the next entries in basic.cfg? You have jumped from Subs52 to Subs54 - and you appear to require Nb5=4.


Mikhayl's explanation is a little confusing to follow, and I had to make several false starts. If anyone wants, I can post a more detailed explanation of how to convert a IID U-boat with three torpedo tubes to a IID with two torpedo tubes. (But not from a Type XXI with six tubes to a Type XXI with two tubes, I haven't tried that!)

[Edited to improve English for German speakers.]

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Old 04-13-08, 05:24 AM   #153
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@Stiebler:
Thanks for shared your experiences. I'm NGYM player: Can you upload your actual XXIII modifications for NGYM?
Thanks in advance and sorry by BUMP this threat.
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Old 04-13-08, 06:36 AM   #154
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@Coronas
Quote:
Thanks for shared your experiences. I'm NGYM player:
Good lad!
Quote:
Can you upload your actual XXIII modifications for NGYM?
You can get the pseudo IID/Type XXIII in patch NYGM2_6B. See my signature at the bottom of this post.

If you mean you want the two-torpedo version, then it will be in the next NYGM release. That was due in February actually, but DTB and I got sidetracked into fixing Iambecomelife's New Merchant Fleet for NYGM (and others). But the new release *should* be quite soon now. And it will again be fully compatible with SH3Commander, as well as with my SH3Patrol.

If you can't wait, then I can post all the details for the Type IID/XXIII in this thread now. But they require a lot of reading, they're about one-and-a-half pages of text. But then again, I suppose I could post just a small NYGM patch for the two-torpedo IID/XXIII model on the NYGM web-site. Have you got any preference?

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Old 04-13-08, 07:07 AM   #155
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@Stiebler:
Thanks for quick answer and didn't forget NGYM players.
I have NGYM 2.6b patch and Yes! I can wait for next release. Good news by the way!
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Old 04-13-08, 05:30 PM   #156
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Default - XXIII -








:hmm:

































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Old 04-13-08, 06:09 PM   #157
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Quote:
Originally Posted by Mikhayl
Hallo Tomi, nice shots and superb paint scheme for the AI typ VII
Did you fix your torpedo problems with the typ XXIII ?
--------------------------------------------
No !!
Also the same Problem "" SORRYYY """
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Old 04-13-08, 07:40 PM   #158
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Hi Tomi

Nice Pics.

And I like the classy picture frames.

How do you frame your screemshots like that ?

I hope it's not a trade secret.:rotfl:
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Old 04-13-08, 08:40 PM   #159
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Quote:
Originally Posted by FIREWALL
Hi Tomi

Nice Pics.

And I like the classy picture frames.

How do you frame your screemshots like that ?

I hope it's not a trade secret.:rotfl:
---------------------------------------
I HAVE A PRINTKEY2000 ,sam little gama , that all .
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Old 04-14-08, 02:26 AM   #160
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Because Tomi is still having trouble with the torpedo tubes, I shall explain in great detail how I fixed the tubes for the pseudo IID/XXIII boat in NYGM.

This is Mikhayl's method. After typing out how I used his method, I checked the procedure again with Silent 3Ditor, then cut-and-pasted the procedure into this post. My apologies to all for its length.

@Tomi: You have a PM. I suggest you test this procedure with the IID boat in SH3, then you will understand better the method to remove four torpedo tubes from a Type XXI.

To convert a standard IID U-boat with three torpedo tubes to the same boat with two torpedo tubes:

