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Pr0metheus 1962
08-07-2005, 08:19 PM
RUb 1.43 with Ops mod and Improved Convoys Now Available.

The new version of the Real U-boat mod can be downloaded from http://www.beerymod.com/RUb1.43.7z

Features new to this version include:

Fixed radar and sonar bugs in the Type XXI.
Fixed IXD2 torpedo loadout bug.
Balanced the starting crews to make the combat fatigue and qualifications systems more challenging.
Changed max height of free camera from 70 to 2000.
Added new nationality labels with flags to ship identification manual.
Added new JU87, ME109 and FW200 skins.
Raised weather condition cap on using U-boat guns.
All new water - still murky but more visible up close.
Added Improved Convoys mod.
Added Ops Mod.
Added 'Additional Merchants' and 'Southampton Cruiser' mods.
Adjusted drafts on Fiji, Clemson, Southampton.

An open beta version of the Operations (Ops) mod is included. Operations is an ongoing project, so some aspects of it are still in development, but the structure of it is there, and it represents a fundamental step forward in the game's ongoing development.

Please read the readme for further details, including the massive contribution by over 30 individual mod-makers, without whom Real U-boat could not exist.

Mylo42
08-07-2005, 08:46 PM
To the modders you speak of ---> http://forums.ubi.com/images/smilies/11.gif

Braunbecker
08-07-2005, 09:20 PM
great, thanks mate !!!!!!!

stljeffbb
08-07-2005, 10:05 PM
YIPEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Thanks,

-Jeff

alarmer
08-07-2005, 10:30 PM
Great work Beeryus!

This keeps SH3 intresting http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

blue_76
08-08-2005, 12:23 AM
You have to have good men. Good men, all of them.

dagamecat
08-08-2005, 03:05 AM
wuhoo! I've been waiting for this. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Thanks Beery, and all involved http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

JU88
08-08-2005, 03:38 AM
You guys are awesome... well done and a million thanks http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Trydan
08-08-2005, 04:31 AM
Another update? Wow! I just want to add my show of appreciation to the SH3-modders. I really appreciate the effort you are putting into this game for us. I'm playing SH3 patch 1.4b with RUB 1.42 (but will download 1.43 now I know it's out) - and I must say that the game is incredible thanks to your efforts in improving it. So, well done and thanks again!

bogusheadbox
08-08-2005, 05:39 AM
Beery you sexy beast.

I am going to visit your site tonight and get me some Berry luurrrrrve

Do you still have your mod manager thingy on your site as well. Will i loose my current campaigne when i mod.

DiveDevil
08-08-2005, 08:34 AM
I gotta tell you Beeryus, you modders are the Gods of SHIII http://forums.ubi.com/images/smilies/11.gif what would this game be without all you? I can only imagine the work involved, very much appreciated. We can't thank you enough for voluntiering your time and skills to make this kick *** game even better. THANKS TO YOU ALL!!!

Budokan
08-08-2005, 08:41 AM
Thanks, Beery, but one question. With all the mod work you do for us, when in heaven's name do you ever have time to play SH3? http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Pr0metheus 1962
08-08-2005, 07:48 PM
Originally posted by Budokan:
Thanks, Beery, but one question. With all the mod work you do for us, when in heaven's name do you ever have time to play SH3? http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Play it? Oh that's right - it's a game, and not just a mod project. Yes, I do seem to remember playing the game in the distant past. LOL.

Actually I'm only half-joking. I rarely play the game these days apart from testing the mod. The mod work has become more of a challenge than playing the game itself. I keep promising myself that I'll take a break and play for a while, but people keep coming up with new and exciting mods, so I get drawn back into just one more mod.

alarmer
08-08-2005, 11:22 PM
Sweet mother. This 1.43 is really something.

First of all I love the new cityes on the map, it does´t look so empty anymore.

Iam on late 1940 and this is the first time I have been bit worried about engaging an convoy. Did my basic night run for the convoy just to find shells flying over my head. Great stuff http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

panthercules
08-09-2005, 12:02 AM
Aw man - I'm liking this so far - I had real CTD problems with RUB 1.41 and 1.42 for some reason, but so far (granted, only part of one patrol in my brand new Type IXC out of Lorient in December 1941, but at least a couple of hours of real time play including being attacked and forced under by a plane and sinking a lone C2 in a night surface torpedo attack that I stumbled upon via a hydrophone check, with no CTD or other problems so far - sweeeeet http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Thanks Beery et al! Can't wait to really put this one through its paces - I have loved the other/earlier versions since around 1.21 or so when I discovered RUB

EFileTahi-A
08-09-2005, 03:16 AM
Hmmm.. Looks like I'm going to give it a try after all.

