Silent Hunter III

Silent Hunter III

77 ratings
A Basic Guide to modding and configurations adjustments...
By Oparator Stalker
This guide will explain the how, what and whys for modding the SH 3 game. Here I will show what is what and what can be done. I will also show you how to do fixes with some of the issues with the game.
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Introduction....



(This guide was compleatly reconstructed on 1-4-2018)

>Keep in mind there is a lot to be considered, and can be a lot of work. But if your willing too, you can create a customize mod for yourself to make the game experience more fun. And it will work with your STEAM and DVD versions. All settings and work will be based off my own personal mod "ASC project SH3 War At Sea". They may seem like cheat settings, but if your playing the game, it is clearly not remotely close...

>Also know this, a mod is a players custom modification of the game play, it is not a legal official change cleared by the game software company. What dose this mean? You can put up your mods for downloads for others to use, and share with friends. But you can never "SELL" your mod as retail game patch or extension, That is illegal. So if you waste time on a mod and feel you should get something from it, then you miss the point of modding and maybe you need to stop modding and find something else to do..

It is good ethics when combining your mod with someone else's work that you lay in recognition of that modder with your credits. They too took their personal time to create the feature that you added just the same as you. Sometimes the work of others can solve problems that you are having issues try to solve. So always include Their name too and mod based off, used, or resourced from.
Failure to do this will cause a stir in the modding community because everyone fallows this rule. Even though there is no legal action that can be taken, your name will be wiped in the mud so fast, you not only loose the respect of the Modding community, players find out from them and will pass on you too.

The way this works is the mod is independent work of some one else. No legal action can be taken as in modder vs modder, but the game developer can take legal action against the modder, mainly trying to "Sell" it for retail reasons. Because it is their product by copy right law. And as a modder you can't get a copy right protection, just disputes and arguments. And that headache is just not worth it. By the time your done it would not be worth taking.

You have modders who understand how this works and have no problem with anyone using their mod as a add-on or extension. Some even feel flattery over their mod being used or resourced as long as you CREDIT them in your mod.

This is good ethics and a good way to make and keep friends.
Others don't care how this works, you will require permission from them regardless, no matter if it is a custom textured file much less the mod itself. It is what it is, to maintain good standing get the permission. and if you get it, make sure they are also in your credits.

It may not matter, but it is for respect for each other, regardless how it works. Unless you discovered that the modder is un-reach able, get the permission..

If you have a mod to use with no other info about it, throw a shout out for using it anyway. Some times these mods are by the game developer team themselves who felt this or that should had been done. Or decided to make something available that wasn't before, and is too small to be worth for a patch.
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Definitions..........
Type II = Type 2

Type VII = Type 7

Type IX = Type 9

Type XXI = Type 21

; = semi-colon used to disable functions (omit) or to place note markers so the game will not crash. The line will be taken in as "to Skip" or "not Use".

Bubble pop Syndrome = This is were your ship is instantly destroyed by any collision object, no matter if by bullets to a crew man spitting on the deck...You should know this well already..

Node = A model object.

cfg = the extension of the file that has the configurations of what is to be done and how. You will use a text editor for this.

10.5cm SK C/32 = Main Deck Gun, in standard measurements it is about a 4inch gun

8.8cm SK C/35 = Main Deck Gun, in standard measurements it is about a 3inch gun.

3.7cm FK M 42 Twin, 3.7cm FK M 42, and 3.7cm SK C/30 = Flak gun, remember that gun in call of duty that goes BOOM, BOOM, BOOM and is loaded on top with small shells that fit into a drop magazine and fills the sky with black puffs of smoke, use to take out air craft. Yup, that is what this is..

2cm FK C/38 Flakvierling, 2cm FK C/30 Flakzwiling = Shielded anti-air craft guns

2cm FK C/38, 2cm FK C/30 = No shield anti-air craft guns

2cm FK C/38 Flakzwiling XXI = bunker style duel Anti-air craft guns, Type 21 only

2cm FK C/38 Flakzwiling = quad shielded ant-air craft guns. Remember in call of duty that gun
implacement that has 4 guns with a giant shield, yup that is what it is...

CONING = the tower on the U-boat...

SubNb = how many subs

SubType = which type, is it? a 2, 7, 9 or 21

SubVersion = is it? a A, D, B, or C

CTD = Crash To Desktop

Sub type 0 is Type II
Versions 0 = IIA
Versions 1 = IID

Sub Type 1 is Type VII
Versions 0 = VIIB
Versions 1 = VIIC
Versions2 = VIIC/41
Versions 3 = VIIC/42

Sub Type 2 is Type IX
Versions 0 = IXB
Versions 1 = IXC
Versions 2 = IXC/40
Versions 3 = DX2

Sub Type 3 is Type XXI
Version 0 = XXI
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THE BEGGINING
As you know the game is not game friendly to itself, so it will not be any more different once you start to mod or do fixes. That is just the way it is. The most common CTD is returning back to patrol once your at base from a previous one. You go out again and it CTD during start up. Some times it is just best to exit the game once you return and go to the sub store after you re-start again.

It is not clear why it dose this, I am thinking there is a dll file with a validation check list like it uses in the mission editor because changes done on big mods that have their own exe can work, but a out right copy of the same game mod dose not unless it is installed by the mod's exe installer... Maybe they replace some of the dll files huh?

I do this all the time, its a little price to pay for time wise, and I try to keep it as defult as I can with the little changes, but in the end it turns out good sometimes. Lest I go back in, go to the store and go back out on patrol loosening nothing avoiding a CTD. than again sometimes I do not and it CTD, and when I go back in, the game plays fine, but I lost the part, and I am out of the money.

I get around this by going to crew manegment before leaving again after the store, I move a guy to one place, and then put him back and exit. Seems to auto save everything. Then go back out. Because even if you change nothing, it still tends to do this. Mainly once the store updates. It is a Ubisoft thing...
I tend to get a little lost here, because the game play, you be at sea for hours and never get a CTD.

