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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Eternal Patrol
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As I understand it, before anything goes into Subsim Downloads permission must be granted from the person who holds the rights to the patch.
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“Never do anything you can't take back.” —Rocky Russo |
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#17 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,175
Downloads: 279
Uploads: 0
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![]() Best regards. Fubar2Niner |
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#18 |
Frogman
![]() Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
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Aces,
I've been gone for a while. Now back and getting caught up. Last I remember you were experimenting with sleeping figures for the FM interior. Did you have any luck getting them worked in properly? |
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#19 |
Watch
![]() Join Date: Sep 2010
Posts: 16
Downloads: 35
Uploads: 0
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Moin Aces,
I thought the best way of starting to post here was this: first of all to say "Dankeschoen" to you for this great stuff. This includes all the other guys in here, whether they'r named or not. After a while of staring at SH5 with its up-to-date graphics but never fixed issues (the so-called "game launcher" is one of those) I decided not to leave my old beloved SH3, but to give the Grey Wolves a try. When I then stumbled upon Flakmonkey's New Interior and Luca's Open Hatch in Conning Tower, watching the decreasing numbers of posts in the SH5-forums after the expected release hype and noticing that the ongoing work with SH3 was still stable at a high level, the decision was clear. And then. Discovering the pictures of your Super Turms and recognizing that there was a lot more (like animated pens, locks, lifeboats...) I never thought would be possible in SH3 due to its game engine limitations - it made me kinda seasick! And with the chance given by your multimods to break the old JSGME rule "win some, loose some" cuz of sims, inis, dats and cams overwriting each other I pimped my boat to the max, started a new carreer and got off to sea again. Get me right - I was diving around since the early days of SH3 (WITH STARFORCE! Moohaha!) and the only time my screen saw pictures from a stock game was when I installed it and took my first lessons at the academy. Then one of the first "LSH" was already there and from that moment I knew: this is gonna be a looong journey. And it was. And is. And thx to people like you will be! I never was a great self-modeler, okay I moved some screws here and there, merging some early skin mods or playing around with fatigue levels or wave heights, doing some "Das Boot" soundmodding or so. Nothing dangerous and nothing big, just to get in touch with the games thinking and behaviour. So by now I sometimes have a clou where to search the devil when some odd things accur. But not by far all the time. So this is the (second, minor, insignificant...) reason for this post. Following my preferences and your recommendations I installed the following (and in the named order): Privateer's 4Gb_Patch_for_SH3By now I'm travelling around with my VIIc1 in early '42 and everything works nice and smoothly. The diesels roar as they should, blowing nice little exhaust clouds in the air, the boat rattles and shakes when the depth charges rain down over me while my potatoes get ready for dinner. Okay, the FPS drop remarkably when I raise the pennants, but the new harbour scenery at St. Naz is too nice to reduce a single detail! So my world is sunny and God is a nice bearded old man... But there are of course some minor issues. There's nothing what makes me Aaargh!! and also nothing what interrupts the gameplay or looks so ugly that it would force me to get off my boat. But nevertheless... The first thing i did was to compare the single mods (without the GWX ones, cuz they are my basic installation to start from) to discover what they do one by one. Then I surfed up and down the forums. See, I'm a nice guy too... And finally i thought: Who's smarter than the average bear? Ask Aces! 