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Old 01-23-07, 02:17 PM   #211
Jimbuna
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Quote:
Originally Posted by CybaGirl
Quote:
Originally Posted by chris911

CV Graf Zeppelin , Graf Zeppelin Class (Germany)
http://img364.imageshack.us/my.php?image=graf3gb2mt.jpg

Download:here
The download link is broken for this one ..

Does anyone know where I can get a copy of this please?

Thanks..
She's also in GWX
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Old 01-23-07, 02:22 PM   #212
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Originally Posted by Warhunter
I have added your Filefront page to the First Post....

Last edited by chris911; 01-23-07 at 05:07 PM.
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Old 01-23-07, 03:40 PM   #213
rascal101
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Default Drool Drool Drool

Hi there,
No I'm not going to complement you on your skins, why bother every body knows how good they are.

My Question,

Are your new ships intended to replace all, or some, or most of the stock rubber duckies, or will they be additioanl ships in amongst the stock ships?

Question.
It seems there is a formidable amount of work with getting these ships up and ready, I wonder if you might not be able to give one or two of your ship models and skins to each of the best moders in the forum and have ach of them finish each ship for you under your direction. Forgive me if I am talking out of turn is just an idea.

Question
Re your damage model issues, I wonder if you can adapt the NYGM damage model for the exisiting stock ships to your skins, I know nothing about making an effective damage model so forgive me again if this is just a dumb idea, but on the other hand why re-invent the wheel.


Quote:
Originally Posted by iambecomelife
I just finished a replacement for another tanker that was unreleasable due to file corruption. Hopefully it's visually distinct enough from its parent unit (above) to make it interesting - I tried adding double masts, bridge cabs, and a different bow & stern, among other things. As with several other ships, there's a provision for hull text if it's needed. Tonnage is about 10,000 - 10,500. It will be used by Norway, Sweden, Japan, the UK, Netherlands, and Denmark.

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Old 01-23-07, 03:48 PM   #214
bigboywooly
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Quote:
Originally Posted by rascal101

Question
Re your damage model issues, I wonder if you can adapt the NYGM damage model for the exisiting stock ships to your skins, I know nothing about making an effective damage model so forgive me again if this is just a dumb idea, but on the other hand why re-invent the wheel.
Not everyone likes the NYGM damage model
Even " adapting " as you say isnt an easy job with the amount of ships Iambecome has posted over the months

Quote:
Are your new ships intended to replace all, or some, or most of the stock rubber duckies, or will they be additioanl ships in amongst the stock ships?
I believe they are to be additionals
Doesnt stop anybody removing say the C2\3 from a lot of the countries that never had them and replacing with some of these new ones
Variety

No one can tell for sure until its released
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Old 01-23-07, 03:59 PM   #215
chris911
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Concerns about Iambecomelifes Merchant mod....

Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by rascal101

Question
Re your damage model issues, I wonder if you can adapt the NYGM damage model for the exisiting stock ships to your skins, I know nothing about making an effective damage model so forgive me again if this is just a dumb idea, but on the other hand why re-invent the wheel.
Not everyone likes the NYGM damage model
Even " adapting " as you say isnt an easy job with the amount of ships Iambecome has posted over the months

Quote:
Are your new ships intended to replace all, or some, or most of the stock rubber duckies, or will they be additioanl ships in amongst the stock ships?
I believe they are to be additionals
Doesnt stop anybody removing say the C2\3 from a lot of the countries that never had them and replacing with some of these new ones
Variety

No one can tell for sure until its released
the sooner the better Problem is that the ships must be converted to GWX and then skripted into SCR and RND layer which is very time consuming. So i hope Iambecomelife will make 2 or 3 packs of ten ships each with comeout as soon as they are ready. So it is possible to include them in GWX in 2 or 3 weeks.....
With 30 or 40 ships this will take two moth or even more when u ahve to check all the entries which atm are not random for exemple all the ships in the Harbours ......
So I hope he considers this when he releases his great looking mod.....
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Old 01-23-07, 04:21 PM   #216
bigboywooly
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Convoy entries arent a problem as the majority are now generic so will pick any merc in the roster folder
The scripted ones in ports arent too bad either really
Depends on what ships are there and if any can be used to replace current ones for some nations - but even that is a 5 minute job

If they were made GWX ready they could be in the game in no time
But as they arent GWX ready then they will all need damage modelling and that takes time

If Iambecome is only holding back due to damage modelling his ships , he could let Von have them now to GWX DM them as that would alter the damage model that Iam does anyway
Hint Hint
:rotfl:

Then both versions could be released at same time

EDIT
How wrong am I
It will take ages to do the campaign changes so really need the ships now
lmao
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Last edited by bigboywooly; 01-23-07 at 04:39 PM.
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Old 01-23-07, 04:48 PM   #217
chris911
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Good man
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Old 01-23-07, 09:50 PM   #218
rascal101
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I guess this is what I meant, re my earlier comments, I just thought that perhaps some members of the community, preferably those who by example have already identified themselves as excellent modders might be able to take some of the drudge work off of Iambecome, seeing as we are all shi---ting ourselves for his mechant mods.