*To set up ready to modding you will need to see the file extentions. In the event you accdently save the file as a txt file for example, you will CTD. By seeing the extention you will know if windows pulled a fast one like Flotilla.cfg.txt, even tho it says .cfg, the final .txt is the final say so. Seeing the file extention would had told you what is up to began with.
In WIN7 go to Organize, Folder and search options and click on it. You will see a popup for folder options, go to veiw and uncheck "Hide extensions for known file types". Click "OK" and then close out windows explorer and reopen. You should be able to see all the file extensions such as tga, jpg, ini, cfg, ect, ect... Do not be afraid about this, modder do this because you HAVE TO KNOW what is going on when editing and modding files. So it is all good... WIN8 and 10 also has something about the same that can do this.
=========================================================

>Start

the first thing before doing any kind of modding you need a default resorce file set. This is for the event you make a mistake and need a re-write to do it again. In the same game folder create yourself a folder with a name that states the name for what is there. I use the "HOLD_DAT", then copy the entire data folder into it..

Silent Hunter 3\HOLD_DAT\data

Next on your drive create a folder the reflex you personal mod, using a new folder called data, so when your done latter you can burn it to disk.

Example: Your drive name:\Mods\SH3\My mod name\data

That way at any time if something happens to your HD, or have a laptop with the DVD version, or friends you wish to get together to play a LAN game, your Finished mod can be installed and you never have to worry about creating another. If you mod is huge (over 700mb) for some reason then once it is all done, you will need to separate it in parts so they can be burned on disks that hold up to 700mb or 4gigs pending on what crazy changes you done.

Now you can get started in what ever is going to be done...
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> Basic.cfg ...
> Basic.cfg

Silent Hunter 3\data\Cfg\Basic.cfg

Create a new folder in your mod directory called Cfg..

Example: your drive name:\Mods\SH3\your mod name\data\Cfg

Goto the game directory and in the cfg folder open the basic.cfg file
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>DAMAGE

-The damage compartment is related to flooding amount that you take on when receiving damage.

[DAMAGE]
OpenComp=1
PartiallyOpenComp=0.5
EnclosedComp=0.1


=========================================================
-How this is read....

OpenComp=1 <- represents a completely Open Compartment

PartiallyOpenComp=0.5 <-the opening to the compartment is half as big

EnclosedComp=0.1 <-The open compartment is 10% as big

Changing these number will change the simulated flooding speed or amount. For example if they are all set to 1, you most likely will flood out and drown before you get a chance to save the U-boat..
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>RENOWN lay out..

This is used for how you get paid..

[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=150
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000
=========================================================
-How this is read....

RenownReachGridObjCompleted=500 <-When you reach your patrol grid, you get this...

RenownPatrolGridObjCompleted=200 <-When you compleate the patrol you get this...

CompletedPatrol=150<- when that patrol is compleated, you get this...

NEUTRAL=-1 <- you will loose some if you hit a nutral target..

ALLIED=1 <-you will get some for hitting a allied target

AXIS=-10 <- you will loose a lot if you hit your own side as a target.

WrongShipSunk=-5000 <-you will loose this amount of renown..

FirstRankRenown=1000 <- you will need this much renown for this rank..

SecondRankRenown=3500 <- you will need this much renown for this rank..

EndCampaign=-5000 <- if you make it to wars end, you will loose this much renown..

*the increase of the "CompletedPatrol" amount will get you paid more..

*hit enough of your own side, you career is over...

*if you want to put NEUTRAL countries into play for breaking the cordon to England then change the NEUTRAL=-1 to NEUTRAL=1.

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>TIME

This determines how many transfers to use for flotillas. How long your re-fit stay is in base. The number of patrols you need to have in a flotilla and the number of months in a flotilla you need before transferring.

Default Steam version
[TIME]
TransferFlotilla=1
NbDaysInBase=28
NbPatrolsInFlotilla=3
NbMonthsInFlotilla=6
=========================================================
-How this is read....

TransferFlotilla=1 <- You can only do one transfer...

NbDaysInBase=28 <-you will be in base for these many days before next patrol...

NbPatrolsInFlotilla=3 <-You will need to do these many patrols in this flotilla before transfer..

NbMonthsInFlotilla=6 <-You will be in these many months in flotilla before transfer..

*Keep in mind, once you been in the the requiered amount of time in the flotilla, you will be able to do your own transfer, or the game will do a auto transfer if the other flotilla is available to do so..

* increase or lowering the numbers will decide your war time.
Example..
TransferFlotilla=1 <- You can only do one transfer...

NbDaysInBase=14 <-you will be in base for these many days before next patrol...

NbPatrolsInFlotilla=10 <-You will need to do these many patrols in this flotilla before transfer..

NbMonthsInFlotilla=12 <-You will be in this flotilla for a year before transfer..

*you can not go over 28 days in base, how ever the lessor the number, the more war time you get.

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>Crew and compartments..
>CREW

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=1
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0
=========================================================
-How this is read....

MoraleMin=0.30 <- the min morale this crewman has to start with..

MoraleMax=0.60 <- The max morale the crew man can start with..

MoraleStep=0.05 <-the crewmans morale build he gets while at sea, and rank..

FatigueMin=0 <- the min fatigueThis crew man can have before he is useless on station...

FatigueMax=0.5 <- the max fatigue this crewman can loose at a time before he is useless..

FatigueStep=0.2 <- the fatigue lose this crewman gets over time..

CoefMorale=0.4 <- morale controller..

CoefFatigue=0.2 <-Fatigue controller..

QualEffect=1 <- not sure, never had edited...

Hp=10 <- the amout the crewman gets for his health...

Wounded=-0.02 <-The amount in oreder for the game to consider him wounded..

Dead=-0.05 <- the amount needed to be considered dead..

SunkShips=0.1 <- amount the crewman needs to build his experince points

TorpedoHit=0.05 <- amount the crewman needs to build his experince points

Experience=0 <- The crewmans experince points at start on the Boat..

* Any change you make in these numbers will change how this crewman class will work up to putting his setting out of range..