'ear we go! First thing: Looking around the CR the obs scope stands fast and true where it should. But when I SHIFT+O/CTRL+O to raise/lower the obs scope then it "falls down" to the floor, pointing from its foot in the planesmens direction and disappearing between their feet "through the hull". It moves, but not up/down but left/right and will never return to its correct upright position. The view THROUGH the scope is not affected, it stays correct! By saving the game and loading it again (even without leaving SH3 completely) the scope is in the right place again, until... Have you or has somebody else ever seen that behaviour? If so, please give me a hint. Pressing NumPad "0" to return to the previous cam view or the latest station as described by Luke (Luca's Open Hatch in Conning Tower) gives no result. But that would be interesting, no? Especially when driving the boat from the attack scope, standing inside the CT it would be great to take a look through the scope, then "step back" from the lens ant turn towards the TDC or the map, maybe click the switches to open the tubes and return to the scope view. Nearly everything inside the CT is functional now (and I give a WOW! to this fact), but this is a bit useless if I have to return to the CR (or elsewhere) first and then climb up the stairs again using the freecam. I'm not a teen any longer... By the way: is there a chance to get a clickspot for entering the CT? Maybe this wish collides with the limited number of cameras, and the diesel compartment cam occupies the last free slot. Then one idea could be to move the diesel cam to the CT, using the given SHIFT+E- and click-on-the-floor-commands to move there instead to the diesel comp. If I want to get there, the only reason is to see Johann and his beloved engines and if he's got the nerve to stand his ground this time. Maybe I ask him: "Na, Johann? Alles gut geschmiert?" But that's it, it has nothing to do with the gameplay like the CT has. Get me right: I love those eye-candy things and I don't cry a single tear about all the fps swallowed by moving valves or steaming pots. They let me feel that this is MY BOAT and let me be extra careful when going to attack. So, if I can get an advice how to deal with cam positions and clickspots - you're welcome! The fact that some of the clickable icons of GWX "Integrated Orders" will not work any longer is no problem, cuz there is always a keyboard shortcut or a clickspot to use instead. But the new, bigger, "merged" icons I got now (where did they come from?) are not my favourite flavour. Is there an easy way to get the old GWX ones back? In my opinion they're easier to understand. Have you ever noticed that the volume handle at the hydrophone operators place is out of order? When I search for sound contacts by hand I can no longer increase or lower the volume of the sound contact by clicking at the black handle on the right of the handwheel. Is that intended, is it a (maybe known) issue or have I screwed up something by myself? (In this case: Entschuldigung, my fault, won't ask again...) Along with Nvdrifter's "Depth Charge Shake included in Longer Repair Times" (aka "LRT") come the following sentences: "The crew efficiency bars will not show green on the U-boat repair screen. This is expected. The mod decreases crew efficiency in order to have longer repair times. Not a very nice way, but the only one." So this seems to be no graphical thing like putting in a new screen graphic without "slots" or "windows" where the green bars shine through but a config or sim or dat thing. Oooohhh...! I understood well that Drifter/ZMC did plenty of work to get this mod on track. But how do the compartments work without any efficiency (normally you hear a "not enough xxx at yyy" and then the rpm of your diesels drop or so)? So there MUST BE SOME efficiency on board, or the boat would not move! And IF there is some efficiency - why not show it "the old way" with green bars? Do you have an idea where or how the bars are calculated? Maybe there is a chance to increase or lower a simple calculating factor between "fatigue*efficiency*specialization = x*green bar" or so. Or IS this (contrary to ZMCs statement) a graphical trick? In that case: why can't I find any new screen graphics inside his mod? With some hints from you or the crowd 'round here I maybe will start to merge the above named mods, cuz they seem to me like they will stay with me for a longer period and I therefore have to understand how they work. By winmerging or sh3diting some files it's well possible to get into that stuff. I only have to be aware that there is a little Leichtmatrose, delivered by stork-air-mail 5 months ago, yelling "Alaaarm" from time to time. If I don't my better half will depth-charge me... Finally - if it didn't shine through in my brief sentences: You (all!) did a great work, and I appreciate it very much. It was the reason for me to stay onboard SH3, I enjoy it and hopefully will do so for a looong time to come! And now: "Not so long ago..." Gruesse! |