Good job Beeryus!

Listen Beeryus, since graphics is my speciality, last week-end I spent a few hours trying to drastically increased the good looks of torpedos explosion marks on the ships. Not only they now are finally d*mn visible they also look as they should be looking since the game was released IMHO. Any chance to including it on your mod (if it is appreciated of course)?

I'll try to post some pictures once I get home...

Pr0metheus 1962
08-09-2005, 06:24 AM
Originally posted by EFileTahi-A:
Listen Beeryus, since graphics is my speciality, last week-end I spent a few hours trying to drastically increased the good looks of torpedos explosion marks on the ships. Not only they now are finally d*mn visible they also look as they should be looking since the game was released IMHO. Any chance to including it on your mod (if it is appreciated of course)?

I'll try to post some pictures once I get home...

Please do. I would love to include such a mod. Have you tested it to see what it looks like with gunfire in the Bismarck mission for example? Please send me a copy of the file (or files) so that I can run a few tests on it (or them). I have been hoping for a while that someone would find and fix this problem. Well done!

EFileTahi-A
08-09-2005, 08:27 AM
Great Beeryus! I will take care of it by the time I get home.

Too bad each torpedo explosion is composed by several parts of the same texture, thus, the texture must be a seamless one, I cannot do the "perfect hole look" as I planned to do at the beginning http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif. The advantage of using seamless textures is that, combined with an inteligent kind of algorythm, DEVS made possible generate explosion marks that will never look the same.

PS: There is not much we can do about the torpedos decals marks instead of changing the alpha channel of a 64X64 texture, so, don't expect something that great. I tryed to raise it's size but it's hardcoded to 64x64 http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif, anyway I think this one is much better then the original one. In certain ocasions this new texture sometimes add the feeling that we are seeing the ships insidings, at least for me.

d0mbo
08-09-2005, 11:04 AM
Beeryus,

Can you confirm the deck-gun reload times are as they are supposed to be in this mod? My crew on average manages to get off one round every minute or so (fully rested etc.). Seems to be a wee bit slow.

Furthermore my crew seems to fatigue a bit fast as well. They seem to get extremely fatigued by depth charges exploding near. I can see the logic in that, but putting them in bow or stern quarters wont get their "energy" levels back up a bit again. This means one has to abandon the patrol only after like 10 days or so (when attacked). Is this working as intended as well?

This isnt meant as a bashing, i really like the mod and dont play without it http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

joeap
08-09-2005, 12:22 PM
The gun reloads are supposed to be like that, I think it's suppsoed to reflect the fact that once the ready use ammo ran out shells had to be passed up through the hatch and also that the gun crew are way too accurate.

Pr0metheus 1962
08-09-2005, 12:38 PM
Real average reload times for a prolonged artillery shoot were around 80 seconds. If anything the reload times in RUb are too fast.

As for the fatigue, it's supposed to be like that - a fresh crew will fatigue fast if you use them too hard. Keep your crew rested until they are needed and give your crew qualifications between patrols and they will not be as affected by fatigue. Basically, the standard game allows the player to be lazy, and you don't have to work intelligently to prepare your crew for battle. With RUb you really have to think about fatigue and guard against it.

EFileTahi-A
08-09-2005, 02:17 PM
Both this Bismark pictures when taken when it started to sunk...
http://img.photobucket.com/albums/v698/EFileTahi-A/Bismark_OldDamage.jpg
http://img.photobucket.com/albums/v698/EFileTahi-A/Bismark_NewDamage.jpg

The following pictures are a cheap demonstration of the new texture. The JPG compression destroyed most of it.
http://img.photobucket.com/albums/v698/EFileTahi-A/Torp_OldDamage.jpg
http://img.photobucket.com/albums/v698/EFileTahi-A/Torp_NewDamage.jpg

stljeffbb
08-09-2005, 03:35 PM
Wow EFileTahi-A....interesting pictures...I guess I haven't played enough into histroy to know this, but I was wondering.....does SH3 play out the historical battles....could I try to find the Ajax or whoever was attacking the Bismark on its historical dates and try to prevent the Bismark from being sunk? Can I attack ships attmepting to land (or pound) Normandie?