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>COMPARTMENT Interval

This here is what regulates how the compartments are to be manned and work efficiently. Increasing numbers will also increase the crew needed to occupy the compartment, the lessor numbers will decrease the crew needed to run the compartment. I adjusted the numbers to stay below 10.0...

Default version
[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=7.1
Interval2_0=9.6
Interval3_0=19.7

Guide Example....
[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=6.0
Interval2_0=8.5
Interval3_0=9.0

*I wanted to keep it still random, but try to stop the instant crew mutiny that never existed on any U-boat in WWII that is portrayed in the game.

* the lower the number will let the compartment be crewed by less, with lessor rank saliors. The higher the number will requier more to do the job and may need higher rank officers to be present or the compartment will not work..
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>U-boat layout..
>U-boat layout..

The layout is the preset configuration of the U-boat and it's compartments...

[SUBMARINE0]
NrMinOff=2
NrMaxOff=4
NrMinPO=5
NrMaxPO=9
NrMinSeamen=10
NrMaxSeamen=14
NbVersion=2
Version0=0 ; IIA
Name0=IIA
Month0=7
Year0=1939
Version1=1 ; IID
Name1=IID
Month1=10
Year1=1939
DaysSpentInBase=28

NbComp=9
Comp0=0; Tower Watch
Nb0=5
Subs00=AttackPeriscope
AttackPeriscope=0; E_AttackPeriscope
TimeRecovery00=1
Subs01=ObservationPeriscope
ObservationPeriscope=1; E_ObservationPeriscope
TimeRecovery01=1
Subs02=RadioAntenna
RadioAntenna=2; E_RadioAntenna
TimeRecovery02=1
Subs03=RadarAntenna
RadarAntenna=3; E_RadarAntenna
TimeRecovery03=1
Subs04=RadarWarningReceiver
RadarWarningReceiver=40;E_RadarWarningReceiver
TimeRecovery04=1
=========================================================
-How this is read....

NrMinOff=2 <- This is the min number of officer used on this boat..

NrMaxOff=4 <- This is the max officers that can be used on this boat..

NrMinPO=5 <- This is the min number of Petty Officers to be used on this boat..

NrMaxPO=9 <- This is the max number of petty officers for this boat..

NrMinSeamen=10 <- This is the min sailors for this boat..

NrMaxSeamen=14 <- this is the max sailors used on this boat..

NbVersion=2 <- this is how many boat version models will be used in this list.

Version0=0 ; IIA <- this is the type in the version model, the A

Name0=IIA <- this will be the name to be displayed in the players menu..

Month0=7 <- this is the month to be released for this model version so the player can use..

Year0=1939 <- this is the year that this version was available for the player to use..

Version1=1 ; IID <- this is the next verion type for this type II model, it is the D

Name1=IID <- this will be the name to be displayed in the players menu..

Month1=10 <- this is the month to be released for this model version so the player can use..

Year1=1939 <- this is the year that this version was available for the player to use..

DaysSpentInBase=28 <- this is how many days that will be spent in base for this U-boat build when the player buys it..
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>U-boat layout..(continued..)
-Since the list all fallows the same rules, we will just do one..

NbComp=9 <- the amount of compartments to be used for this boat...

Comp0=0; Tower Watch <- compartment type..

Nb0=5 <- Item list available..

Subs00=AttackPeriscope <- Type list..

AttackPeriscope=0; E_AttackPeriscope <- Node type or name..

TimeRecovery00=1 <- repair time...

Subs01=ObservationPeriscope <- Type list..

ObservationPeriscope=1;E_ObservationPeriscope <- Node type or name..

TimeRecovery01=1 <- repair time...

Subs02=RadioAntenna <- Type list..

RadioAntenna=2;E_RadioAntenna <- Node type or name..

TimeRecovery02=1 <- repair time...

Subs03=RadarAntenna <- Type list..

RadarAntenna=3;E_RadarAntenna <- Node type or name..

TimeRecovery03=1 <- repair time...

Subs04=RadarWarningReceiver <- Type list..

RadarWarningReceiver=40;E_RadarWarningReceiver

TimeRecovery04=1 <- repair time...

* these are "presets" and can not be modded except time recovery...

* increasing the time recovery will increase the time it takes to repair, the lower the number, the less time it takes to repair. Keep in mind if you have edited the "COMPARTMENT" list, this will also have a effect on repair time. If you have it taking less crew to run, it may cause a quick recovery time..

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>Fatigue coef controller lay out...
-Remember when you hit your first destroyer and discover your full healthy crew suddenly became useless? here is why..

This sets up your compartment for your crews fatigue. It works with the settings in the "COMPARTMENT" controller. How ever in the default game some of the settings they use can be more fantisy and over board out of it. This is why your guys in a storm become useless almost at the drop of a dime muchless in combat against a capital ship..

So I am going to show you some of the list and explain to what it dose, and also suggested fixes..

[FATIGUE_COEF]
;comp 0
RegularFactor00=0.01
SpecificFactor00=0.04
BadWeather0=0.02
=========================================================
-How this is read....

;comp 0 <- represents comaprtment 0. In this case the watch tower.
(The watch tower is defined all ready with the "00" after RegularFactor.)

RegularFactor00=0.01 <- the fatigue lose as in every day, regulated by the "CoefFatigue" in the crewman's list and also adjusted based on the "COMPARTMENT" controller for crew man to man this station..

SpecificFactor00=0.04 <- a increas on the "CoefFatigue" in the crewman's list under a stress event, such as being shot at, a capitol warship engagment, being bombed, being spotted, ect, ect...

BadWeather0=0.02 <- a increas on the "CoefFatigue" in the crewman's list under simulated sea sickness.

-On some of them in the list you will see two sets of these. This gives it different types of options for the game to use for differnt crewman with differnt outcomes.

You can create all in the list to use 2 "RegularFactor", 2 "SpecificFactor". But you need to remember when doing so, make sure the number to the compartment in the list is the same or the game will not use it..

Example..

