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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#196 |
Sparky
![]() Join Date: Jul 2006
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Danke, Stiebler!
The new crew I was building was based on that of the actual crew listing of U2331. It was: 6 Matrosen ----------- MaschGfr Emil Barth MaschGfr Heinz Mettin MechGfr Karl Schulte-Derne FkGfr Gerhard Theeßen MtrOGfr Anton Radlbrunner MaschHGfr Heinz Thiele 6 Maate -------- FkMt Willi Baitinger StrmMt Wilhelm Becker MaschMt Helmuth Stolte MaschMt Franz Wegner OStrm Alois Gebhardt OMasch Heinz Voigtländer 5 Offizieren ----------- Dr Florian Ficker von Lt.z.S Prosper Russell Lt.ing Helmut Meyer OLt.z.S Hans-Walter Pahl KKapt Franz Venier Ref: http://www.ubootwaffe.net/ There is an excellent reference that describes ranks (including specialisations) here: http://chrito.users1.50megs.com/unif...arineranks.htm KKapt Venier was an observer on U-2331, as the boat was undergoing sea trials. This U-boat sank on those trials, on the 10 Oktober 1944. Because it was a trial, and not an operational patrol, I believe that Stiebler's source is more accurate for a combat boat. However, the precise ranks given in my reference will be used to sort out the balance of qualifications. I've also encountered a small problem with additional crew appearing in the boat during the patrol... very odd. For example, if you start submerged, then surface, then resubmerge, you gain two Matrosen! However, I think I've worked out what the problem is and am working on a fix for it. I've looked up your reference, Stiebler (the Rössler one) and now have the book "U-Boottyp XXIII" on order. ![]() More soon... |
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#197 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
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-UZO -
Ask??
Have you the UZO found with the XXIII the button for activating?? ![]() |
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#198 | |
Sparky
![]() Join Date: Jul 2006
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Hmm... Leider verstehe deine Frage nicht. Was meinst du? Für mich finde ich die UZO mit der »U« Taste. Es sieht in Ordnung aus. [ Hmm... I'm afraid I don't understand your question. What do you mean? I get to the UZO with the "U" key. It seems to work. ] ![]() |
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#199 |
Sparky
![]() Join Date: Jul 2006
Posts: 152
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The crew layout is frustrating me
![]() I was under the impression that the "NrComp" entry for each crew member in data\Cfg\crew_config_XXI_3.cfg would determine the starting compartment for that crew member. However, this doesn't seem to be the case and there are some crew that are missing. As far as I know, the number assigned to NrComp, should be the compartment in data\Cfg\Basic.cfg (this is the version of Basic.cfg provided by Stiebler) 1 (Radio) 2 (Zentrale) 3 (Diesel) 4 (Elektro) 5 (Torpedo... bow) 6 (Bow quarters) 7 (Heck quarters) Also, what is the "Index" in data\Cfg\crew_config_XXI_3.cfg? (Note, the same seems to apply for crew_config_XXI_1.cfg and crew_config_XXI_2.cfg) Ideas anyone? |
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#200 |
Fuel Supplier
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I've just uploaded NYGM 2.5 and 2.6B (the update) to FileFront again, after it got deleted once again.
See my signature for the link. @Dietrich: Sorry, but I don't know what the 'Index' means either. The compartments (NrComp) are confusing, because in harbour the game tends to scatter the crew around the compartments and the crew quarters more-or-less randomly. Also, the game selects crew members randomly from those entitled to be in the compartments, if there is a limit to how many crew members can be added (ie, if there are too many crew members with NrComp set to values > -1).
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#201 |
Fuel Supplier
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@Jimbuna:
Thanks for the information about the Oberfeldwebel. Evidently a petty officer then. Pity the game engine of SH3 requires four officers! @Dietrich: Earlier post noted, with thanks for information. I think the diesel engines and stern quarters in the XXIII are compartments 6 and 7 (not sure which way round though, the game keeps randomising them). Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#202 |
Chief of the Boat
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You could always pretend he married Doenitz daughter Ursula
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#203 | |
Sparky
![]() Join Date: Jul 2006
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[ Thanks for the altered Basic.cfg file. I can now seeing the problem (without NYGM too!). It is not actually a torpedo, but something else. I'll investigate. ] |
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#204 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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#205 |
Fuel Supplier
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@Tomi/Dietrich:
Drei Bilder für Sie beide. ![]() ![]() ![]() Das erste Bild zeigt die Mannschaft des Types XXIII in einem schweren Sturm. Das Unterseeboot ist neu nach einer langen Patrouille aufgetaucht. Das zweite Bild zeigt die falsche Lage von drei Gegenständen von Ausrüstung nach Schaden. Das dritte Bild ist zum zweiten Bild ähnlich, aber die Computer-Maus ist über dem Lenkung-Turm. [Three pictures for you both. The first picture shows the crew of the type XXIII in a heavy storm. The submarine has newly surfaced after a long patrol. The second picture shows the incorrect placement of three items of equipment after damage. The third picture is similar to the second picture, but the computer-mouse is over the steering-tower.] Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#206 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
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I dont now which it is. I have the figures fixed however if one something else imported, take the figures their original position. ![]() |
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#207 |
Sparky
![]() Join Date: Jul 2006
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Okay, I've cracked the problem of the crew locations. There are two important things to note.
