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 10-19-05, 09:42 AM   #1
Vermin
Helmsman
 
Join Date: Apr 2005
Posts: 106
Downloads: 39
Uploads: 0
Default DOLPHINS

Rubini,

I saw the dolphins in Vigo harbour whilst I was moored alongside the Bessel

I took a screenshot but I don't know how to post it so I sent you a PM!

My boat was so wrecked by an embarrassing encounter with an armed trawler in Casablanca that it took two month to patch up the boat

The Mod is terrific! Thanks again!
Vermin is offline   Reply With Quote
Old 10-19-05, 10:17 AM   #2
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

Vermin,

Look at this thread about file and image storage (roll down until find the image sections). Save the pics as a jpg (it's short in size):

http://www.subsim.com/phpBB/viewtopic.php?t=43803

Rubini.
Rubini is offline   Reply With Quote
Old 10-19-05, 11:55 AM   #3
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

Hi guys,

I'm in a 6th patrol, 1th flotilla, Kiel. Then when i'm on the road near Kristiansand my WO sited a Flottenbegleiter (Commander1980's new unit). I thought: What this unit is doing here, I don't remember to scripted it here. But soon I notice: i encounter a small german convoy heading to Kiel!! It's really nice find some surprise even when yourself did it
See the pics:








Rubini.
Rubini is offline   Reply With Quote
Old 10-19-05, 06:06 PM   #4
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,994
Downloads: 124
Uploads: 0


Default

Admiral Rubini is a GENIUS!
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Old 10-25-05, 03:46 PM   #5
Flakwalker
Electrician's Mate
 
Join Date: Aug 2005
Posts: 131
Downloads: 0
Uploads: 0
Default

@Rubini @Sergbuto

You can use the Cable Fix VIIC mod I did to fix your AI VIIC/41 cable, I found them unchanged so it seems it dont use the stock turms.
Flakwalker is offline   Reply With Quote
Old 10-25-05, 04:09 PM   #6
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

Flakwalker,

First of all thanks for your great work!
I'm using your mod in my installation. But I have some comments about the fixes towers and Ai uboats:
1. No problem with the 'docked' AIuboats. I will just clone the new ones .(VIIc towers) and put them on the next release of the HT mod (with your permission... ).
2. But for the Aiuboats with crew you have to work again on the AI towers or sergbuto have to do a new work on your modified tower to include the crewmen. I guess that you already have them (AI towers with crew - they are in the HT mod).

What do you think?


Rubini.
Rubini is offline   Reply With Quote
Old 10-25-05, 06:48 PM   #7
Flakwalker
Electrician's Mate
 
Join Date: Aug 2005
Posts: 131
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Rubini
Flakwalker,

First of all thanks for your great work!
I'm using your mod in my installation. But I have some comments about the fixes towers and Ai uboats:
1. No problem with the 'docked' AIuboats. I will just clone the new ones .(VIIc towers) and put them on the next release of the HT mod (with your permission... ).
2. But for the Aiuboats with crew you have to work again on the AI towers or sergbuto have to do a new work on your modified tower to include the crewmen. I guess that you already have them (AI towers with crew - they are in the HT mod).

What do you think?


Rubini.
Yes you can add them on HT .
About AI towers, I think that Sergbuto can extract the new .obj that I modificied and re-import on his files, of course if the model keeps the current layout.
If he weld the turms and the crew to the hull, then the work have to be done again.
Flakwalker is offline   Reply With Quote
Old 10-25-05, 08:07 PM   #8
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

Flakwalker,

The towers are like the stock ones. I guess that you can do the same work on the AI towers with crew without any problem. You know how and what do to. If you need some help just ask me (where and which tower to use, etc...).

