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 > Silent Hunter 4: Wolves of the Pacific > SH4 ATO Mods
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-14-08, 05:02 PM   #31
yamato1
A-ganger
 
Join Date: Jul 2008
Posts: 77
Downloads: 34
Uploads: 0
Default

Quote:
Originally Posted by j_o_nn_y
Hi Yamato1. Is it possible to make the HMS Rodney from SH3 playable?. Now that would be cool!. My favourite battleship.
Me too!

It is possible! But I need one ship from US side with working "UPCcampaigndata" files!
Or i can built to the Germany side.But it is unreal!
yamato1 is offline   Reply With Quote
Old 08-14-08, 11:05 PM   #32
sabretwo
Frogman
 
Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
Default

Any idea on the compatibility of the Bismark (or Yamamoto's other excellent playable ships) with the new Atlantic Theater Mods?

Captaining the Bismark would be a lot of fun, but only if it were somewhat historical. (Running around the Indian Ocean in the Bismark just doesn't feel right )

I don't know much about modding SH4, but I wonder what would be required to get Yamamoto's great mods compatible with the new Atlantic Theater mods?
sabretwo is offline   Reply With Quote
Old 08-14-08, 11:08 PM   #33
sabretwo
Frogman
 
Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
Default

BTW...Yamamoto, I'm still hoping you get a chance to upload your SH3 VIIC war damaged skin to Filefront. Its a great looking skin!

I don't know why, but every mod I try to download from your site comes down corrupted.

I've tried on two different computers now. Uggh
sabretwo is offline   Reply With Quote
Old 08-16-08, 09:56 PM   #34
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
Default

Quote:
Originally Posted by sabretwo
Any idea on the compatibility of the Bismark (or Yamamoto's other excellent playable ships) with the new Atlantic Theater Mods?

Captaining the Bismark would be a lot of fun, but only if it were somewhat historical. (Running around the Indian Ocean in the Bismark just doesn't feel right )

I don't know much about modding SH4, but I wonder what would be required to get Yamamoto's great mods compatible with the new Atlantic Theater mods?
i dont if they are but i know it does feel weird attacking shipping in the Indian. i would love if someone could make it compatible
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Old 08-17-08, 04:50 PM   #35
ECAaxel
Bosun
 
Join Date: Dec 2007
Posts: 62
Downloads: 32
Uploads: 0
Default

one question that has been bothering me what happens if you order it to dive?
ECAaxel is offline   Reply With Quote
Old 08-17-08, 04:53 PM   #36
Herr_Pete
Commodore
 
Join Date: Aug 2007
Location: Scotland, UK
Posts: 623
Downloads: 102
Uploads: 0
Default

i have thought about that. heres my advice. Just dont lol
Herr_Pete is offline   Reply With Quote
Old 08-18-08, 10:13 AM   #37
W4lt3r
Ensign
 
Join Date: Apr 2008
Posts: 222
Downloads: 43
Uploads: 0
Default

If the diveplanes are set to 0 or so, even ordering a dive/crash dive shouldnt have any effect. Along with the effect of the ballast tanks set to 0, they shouldnt fill at all when ordered to dive.

Some other ship mods have had this problem that you can dive with it and become a underwater submarine battleship or so. But im not sure with this mod, might aswell give it a try..Though after that try i doubt im coming back up :rotfl:
W4lt3r is offline   Reply With Quote
Old 08-21-08, 07:13 PM   #38
pozine
Gunner
 
Join Date: Jul 2008
Posts: 97
Downloads: 26
Uploads: 0
Default

hey, nice work


but when i make a single mission, i cant see the ship when i go to single missions, i only see Ship name : unknown
pozine is offline   Reply With Quote
Old 08-22-08, 09:44 AM   #39
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
Default

i use the XIII uboot in the Mission Editor, then select the Bismarck in the select mission screen
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Old 08-22-08, 06:37 PM   #40
pozine
Gunner
 
Join Date: Jul 2008
Posts: 97
Downloads: 26
Uploads: 0
Default

there is only a XVIII walther uboat

and a IX

Last edited by pozine; 08-22-08 at 07:58 PM.
pozine is offline   Reply With Quote
Old 08-22-08, 07:36 PM   #41
d5j55
Loader
 
Join Date: Aug 2007
Location: soon to be Germany
Posts: 89
Downloads: 5
Uploads: 0
Default

he's a site for sore eyes sir...
__________________
blah blah this blah blah that.. all I want to know is what we are going to do next!
d5j55 is offline   Reply With Quote
Old 08-22-08, 08:14 PM   #42
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
Default

Quote:
Originally Posted by pozine
there is only a XVIII walther uboat

and a IX
i meant the walther
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Old 08-23-08, 03:03 PM   #43
pozine
Gunner
 
Join Date: Jul 2008
Posts: 97
Downloads: 26
Uploads: 0
Default

kk but it dont work when i chose it


it only works when i change the data/submarine/kms admiral sheer/admiral sheer.upc file with another of your ship like the scharhorst


i want to know if the upc file of bismark and scharnhorst is the same, i dont mean the names but the other files like


; Compartments Functional Types
;
; FunctionalType= BowTorpedoRoom
; FunctionalType= SternTorpedoRoom
; FunctionalType= PropulsionRoom
; FunctionalType= SensorsRoom
; FunctionalType= CommandRoom
; FunctionalType= DamageControlRoom
; FunctionalType= ObservationRoom - Do we need this separate from SensorsRoom?
; FunctionalType= ArtilleryRoom
; FunctionalType= FlakRoom

[UserPlayerUnit 1.Compartment 1]
CompartmentType= 1
StatusActive= Yes
ID= KMS_AdmiralScheerSternTorpedo
NameDisplayable= Rear Torpedo Launchers
Type=NULL
FunctionalType= SternTorpedoRoom
MechanicalCoef= 0.5 ;0..1
ElectricsCoef= 0 ;0..1
GunsCoef= 0.5
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.02
MaintenanceCoef= 0.019
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 12
EffciencyDenominator=6
EffciencyDenominatorBS=6
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 205
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1

its only an example


etc etc..
pozine is offline   Reply With Quote
Old 11-17-08, 12:23 PM   #44
Rene
Sailor man
 
Join Date: Apr 2008
Location: Deutschland
Posts: 43
Downloads: 40
Uploads: 0
Default

great mod!thanks!
but how can i add the bismarck to the opsmonsun mod?
Rene is offline   Reply With Quote
Old 11-17-08, 06:27 PM   #45
lurker_hlb3
Admiral
 
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
Default

Quote:
Originally Posted by Rene
great mod!thanks!
but how can i add the bismarck to the opsmonsun mod?

I am sorry to say the answer is no, this mod is not compatible with OM
lurker_hlb3 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 07:42 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.