Firstly, as Stiebler points out, the crew are automatically shuffled around according to certain circumstances. These are to do with minimum crew deployment in certain compartments. For example, you must have two officers and three crew (Maate or Matrosen) in the Zentrale. If you are surfaced, you must have at least one crew topside and if you are running on Diesel or Electric Motors, then the game will shift crew to match that. Secondly, the "NrComp" field in data\Cfg\crew_config_xxi_#.cfg makes no difference to the crew placement. Yes, I know that they might indicate certain positions and, in some cases, match them, but this is coincidence. Instead, the crew is deployed according to the CREW_MEMBER number that appears in the start of each block. That means that [CREW_MEMBER_0] is always the officer in the bow quarters, [CREW_MEMBER_29] is always the radio operator, etc. When the game starts, the crew are deployed according to this layout convention. Then, the game engine will shuffle crew around to meet the compartment requirements. In my experiments, I've set the crew for a default "surface start", which seems to work. However, in a Multiplayer mission, the bridge crew are automatically moved to the quarters and the diesel engine team are moved to the electric motor. By naming crew according to their number/stats/qualifications, I was able not only to figure this out, but also to map the positions. They are: OFFICERS 0 = Bridge 2 = LI 3 = NA 4 = WF 5 = Diesel CREW 13-16 Watch 20-21 Flak 28 Hydrophone 29 Radio 30-32 Zentrale 33-42 Diesel 43-52 Elektro 53-64 Bow Torpedo 67-82 Bow quarters 83-98 Aft quarters UNKNOWN 1 6-12 65-66 99-104 Stern Torpedo? 105-120 The Officers must have "Type=2", Maate must be "Type=1" and Matrosen must be "Type=0". Ranks are controlled by "Grad", not "Rank". The ranks are: 0 = Matrosengefreiter 1 = Matrosenobergefreiter 2 = Matrosenhauptgefreiter 3 = Bootsmann 4 = Stabsbootsmann 5 = Stabsoberbootsmann 6 = Oberfähnrich z. S. 7 = Leutnant z. S. 8 = Oberleutnant z. S. This is a bit more sparse than the real rank system. Using all of this, I've created a new Typ-XXIII crew. It is based on the crew of U-2331, with two officers hand-picked from U-2333 and U-2350 to get around some limitations in the game engine (requiring four officers) and for aesthetics. The screenshot is the spreadsheet sumarising my research and some of the configuration parameters. ![]() I've also gone back to original game files and modified those, rather than using the GWX ones, which have been hacked beyond recognition over the years. While this made them very sophisticated, they had managed to get rather messy and for a total U-boat conversion project, like the Typ-XXIII one, then I realised it was best to start from scratch. This means that I've also eliminated some of the problems induced by additional configuration tags. I've also fixed the problem of "ghost crew" appearing under certain circumstances. Again, going back to a scratch build helped. Here is what the crew configuration looks like when I tested it. ![]() Note that I've deliberately put an officer on the engine room, to prevent "Nicht möglich" messages on start up. @ Tomi / Stiebler : I've sent you the files @ Stiebler : Thanks for the note regarding incorrect graphics in the case of damage. I'll start working on that now that I've made this breakthrough on the crews. |
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#208 |
Fuel Supplier
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@Tomi:
Ich habe viele Prüfungen mit dem Typ XXIII geführt. Das Problem mit der Mannschaft ausserhalb des Unterseebootes ist dieses: Das Wetter! Wenn der Wind stürmisch ist, fällt die Mannschaft ausserhalb des Unterseebootes. Wenn der Wind schwach ist, bleibt die Mannschaft im Turm. Sie müssen die Füsse der Seeleute mit Klebstoff versorgen! (Das Typ XXIII schaukelt sehr schlecht in einem starken Meer.) [I have conducted many tests with the Type XXIII. The problem with the crew outside the submarine is this: The weather! If the wind is stormy, the crew falls outside the submarine. If the wind is weak, the crew remains inside the tower. You must provide glue for the feet of the sailors! (The Type XXIII rocks very badly in a strong sea.)[ Stiebler.
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#209 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
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Sie müssen die Füsse der Seeleute mit Klebstoff versorgen!
:rotfl: :rotfl: :rotfl: ![]() ![]() |
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#210 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
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![]() Today I had revised the doors !!! ![]() Then I must bring the TGA of holes into the correct position ![]() ![]() ![]() The TGA of holes position is only fixed, positioned correctly then UVW (texture) and at the conclusion the holes are cut out. Like This Mod !! ![]() Last edited by Tomi_099; 04-24-08 at 08:22 PM. |
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