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Old 04-24-07, 06:00 AM   #16
Woof1701
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by Woof1701
The Elcos and all other AI torpedo boats also lack the ability to fire torpedoes.

So my question is: "Why weren't the virtual torpedoes included in GWX?"
Why do you need them included in GWX? You can always download the corresponding mod from my site. According to Rubini, it works with GWX. In case, you decide to use it, do not install guns.dat, .sim, .zon and shells.dat, .sim, .zon files from download (unfortunately, I did not have time to update the download), instead take the files from my Library pack 2.0.
Thanks a lot. I guess that also means I'll have to rename the files, since in the Library Pack 2.0 they all have an "_SB" extention to them. Right?
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Old 04-24-07, 06:46 AM   #17
sergbuto
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Quote:
Originally Posted by Woof1701
Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by Woof1701
The Elcos and all other AI torpedo boats also lack the ability to fire torpedoes.

So my question is: "Why weren't the virtual torpedoes included in GWX?"
Why do you need them included in GWX? You can always download the corresponding mod from my site. According to Rubini, it works with GWX. In case, you decide to use it, do not install guns.dat, .sim, .zon and shells.dat, .sim, .zon files from download (unfortunately, I did not have time to update the download), instead take the files from my Library pack 2.0.
Thanks a lot. I guess that also means I'll have to rename the files, since in the Library Pack 2.0 they all have an "_SB" extention to them. Right?
No, do not rename. Use them as they are. The files are not suppossed to overwrite anything (that was the whole idea). They just add extra weapons needed for my mods to function.
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Old 04-24-07, 07:24 AM   #18
Woof1701
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Ok. Now you've lost me. As far as I understood it the game needs a reference where to search for let's say "gun properties" and accesses the file where the data is stored. So the Wolfpack and Elco Mods would work with either gun.sim (.zon/.dat) and gun_SB.sim (.zon/.dat) files? Can't imagine how this'll work ... How does the game know whether to search in gun.sim or gun_SB.sim? Or did you simply include the wrong gun and shell files with you mods?

Another question: when I use the wolfpack mod, does that also affect the scripted wolfpacks in GWX?
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Old 04-24-07, 07:35 AM   #19
mikaelanderlund
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Quote:
Originally Posted by Woof1701
Ok. Now you've lost me. As far as I understood it the game needs a reference where to search for let's say "gun properties" and accesses the file where the data is stored. So the Wolfpack and Elco Mods would work with either gun.sim (.zon/.dat) and gun_SB.sim (.zon/.dat) files? Can't imagine how this'll work ... How does the game know whether to search in gun.sim or gun_SB.sim? Or did you simply include the wrong gun and shell files with you mods?

Another question: when I use the wolfpack mod, does that also affect the scripted wolfpacks in GWX?
I don't think sergbutos mod affect the scripted wolfpacks in GWX. The wolfpacks in GWX are based on typ VIIC/41 and sergbutos wolfpacs mod is based on VIIA.

Mikael
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Old 04-24-07, 10:17 AM   #20
sergbuto
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Quote:
Originally Posted by Woof1701
So the Wolfpack and Elco Mods would work with either gun.sim (.zon/.dat) and gun_SB.sim (.zon/.dat) files? Can't imagine how this'll work ... How does the game know whether to search in gun.sim or gun_SB.sim?
The mods will require guns.dat(.sim/.zon) you have currently in your SH3 installation and guns_SB.dat(.sim/.zon), which are to be installed with my Library pack. The game looks/searches throughout entire data\Library folder in the SH3 installation.

Quote:
Originally Posted by Woof1701
Another question: when I use the wolfpack mod, does that also affect the scripted wolfpacks in GWX?
No. You need to script-in the sub from my wolfpack mod to have it in campaign. It is not difficult. You will find an advice on how to do it in easy way in this thread
http://www.subsim.com/radioroom/showthread.php?t=94400

More info on the ways to arrange wolfpack can be also found here
http://www.subsim.com/radioroom/show...light=wolfpack

There should be more advices by Col7777 on this topic, but it is necessary search for them.
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Old 04-24-07, 11:06 AM   #21
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Great. Thanks for the information!
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Old 04-24-07, 01:10 PM   #22
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Now that I think about it: what would happen if I simply rename the files from you Wolfpack Mod and place them into the NSS_Uboat7c41 folder in GWX? That would eliminate the GWX wolfpack boats and spawn yours, wouldn't it?
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Old 04-24-07, 02:41 PM   #23
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Clever. If done correctly, should work. Let me see, if I remember correctly, you better keep the CFG file in the NSS_Uboat7c41 folder but replace others with new files. And do not rename the Turm file going to the data\Objects folder.