>Default..
;comp 0
RegularFactor00=0.01
SpecificFactor00=0.04
BadWeather0=0.02

>Moded..
;comp 0
RegularFactor00=0.01
RegularFactor01=0.01
SpecificFactor00=0.06
SpecificFactor01=0.02
BadWeather00=0.02
BadWeather01=0.01

* it is importaint to make sure the proper compartment is used. Even tho you see "00" the first zero is the compartment, the next zero is a list number of that configuration..

-These compartments are the sleeping compartment. As you know in bad weather you send them here to recover. But in the default settings, their respons to SpecificFactor stress is the only thing they will recover from. Even tho we all know you are in your sleeping compartment, even sick, this is the place to recover from. But not in the game. So even in bad weather they will stay that way until they have SpecificFactor stress. Even if you decide to leave everything as but annoyed with this, this can be fixed..

>Default version..
;comp6
SpecificFactor60=-0.1
SpecificFactor61=-0.1
;comp7
SpecificFactor70=-0.1
SpecificFactor71=-0.1

>Modded version..
;comp6
RegularFactor60=-0.25
RegularFactor61=-0.25
SpecificFactor60=-0.25
SpecificFactor61=-0.25
BadWeather60=-0.25
BadWeather61=-0.25
;comp7
RegularFactor70=-0.25
RegularFactor71=-0.25
SpecificFactor70=-0.25
SpecificFactor71=-0.25
BadWeather70=-0.25
BadWeather71=-0.25

* The recovery number has to be higher than the work load compartments or your guy will still suffer.

*These settings will make it possable for the crewman to recover no matter what condition. The higher the number, the more it becomes a power nap than a rest period..
> Upgrades at the store...
When dealing with upgrades, there are differnt types from engines to sensors as well as guns, and towers.

When attmepting to use nodes that you feel you want because it looks cool, may cause conflict with other U-boats. Heavy flack guns do not mount to conning towers unless the node for it is used.

Just like you can not place deck guns into flack gun slots either.

Some listing will show version for certain types of nodes. This means this node is only available for this model U-boat but only this version..
For example...

[CONING_TYPE9] ;IX/1
Idx=9
Year=1939
Month=10
SubNb=4
SubType0=2
SubVersion0=0
SubType1=2
SubVersion1=1
SubType2=2
SubVersion2=2
SubType3=2
SubVersion3=3
M01=0
A01=8
Renown=0

========================================================
-How this is read....

[CONING_TYPE9] ;IX/1 <-layout for this node

Idx=9 <- the node index nuber for the slot

Year=1939 <- the year release date

Month=10 <- The month release date

SubNb=4 <-The number of U-boats that will use it..

SubType0=2 <- the model U-boat to use, this is a type IX

SubVersion0=0 <-version U-boat that will use it, this is a "B"

SubType1=2 <- the model U-boat to use, this is a type IX

SubVersion1=1 <-version U-boat that will use it, this is a "C"

SubType2=2 <- the model U-boat to use, this is a type IX

SubVersion2=2 <-version U-boat that will use it, this is a "C/40"

SubType3=2 <- the model U-boat to use, this is a type IX

SubVersion3=3 <-version U-boat that will use it, this is a "D2"

M01=0 <- This model will use a 105 deck gun

A01=8 <- this model will use only one anti-air craft 20cm flack gun

Renown=0<- how much it will cost
=========================================================

other items will use different listings for versions..

NameIdx1=1274
Year1=1943
Month1=10
NbSub1=2
Sub10=1
Vers10=3
Sub11=3
Renown1=1000
Name1=Nibelung

=========================================================
-How this is read....

NameIdx1=1274 <- index node for the slot..

Year1=1943 <- the year when it is available..

Month1=10 <- the month when it is available..

NbSub1=2 <- how many U-boats will use this..

Sub10=1 <- What U-boat will use this.. here it is a type 7..

Vers10=3 <- since it is the same number list, it gose to a type 7 version "C/42"..

Sub11=3 <- What U-boat will use this.. here it is a type 21..

Renown1=1000 <- how much this will cost..

Name1=Nibelung <- the name of this index node object..
=========================================================

So when you go to install nodes into slots in the U-boat ammo list, you need to pay attention to what node will be available and what will not for what year, or the game will crash, or it will start with issues such as the message " this or that destroyed sir!"

*as you know panding on the U-boat and year you do get this message. You can dock at base, exit the game, and look for the U-boat in the "SUBMARINE_AMMO" list, find the list date of the release of the boat and look at the slot to see what index number is there. Then scroll down to find it in the sensore list to see if it even is for the boat, missing, or have the worng year release against the boat.
Anything you omit you MUST put in -1 in its place

Example...

from this...
Snorkel_00=1262 <- Node object is installed on this boat

to this...
Snorkel_00=-1 <- Node object is NOT installed on this boat

* any node object you decide to install in a slot, you MUST make sure it is in the correct release date and MUST make sure it is for the right slot. For a release date reasons, it is best to put it in THE YEAR AFTER the object node release date. If it was released in 1940, then you would go to your sub and install it in the "SUBMARINE_AMMO" for 1941, this will ensure no conflict or crash errors.

For myself, I took all the sensors off all the boats except the hydro phones, I wanted to build it up as it went a long..
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> U-boat ammo list lay out....
> Uboat lay out....

Ok this will explain how to do a layout on your boat, and war entry... We are going to use they type IIa because it is small enough to get the point through...

[SUBMARINE_AMMO0]; IIA
Type=0
Version=0
ForeTubes=3
AftTubes=0
ForeResIntern=2
ForeResExtern=0
ForeResExtra=0
AftResIntern=0
AftResExtern=0
ShellSlots=4
NbYears=7
=========================================================
-How this is read....

[SUBMARINE_AMMO0]; IIA <-Primary preset load out and configuration of this model type..

Type=0 <- model to be used in this list, here it is the Type II model...

Version=0 <- the version of this model type, this version is the "A".

ForeTubes=3 <- this model will use 3 forward tubes

AftTubes=0 <- this model dose not have aft tubes

ForeResIntern=2 <- this is set to only have 2 reserves availble in game play

ForeResExtern=0 <- there is no external reserves in the forward section of the boat..