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#20 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,175
Downloads: 279
Uploads: 0
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First up Hi and welcome aboard shipmate. I'd like to congratulate you on an excellent first post. Unfortunately mate Aces hasn't been seen round these parts for quite some time. I've tried several PM's but have never had an answer. Perhaps his inbox is full, I don't know, I've even searched his old stomping grounds in the hope of catching him, alas no joy. I hope you succeed where I failed. Fair winds and calm seas mate. Best regards. Fubar2Niner |
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#21 | |
Navy Seal
![]() Join Date: Sep 2009
Location: Valhalla
Posts: 5,295
Downloads: 141
Uploads: 17
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#22 | |
Watch
![]() Join Date: Sep 2010
Posts: 16
Downloads: 35
Uploads: 0
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@ Fubar
Thanx a lot for the warm welcome. I was already sniffing 'round in the radioroom for quite some time (the more my old AOTD mates went SH5-crazy, but they get back to topic now too...), then decided to join the forum (delicious downloads!) and now, after some comparing and merging and swearing and despairing I thougt the time was come to let the subsimmers know what I think about "dit und dat". Yea, I saw it in this post and others that Aces last Funkspruch was a couple of days ago. On the one hand I fear that he could have retired like ZMC did. On the other hand: don't we all owe him some time to rest and recreate after fixing whatever one can fix? Cracking nuts like these can be a bit of a rough ride for a lone wolf, I understood when I tried to start fixing things by myself. So - hopefully - he'll soon be back. As you can see: I prepared some homework for him... @ Feuer Frei! Quote:
a) logical for the reason that some new key commands have to be introduced (or you could'nt open/close the hatches etc.) and it b) does no harm to GWX IO if you use the modified version of the commands_xx.cfg as described in Flakmonkeys manual or if you modify that cfg by hand, following Flakmonkeys instructions. So that's no problem and NI does not cause the above named "merged icons" problem. Only want this one? NI "pure"? Good choice anyway, cuz this was the one that gave me that "anything goes in SH3, too"-feeling back I had lost for a while due to all the limitations in the game engine. The error report by JSGME will appear regardless of what order ever you try to install two mods or fixes, containing files with the same name in the same place. This is what I called "win some - lose some". Down below I'm gonna say some things I already understood concerning the modding "business". Looking at your postcount I fear that I can't tell you something new. In that case: DON'T READ ANY FURTHER. Or correct me where I'm wrong. But if it's not - fine, then I possibly can give back something instead of sluuuurping all the time... JSGME does not really COMPARE or UNDERSTAND the files it points out. It doesn't know what effects these files will cause in the game. It only tells you: I'm about to overwrite a file that already was overwritten some time ago by me, JSGME. Then you can decide what to do. Possibly (hopefully!) you know something about that file. Then the decision is easy, cuz you know what the effect in the game will be. Example: the two files are identical except for one thing: the old file says "obs scope up/down is done by the keys INS/DEL", while the new file says "obs scope up/down is done by the keys SHIFT+O/CTRL+O". If you want this new behaviour, then say OK and the old file will be stored in a safe place (ready for a rollback of this - and only this - change) while the new one takes its place. And from now on you will do SHIFT+O instead of INS. Win some - lose some. No problem if you know what you win and you know what you possibly lose. Maybe you only win, cuz the new file does not take away a single command but introduces some new ones you never had before. Now for the problematical part of the game. You JSGME-enable your first mod, and e.g. it gives you some new key commands. These commands are needed within the game when running with that specific mod, otherwise the whole mod becomes useless. Then you JSGME-enable the next mod, seeing the warning popping up and not knowing what is in that specific file JSGME tells you it's wondering about. But you want that