-Jeff

Pr0metheus 1962
08-09-2005, 07:43 PM
I like the new version. Please let me know how I can get it, and I'll plug it into RUb.

EFileTahi-A
08-10-2005, 03:48 AM
I need a place for me to upload it first...
Alternatively, I can email it, its only 17k.

Just a question. Since the reload time of deck gun in SH3-RUb takes realistic time to reload, does that also means that it is affecting all AI controlled ships?

d0mbo
08-10-2005, 05:42 AM
Beeryus,

thanks for the reply, and please keep up the good work. It's really appreciated!!

Pr0metheus 1962
08-10-2005, 02:57 PM
There is a minor adjustment to the mod in the shape of a new Campaign_LND.sim file. It's at my site and can be downloaded directly from http://www.beerymod.com/1.43patch.7z

Remember to install it only while you're safely in port.

I've updated the main RUb file at my website too, so future downloads won't need the patch (the readme file for the updated version lists an RUb version 1.43p, so if you have that 'p' version change listed in the readme you don't need the patch).

EFileTahi-A
08-11-2005, 04:30 AM
Beeryus, do you use any instant message client?

Pkunzipper
08-12-2005, 01:56 AM
In a game of mine I get always a CTD on 22nd July 1940 at about 3 PM.

It's 8th patrol on this career, i'm using SH3 Commander + RuB 1.43 + patch.

It happened something similar on the previous patrol (it was before the patch) around 20th June. I went on, returning at the base (I had only 1 fish left), once at base I patched, so I don't know if the pach has fixed it. But the 22nd July CTD happens after the patch. I think it's related with political events that swap the control of some base...

Messervy
08-12-2005, 04:07 AM
@ EFileTahi-A

This is as close as I could get to simulate a torn off bow section.
The problem is that the basic texture gets multiplied so it doesnt look nice underwater but on the surface it does the trick.

http://img.photobucket.com/albums/v675/Messervy/sh32005-08-1212-00-16-51.jpg

http://img.photobucket.com/albums/v675/Messervy/sh32005-08-1212-00-27-96.jpg

EFileTahi-A
08-12-2005, 05:43 AM
I'll try to post some pics of my texture explosion with that ship...

Are you playing in single player? If so, what mission is it, I need to try it on that ship.

Messervy
08-12-2005, 05:57 AM
I test them in Torpedo Tutorial. That`s the quickest way to see the results.
It would be very neat if we could associate some flying debris with torpedo impact.

Pr0metheus 1962
08-12-2005, 07:13 AM
Originally posted by Pkunzipper:
In a game of mine I get always a CTD on 22nd July 1940 at about 3 PM.

It's 8th patrol on this career, i'm using SH3 Commander + RuB 1.43 + patch.

It happened something similar on the previous patrol (it was before the patch) around 20th June. I went on, returning at the base (I had only 1 fish left), once at base I patched, so I don't know if the pach has fixed it. But the 22nd July CTD happens after the patch. I think it's related with political events that swap the control of some base...

Are you by any chance using a mod that adjusts radio messages? Because the file that governs base control swaps makes the changes at midnight. The only thing that adjusts things at a specific time of the day is the file that controls radio messages.

Pkunzipper
08-12-2005, 11:55 AM
Originally posted by Beeryus

Are you by any chance using a mod that adjusts radio messages? Because the file that governs base control swaps makes the changes at midnight. The only thing that adjusts things at a specific time of the day is the file that controls radio messages.

As I said earlier the only mod I use in addition to Real U-Boot is SH3 Commander...

I never tried to mess with SH3 files, so I don't know what could cause a similar problem...

HeibgesU999
08-12-2005, 07:47 PM
What patch is being referred to?

HeibgesU999
08-12-2005, 09:34 PM
Nevermind, answered my own question.

One question I did have.

For a fully qualified crew, how many realtime combat hours before the crew is fatigued?

Engine Room
Torpedo Room
Radio Room
Control Room
Watch

Pr0metheus 1962
08-13-2005, 03:20 AM
Originally posted by HeibgesU999:
For a fully qualified crew, how many realtime combat hours before the crew is fatigued?

If I recall correctly, they are fully fatigued in about 12 hours in the engine room, less for the watch crew, and even less in the torpedo room. Crew in the control room and radio room last longer than 12 hours. However, I'm just guessing based on my memory, and it's a long time since I looked at this stuff.