ForeResExtra=0 <- there is no internal extra reserves compartment in the forward section of the boat.

AftResIntern=0 <- there is no external reserves in the aft section of the boat..

AftResExtern=0<- there is no internal extra reserves compartment in the aft section of the boat.

ShellSlots=4 <-only 4 shell slots available for this boat for the gun.

NbYears=7 <- this boat will only be in game service for 7 years.. 1939-1945

* If you look at the "D" model you will notice it has
Renown=2

under
NbYears=7
=========================================================
NbYears=7
Renown=2
=========================================================
But the "A" model dose not. You can mod this by copying the "Renown=2" and pasting it under "NbYears=7" in the "A" model. What is this line? This is what you and your crew get "PAID" for running that boat, and is added into you finish patrol amount.. So even if you do not get anything to sink when you return back to base, your still getting paid to run the boat...
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Year0=1939
ForeTube00=0;T1
ForeTube01=0
ForeTube02=0
ForeResIntern00=0
ForeResIntern01=0
Z01_00=1; IID/1
A01_00=8; 2cm C30
SuperCharger_00=-1
Batteries_00=1263
Hydrophone_00=1270
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=500
=========================================================
-How this is read....

Year0=1939 <- this is the year start of this model type

ForeTube00=0;T1 <-this is the type of torpedo node in this tube

ForeTube01=0<-this is the type of torpedo node in this tube

ForeTube02=0<-this is the type of torpedo node in this tube

ForeResIntern00=0 <-this is the type of torpedo node in this internal reserve compartment..

ForeResIntern01=0 <-this is the type of torpedo node in this internal reserve compartment..

Z01_00=0; IIA/1 <-Node slot, type of conning tower to be already mounted..

A01_00=-1 <-Node slot, what kind of flack gun to use..

SuperCharger_00=-1 <-Node slot, for engine upgrade installed or not installed..

Batteries_00=1263 <-Node slot, for battery on this boat installed or not installed..

Hydrophone_00=1270 <-Node slot, hydrophone type on this boat installed or not installed..

Radar_00=-1 <-Node slot, type of radar installed or not installed..

RadarWarningReceiver_00=-1 <-Node slot, type of radar warning installed or not installed..

Decoy_Launcher_00=-1 <-Node slot, type of decoy launcher installed or not installed...

SonarCoatings_00=-1 <-Node slot, what sonar coating instaled or not installed..

RadarCoatings_00=-1 <-Node slot, radar coating installed or not installed..

Renown0=0 <-What it will cost to buy this boat...

* when changing out torpedos in the boat you must look at the torpedo list first to find it's release date. For example, if that torpedo you want already in at game play, no matter which one, (single, main or MP), you will need to see what year it was released.

For example lets say you want one FAT I. And lets say it was released someplace in 1939 after war start of 9-1-1939. Then you can not add it to the 1939 load out. You have to add it to the 1940 load out.

lets say you change the release date to January-1939, Then you can use the FAT I at war start because it was released before your war time. This gose for any torpedo and boat in the list..

* what ever node you add to the boat here, will be on the boat in all game play. main game, single player and MP.

* When adding a node, it has to be the corret node for the boat, so look at the list. If it is the wrong node, then in game play it will claim it is destroyed. If your useing a node in the wrong year relese of that node, then in game play it will claim it was destroyed.

*Nodes that are re-moved has to be -1 or it will CTD the game. Some U-boats have to have certain nodes such as gun emplacements or the game will claim it was destroyed.

*keep in mind, certain modders tend to set nodes to their prefer boats, such as the type 7. And make them work, but because they are all about the type 7, the other boats get ignored. And such changes may cause node issues on the other boats. For some reason wrong nodes used on other boats, and getting them to work, end up causeing problems for other boats. The type 9 D2 gets it the worst with conflicts..

*You can change the "Renown" amount of what it will cost to get that boat. They can all be set to zero, making every boat free, or higher, dosen't matter. It is nothing more than a price to buy with..

*Boats that use 2 batteries MUST have the same kind of battery node for each slot. You CAN NOT use two differnt types. This may result in a CTD..

*When looking down the list you will see the "[SUBMARINE_AMMO9];IXD1" list has been omitted from use. appernetly the Dev Must have ran out of time to deal with this like other featuers in the game not being used, but is present in the game. And just set up the IXD2 in it's place. There is no slot to re-anable the IXD1.

;[SUBMARINE_AMMO10];IXD2
[SUBMARINE_AMMO9]

So you can ignor the "[SUBMARINE_AMMO9];IXD1" list..

* you will notice when you get to the type 7 and type 9 you will tend to see something like this..

SNK_MASK=NSS_Uboattype9d2_SNK_mask

But not in the type II boat list. This is nothing more than what kind of layout for the snorkel. Type II dosen't use a snorkel..

---------------------------------------------------------------------------------------------------------------------------------
>Fixing known graphic torpedo issues on the type IXD2 in the weapons menu..
Some of you that get this boat, already know that when useing your topedo's and loading them on the weapons menu for this the graphics just seems to quit for no reason..

Who knows why it does. I am going over my own mod to lean it out, fix some issues with it, because it can play all day long, but once you return to base and then go to leave, it CTD. Causing you to have to quit and go back in again. Of course it dose this anyway, but here it is like every time. Anyway, While going through it, who knows, I just might resolve the type 9 issues. I am a type 9 Captain, so if I do find a way to resolve it, I will put that up. but in the mean time for you type 9 Captains, this is what I did for a walk around..
=========================================================
Go to the IXD2 list, and at the first preset config change these lines

ForeResIntern=4
ForeResExtern=8
AftResExtern=4

to these..

ForeResIntern=8
ForeResExtern=6
AftResExtern=2

Then go down the load out list for each year and omit this

;ForeResExtern06=-1
;ForeResExtern07=-1

;AftResExtern02=-1
;AftResExtern03=-1

Then add this to each year..