second mod anyway and say: OK, overwrite. Now, three things can happen: If you're lucky, the file in question contains everything you already have and don't want to lose plus some new things you also intend to get. Such things happen, but believe one thing: they don't happen very often. If you're not so lucky, the file in question takes away some things you didn't require yet or you more or less can agree with to give away, but puts in the things you implicitly wanted. But if you're unlucky - and mostly that's the case - the questionable file takes away things you absolutely MUST HAVE (or you wouldn't have enabled the first mod) and gives you things you ALSO WANT TO HAVE. The files COLLIDE. So here we are! Wat nu? This is where Aces playground is situated. His problem was my problem was your was our was the BIG problem. He wanted THIS, AND he wanted THAT. And THAT, and THAT, too. But JSGME has no solution for this wishing. If two files collide you can only get what's contained in the file you enable LAST, nothing else can be done by JSGME except that it makes the installation process easier and warns you if two files are (possibly) about to collide. That's it. And the probability of colliding files rises with every additional mod that you want to put in. Enabling the mods named above will result in a collision warning that makes you Phoooo! But there is always hope. A hope named Aces e.g. He did all the footwork one has to do to get the result that's intended. He did what JSGME is not able to do (cuz it's not made for this purpose) - he really COMPARED the colliding files, finding out what every single one of them does. And that's not the only thing: if you take into account that most of the files are in fact criss-cross connected to each other (the cfg tells the sim what to do, but possibly the sim won't listen...) you can imagine the mess he got into! Once he knew about all those things he MERGED the files that formerly collided. And then tested, tested, tested them... Now the sun is breaking through: If you only can agree with the choosing of mods Aces put onto his list, you're done! Ignore JSGME crying Wahwah about what you're installing, if only the installing order is the right one, then put Aces Superduperfix on top of it (JSGME: Wahwahwahwah! - ignore this for a last time), and then: Ahead full! For the only reason that some very few things are not to my taste I started to merge and fix around, taking Aces list and starting from the top. Yet I didn't get THAT far... Anyway! Und immer daran denken: Angriff! Ran! Versenken! Gruesse! |
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#23 | |
Navy Seal
![]() Join Date: Sep 2009
Location: Valhalla
Posts: 5,295
Downloads: 141
Uploads: 17
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Habe was gelernt. Versenk Sie Alle!! |
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#24 | |
Watch
![]() Join Date: Sep 2010
Posts: 16
Downloads: 35
Uploads: 0
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Yesterday I came over a big convoy, slipped in from in front and let three eels go. "Fächerschuss auf den Dicken, die anderen Einzelschüsse!" But heavens! The first, single eel should have made his way through the whole cavalcade to the far end of it - and hit the fat one under the bow! But the other two were already out and underway, while the whole bunch was running crazy. No chance finding a target! "Die feinsten Aale, Stück für zwölftausend Mark..." Luckyly I'm sailing with NI, so I could sit down a bit at the officers mess and calm down, then I went over to Johann and cried a little... The fat one was a norwegian ore freighter and sank after a while slowly, slowly. Unnskyld? For hva? See - things can happen to the best! But tonight I'll be over them again! They won't gimme no mercy - so do I! Dive deep, stay calm, hit hard! Gruesse! |
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#25 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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#26 |
Watch
![]() Join Date: Sep 2010
Posts: 16
Downloads: 35
Uploads: 0
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#27 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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You're right - Der Alte said 'Mark' not 'Reichsmark'...
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#28 |
Watch
![]() Join Date: Sep 2010
Posts: 16
Downloads: 35
Uploads: 0
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So we're both right - a bit!
![]() Greetings from U-69 at his third Feindfahrt to U-73. "Ham se dich schon wieder rausgejagt?!" ![]() (Now you got the chance for your 1000th (!) post. Respect, Steel! |
