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Real U-boat 1.30 is here.
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Beery



Joined: 09 Nov 2004
Posts: 2817
Location: Boston, MA, USA

PostPosted: Mon May 23, 2005 2:47 pm    Post subject: Real U-boat 1.30 is here. Reply with quote

Get it at www.beerymod.com or straight from herehttp://www.beerymod.com/RealUboat1.30.zip

Here's the readme list of changes:

Version 1.30 Full list of mods (because so much has been altered in SH3 v1.3):

* denotes files that have corresponding changes in other files.

050517: Added new 20/20 mod. Mod by Pentallion. (data\Campaigns\Campaign\Campaign_RND.mis)
Fixed spawn conflict bug. Mod by Nico. (data\Campaigns\Campaign\Campaign_SCR.mis)

Added alternative version of Basic.cfg for players who play the game at 1X time compression. (data\Cfg\Basic1x.cfg)
Adjusted fatigue progression to model long-term battle fatigue. Mod by Beery (data\Cfg\Basic.cfg)
Adjusted rank level 1 to zero, which allows each commander to be promoted to Oberleutnant zur See after his first patrol. (data\Cfg\Basic.cfg)
Doubled the requirements for all commander medals except the Iron Cross 1st and 2nd class. (data\Cfg\Basic.cfg)
Adjusted renown required for u-boat badge to 50 so that crewmen will get the medal at a more historically realistic rate. (data\Cfg\Basic.cfg)
Increased length of time required for training on new boats. (data\Cfg\Basic.cfg)
Increased time spent upgrading certain equipment. Fix by Beery and Shan_Hackett. (data\Cfg\Basic.cfg)
Adjusted U-boat availability dates to match historical data. (data\Cfg\Basic.cfg)
Added go-back view for periscope (data\Cfg\Commands_de.cfg and data\Cfg\Commands_en.cfg)
Removed keypad 'Enter' command to prevent accidental torpedo firing (*3: see below). (data\Cfg\Commands_de.cfg, data\Cfg\Commands_en.cfg and data\Menu\de_menu.txt, en_menu.txt)
1st Flotilla data altered - changed starting port for 1939 to 1940 campaigns, changed U-boat assignment for 1940 campaign. (data\Cfg\Flotilla.cfg)
7th Flotilla data altered - removed Type XXI and changed 1943 starter boat from Type VII C/41 to Type VIIC. (data\Cfg\Flotilla.cfg)
33rd Flotilla data altered - removed Type XXI. (data\Cfg\Flotilla.cfg)
Fixed bug that gave patrols in a sea grid square that doesn't exist (BD30) - changed to BD31. (data\Cfg\Flotilla.cfg)
Fixed several 7th Flotilla grid destinations that no Type VII U-Boat could reach. (data\Cfg\Flotilla.cfg)
2nd Flotilla data altered - inserted a 1939 start date (*1: see below). Mod by Beery. (data\Cfg\Flotilla.cfg and data\Menu\cfg\menu\flotillas.cfg)

Added new crew uniforms. Clothing graphics by Beery, Insignia graphics by Aces. (data\Crew\Body\Body01\OFF_TGA\01_OFF_Body01_D.tga, 02_OFF_Body01_D.tga, 03_OFF_Body01_D.tga, 04_OFF_Body01_D.tga, and data\Crew\Body\Body01\POS_TGA\03_OFF_Body01_D.tga and 04_OFF_Body01_D.tga)

All-new water. Mod by TimeTraveller, Purpulez, Mad-h and Beery. (data\Env\EnvColors_Arct.dat, EnvColors_Atl.dat, EnvColors_Med.dat, SkyColors_Arct.dat, SkyColors_Atl.dat and SkyColors_Med.dat)

050523: Late war sonar and depth charge effectiveness adjusted. Sonar mod by Jungman (data\Library\AI_Sensors.dat, DepthCharges.zon)