Alternatively, you can replace VIIc41 in the campaign files with VIIA.

One thing I've remembered though. The VIIA sub in the wolfpack mod was done before Pack3D was available and it uses the same digital IDs for the 3D mesh as VIIB. It means that if you drive VIIB and upon loading a mission AI VIIA is loaded first, you will loose the Flakwalker's cable fix (I do not remember if he did it for VIIB, though). This can be avoided by cloning the VIIA sub and corresponding Turm (conning tower) with Pack3D.

One more thing. The VIIA sub in my Wolfpack mod was designed to fire "virtual torpedoes" from relatively realistic distance to the target. The Long Gunnery mod in GWX will likely change that and the sub will probably start firing from large distances. The Long gunnery mod should not affect the PT-boats with "virtual torpedoes" though.
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Old 04-25-07, 03:54 AM   #24
Woof1701
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Quote:
Originally Posted by sergbuto
Clever. If done correctly, should work. Let me see, if I remember correctly, you better keep the CFG file in the NSS_Uboat7c41 folder but replace others with new files. And do not rename the Turm file going to the data\Objects folder.
Good to mention that. Thanks. I probably wouldn't have thought about it and renamed them as well.


Quote:
Alternatively, you can replace VIIc41 in the campaign files with VIIA.
Manually? Or can I simply use the replace function of a text editior?
Anyway it's too much work and not JSGME compatible without replacing the whole campaign files. As soon as GWX brings out a patch I can start from scratch. I guess I keep my hands off the campaign files before I mess something up.

Quote:
One thing I've remembered though. The VIIA sub in the wolfpack mod was done before Pack3D was available and it uses the same digital IDs for the 3D mesh as VIIB. It means that if you drive VIIB and upon loading a mission AI VIIA is loaded first, you will loose the Flakwalker's cable fix (I do not remember if he did it for VIIB, though). This can be avoided by cloning the VIIA sub and corresponding Turm (conning tower) with Pack3D.
Well that's not so important to me. Thanks for mentioning. I hadn't even noticed that there was something wrong with the cable before it was fixed. :rotfl:

Quote:
One more thing. The VIIA sub in my Wolfpack mod was designed to fire "virtual torpedoes" from relatively realistic distance to the target. The Long Gunnery mod in GWX will likely change that and the sub will probably start firing from large distances. The Long gunnery mod should not affect the PT-boats with "virtual torpedoes" though.
Hmm. We'll see how this'll play out. Currently I'm in early 1941 and haven't run into any wolfpacks. Must have a peek at the campaign files to see where the wolfpacks are scripted in

There's one other thing that came to mind: the GWX wolfpacks run on the surface, your's run at periscope depth. Will your wolfpack uboats also run on the surface when I simply substitute them? Would work as well, but having them run at periscope depth and seeing them being depth charged is more realistic.
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Old 04-25-07, 04:18 AM   #25
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Hi Woof1701,

I think the best way is to replace VIIc41 in the campaign RND files with VIIA (back up your RND file before you start to edit ).

just replace VIIc41 of each convoy (I think there are 10-12 convoys containing wolfpacks) and getting the group unit number right .

Segbuto, do you think this change will work? The parameters in GWX VIIc41 is not exactly the same but I don't know if that is important. Do you know?