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#29 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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#30 |
Ace of the Deep
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Hi chaps, here you go
![]() Preview video here: Not one but two new mods to download!: ![]() Type 7c-1: Radio antena Up/Down = SHIFT+A/CTRL+A Crew on Deck Toggle = SHIFT+D/CTRL+D Download Link Gamefront/Filefront: http://www.gamefront.com/files/20238...WX+Version.rar Download Link Mediafire: http://www.mediafire.com/?8mhxaiifybau6mm Readme: Greetings, Super Turms v5 activation notes: If you are using a previous version of this mod eg. Super Turms v4 then please de-activate using JSGME and activate the new version. If you are using either the Type 7c-2 or 7-c4 lightmapped add ons as supplied in my previous versions then please first de-activate it and re-activate AFTER Super Turms v5. If you are using my "Aces' Multimod compatability fix release v1.3 public beta" mod then please activate Super Turms v5 AFTER it using JSGME. -- This mod combines entries from three mods into one so that you can have Flakmonkey's Twisty Periscope, Privateer's Turm emblems Your Way and Anvart's Flag and Pennants and DF Antenna all at the same time as well as Tarjak's Historic Emblem Pack and a big bonus curtsey of Flakmonkey who has very kindly produced new Type 7c1 Exterior Lightmaps. When enabled the Type 7b1, 7b2, 7c1 and 7c8 Turms (conning towers) will display the above. Please see the enclosed documentation for the Turm Emblems Your Way mod for more details of how to customise your own emblems. The mod should be enabled in JSGME after Anvart's Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010). Note: This mod is also compatible with the Waterstream+Exhaust Combi V2.3 for GWX3 mod which should be installed first. Version 4 changelog for type 7c1/7 turms: Added and lightmapped new bridge objects: cigarette packets, binoculars, ammo crates, mg34 and helmets. Added and lightmapped Testpilot's Lifebelt and coiled ropes on the deck. Added and lightmapped Tommi's 20cm ammo container and flagpoles. Added new up/down radio antenna controlled with the SHIFT+A/CTRL+A keys. UZO model will now rotate to match your bearing in the "UZO" view. All bridge objects and the UZO will dissapear underwater and the radio antenna will automatically retract on diving etc. Added two otional folders (Aces' Super Turms v4 FM's Turm 7c2 Lightmaps add on) and (Ace's Super Turms v4 FM's Turm 7c4 Lightmaps add on), activate one or the other not both after the Super Turms mod. If you want to add the up/down radio antenna commands manually to your own command_zz.cfg file then please change/add these lines: Change this entry to the one below: [Cmd150] Name=Maneuver_officer Ctxt=1 Key0=0x41,Cs,"SHIFT+A" GoBack=Helmsman_view and add this entry: [Cmd204] Name=Maneuver_officer_end Ctxt=1 Key0=0x41,Cc,"CTRL+A" --------------- Version 5 (this version) changelog: For Type 7C-1 turm u-boats: Added two of Privateer's MG-34 machine guns to the turm as well as two saddle ammo drums. Added two of the above MG-34s (minus mount, sight and ammo drums fitted) and two seperate ammo drums to the inside of the conning tower. The MG-34s, steel helmets and UZO (Testpilot's version) inside the conning tower are now removed when surfaced and re-appear after diving. Note: all of the above appear on the bridge when surfaced. Added a pair of binoculars in the Command Room on the map table which dissapear when surfaced and re-appear when submerged. Added a "crew on deck" feature visible when surfaced and when the Watch Officer is present on the bridge. To activate/deactivate use the SHIFT+D (crew on deck) and CTRL+D (crew below deck) keys. The uniforms textures for the crew on deck are also supplied in the textures folder so that you can modify these if you wish. If you want to add the up/down crew on deck commands manually to your own command_zz.cfg file then please change/add these lines: Change this entry to the one below: [Cmd250] Name=Navigation_officer Ctxt=1 Key0=0x44,Cs,"SHIFT+D" GoBack=Navigator_view and add this entry: [Cmd262] Name=Navigation_officer_End Ctxt=1 Key0=0x44,Cc,"CTRL+D" ------------- My thanks to all of the mod authors for their fantastic mods, encouragement and support. Special Thanks to (Reads like a "who's who of top modding talent) : Flakmonkey for his permission to incorporate his Twisty Periscope mod, for his excellent lightmap tutorial and for re-lightmapping the Turm 7c1. Anvart for his permission to include