2nd Flotilla data altered - inserted a 1939 start date (*1: see above). Mod by Beery. (data\Menu\cfg\menu\flotillas.cfg and data\Cfg\Flotilla.cfg)
Added hakenkreuz to all medals and medal screen, removed unrealistic medals. Mod by Beery. (data\Menu\Data\awards.tga and insigne.tga)
Altered crew fatigue graphic to be less frightening. Graphic by Kaa. (data\Menu\Data\crew_sign.tga)
Added new dial graphics. Mod by Beery (data\Menu\Gui\Layout\Dials1.tga)
Added readable compass dial. Mod by Ripbud. (data\Menu\Gui\Layout\DialsFdb.tga)
Adjusted GUI to enable easier use at night (*2: see below). Mod by Beery. (data/Menu\Gui\RecManual\RecManBkgr.tga, data\Menu\Gui\DeckGun.tga, Notes.tga, Periscope.tga, UZO.tga, and all tga files in the folders in data\Sea)
Removed colour coding for contacts. Mod by Myros. (data\Menu\Gui\Units\UnitMShip.tga, UnitMShipL.tga, UnitMShipM.tga, UnitWShip.tga, UnitWShipL.tga, UnitWShipM.tga and data\Menu\ContLine.tga)
Added vertical nomograph tool. Mod by Wazoo, clean nav map by Tikigod. (data\Menu\Gui\StrTactMap.tga)
Added mod version number to loading screen. (data\Menu\Loading\Intro.tga)
Added Friend or Foe Identification to in-game help. Mod by U1409. (data\Menu\de_help.txt and en_help.txt)
Removed Hull Integrity notification, changed 'target destroyed' report to 'She's going down!'. (data\Menu\de_menu.txt, en_menu.txt)
Fixed numerous German spelling/word mistakes. (data\Menu\de_menu.txt, en_menu.txt)
050521: Fixed incorrect rank listings. Fix by Jaesen Jones. (data\Menu\de_menu.txt, en_menu.txt)
Added realistic German ranks to English version of the game. (data\Menu\en_menu.txt)
Removed keypad 'Enter' command to prevent accidental torpedo firing (*3: see above). (data\Menu\de_menu.txt, en_menu.txt and data\Cfg\Commands_de.cfg, data\Cfg\Commands_en.cfg)
Removed binocular crosshair. (data\Menu\menu_1024_768.ini)
Moved shortcuts bar so it's less visible. Mod by TimeTraveller. (data\Menu\menu_1024_768.ini)

Added new wake graphics. Mod by Ailantd. (data\Misc\siaj.tga, siaj_nave.tga, siaj_submarin.tga)
Removed orange U-boat position marker. Mod by Beery. (data\Misc\UMark.tga)

Removed Ubisoft logo movie. Mod by 9th Flotilla. (data\Movies\Logo.wmv)

050519: Updated U-boat individual number info, including Type IIB and Type IXC numbers (*4 see below). (data\Roster\German\Submarine\SSTypeIIA.cfg, SSTypeIID.cfg, SSTypeVIIB.cfg, SSTypeIXB.cfg, SSTypeIXC.cfg, SSTypeIXD2.cfg)
Removed ship identities for UZO and periscope. Fix by Beery. (data\Roster\English.cfg, German.cfg)

Adjusted GUI to enable easier use at night (*2: see above). Mod by Beery. (all tga files in the folders in data\Sea, also data/Menu\Gui\RecManual\RecManBkgr.tga, data\Menu\Gui\DeckGun.tga, Notes.tga, Periscope.tga, UZO.tga)

Fixed incorrect German voices for speeds. Fix by Beery. (all ogg files in the folders in data\Sound\Speech)
More realistic and atmospheric sounds added. (data\Sound\Dive sequence.wav, Fanfara_01.wav, Submarine Bell.wav)

Added protractor. Mod by Jace11. (data\Submarine\NSS_Uboat2A\NSS_Uboat2A_shp.tga, and all other shp.tga files in all Uboat files in data\Submarine)
Type VII and Type IX U-boat ranges adjusted. Mod by Clive Bradbury. (data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sim, and all sim files for type IX U-boats in data\Submarine)
050518: Changed specs for Type IIA to better simulate a Type IIB (*4 see above). Mod suggested by Teddy Bar. (data\Submarine\NSS_Uboat2A\NSS_Uboat2A.sim)

Added hydrophone graphic. Graphic by 9th Flotilla. (data\Textures\TNormal\tex\cadrane_radio_7.tga, cadrane_radio_9.tga, cadrane_radio_21.tga, int_2_1.tga)
Added better quality German flags. Mod by Beery (data\Textures\TNormal\tex\German.tga and German_m.tga)
Added smaller moon. Mod by Ailantd. (data\Textures\TNormal\tex\moon.tga, moon_256.tga)
Adjusted the hakenkreuz on the Bismarck. (data\Textures\TNormal\tex\NBB_BismarkC.tga)
Added realistic sun graphic. Mod by Gunmod. (data\Textures\TNormal\tex\sun_b.tga)

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

Patch Notes:

Fatigue: the new fatigue is based on a combat stress model. It is no longer fatigue. The feature is meant to reward careful crew assignments while removing the burden of micromanagement that the original game placed on the player. In this mod the torpedo compartments and the repair area are the most stress-inducing areas of the boat, so try to keep crewmen out of these areas until they are required to work there. Also, try to limit placing watch crews on duty during bad weather. It's best to submerge when the weather is bad. Always make sure not to spend too much time at under 32x time compression.