Procedure.
1. Locate your files NSS_Uboat2D.sim, NSS_Uboat2D.dat, NSS_Uboat2D.zon, basic.cfg and zones.cfg and place copies in some convenient temporary folder.
2. Run Skwasjer's Silent 3Ditor (if you have WINXP, you will also need to install Microsoft Net2.0 and upgraded DirectX files; Skwasjer's website has the links).
3. Load NSS_Uboat2D.sim. In the left window, locate wpn_subtorpedosys. Double click on it to locate its child also called wpn_subtorpedosys. Click on the child. Now click on the sub entries in the right-hand window, open the sub-folder 'Tubes[3]' and expand '2' (there is also a '0' and a '1'). Double-click to open '2', and you will see that it uses door= NSS_Uboat2D_DoorD_B_anim03 and ext_door= NSS_Uboat2D_DoorD_anim03. Make a note of these names. Then highlight sub-folder '2' again, and press the delete button on your keyboard. Torpedo three has now been deleted. SAVE the NSS_Uboat2D.sim file.
4. Load the NSS_Uboat2D.dat file. In the left-hand window, expand 'Node - NSS_Uboat2D', locate item NSS_Uboat2D_anim03 (*no* _B_). For me, this is node 168, yours might be different. Left-click on the item in the left-hand window in order to see the IDs in the right-hand window. You can see three IDs:
a) ID: 0xba9768a679a1c683 (that is what it is for me, yours might be different). Write it down!
b) Parent id: we are not interested in that one.
c) 3D model (id): we are not interested in that one either.
Do not close this file yet, we shall return to it soon.
5. Load NSS_Uboat2D.zon into Silent 3Ditor. Locate the *EXACT* ID match that you located in step (4a) above. Click on the item in the left-hand window. Click on your keyboard 'Delete' key to remove this item. Click 'yes' to remove all child nodes. Then SAVE the NSS_Uboat2D.dat file.
6. Return to your file NSS_Uboat2D.dat (still open).
a) Click in the left-hand window on NSS_Uboat2D.DoorD_B_anim03 (Note the _B_. For me, that is node 193, yours might be different). Press the keyboard 'Delete' key, and click 'yes' to delete all child nodes.
b) Click in the left-hand window on NSS_Uboat2D.DoorD_anim03 (for me, that is node 168, yours might be different). Press the keyboard 'Delete' key, and click 'yes' to delete all child nodes.
c) SAVE the NSS_Uboat2D.dat file.
7. You can now close Silent 3Ditor.
8. Now open up file 'basic.cfg' in any word-processor.
9. Locate the entry [Submarine0] (use your search function).
a) COMMENT OUT with a leading semi-colon ( as follows:
;Sub09=BowTorpedoTubes3
;BowTorpedoTubes3=36 [Note the value of '36', yours might be different.]
;TimeRecovery09=2
[IMPORTANT - it is BowTorpedoTubes3 that you need to comment out. If your 3-line block has a number which differs from '09', comment out the corresponding text.]
b) RENUMBER any *following* entries,
Thus references to '010' becomes '009', references to '011' becomes '010'
c) Change the entry *above* these entries, in the same block beginning [Submarine0]:
From: Nb0 = 12
To: Nb0 = 11
(If your original value of Nb0 was not 12, then just subtract 1 and use that instead).
d) Now load file 'zones.cfg' into your wordprocessor, and search for 'BowTorpedoTubes3'. You should find the line '132=BowTorpedoTubes3'. If you find a different value from 132, then write down that value instead of '132'. CLOSE zones.cfg.
e) Move to the end of the [Submarine0] block (just before [Submarine1] begins) to a whole series of equates. Locate the line:
132=36
and comment it out (gives line ;132=6 - note the semi-colon)
IMPORTANT: if you do not have line '132=36' in this block, then replace '36' with the value you noted in (a) above, and '132' with the value you found in (d) above.
10. Still in file basic.cfg, locate the text '[Submarine_Ammo1]'
a) Change the line 'ForeTubes=3' to 'ForeTubes=2'.
b) Then for years 1939 to 1945, comment out with a semi-colon every line:
ForeTubeX2=0
where 'X' = 0 to 6.
Thus you have lines
;ForeTube02=0
....
;ForeTube12=0
.... etc all the way to ;ForeTube62=...
c) SAVE basic.cfg.

You are now ready to go, and all you need to do is copy these files so as to replace the original files in your SH3 set-up. The best way to do this is to create it as a folder in your SilentHunteriii\MODS folder, and install with JSGME.

[EDIT: Item (5) above. The *EXACT* ID match has the meaning:
Match the exact ID from (4a) with the PARENT-ID of items in NSS_Uboat2D.zon.]


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Last edited by Stiebler; 04-14-08 at 08:43 AM.
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Old 04-14-08, 03:28 AM   #161
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@Stiebler: I agree with Mikhayl... you've written a good summary there. Many thanks!

@Tomi: I tried to send you a second PM this morning with some more details regarding CFG and TGA files, but your PM inbox was full.

I started merging some of my config files with Tomi's variant of the 3D model and had my game running. Although I still encountered the torpedo problem. I'll also work through the detailed instructions from Stiebler and see if I can resolve the problem.

I've included a screenshot for everyone to enjoy... (nothing new, but still).



I also started testing subsystems and most were working okay (periscopes, sonar, hydrophones, radio). There was one problem with the radar, but I think this can be fixed using a modification to the entry dates in the Basic.cfg (one of things I tried to PM you about, Tomi). There was also a problem with the placement of the BOLD decoy launcher. The launcher itself is located way behind the boat (the ultimate place for a decoy launcher, but not very realistic!):



(No, that's not a decoy, it is the actual launcher.)

