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 08-02-07, 09:59 AM   #706
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

How's the longer wakes look?
TheDarkWraith is offline   Reply With Quote
Old 08-02-07, 02:38 PM   #707
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

Hi guys sorry im late again I have had system issues this week
and a new power supply has that beat but I still have to
do some work on my harddrives so theres a weeks worth
of delays in Uberboot progress.


It is still a work in progress at the moment the type IXB based version
is available on my FF (see page 1 of this thread, im still reworking signature links)

fairly soon though I am going to put out the Type IXD2 based version
to hold everybody off while we do some majore work and learning on
uber final which I am confident will be able to eliminate most of or
all of the quirks and bugs of the betas

I like the new longer wakes they generate great and the
new angle on the boywave is good.
M
regards MM
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 08-02-07, 03:13 PM   #708
d5j55
Loader
 
Join Date: Aug 2007
Location: soon to be Germany
Posts: 89
Downloads: 5
Uploads: 0
where is it?

Quote:
Originally Posted by Mush Martin
Hi guys sorry im late again I have had system issues this week
and a new power supply has that beat but I still have to
do some work on my harddrives so theres a weeks worth
of delays in Uberboot progress.


It is still a work in progress at the moment the type IXB based version
is available on my FF (see page 1 of this thread, im still reworking signature links)


fairly soon though I am going to put out the Type IXD2 based version
to hold everybody off while we do some majore work and learning on
uber final which I am confident will be able to eliminate most of or
all of the quirks and bugs of the betas

I like the new longer wakes they generate great and the
new angle on the boywave is good.
M
regards MM
the IXD2 version sounds awsome but i could not find your FF.
d5j55 is offline   Reply With Quote
Old 08-02-07, 04:40 PM   #709
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default ooops

sorry dude


http://hosted.filefront.com/MushMartin
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 08-02-07, 06:59 PM   #710
d5j55
Loader
 
Join Date: Aug 2007
Location: soon to be Germany
Posts: 89
Downloads: 5
Uploads: 0
thanks

thanks i found it.
d5j55 is offline   Reply With Quote
Old 08-03-07, 10:29 AM   #711
danurve
The Old Man
 
Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
Default

A page for Uberboot has been started on the CM and ref; under the mods section.
Edits welcome.
__________________
danurve is offline   Reply With Quote
Old 08-03-07, 06:16 PM   #712
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

Thanks danurve I will have to logon and put in a descrip and cautions
for the betas,and I will be sure to include an update for cm when
uberfinal comes out thanks.
M
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 08-20-07, 07:52 PM   #713
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

@ THG


Regarding selecting and changing the number and type of aircraft in GWX
do you mean in career or in missions ???????????
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 08-21-07, 02:24 PM   #714
thehiredgun
Samurai Navy
 
Join Date: Feb 2004
Location: Missouri
Posts: 581
Downloads: 517
Uploads: 0
Default

Mr. Martin, In GWX, I play the carreers. I would appreciate if you could help me change the aircraft.
thehiredgun is offline   Reply With Quote
Old 08-21-07, 03:28 PM   #715
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

Ok now that I know what angle let me assemble my thoughts
on it and I will get back to you shortly (coffee)
M
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 08-21-07, 03:59 PM   #716
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

Now to start with there are several approachs.

first off

we should maybe start with the stuff that already exists
in the gwx campaign layers.

what I mean is they have gone to a lot of trouble to place units
and bases at the appropriate historical place and time.
so assuming for a moment you would like to preserve that
then the way to go is increase the number of aircraft and
squadrons assigned to bases and carriers.

this isnt necessarily a small task because we are talking about
campaigns, that said its not to hard pretty straight forward.
but the shear volume of work to be done is extensive.
so it might be prudent to try limiting the alterations to
your favourite hunting areas and regular haunts.

alternatively ( and marginally easier ) you could simply add extra
airbases and carriers (support groups) into the campaign layers.

the first method involves pulling up the cfg files for airbases
sm med lg and nation specific.

in each on located under SHIII/Data/Land
you will find a file for each type of base in game
each file has a cfg file within it.
that looks like this.


[Unit]
ClassName=LargeAirBaseGB
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1

[AirGroup 1]
StartDate=19380101
EndDate=19401225
Squadron1Class=FBHurricaneMk1
Squadron1No=18
Squadron2Class=LBSSunderlandMKIII
Squadron2No=12

[AirGroup 2]
StartDate=19401226
EndDate=19430510
Squadron1Class=FBHurricaneMk1
Squadron1No=18
Squadron2Class=LBSSunderlandMKIII
Squadron2No=12
Squadron3Class=LBSPBYCatalina
Squadron3No=6

[AirGroup 3]
StartDate=19430511
EndDate=19451231
Squadron1Class=FBHurricaneMk1
Squadron1No=18
Squadron2Class=LBSSunderlandMKIII
Squadron2No=12
Squadron3Class=LBB24Liberator
Squadron3No=12

the seperate airgroups are to simulate the evolutions of aircraft and
weapons. meaning that the first group operates with older eqp at
the beginning the middle group standard eqp in the middle of the
war and the final group with final equip towards wars end.

the squadron bits

Squadron3Class=LBB24Liberator
Squadron3No=12

indicate type and number of aircraft.

you can try adding more squadrons or increasing the number of
aircraft.

similarly in SHIII\Data\sea each aircraft carrier is also set up more
or less this way for squadrons.


the second easier method is to just use mission editor to add extra
bases and carriers to the existing campaign layers which should bring
up the traffic wholesale.

if you want to try the second method instead let me know.

part of it is in the responses of ai for bases when your active in the
area it covers but these are set pretty good as is so I dont think
we should bother with that.

M
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 09-04-07, 04:19 PM   #717
robbierob2005
Watch Officer
 
Join Date: Jun 2006
Location: Beneath the surface.....
Posts: 334
Downloads: 83
Uploads: 0
Default

How do you get this boat in a carreer?
robbierob2005 is offline   Reply With Quote
Old 09-04-07, 04:25 PM   #718
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

The current 1.4 beta has the career screwed up
I have fixed it for Uber2.0 which im working on
at the moment. It has met with major delays
due to system issues on my end but they
seem to be behind me now. also the first run
I made on 2.0beta ended up corrupted somehow
so I had to go back to the beginning but it wont
be long this time, No seriously Im on it.

MM
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 09-04-07, 04:34 PM   #719
robbierob2005
Watch Officer
 
Join Date: Jun 2006
Location: Beneath the surface.....
Posts: 334
Downloads: 83
Uploads: 0
Default

So using this boat i'll have to start a new one in 1939 in Flot 7.
robbierob2005 is offline   Reply With Quote
Old 09-04-07, 05:01 PM   #720
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

the problem is that if you start in 39 once you get to the
end of the year the boat is not available.

an error of inexperience at the time. but as I say it got the
flotilla file done first in the next version.

M
__________________
RIP Mush



Tutorial
Mush Martin 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 01:11 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.