Re the NYGM damage model I'm curious re your original comment. I was blissfully ignorant of any bad feeling that may have developed between the two dev teams. As far as I was concerned I just thanked my stars that there were such dedicated and generous people about who would devote their time and energy to making this game work.


I used to be a NYGM fan, now I play GWX, so I'm familiar with both, or at least from what I've seen through the periscope. I play GWX now largely for the eye candy, particularly in harbour, though I miss the escort patrolls and other aspects of the allied AI in NYGM.

At the end of the day it was the damage model in both that attracted me in the first place, I just wanted damaged or sinking ships to behave in a realistic manner which clearly they did not in the stock game, if the GWX team had stayed with what they had in the original Grey Wolves I would have stayed with NYGM .

Now as for the differences between the two damage models, GWX and NYGM, from a players perspective in both mods you hit a ship, it either goes boom and sinks, or it gradually heels over and sinks or you plug it again with another torp or the deck gun. I'm talking here from a player perspective , not as a mod techie.

I wonder therefore if it really matters which damage model is used as in either case there is a loud bang and bunch of grumpy allied sailors and a smaller bunch of happy Germans.

I ask this to be educated and not to cause offence to any one

Quote:
Originally Posted by bigboywooly
Convoy entries arent a problem as the majority are now generic so will pick any merc in the roster folder
The scripted ones in ports arent too bad either really
Depends on what ships are there and if any can be used to replace current ones for some nations - but even that is a 5 minute job

If they were made GWX ready they could be in the game in no time
But as they arent GWX ready then they will all need damage modelling and that takes time

If Iambecome is only holding back due to damage modelling his ships , he could let Von have them now to GWX DM them as that would alter the damage model that Iam does anyway
Hint Hint
:rotfl:

Then both versions could be released at same time

EDIT
How wrong am I
It will take ages to do the campaign changes so really need the ships now
lmao
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Old 01-23-07, 11:36 PM   #219
iambecomelife
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Rascal101 is right. My models are mainly intended to replace the standardized classes that are assigned to nations like Greece, Norway, the UK, etc. As far as I know only the UK had a large number of mass-produced WWII era American ships (mainly Liberties, possibly a few other types). Norway and the USSR had a few liberty ships, but you would not have been likely to encounter them. Shortly after the game came out the lack of enough generic vessels drove me crazy, and once I had the chance I decided to do something about it.

I would like for them to coexist with the stock SH3 ships because many of them are quite well modeled, including the coastal merchant, victory, and liberty. Also, to be honest the default SH3 ships will always have better damage modeling characteristics, and some users will probably prefer them for that reason. So yes, they still have a role to play after the mod comes out.

In the past I extensively modded the scr and rnd layers of my campaign, and I would be willing to help script in my vessels when needed - for example, in ports, for historical events, and so on. It's going to require a lot of work and I don't want it to seem like I'm dumping this whole thing on you ...

I can release some of the ships right now for damage modeling if minor "quality control" work that still needs to be done (moving a few nodes, checking for off-center parts and so on) will not affect the damage modeling changes. Will it? I'm clueless about this aspect of SH3 ship modding, so bear with me.

I have spoken to Von Helschig (sp?) about the DM's and asked if it would be possible to use the same model for several ships to speed up the process, since a large number of the vessels are based on the same hulls or hulls that differ by maybe 5-10 scale feet. IMO external details like bow shape and funnel size would have had very little impact on how fast a ship sank, and hopefully nobody complains if a 405-foot freighter sinks as fast as a 400 foot one.

I have tested modded ships on standard SH3 and NYGM installations and the sinking behavior, based on where a torpedo hits, is virtually always correct. A disproportionate number seem to go down with one hit, but many (30-45%?) require two or more. Still, I understand that more accurate modeling is needed to help improve immersion for the typical user. I've been told that damage modeling is extremely difficult but I've done a little hex editing (especially in the pre-pack3d era). If anyone has a tutorial or hints about doing this type of work, please let me know.
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Old 01-24-07, 12:17 AM   #220
bigboywooly
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I dont believe you need to hex for the DM
Von can explain it better than anyone else i can think of
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Old 01-24-07, 04:56 AM   #221
chris911
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"A disproportionate number seem to go down with one hit, but many (30-45%?) require two or more."