Or let's wait a bit if Sergei himself want to do this work. But I don't have seen Sergei for a while. :hmm:

Rubini.
Rubini is offline   Reply With Quote
Old 10-25-05, 08:55 PM   #9
HEMISENT
Ace of the Deep
 
Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
Uploads: 0
Default

Hi Rubini.
(a bit long.)
RUB 1.44&HT1.46
Some more feedback for you as requested now that recent changes to HT 1.46 with the airpower issue are apparently solved. (Thanks again on that one) I wanted to check how a mission plays out with a Milch Cow resupply by being on station before the resupply sub-I was not too concerned with excessive torpedo expenditures. I wanted to use them all up in a reasonable amount of time.
My intention is to meet up with U 460 scheduled to be on station at Grid BC11 Feb 6
2nd patrol departs Brest in Type VIIC

Jan 12 1942
19:28
Destination Grid BE47
Exited harbor normally, avoided nets and minefields using supplied map.
Headed straight for assigned grid. Spent the obligatory 24 hours then set rough course west towards Halifax following convoy routes. speed 9kts


Jan 25 1942
03:04
Western edge Grid BC94
Periscope depth
Sound contacts merchant moving slow approx hdg 260
ordered surfaced change course to intercept.
05:10
1 C2 cargo and 1 small merchant were intercepted and sunk using all forward tubes plus 1 stern torpedo
Departed area on surface hdg 251 at 12kts.

Jan 27 1942
17:30
Surfaced.
Ship sighted brg 040 hdg east smoke on horizon.
Ordered ahead standard. Set course for intercept
22:35
Stormy night, heavy seas. Surface attack against Large Cargo. Fired tubes 1,2 & 3. Ship must have seen us ,
changed course hard to port.
22:36
1 impact / 2 misses
22:37
Fire tube 4 set at high speed
Impact! Ship immediately slows and begins to settle evenly with slight list to stbd.
22:49
Heavy seas washing over aft deck area. Ship is making 1 kt
22:55
Fired stern torpedo 90 deg to port side. 400m distance. Torpedo is a dud.
23:54
Running parellel off her port side while crew reloads. speed has increased to 3kts.(AI damage control apparently working)

Jan 28 1942
00:03
vessel begins zig-zag manuevers, speed 3 kts, still wallowing in heavy seas. list to stbd appears not as pronounced.
00:59
Fired bow tube at 400m. Impact! ship breaks in two. Sinks in seconds.
01:00
Ordered course due north destination Grid BC11. 1 remaining torpedo in aft external storage.

Feb 01/1942
03:01
Arrive Grid BC11, Set up patrol pattern awaiting scheduled date and time.

Feb 03/1942
16:44
Weather clears enough to allow retrieval of stern external store. Reduced speed to 2 kts.

Feb 06/1942
00:53
Rcvd msg "U 460 arrival on station". Ordered course change to rondezvous area
03:05
At designated area, depth 25m attempt locate milch cow by sound.

Feb 08/1942
12:18
Surfaced. Ship sighted! Course changed to intercept.
12:41
Rondezvous with milch cow. Took up station approx 10m off port side. Calm seas.(approached/overtook milch cow at very slow rate to avoid AI avoidance, also any distance closer than 10m AI takes over and resupply sub reverses or changes course instantly)

Hit exit/Dock at U 460
Rubini,
Patrolled general area, it took 1.5 days to locate slow moving milch cow.
Alternating between surfaced and submerged. I suppose without radio or other means of communication this was acceptable. No gps back then.
Last resupply test was using previous version SH3 Commander(2.1?)
resupply took 12 hours as advertised.
This test mission I have SH3 Commander 2.2 installed, all settings exactly the same but following mission started many days later. Something different with the "days in base". I need to change something here.
On restarting thru SH3 Commander I was advised that I lost Matrosengefreiter Willi Sammann. I guess this would simulate a crewman staying on the milch cow for medical reasons(they carried doctors)or transfer for other reasons. Anyway, all in all everything played out pretty well except for the days in port issue.
.
__________________
Nuke 'em till they glow!
HEMISENT is offline   Reply With Quote
Old 10-25-05, 09:54 PM   #10
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

HEMISENT,

Your report are the best as always!

I'm using SH3Cmdr2.2 too . It's great. Some comments:

-I use SH3Cmdr to start the game every new patrol, except when I meet a milk cow unit. This is only for my taste; Sh3Cmdr randomize the merchants skin, so in the next day after dock at milk ship unit she can now be dressing another skin what is not much realistic (for my taste)...And it's possible to mod SH3Cmdr to disable the randomize function to all or only to some merchants.