Having said that, I must add that if you have a fully qualified crew, fatigue shouldn't be an issue. I think people place too much emphasis on fatigue. If your crew is fully qualified you can run the boat at full efficiency indefinitely even if they are fully fatigued. Qualifications negate the effects of fatigue.

Pkunzipper
08-13-2005, 09:39 AM
Originally posted by Beeryus:
Are you by any chance using a mod that adjusts radio messages? Because the file that governs base control swaps makes the changes at midnight. The only thing that adjusts things at a specific time of the day is the file that controls radio messages.

Beeryus, could it be the "radiomod" that comes with SH3 Commander Pack?

Pr0metheus 1962
08-13-2005, 11:26 AM
Originally posted by Pkunzipper:
Beeryus, could it be the "radiomod" that comes with SH3 Commander Pack?

No. That only adds actual (audio) radio broadcasts. Whatever is causing the problem seems to be tied to a specific time, and the only thing in the game that works based on a specific time are the text-based radio messages.

EFileTahi-A
08-13-2005, 11:42 AM
Beeryus, did you get my email?

sav112
08-13-2005, 02:19 PM
Hi I€ve got the game in its pure form with the last patch and I am in 1940 in my career that I have I€m only on my 6th patrol but if I install this mod say after I get back to my home port after this patrol will my saved career work and just continue to my 7th or do I need to start again????

I remembered I did with SHII and the new sounds etc and oil and gun mods were fantastic compared to the original game.

Pr0metheus 1962
08-13-2005, 04:42 PM
Originally posted by EFileTahi-A:
Beeryus, did you get my email?

Yes. I sent you an email confirming it. Your mod is in RUb 1.44. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

BAT502
08-14-2005, 03:39 AM
Awesome mod. Many thanks to you and all the other modders. Just a couple of questions for you.

1. How do I remove the Rub Patch? Just found out its already built into the Rub Mod. Doh!! http://forums.ubi.com/images/smilies/35.gif

2. What is the blowing noise when you enter the sub whilst in port prior to starting a new mission?

Again outstanding Mod. Keep up the good work. Only one problem with this mod. I`ll never get to Wars end if you keep bring them out at this rate. LOL.

HeibgesU999
08-25-2005, 08:06 AM
Great Stuff!

I currently playing my 2ns patrol with RuB. Previously, I had just been using the base 1.2 Ubi patch, W@W contact mod, and the improved convoy mod.

Two Questions?

1. Sometimes the default crew management is in affect. My first patrol, in an old career started from port worked as it was supposed to.
They have been on 8 patrols, are qualified, decorated, and in 56 uneventful days at sea, only used about 10% stamina. Awesome!

Then I started my second patrol, in a new career, in 2nd Flotilla in Lorient with a Type IX in January 1942. But when I got to sea, the crew management was working like in the shipped game. But everything else in the game was patched normally.

It's no big deal, because although your system is more realistic, I can also see how the default crew management can add to the stress of combat. No biggy.

2. When using a type IX, I changed minimum crewman to 21 from 24. With 4 Officers and 19 PO, this gives the type IX an efficient crew size of 44 officers and crew. Could this be edited in future versions? Some folks don't like editing files themselves.

3. The Watch Officer interferes with surface torpedo attacks against ships with a Stb AoB. Would it be possible to swap watch positions in the crew slots?

Pr0metheus 1962
08-25-2005, 08:27 AM
Regarding the crew management, I'm not sure how that could happen. If the RUb version of the Basic.cfg file is there it would generate the RUb crew management, unless the file was overwritten by another mod.

On the Type IX crew issue, the crew you get at first is supposed to be relatively inefficient - a skeleton crew if you like. As I see it, you can always flesh out the crew by buying replacements.

Regarding the watch officer, can you send him below? Would that fix it? His position on the bridge is hard coded. So I don't know of any other way to fix it.

HeibgesU999
08-25-2005, 05:20 PM
In regards to the type IX, I meant you can't have fewer than 24 Crewman, the game won't let you drop lower than 24.

But it is an easy fix, to edit the minimum crew to 21. 21 works better with the RuB crew management than 24.

Qbeesh800
08-25-2005, 06:33 PM
Modders! Can you do something about reflections for types II, IX, XXI?
I know i'm monotematic, but this is my little private obsession.
Best regards

Pr0metheus 1962
08-26-2005, 08:41 AM
Originally posted by Qbeesh800:
Modders! Can you do something about reflections for types II, IX, XXI?
I know i'm monotematic, but this is my little private obsession.
Best regards

It's been an obsession of mine too, but no modder (so far) knows how to do it. The developers were lobbied extensively about this during the beta testing of the final patch, but they chose not to address the issue.

kimwh
08-26-2005, 02:02 PM
Originally posted by joeap:
The gun reloads are supposed to be like that, I think it's suppsoed to reflect the fact that once the ready use ammo ran out shells had to be passed up through the hatch and also that the gun crew are way too accurate.