ForeResIntern04=0
ForeResIntern05=0
ForeResIntern06=0
ForeResIntern07=0

For some reason, having the extra torpedo's on the external side of the boat is NOT working out, but making up for that in the insides seems to..

How ever I notice once I go into game the one torpedo store slot is empty and can not hold anything. It may do nothing, but the graphics will no longer quit either. It is the best walk around with out having to hack into dll files or exe files to change things in there..

*Remember, make sure the number after "ForeResIntern" is in contentuity for that year boat load out, not one number is the same. The zero is the start of that year, the number after zero is just a list number.

So the next year will look something like this..

ForeResIntern14=0
ForeResIntern15=0
ForeResIntern16=0
ForeResIntern17=0

You have any questions just ask...
>Understanding of Flotilla "Flotilla.cfg" file.

So we are going to do some basic modding to the default game, nothing fancy... In order to do this, you need to understand the Flotilla.cfg, because there is always someone who wants to add something and it dosen't work out, or they put it up and really it is a epic failuer. The intention is good, just you have to know what is what and how things read out by the game... So lets get started...

[Flotilla]
NbFlotilla=8
NbStartingFlotilla=6

Flotilla0=902
TO0=940
NbStartingDate0=5
NbDate0=6
Emblem0=data/Emblems/SubEmblems/Flotillas/1st flotilla.tga
NbBases0=2
Base0_0=752;Wilhelmshaven
Date0_0_0=1939
Month0_0_0=6
Date0_0_1=1940
Month0_0_1=7
DeparturePointLong0_0=979726.000000
DeparturePointLat0_0=6426436.000000
Heading0_0=65.995003
Base0_1=751;Brest
Date0_1_0=1940
Month0_1_0=8
Date0_1_1=1944
Month0_1_1=9
DeparturePointLong0_1=-534234.000000
DeparturePointLat0_1=5805791.000000
Heading0_1=180.000000
NbUboats0=2
Uboat0_0=0
Uboat0_1=1

Date00=1939
Month00=9
Starting00=Yes
TypeSub00=0; IIA
VersionSub00=0
iNbName00=3
Name000=U-1
Name001=U-2
Name002=U-3
T0_000=60
T0_001=80
T2_000=15
T2_001=20
PlayerStartRenown00=500

Jan0000=0
Jan0001=0
Jan0002=0
Jan0003=0
Jan0004=0
=========================================================
-How this is read....

[Flotilla] <- For the game to know, this is going to be a flotilla list..

NbFlotilla=8 <- This is the total flotillas in use...

NbStartingFlotilla=6 <- only these will be starting flotillas..

Flotilla0=902 <- Flotilla number ID. This is assign to the 1st flotilla..

TO0=940 <- this is for the autotransfer to other flotillas, 940 send you to any flotilla in the North Atlantic.

*To stop the autotransfer delete "940" or omit it and put in "NULL", Game may not like this, but you will never be auto transfered again...
TO0=NULL ;940

NbStartingDate0=5 <-Number of starting dates for THIS flotilla..

NbDate0=6 <-Number of working dates for THIS flotilla..

Emblem0=data/Emblems/SubEmblems/Flotillas/1st flotilla.tga <- U-boat emblem for this Flotilla

NbBases0=2 <- How many bases will be available for this flotilla..

Base0_0=752;Wilhelmshaven <-Base ID Number..

Date0_0_0=1939 <- The year when the game flotilla base is available

Month0_0_0=6 <- The Month When when the game flotilla base is available

Date0_0_1=1940 <-The year when the game flotilla base ends

Month0_0_1=7 <- The Month When when the game flotilla base ends

DeparturePointLong0_0=979726.000000 <- Global postion long

DeparturePointLat0_0=6426436.000000 <- Global postion Lat

Heading0_0=65.995003 <- Direction base is facing

Base0_1=751;Brest <-Base ID Number..

Date0_1_0=1940 <- The year when the game base was available

Month0_1_0=8 <- The Month When when the game flotilla base was available

Date0_1_1=1944 <-The year when the game flotilla base ends

Month0_1_1=9 <- The Month When when the game flotilla base ends

DeparturePointLong0_1=-534234.000000 <- Global postion long

DeparturePointLat0_1=5805791.000000 <- Global postion Lat

Heading0_1=180.000000 <- Direction base is facing

NbUboats0=2 <- Amount of model types avail for this Flotilla..

Uboat0_0=0 <- Type 2 model will be available for this flotilla

Uboat0_1=1 <- Type 7 will be available for this flotilla..

Date00=1939 <-Year of player game start..

Month00=9 <- month of player game start..

Starting00=Yes <- this is a starting starting year true..

TypeSub00=0; IIA <- this is the model U-boat that the player will start with, in this case a type II..

VersionSub00=0 <- this is the model version the player will use, in this case a "A"...

iNbName00=3 <- There will be 3 names that will be choosed at random for the player start U-boat..

Name000=U-1 <- U-boat name one

Name001=U-2 <- U-boat name two

Name002=U-3 <- U-boat name three

T0_000=60 <- This is the torpedo index number node type, flotilla list number and torpedo list number

T0_001=80 <- This is the torpedo index number node type, flotilla list number and torpedo list number

T2_000=15 <- This is the torpedo index number node type, flotilla list number and torpedo list number
T2_001=20 <- This is the torpedo index number node type, flotilla list number and torpedo list number

PlayerStartRenown00=500 <-what the player gets as a starting pay in this flotilla.
*When compleating the Naval Academy, this will be added to what you get paid for compleating the Naval Academy.

Jan0000=0 <- chart assignment for January

Jan0001=0 <- chart assignment for January

Jan0002=0 <- chart assignment for January

Jan0003=0 <- chart assignment for January

Jan0004=0 <- chart assignment for January

* You can change the U-boat name number to something else, for example if you want the numbers from the real boats of this year and look it up, then you can change them here..
Example...

from this...
Name000=U-1
Name001=U-2
Name002=U-3

to this...
Name000=U-1
Name001=U-7
Name002=U-11

* the 5 Month slots in the chart list are for random chart assignments..