parts of his Flags, Pennants and DF antenna mod and for his StateMachine method. Privateer for his permission to incorporate his Turm Emblems Your Way mods and his MG-34 mods and for all his help. Diving Duck for his help with the "dials" method. Tarjak for his permission to incorporate his Historic Emblems Pack, Luca for his assistance with the rotate UZO code. Private Godfrey for permission to include his fantastic emblems. Testpilot for his permission to include his UZO, lifebelt, ropes and DF antenna models and textures. Tomi for his permission to include his flagpoles and ammo container models. Raptor for his excellent crew uniforms on which I have based several of my crew on deck uniforms. The author of the MBFL mod which saved me many hours in testing. ref for all his pioneering work with SH3. SKWas for his fantastic S3ditor program without which this mod wouldn't have been possible. Wreford-Brown for very kindly creating a special campaign file which vastly speeded up the testing of this mod. Last, and by no means least, my long suffering missus a "modding orphan" with great patience ![]() -------------- Changelog from v1.0 Added Lightmaps to turm 7c DF Antenna, rod antenna and Twisty Periscopes. Changelog from v2.0 Added Testpilot's DF Antenna and UZO models to Type 7c1. Added lightmaps for the above and also for the rod antenna. Permissions ------------- NOT to be used in any payware\commercial addon May be used in any freeware mod with credits. Best Regards Aces Conclussion: The initial aim of the Super Turms project was an attempt to bring together some great mods which previously couldn't be enabled at the same time such as Anvart's flags, Pennants and DF antenna, Flakmonkey's twisty periscope and type 7c-1 external lightmaps and Privateer's Turm emblems your way mods. Since then the mod has grown to incorporate some stuff of my own including the rotating of the UZO 3d model to match your viewing direction, the appearance/dissapearance of objects like the helmets, MG-34s and UZO inside the conning tower when surfacing/submerging and the crew on deck feature and the raising/lowering of the radio antenna. I have also incorporated new mods such as Privateer's MG-34s as they have become available. I've also added several other new objects to the bridge when surfaced. Overall my favourite boat remains the type 7c-1 as it is fully externally lightmapped. PLUS...... ![]() Download Link Gamefront/Filefront: http://www.gamefront.com/files/20238...WX+Version.rar Download Link Mediafire: http://www.mediafire.com/?m549jdhfn6k6xq7 Readme: Greetings, Super Pens v5 activation notes: If you are using a previous version of this mod then please de-activate it using JSGME and activate the new version in its place. You will require HanSolo's Animated Sub Pen / WAC4.1 SubPen_animated_18.02.2010 and BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) and my mod should be enabled AFTER these two mods thus: WAC4.1 SubPen_animated_18.02.2010 GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5 Aces' St. Nazaire Super Pens Pens v5 If you are using my Aces' Multimod compatability fix release v1.3 public beta mod then please activate Aces' St. Nazaire Super Pens v5 for GWX3 (this mod) AFTER it using JSGME and allow it to overwrite any files as required thus: WAC4.1 SubPen_animated_18.02.2010 GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5 Aces' Multimod compatability fix release v1.3 public beta Aces' St. Nazaire Super Pens Pens v5 -------- History of the mod: This mod adds individual sub pen numbering and much more to the u-boat pens at St.Nazaire. It includes an edited st_nazaire.dat file from BigBoyWooly's "Wilhelmshaven plus locks for GWX 3" mod (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) and a further edited harbor_kit.dat file from V-Mofications "Uber-Alles Harbor_Kit" mod which in turn combines entries form both the Wilhelmshaven plus locks for GWX 3 mod and HanSolo's "animated sub-pens" mod. With the following additions by me: Changes to sub pen exterior/models. I have redone the sub pen models again and, as well as the individual sub pen numbers on the front and inter-connecting pen numbering, I have added the following: 1. Each Pen has external numbering on the front eg. "B 12 A" on the front as did the St. Nazaire pens. 2. Each Pen has numbering above one of the doorways leading to the next pen. 3. The mod includes a new "center" pen model (pens 2-13) which enables each pen to be inter-connected. 4. New roof to try and replicate the "Fangrost" bomb-proof roof structure. 5. New pen ceiling texture. 6. New entrances to pens 1 and 14 with large armoured steel doors. 