-SH3Cmdr will overwrite some files every time you start the game with it. SH3cmdr also use a 'backuped' files to insert some infos. So every time you install or change mods I suggest that you do a 'roll back' first, after that install/change the new mod, otherwise sometimes you could not 'see' the new /changed mod.

-I use SH3Cmdr with realistic career length unchecked (for now) and with days in base set to 1 and use the HT emblems when I need to balance the days in home base. It's working very well now after I discover how to make them disposable since the beginning of a career (see the HT small update).

-I only use the milk units when I'm assigned to a distant grid. This way I only will use the milk cow units ~10% to 20% of the patrols in an entire career which is absolutely realistic. And I only use the necessary times to refuel, in rare situations to get some torps too. This way we can avoid the excessive use of the milk cow features. It's not possible until now to restrict the number of torpedos at a milk cow unit.

-I put some distant grid destinations on flotilla.cfg file but it's possible that you will never (or only very few times) be assigned to such a grid. No problems, just use SH3Cmdr to force a distant grid destination and use a milk unit to resupply duties!

Rubini.
Rubini is offline   Reply With Quote
Old 10-26-05, 06:08 AM   #11
HEMISENT
Ace of the Deep
 
Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
Uploads: 0
Default

Hi Rubini
I'm still a little unclear about this emblems and days in port procedure.
If I start SH3 Commander knowing that I will be using resupply in that session then set the days to 1.
But any other time set the days to random as I have now? Is that correct?
As far as emblems go-how are they set or changed-very seldom in earlier mission am I given the option to add an emblem.
I think this is the only remaing issue and the whole milch cow option will be pretty much wrapped.

Thanks
__________________
Nuke 'em till they glow!
HEMISENT is offline   Reply With Quote
Old 10-26-05, 07:43 AM   #12
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

Hemisent,

How to set SH3Cmdr to run with HT/Milk cow?
-Set the days in base to 1 (not random). This way you only will spent 1 day at milk cow. In home base many others variables will make you spent more or less days so, belive me, it's not necessary to set it random.
-The emblems are now disposable since the beginning of a career. Mine is set to 14 days. So if necessary I just change them one or twice do balance the days in base. Simple!
-I do not use 'realistic career length' but it's only my preference now. I guess that there is no problem here.

If you have any other doubts just ask me! Let's learn to play with SH3Cmdr without any problem!

Rubini.
Rubini is offline   Reply With Quote
Old 10-26-05, 10:48 AM   #13
HEMISENT
Ace of the Deep
 
Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
Uploads: 0
Default

Thanks Rubini
Will reset days to 1 as recommended-will see what happens.
SH3 Commander is great but I need to use it with all its capabilities.

You mentioned earlier I think that you have different skins at different times? I'd like to get into that area next.
Will keep you posted.
__________________
Nuke 'em till they glow!
HEMISENT is offline   Reply With Quote
Old 10-26-05, 04:40 PM   #14
Flakwalker
Electrician's Mate
 
Join Date: Aug 2005
Posts: 131
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Rubini
Flakwalker,

The towers are like the stock ones. I guess that you can do the same work on the AI towers with crew without any problem. You know how and what do to. If you need some help just ask me (where and which tower to use, etc...).

Or let's wait a bit if Sergei himself want to do this work. But I don't have seen Sergei for a while. :hmm:

Rubini.
Ok, I will give a check.
Flakwalker is offline   Reply With Quote
Old 10-27-05, 09:41 AM   #15
Nedlam
Ensign
 
Join Date: Oct 2005
Posts: 222
Downloads: 48
Uploads: 0
Default

Wow! Great mod. Makes getting out of Kiel quickly a little hard with all the ships/sub/aircraft spotted announcements but it's worth it for the times I just want to cruise and look around before I go on patrol.

I have a stupid question for you. The Basic.cfg file for the latest HT_RuB version: If I wanted to install the milkcow version of it, did you just take a copy of the RuB 1.44 Basic.cfg and change those entries that affect the use of the milkcow features? Or did you change a bunch of othe stuff too?

I don't know exactly what the file affects. I think it does stuff to crew fatigue (for example) which if I am correct Sub Commander adjusts anyway.

I'm sure you explain it in the Readme doc (which I did read). I'm just having a hard time getting my head around the whole concept.

Thanks for all the work you put into this.
Nedlam 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 03:23 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.