*always remember, when ever adjusting the flotillas or what is to be used in a flotilla, you have to pay attention to the number infomation after the command name. Or it will CTD, not work right, or things not showing up or showing up in the wrong places..
---------------------------------------------------------------------------------------------------------------------------------
>Torpedos and putting them into U-boats and flotillas...
Some of you want to change the way torpedos become available. No matter if it is reloacation of torpedo's coming out in year periods that make no sense by default, or to get all the goodies up front right out of the gate..

So we will start with a FAT I torpedo which is a steam powerd torpedo that is released in the year of battery used torpedos..

[TORPEDO_TYPE1];T I FaT I (G7a)
Idx=1
Year=1942
Month=10
PrototypeYear=1941
PrototypeMonth=5
Renown=100

=========================================================
-How this is read....

[TORPEDO_TYPE1];T I FaT I (G7a) <-The torpedo node type..

Idx=1 <-index number of that node for topedo slots
*Example; ForeResIntern20=1 <-Torpedo node 1 is in this slot on U-boat at game start..

Year=1942 <- The year during battery torpedos, is when this steam power version is released..(?)

Month=10 <- The Month during battery torpedos, is when this steam power version is released..(?)

PrototypeYear=1941 <- The year the prototype is released..

PrototypeMonth=5 <- The Month the prototype is released..

Renown=100 <- This torpedo node will cost you 100 renown to buy..

=========================================================
Modding the Torpedo..

Many have set up modes for certain release of the torpedos or set up load outs and the game will not work right or CTD. This result is because, when you change a year release, you can not have it on the boat till the fallowing year. The game can not tell the difference beetween time periods to release it.

So if I wanted to do this FAT I torpedo to release it as a steam power release (the FAT II is battery) and wish to change it's release date I can.. Lets say I want to put this in 1939 with the other steam torpedo which was available since WWI. That is just how old the steam torpedo is. Just the Germans were better at it, then again, unlike many countries, they put their time and money into it to get better at it.. Even when they were not supose to..

We need to figuer out a date of the release..

Year=1942
Month=10
PrototypeYear=1941
PrototypeMonth=5

So we decide to do this...

Year=1939
Month=10
PrototypeYear=1939
PrototypeMonth=12

-DONE... This torpedo will now be released in 1939. You will need to add this to the flotilla as well as the U-boat. You can not put this in the U-boat 1939 list either. The load out list in 1939 is 1-1-1939 for war start, because the torpedo comes after the war start, conflict, or CTD may happen. Unless the torpedo released in 1938, it can not go on. So it will go on the boat in 1940. This will eliminat crashes due to conflict.

You will need to applie this to the flotillas and may have to all of them for all years, pending on what your looking for... So we go to the Flotilla.cfg, so copy that into your mod Cfg folder.

Open the Flotilla.cfg file to edit, and find the torpedo section, and put this in starting in 1939 in the torpedo list..

T1_000=5
T1_001=2

"T1" <- type of torpedo node to use...

"000"<- "0" number series for the flottila + "00" number list of that node type..
"=2" How many will be available..

When you start the game, you will have access to the torpedo in October. Sometime the prototype version may not show, it dosen't matter, The torpedo will show up in December..

*The torpedo can go into the flotilla list in 1939 because it is a store item to be available when it does. So this is ok.. Just not the U-boat till 1940..

*As you see two T1 lists, this is a random amount load pending on what will be available when you return to port.. Or restart in port. You may leave 5 and come back to 2.

*Always pay attention to the flottila number series and list number to prevent missing, or conflicts with torpedos at base...
---------------------------------------------------------------------------------------------------------------------------------
>Making U-boats become available in flotillas 01...
Ok, this is going to be fun.....

Let say your this type 9 guy right? And you go and decide to explore the world of this boat. And you discover That one type 9 has scored more kills than any type 7, and pulled its fair share of the work just the same as the type 7. So now your all excited because this boat is a unknown under dog in a U-boat world of over rated type 7s. And you discover.... It was a boat in the second flotilla, and the "C" was already being built twords the end of 1939 before the type 7C. But the game dosen't have it like that, even the second flotilla is at the wrong location.. And you want to sort this out..

Stop the sadness and grin with a smile. Were gonna do a basic mod of making the type 9 available at war start, and every one built to be released for their years...
Now there are mods that do have the flotilla correction between first and second flotilla.. If you have done torpedo layouts or have not, you will need to double check year availablity. Remember, anything on the boat that is relesed out before the year set, will cause problems..

This will work also for other U-boat types, but we'll stay on the type 9 instead...

goto your mod data folder and create a folder called Roster and in that folder creat another called
German and in that one creat the last one Submarine.

Final Example:
Your drive name:\Mods\SH3\My mod name\data\Roster\German\Submarine

Copy from the default folder to the Submarine folder in your mod folder the fallowing files..
SSTypeIXB.cfg
SSTypeIXC.cfg
SSTypeIXD2.cfg

*The ideal is to keep contentnuity...
*these years are based of the real lay down times for the boat to be built..
*keep in mind changing release dates on the players U-boat files seem to work, but when correction release dates on capitol ships, merchant ships or air craft the game has major conflicts. It seems the only dates you can edit is on these ships is, on ships you added to other countries that do not have that ship by default..
=========================================================
SSTypeIXB.cfg

from this...(Default version)
AppearanceDate=19390415
DisappearanceDate=19440411

to this...(mod version)
AppearanceDate=19381015
DisappearanceDate=19450811

and at lest make sure one of these units are from this...(Default version)
[Unit 1]
Name=U-123
DOC=19390415
DOD=19440617

to this.....(mod version)
[Unit 1]
Name=U-123
DOC=19381015
DOD=19440617

save and close.. next file...
=========================================================
SSTypeIXC.cfg

from this...(Default version)
AppearanceDate=19411201
DisappearanceDate=19500101

to this...(mod version)
AppearanceDate=19391115
DisappearanceDate=19500101

and at lest make sure one of these units are from this...(Default version)
[Unit 1]
Name=U-802
DOC=19411201
DOD=19450511

to this...(mod version)
[Unit 1]
Name=U-802
DOC=19391115
DOD=19450511

save and close.. next file...
=========================================================
SSTypeIXD2.cfg

check this...(Default version)
AppearanceDate=19420307
DisappearanceDate=19460212

and this...(mod version)
AppearanceDate=19420307
DisappearanceDate=19460212

check this...(Default version)
[Unit 1]
Name=U-179
DOC=19420307
DOD=19421008

and this...(mod version)
[Unit 1]
Name=U-179
DOC=19420307
DOD=19421008

If they are the same, close, if not, edited as you see, and then save and close..
=========================================================
*Now all U-boat models will be in contentnuity of your year release...
On to the next step....