7. New railings on the top of the pens. 8. New animated flag and flagpole on top of the pens. Additons to the pen interiors: 1. A railway line that runs the length of the pens complete with a locomotive and freight carriages etc. 2, Trucks, kubelwagons and a motorbike and a group of soldiers. 3. Added many signs such as "Rauchen vorbotten", "mitte turm" (middle of the conning tower marks for docking) etc. as well as adding several posters. 4. Edited the 3d model to increase the crew on deck and changed them to include officers and also re-done the uniform texture and changed the enlisted men to wear sidecaps and the officers wear caps. 5. Gangplanks added to docked u-boats as well as sub flags and flagpoles. 6. Edited the 3d model and changed the hat on the "Kaleun" figure to the white style. 7. Edited "Werner's" 3d model to include a leica camera and strap and added his kit bag. 8. Added various other objects such as oil drums, crates, oranges and bread crates on deck. 9. Reduced the number of working cranes and changed the timings and also added new loads for them. 10. Added MG emplacements to some pens. *************************** Version 3 additions ******************************** Lot's of new stuff in the new version, crew on deck have 7th Flotilla cap badges, all type 7b turms have emblems of various type 7b 7th Flotilla boats, new objects such as cleats, bumpers and Testpilot's excellent new BMW motorcycle, new sounds: train, flag fluttering, BMW motorcycle, Opel Blitz truck engines and much much more. New Werner and Kaleun's faces and much more which I'll leave you to find for yourself ![]() Also included in the enclosed Textures folder are the textures for the crew caps, turm emblems and wimple pennants used so that you can edit these if you wish. Note the turm emblems and pennants textures are alpha-channel tga files. Please enable the mod using JSGME. *************************** Version 4 additions ******************************** Tommi's Type 7d u-boat and new pen crane animations in pen9. You can now edit the textures of the type 7b u-boats moored in the pens. Three Textures included in the Textures folder. You will require HanSolo's Animated Sub Pen / WAC4.1 SubPen_animated_18.02.2010 and BigBoyWooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) and my mod should be enabled AFTER these two mods thus: WAC4.1 SubPen_animated_18.02.2010 GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5 Aces' St. Nazaire Sub Pens v2 for Wilhelmshafen,St Naz. Schleuse and xtra ships v5 Download link for animated sub-pens : http://www.filefront.com/15615751/WA...18.02.2010.7z/ Download link for GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships_ V5: http://www.filefront.com/15819511/GW...a-ships-V6.7z/ ------ *************************** Version 5 (this version) additions and changes ******************************** Added Privateer's fantastic MG-34s to moored type 7b u-boats. Changed the bipod MG-34s in the sandbagged emplacements to Privteer's model and texture.. Changed the flag texture to a slightly weathered type. Changed the topedo models and textures to Hans Witteman's excent new ones. Changed a few of the moored Type 7b u-boat skins to AnzacMic's beautiful weathered type. Changed the separate type 7 turms to Yamato9's fantastic rusty, battle-damaged skin texture. Added to sub pen 1 (by the sandbagged emplacement) a German Shepherd guard dog model (produced by Gold-Maori or Privateer?) and I produced a new texture for it. Added to sub pen 2 a film cameraman and camera (produced by Maori?) and changed the 3d model of the camera to a wartime "Arriflex" type (as used by war correspondents) and I re-textured the camera and the cameraman. The camerman now has the face of Wolfgang Petersen, the director of "Das Boot" and sports and 1935 Olympics tie pin and "UFA" film company lapel badge. Changed all crew on deck uniforms to four different uniforms, three of which are pretty closely based on excellent grey and black uniform textures by Rapt0r. The uniforms worn by the crew members on the type7 and type 9 u-boats are differently arranged. ------ Also included in this mod is the following file - Sh3.sdl which combines the entries from the following seven mod's sh3.sdl files into one file. Flakmonkey's New Interior (FM_NewInterior_V1.0) Lifeboats and Debris V4 (LifeBoats&Debris_v4) HanSolo's Animated Sub Pen (WAC4.1 SubPen_animated_18.02.2010) * Kurtz's British Asdic Mk I Final (BritishAsdicMkIFinal) Urfisch's ModStrike Beta1 (Urfischs_ModStrike_Beta1) Nvdrifter's Depth Charge Shake included in Longer Repair Times v2.02 (LRT_v2.02_Final) thfue58/Rowi58/bigboywooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5) * NB: Of special interest to my v5 sub pens mod are the two mods listed above suffixed with an asterisk. ------ Tested with the following mods (my most up to date JSGME-enabled mods list): Generic Mod Enabler - v2.6.0.157 [C:\Program Files\Ubisoft\SilentHunterIII_GWX\MODS] LifeBoats&Debris_v4 GWX_DFa-Flag&Pens_2010 FM30_UpDown_final FM_NewInterior_V1.0 Conning Tower open Hatch TestFMfood Depthcharge Shake v2.01 Urfischs_ModStrike_Beta1 Waterstream+Exhaust Combi V2.3 for GWX3 New Uboat Guns 1.2 Real Depth Charge Searchlights_Removed Torpedo damage Final ver2.0 Foam WAC4.1 SubPen_animated_18.02.2010 Combat Radio Frequency Flags_enlighten Pascal_Port_People Rapt0r's Das Boot Interior Rapt0r's Instruments V3.5 [Without Red Circle] Aces' Radio Room Postcards Rapt0r's Das Boot Skin Sobers 3D waves SOF_Scope TeifeMkI(German) Officer symbol Rapt0r's Uniforms V2.0 [Grey] Subphones No Medals On Crew [Patch] GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 Q Ship mod GWX3.0 Derzeitige Tiefe konrad krumms type 7c b25_ConningTower_Mid Kaleun's Cap Wooden_Lifeboats_Mod_1.1 Destroyers&Corvette NA WAC4.1 16k Atmosphere -63MBinSound widescreen _GWX3.0 Aces' Multimod compatability fix release v1.3 public beta Aces'_Multimod_Fix_v1.3_Johann_add-on Materials file for Aces' multi-mod v1.3 Hitman_Beta_GUI_GWX3_1.0 Aces' Multimod compatability fix Hitman GUI add on DD_VisibleMines_V1.0 TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 Torpedo_HAHD_1024_GWX Karle's_Crash_Dive_Mod b25_Louder_Diesels_Louder Aces' St.Nazaire Super Pens v5 GWX Version Aces' Super Turms v5 GWX Version ------ Credits: HanSolo's fantastic animated sub-pens mod. Trainer1942's great St.Nazaire harbour mod and train models/textures. V-Modifications' great Uber Alles Harbour Kit mod. Torpedo models and textures by Hans Witteman. Kaleun's cap texture by Venatore. Werner's Kit bag model/texture by Diving duck. Testpilot for his fantastic BMW motorcycle, UZO model, Lifebelt model, ropes model mine model, MG42 model (with added anti-aircraft sight by Aces) and Type 7b wires model and associated textures. Privateer for his Type 7b "Turm Emblems Your Way" turm model, MG-34 model and textures. B25 for his excellent weathered conning textures. Tarjack and Pvt.Godfrey for their fantastic Turm Emblems. Tommi's flagpole and flag (Wimpel) model and texture and superb Type 7d u-boat. SquareSteelBar for his Type 7d skin textures. Type 7b skin texture by Konrad Krumm. Type 7b skin texture by Anzacmick. Type 7b skin texture by Yamato9 Type 9b skin textures by Fubar. The author of the dog and film cameraman/camera models. Raptor for his excellent grey and black uniform textures. aergistal for his help and inspiration with the ceiling texture. ref for all his pioneering work with SH3. Last, and by no means least skwas's fantastic S3ditor without which this mod wouldn't have been possible. Wreford-Brown for very kindly creating a special campaign file which vastly speeded up the testing of this mod. I hope I haven't missed anyone out, if so, please forgive me. ---- Permissions ------------- NOT to be used in any payware\commercial addon May be used in any freeware mod with credits. --- Best Regards Aces --------------------------------------- Hope you enjoy using the new mods. Edit: Great idea Jeff, I've added ref to te credits, I can dare to reach this high because I'm standing on the shoulders of giants ![]() NEW BEARDED CREW ON DECK ADD-ON for that returning home look ![]() ![]() Download Link Gamefront: http://www.gamefront.com/files/20241...eck_Add_On.rar Download Link Mediafire: http://www.mediafire.com/?ol93kom25umr99p README: PLEASE NOTE: This is not a complete mod it requires my Aces' Super Pens v5 GWX Version mod above. This add-on adds bearded faces to the crew on deck feature in my Aces' Super Pens v5 GWX Version mod and should be enabled AFTER my Super Pens v5 mod using JSGME. The textured are also installed to your textures folder so that you can edit them if you wish. Kind regards Aces Credits: Beard texture adapted from Fubar's bearded faces mod. ------------- Permissions ------------- NOT to be used in any payware\commercial addon May be used in any freeware mod with credits.
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Gamefront: http://tinyurl.com/bpbaeyl Mediafire: http://tinyurl.com/bn2aoqt YouTube: http://tinyurl.com/clvy94f RSS Feed: http://tinyurl.com/cpbbqv9 Blog: http://tinyurl.com/cv44x82 ![]() Last edited by Aces; 04-19-11 at 06:55 AM. |
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