I'll do some more tests this evening and keep working on the menu graphics. More later... keep up the good work, everyone!
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Old 04-14-08, 04:24 AM   #162
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Quote:
Originally Posted by Dietrich
@Stiebler: I agree with Mikhayl... you've written a good summary there. Many thanks!

@Tomi: I tried to send you a second PM this morning with some more details regarding CFG and TGA files, but your PM inbox was full.

I started merging some of my config files with Tomi's variant of the 3D model and had my game running. Although I still encountered the torpedo problem. I'll also work through the detailed instructions from Stiebler and see if I can resolve the problem.

I've included a screenshot for everyone to enjoy... (nothing new, but still).




I also started testing subsystems and most were working okay (periscopes, sonar, hydrophones, radio). There was one problem with the radar, but I think this can be fixed using a modification to the entry dates in the Basic.cfg (one of things I tried to PM you about, Tomi). There was also a problem with the placement of the BOLD decoy launcher. The launcher itself is located way behind the boat (the ultimate place for a decoy launcher, but not very realistic!):



(No, that's not a decoy, it is the actual launcher.)

I'll do some more tests this evening and keep working on the menu graphics. More later... keep up the good work, everyone!
.................................................. ................................................

@Stiebler
@Milkhayl
Danke Dietrich, Also es geht vorwärts , Danke für deine unterstützung.
Im moment fehlt mir die Weitsicht.
Aber ich werde es im nachhinein Analysieren.
Ich muss irgendetwas übersehen haben, und ich komme nicht auf den punkt.

Mein Postfach ist wieder offen.
……………………….

@Stiebler ( Excellent Stiebler !! )
@Milkhayl ( Thanks !! )

Dietrich thanks, thus it goes forward, thanks for your support.
For the moment the distance vision is missing to me.
But I become it afterwards analyzing.
I must have surveyed something, and I do not come on the point.

My P.M. box is again open.

Thanks!!
I Appreciated
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Old 04-14-08, 08:39 AM   #163
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@Mikhayl, Dietrich:
Thanks for the kind words.

@Tomi:
Tomi, I have now created a Type XXI U-boat with only two torpedo tubes, using the method in my previous post.
It works well, I have used both torpedoes to sink enemy ships in two patrols.
The games can be saved and reloaded in mid-patrol without a crash.

There are three problems:
1. I have deleted torpedo tubes 3,4,5,6. This leaves torpedo tubes 1 and 2. Both of these are on the right side of the boat. Therefore perhaps you should delete torpedo tubes 2,3,5,6 instead. (I have not tested this).
2. The torpedo tubes open and close continuously after 'W' is pressed. (Camera view underwater).
3. Torpedo 2 is said to be destroyed when the game starts (but it is not really destroyed).

I have used the *NYGM* Type XXI boat, which has many unusual properties, since parts of this U-boat have been used for the fatigue model of other U-boats.
Therefore I hope that a standard Type XXI will not have the defects stated above.

[EDIT: @Tomi: I have made a very small edit to my detailed instructions, post #180. See the bottom of post #180.]

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Old 04-15-08, 03:13 AM   #164
Tomi_099
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Quote:
Originally Posted by Mikhayl
Excellent Stiebler, I reckon that Dietrich's and I posts above were a bit messy, that one is a nice "one stop shop".
Just a small detail that can be useful, in the NSS_Uboat2d.zon files, when you find the ID linked to the torpedo door, you can click on its child, and expand the "boxes" area. It will tell you which kind of zone it is (here it would have been 132), you can check this against zones.cfg to be double sure that you're deleting the right zone

Tomi, now you have everything to get rid of that CTD
..........................


WOW !!! WOW !!! HOWWW !!! WOOW!!!
Type IIB an absolute must for each Modder.

But possibly as the environment does not fit,
man would have the water particles on Atlantic Change over.

Really a beautiful successful model.
Which interests me much,

I would have this driving out periscope (Interieur) gladly in the VIIC (silent Hunter III)

What mean do you can we realiesiren???

I believe DivingDack before joy would hop for happinas, and I also!!!!!

It must be nevertheless possible this trigger into SH3 to build.
Which lasts for a revolution.
And I would have to a new Oskar for the Mai2008.
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Old 04-15-08, 03:38 AM   #165
Tomi_099
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Quote:
Originally Posted by Mikhayl
Hi Tomi, the periscope just has an "keyframe animation" (same controller as torpedo doors anim). I don't think it can be done in SH3 because it's using a new SH4 controller to command the raising/lowering.
But this would be possible in a SH4 type VIIC interior
YOU !! BAT Silent Hunter III is a REVOLUTION !!!
...... an a´mast for eny SH3 GAMER !!!....
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