Combat stress and crew management: When crewmen become fully stressed they will work at lower capacity. In the first couple of missions (until you train specialists) this can make it difficult to run the boat. In the short-term, place NCOs and officers in compartments which are having trouble. Between patrols, give the necessary specialist badges to NCOs and officers so that they can work the worst-affected compartments more efficiently.

Sleeping areas and fatigue: Fatigue (now combat stress) will no longer heal during time spent in the sleeping areas, but these areas will prevent crewmen from becoming more stressed. Fill these compartments with all non-essential personnel in order to keep them rested for duty.

Fatigue Marker: the fatigue marker's shape and colour has been changed. This is to remind players that high fatigue is not a 'red alert' situation. Crewmen can and will do their job even when highly stressed, but their efficiency will drop considerably. A stressed torpedo crew often takes 24 minutes to load a tube, while a fresh crew takes only 12 minutes.

The Type XXI: only 11th Flotilla got the Type XXI operational before the war's end. This mod makes only very small concessions to playability in this regard - if you want to command a Type XXI, you will have to transfer to one between the beginning of July and mid-August 1944. You will then spend a frustrating few months as your new boat undergoes delay after delay. You will finally get your new boat between March and May 1945 - if you're lucky you will have enough time left to do a patrol in it before the war ends.

Realism: this is the watch-word of this mod. The realistic features of this mod are not for everyone, so if you're finding the mod frustrating, simply uninstall it. This mod is intended to be used with FULL realism settings (except for camera views).

Realistic career length option: no U-boat commander ever had a career spanning the entire war. In reality, commanders all retired after a few patrols - usually somewhere between 3 and 16 patrols. Often they went to training units, or they took a staff position in BdU. If players don't mind some complex die-roll requirements, they can simulate a realistic career by using the following method, which gives results that closely match the historical data for the career lengths of the aces:

On completing the 4th patrol and on completion of every patrol therafter, roll a die:
After patrols 4-7, a roll of 1 results in retirement from front line duty.
After patrols 8-13, a roll of 1 or 2 results in retirement from front line duty.
After patrols 14-15, a roll of 1, 2 or 3 results in retirement from front line duty.
After patrol 16, only on a roll of 6 can a career be continued.
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Ibber



Joined: 26 Apr 2005
Posts: 57
Location: Copenhagen, Denmark

PostPosted: Mon May 23, 2005 2:57 pm    Post subject: Reply with quote

Beery................ You are the best!!!!!!!!!!!!!!!!!!

Looking forward to try it Thumbs Up


Last edited by Ibber on Mon May 23, 2005 3:28 pm; edited 1 time in total
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tedhealy



Joined: 22 Mar 2005
Posts: 333
Location: St. Louis, MO, USA

PostPosted: Mon May 23, 2005 3:03 pm    Post subject: Reply with quote

Are you looking for feedback on the overpowered sonar issue/changes, or is this pretty well tested and produces good results?
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Beery



Joined: 09 Nov 2004
Posts: 2817
Location: Boston, MA, USA

PostPosted: Mon May 23, 2005 3:19 pm    Post subject: Reply with quote

Any feedback on the sonar issue would be very welcome. I've done some testing on it, but not as fully as I'd like. However, I felt I needed to get this mod out ASAP so that people who enjoy the RUb mods (and who have been sticking with SH31.2/RUb1.22) can get up to date with all the fun stuff of 1.3.
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tedhealy



Joined: 22 Mar 2005
Posts: 333
Location: St. Louis, MO, USA

PostPosted: Mon May 23, 2005 3:22 pm    Post subject: Reply with quote

Beery wrote:
Any feedback on the sonar issue would be very welcome. I've done some testing on it, but not as fully as I'd like. However, I felt I needed to get this mod out ASAP so that people who enjoy the RUb mods (and who have been sticking with SH31.2/RUb1.22) can get up to date with all the fun stuff of 1.3.