I think that about 40 % needing more than one trop seems right a least when I sink ships in GWX many only need one trop eg. most C3 and C2 and some of the new merchants. The DM imho more changes the sinking behavior so that a ship needs some time to sink when the damage is done .They don t break appart as often as in Vanilla.....

But normaly that ratio seems to be right with the 40% u have to consider that a lot trops don t hit right or don t explode if you are forced to shot a convoy from a subobtimal possition due to the higher realism of GWX considering the abiltyies of the Escorts.....
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Old 01-24-07, 03:52 PM   #222
rascal101
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Hmm, this gets a little more interesting, I was always of the impressions that your mechants were new skins for original ships, not entirely new ships, so sorry I f I may have oversimplified things. But I'm glad I am on the right track, though frustrated that I may not actually be able to do anything practicel to make your ships a reality

Guess I'll have to sit tight and wait while those with tallent sort this out


Quote:
Originally Posted by iambecomelife
Rascal101 is right. My models are mainly intended to replace the standardized classes that are assigned to nations like Greece, Norway, the UK, etc. As far as I know only the UK had a large number of mass-produced WWII era American ships (mainly Liberties, possibly a few other types). Norway and the USSR had a few liberty ships, but you would not have been likely to encounter them. Shortly after the game came out the lack of enough generic vessels drove me crazy, and once I had the chance I decided to do something about it.

I would like for them to coexist with the stock SH3 ships because many of them are quite well modeled, including the coastal merchant, victory, and liberty. Also, to be honest the default SH3 ships will always have better damage modeling characteristics, and some users will probably prefer them for that reason. So yes, they still have a role to play after the mod comes out.

In the past I extensively modded the scr and rnd layers of my campaign, and I would be willing to help script in my vessels when needed - for example, in ports, for historical events, and so on. It's going to require a lot of work and I don't want it to seem like I'm dumping this whole thing on you ...

I can release some of the ships right now for damage modeling if minor "quality control" work that still needs to be done (moving a few nodes, checking for off-center parts and so on) will not affect the damage modeling changes. Will it? I'm clueless about this aspect of SH3 ship modding, so bear with me.

I have spoken to Von Helschig (sp?) about the DM's and asked if it would be possible to use the same model for several ships to speed up the process, since a large number of the vessels are based on the same hulls or hulls that differ by maybe 5-10 scale feet. IMO external details like bow shape and funnel size would have had very little impact on how fast a ship sank, and hopefully nobody complains if a 405-foot freighter sinks as fast as a 400 foot one.

I have tested modded ships on standard SH3 and NYGM installations and the sinking behavior, based on where a torpedo hits, is virtually always correct. A disproportionate number seem to go down with one hit, but many (30-45%?) require two or more. Still, I understand that more accurate modeling is needed to help improve immersion for the typical user. I've been told that damage modeling is extremely difficult but I've done a little hex editing (especially in the pre-pack3d era). If anyone has a tutorial or hints about doing this type of work, please let me know.
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Old 01-26-07, 09:24 AM   #223
Mush Martin
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Default River Class Frigate Mod Beta Release all welcome!

see this link

http://www.subsim.com/radioroom/showthread.php?t=104522

MM
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Old 01-27-07, 09:44 PM   #224
AG124
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Default New Ship for Library

Here's a post I just made in the Mod Request for More Ship Types thread.

Quote:
Originally Posted by AG124
Looks like Rowi_58 has released a civilian version of his anti-aircraft flak ship - it is a two funnelled version of the NPTR. Look really good too, and adds variety to the transport roster.



http://forums-de.ubi.com/eve/forums/...831054534/p/32
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Old 01-28-07, 01:55 AM   #225
rascal101
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Default A question for BBW re Rowi's Marineversorger

I know I'm off subject but I think you are a regular visitor over at the German SH3 site. I came across what I think is Rowi's depot ship wich I'm not sure, it either comes with a bunch of Uboats tied up or you can tie up at the depot ship.
Whatever I am buggered if I can translate the install here's a link to the download if you or any one you know can help.

I suppose installing it will cause all manner of conflicts with my GWX, but what the hell I'm feeling saucy!

instructions1
Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by Warhunter
HMS REPULSE:


----------------------------------------------

- The CTD issue has been fixed
- position of the turrets corrected
- rotation of the flag corrected

DOWNLOAD: http://files.filefront.com/NBC_Repul.../fileinfo.html




thx to rowi58

---------------------------------------------
Thanx Warhunter
Great ship mate
Thanx also to Rowi for help fixing
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