[RndGroup xx.RndUnit yy]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=2
Escort=false
SpawnProbability=100
CrewRating=4


Mikael



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Old 04-25-07, 05:31 AM   #26
sergbuto
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Quote:
Originally Posted by Woof1701
Quote:
Alternatively, you can replace VIIc41 in the campaign files with VIIA.
Manually? Or can I simply use the replace function of a text editior?
Anyway it's too much work and not JSGME compatible without replacing the whole campaign files. As soon as GWX brings out a patch I can start from scratch. I guess I keep my hands off the campaign files before I mess something up.
If I was introducing VIIA into GWX, I would definitely went for replacing
the subs in campaign because it is very easy and would take a few secs.
Would just open a campaign file in the text editor and use the Replace function to replace

Class=SSTypeVIIc/41 (at least that's the name I gave to the surfaced AI-boat, do not know it was kept in GWX)

with

Class=SSTypeVIIA

and save. That's it


Quote:
Originally Posted by Woof1701
There's one other thing that came to mind: the GWX wolfpacks run on the surface, your's run at periscope depth. Will your wolfpack uboats also run on the surface when I simply substitute them?
No, U-boats from my wolfpack mod will run submerged.
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Old 04-25-07, 05:36 AM   #27
Woof1701
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by Woof1701
Quote:
Alternatively, you can replace VIIc41 in the campaign files with VIIA.
Manually? Or can I simply use the replace function of a text editior?
Anyway it's too much work and not JSGME compatible without replacing the whole campaign files. As soon as GWX brings out a patch I can start from scratch. I guess I keep my hands off the campaign files before I mess something up.
If I was introducing VIIA into GWX, I would definitely went for replacing
the subs in campaign because it is very easy and would take a few secs.
Would just open a campaign file in the text editor and use the Replace function to replace

Class=SSTypeVIIc/41 (at least that's the name I gave to the surfaced AI-boat, do not know it was kept in GWX)

with

Class=SSTypeVIIA

and save. That's it
Ok I'll look into it. Thanks a lot.
Didn't know they just used the surfaced AI boats for the wolfpacks. Makes sense though.

Quote:
Quote:
Originally Posted by Woof1701
There's one other thing that came to mind: the GWX wolfpacks run on the surface, your's run at periscope depth. Will your wolfpack uboats also run on the surface when I simply substitute them?
No, U-boats from my wolfpack mod will run submerged.
Very good. Thanks.
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Old 04-25-07, 06:03 AM   #28
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Quote:
Originally Posted by mikaelanderlund
Segbuto, do you think this change will work? The parameters in GWX VIIc41 is not exactly the same but I don't know if that is important. Do you know?
The only significant difference between them is max speed.

There won't be any difference for slow convoys. For fast convoys, it depends on what unit number in the convoy they have, i.e. whether they are scripted-in in the front, mid or end of convoy.

For front, mid-convoy when 3D-rendered the subs will not be able to keep-up with the convoy speed, other ships will have to avoid collision (collision avoidance routine works for subs at the periscope depth too). This will produce disorder in the convoy, simulating the effect of attacking U-boat inside the convoy, not to mention the actual firing by the U-boat as soon as a ship is in front of the U-boat.

If U-boats are scripted-in at the end of the fast convoy, they will be gradually left behind after 3D-rendering but I am sure they will have time to fire and probably think some ships. They will definitly attract escorts in any way.
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Old 04-25-07, 06:28 AM   #29
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Thanks sergbuto!

I will go for replacing SSTypeVIIc/41 with SSTypeVIIA . Like this

[RndGroup 58.RndUnit 44]
Class=SSTypeVIIC/41
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
Loadout=Crew on Deck
No=1
Escort=false
SpawnProbability=100
CrewRating=2

to

[RndGroup 58.RndUnit 44]
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
Loadout=Crew on Deck
No=1
Escort=false
SpawnProbability=100
CrewRating=2


Do you think this simple change will work or do I need to change some parameters like Loadout=Crew on Deck to Loadout=Basic and Side=0 to Side=2?

many thanks for your help!
Mikael
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Old 04-25-07, 07:48 AM   #30
sergbuto
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I did not know, they used the Loadout thing. If I remember correctly, the game uses the generic loadout even if it does not find the specified one. Therefore, it should still work. But to make sure, I would comment out/delete the Loadout line.

Side=0 is neutral, if I remember correctly. Yes, I would use the German side, Side=2.

EDIT: On second thought, using Side=2 would probably lead to the situation when the fight would be already over by the time the player gets to the convoy because the convoy is 3D-rendered quite a few tens of kilometers from the player position, but with the Side=0 definition the AI sub won't attack or will it?
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