Okey dokey. Your work and the work of all those that contribute to real uboat is much appreciated. Thank you all for the time put in to make this excellent game even better.
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LukeFF



Joined: 05 Apr 2005
Posts: 410
Location: Fort Bragg, NC, USA

PostPosted: Mon May 23, 2005 3:23 pm    Post subject: Reply with quote

Beery, how much time do you allow between patrols? I currently have mine set to six weeks.
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Beery



Joined: 09 Nov 2004
Posts: 2817
Location: Boston, MA, USA

PostPosted: Mon May 23, 2005 3:29 pm    Post subject: Reply with quote

Also included in this is a revamped U-boat roster. The developers missed out about 150 U-boats (Type IXCs and VIIC/41s). So far the mod only adds the Type IXs. The Type VIIC/41s will be done in a later mod.

I also found some mistakes with the availability dates of a lot of different boats, so I want to go through all the boats to fix any mistakes, so that whenever you get assigned to a sub you can always be sure that that particular sub was available at that time. So far all the boats are done except the Type VIICs and the Type XXIs.
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Beery



Joined: 09 Nov 2004
Posts: 2817
Location: Boston, MA, USA

PostPosted: Mon May 23, 2005 3:30 pm    Post subject: Reply with quote

LukeFF wrote:
Beery, how much time do you allow between patrols? I currently have mine set to six weeks.


I only have 31 days. I haven't had time to really look into this issue, so I haven't found a good average delay yet.
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ozzage



Joined: 22 Apr 2005
Posts: 72

PostPosted: Mon May 23, 2005 3:30 pm    Post subject: Reply with quote

I don't know if you know, but you don't need the mod to remove the orange marker. You can turn it off yourself using Ctrl-Del (on the numpad) :)
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Beery



Joined: 09 Nov 2004
Posts: 2817
Location: Boston, MA, USA

PostPosted: Mon May 23, 2005 3:37 pm    Post subject: Reply with quote

ozzage wrote:
I don't know if you know, but you don't need the mod to remove the orange marker. You can turn it off yourself using Ctrl-Del (on the numpad) Smile


Hehe, I had no idea.

I don't think I'll do away with this part of the mod in future releases though, as I can't imagine why anyone would need this marker.
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KL Seestern



Joined: 14 Sep 2002
Posts: 143
Location: Canada

PostPosted: Mon May 23, 2005 3:50 pm    Post subject: Reply with quote

Thanks for posting this, Beery!

I haven't installed the 1.3 patch yet, but I gather there was a problem with the sonar operator not calling out contacts or something? Is that fixed in this mod?
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CCIP



Joined: 17 Apr 2005
Posts: 3224
Location: Ottawa, Canada [Grid BA7311]

PostPosted: Mon May 23, 2005 3:56 pm    Post subject: Reply with quote

Beery wrote:


I don't think I'll do away with this part of the mod in future releases though, as I can't imagine why anyone would need this marker.


I use it when testing some of these new tweaks for DC attacks, so it's not totally pointless...

Good work as always. Thumbs Up
One of these days I might actually be lured into using RUb (although mind you, my not using it isn't because of its quality, which is obviously excellent, but because I have my own heavily modded version that's already well worn-in).
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Beery



Joined: 09 Nov 2004
Posts: 2817
Location: Boston, MA, USA

PostPosted: Mon May 23, 2005 4:13 pm    Post subject: Reply with quote

KL Seestern wrote:
Thanks for posting this, Beery!

I haven't installed the 1.3 patch yet, but I gather there was a problem with the sonar operator not calling out contacts or something? Is that fixed in this mod?


No. That's still a problem, so if that's a big issue for anyone it's probably best to stick with 1.2 until the devs fix it.
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KL Seestern



Joined: 14 Sep 2002
Posts: 143
Location: Canada

PostPosted: Mon May 23, 2005 4:32 pm    Post subject: Reply with quote

OK, thanks for the clarification! Guess I'll hunt round a bit on the forum to see whether it sounds like a problem I can live with ...
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U29



Joined: 05 May 2005
Posts: 27

PostPosted: Mon May 23, 2005 4:45 pm    Post subject: Reply with quote

Good job for sure Beery and rest of guys!
But what about Sonarman? Speaking now? Wink

Ok - already answered question when I wrote.
Hope devs make only small patch 1.31 with fixed Sonarman and nothing more (Coz of incompatibility with RUB 1.3!) Very Happy
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