Darn - want my deck gun to handle like an uzi http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif Guess it is more realistic but it is painful to see a ship bearing down on you and the deck gun takes forever to return fire.

Messervy
08-26-2005, 03:55 PM
Originally posted by Beeryus:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Qbeesh800:
Modders! Can you do something about reflections for types II, IX, XXI?
I know i'm monotematic, but this is my little private obsession.
Best regards

It's been an obsession of mine too, but no modder (so far) knows how to do it. The developers were lobbied extensively about this during the beta testing of the final patch, but they chose not to address the issue. </div></BLOCKQUOTE>

Excuse me for not being around when this was discussed, but what reflections are we talking about?

Pr0metheus 1962
08-26-2005, 04:38 PM
Originally posted by Messervy:
Excuse me for not being around when this was discussed, but what reflections are we talking about?

If you look at the Type VII U-boat from the outside view you can see a reflection in the water of its hull and conning tower. The Type VII is the only U-boat with a full reflection. Some other boats have no reflection at all (i.e. the Type II) and some have only a hull reflection and no conning tower (IIRC the Type XXI).

Messervy
08-26-2005, 05:06 PM
True. I never noticed that before. Just loaded Happy times SP mission with lX-D2 and there is no conning tower reflection.
....oh well...on my list of fixes this one is at the bottom. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

runyan99
09-04-2005, 02:46 PM
Does anybody think the convoys in this mod are too full of rich targets like C3s and tankers? I just ran into a huge convoy with so many tankers I couldn't count them all, and I had no problem sinking 40,000 tons in two attack runs. Does this seem a little off to anyone?

Messervy
09-05-2005, 03:00 AM
It is rather odd. Yesterday I stumbled upon a convoy (27 ships) with one Passanger liner,3 C3`s, 2 Troop ships, the rest were C3`s and C2`s with one destroyer and two corvettes as an escort. It was January 43????
On 92% of realism I came out 60.000 tons heavier.

Grey004
09-05-2005, 01:23 PM
The only problem I have,is with ;

a) the Hydrophone on map, tracking direction line.Being visually challenged I find it difficult to see it,with it being so small,faint and its spacing distance.

b) when a target is observed through the scope,I don't get a map, ship contact marker so that I can get a exact fix on the target.

If anybody can help with solving the causes of these issues,It'd be appreciated.

Kaleun1961
09-05-2005, 11:06 PM
Originally posted by Grey004:
The only problem I have,is with ;

a) the Hydrophone on map, tracking direction line.Being visually challenged I find it difficult to see it,with it being so small,faint and its spacing distance.

b) when a target is observed through the scope,I don't get a map, ship contact marker so that I can get a exact fix on the target.

If anybody can help with solving the causes of these issues,It'd be appreciated.

You could try using the UnReal U-boat mod, which amongst a number of things, will allow you to retain the map updates while being able to enjoy the other features of RUb.

Grey004
09-06-2005, 04:56 PM
Thanks Kaleun,
I wasn't aware of the content of UnReal,I think maybe I should sit and browse through all of Beery's and all the other SHIII MOD team posts,on MOD's,to bring me up to date.

Bullbyte
09-09-2005, 07:11 PM
Problem with Rub : Program hangs at Saved Mission screen. I am currently based at St. Nazaire. I get a based changed to Keil banner (the one with the "OK" selectable.) and then nothing. "Program Not Responding" after I give it the three finger salute (ctr+alt+del).
Any suggestions?

Bullbyte
09-10-2005, 09:13 AM
Follow up to above post:

Got it to load. Trick it seems is to spam the "OK" button on the base change to Keil banner. Oh .. and had to sacrifice a virgin to the PC gods. Runnin' low on those too around the house as well. Hope it stays fixed. http://forums.ubi.com/images/smilies/25.gif

fizilbert
09-10-2005, 07:57 PM
I had the same problem happen because I was loading the mod for the first time and using a career I had been using with the stock game. Starting a new career will solve that problem. Otherwise you'll get stuck with having to press that ok button 4 or 5 times every time you load up a save game, before it'll advance.