---------------------------------------------------------------------------------------------------------------------------------
>Making U-boats become available in flotillas 02...(continue..)

Now we have to sort out some things, first you need to go over the list in the Basic.cfg.
Because now you will be setting what boat becomes available in what year, when doing this, you need to first make sure the torpedos are being set on the boat according to their year before release.
This is importaint. If you set up your torpedos based on the default games release date. You need to make sure it works inside as a load out for the boat of that year or next year.

For example you loaded the worst torpedos on the IXB but better ones on the IXC and so forth. The better torpedos can not be loaded on the boat during that release of the torpedo like I mentioned before. so you will need to make some adjustments in this. So first sort that out to make sure it is still in contentnuity. Your trying to lower CTD possabilites. Last thing you want to do is start a new game and it crashes..

What I did was, open the modded version of the Basic.cfg twice, I used one to fallow the year release of the torpedo and the other to do the edit. Once your done save it. one to the next thing...

In the modded version of the Basic.cfg locate this..

[SUBMARINE2]
NrMinOff=3
NrMaxOff=5
NrMinPO=10
NrMaxPO=19
NrMinSeamen=24
NrMaxSeamen=32
NbVersion=4; 5
Version0=0 ; IXB
Name0=IXB
Month0=10
Year0=1939
Version1=1 ; IXC
Name1=IXC
Month1=7
Year1=1941
Version2=2 ; IXC/40
Name2=IXC/40
Month2=10
Year2=1942
Version3=3 ; IXD2
Name3=IXD2
Month3=1
Year3=1943
;Version3=3 ; IXD1 <- remember this has been disabled and not used, so do not worry about it..
;Name3=IXD1
;Month3=10
;Year3=1941
;Version4=4 ; IXD2
;Name4=IXD2
;Month4=1
;Year4=1943
DaysSpentInBase=28

you will change these dates...

(Default version)
Version0=0 ; IXB
Name0=IXB

Month0=10 <--------------------------
Year0=1939 <--------------------------

Version1=1 ; IXC
Name1=IXC

Month1=7 <--------------------------
Year1=1941 <--------------------------

Version2=2 ; IXC/40
Name2=IXC/40

Month2=10 <--------------------------
Year2=1942 <--------------------------

Version3=3 ; IXD2
Name3=IXD2

Month3=1 <--------------------------
Year3=1943 <--------------------------
=========================================================
(Mod version)
Version0=0
Name0=IXB

Month0=10 <--------------------------
Year0=1938 <--------------------------

Version1=1
Name1=IXC

Month1=11 <--------------------------
Year1=1939 <--------------------------

Version2=2
Name2=IXC/40

Month2=4 <--------------------------
Year2=1941 <--------------------------

Version3=3
Name3=IXD2

Month3=3 <--------------------------
Year3=1942 <--------------------------

Now the avalability is in order. As your in a flotilla useing type 9s, the other will apear in the store as it gose along...

*As long as the torpedo lay out is in the year of the load out list, this will work..

*also when going over the same list, any node sensor or device that is automaticly attached in the node slots, make sure they also are there in the correct year just like the torpedo. In the default game, some node sensors or devices may not be, so every time you start a game in that year, you always hear that a device was destroyed. If that item is destroyed, it may effect the way the boat works beside being annoying to hear about.
---------------------------------------------------------------------------------------------------------------------------------
>Making U-boats become available in flotillas 03...(continue..)
Now we need to look at the list. In the list the load out will be for that boat starting january 1-1 of what ever year. If the boat is not available in January, dosen't matter, it is the way it is set up. But when that month dose roll up to be available, it will have what ever you had set up in your list..

*always remember, some people have issues because they want to load up the boat with stuff because they want it then, not in the store. And if it comes out in the wrong year, there will be problems..

So you figure "well I did sort every thing out, I am ready to go, whats up?"
Whats up is your going to scroll down to [SUBMARINE_AMMO6]

Now what your looking for is the NbYears for the war and YearX= for the proper year start..

Now in the type IXB you see it says NbYears=7 (1939 to 1945 is 7 years), and the year start is Year0=1939.
So we already know this boat is good to go..

Next boat...

[SUBMARINE_AMMO7];IXC
so we can see it says NbYears=6 and the year start is Year0=1940. You can go through all the trouble to adjust this. But remember, the C was laid down to be built in 1939. You can still change this if you want, or wait till you really have to.. Because in the flotilla, the IXB has to be your start boat because it comes before 8-1-1, and this dose matter.. Also the IXC will be asigned to the next year anyway. How ever to keep the contentnuity to make sure it dosent crash..
=========================================================
Change this...(default version)
NbYears=6

to this (modded version)
NbYears=7
=========================================================
Change this...(default version)
Year0=1940

to this (modded version)
Year0=1939
=========================================================
Change this...(default version)
Year1=1941

to this (modded version)
Year1=1940
=========================================================
Change this...(default version)
Year2=1942

to this (modded version)
Year2=1941
=========================================================
Change this...(default version)
Year3=1943

to this (modded version)
Year3=1942
=========================================================
Change this...(default version)
Year4=1944

to this (modded version)
Year4=1943
=========================================================
Change this...(default version)
Year5=1945

to this (modded version)
Year5=1944
=========================================================

Then copy this from the default list and past it into the modded list.. uunder the last modded edit list for Year5=1944

Year5=1945
ForeTube50=3 ;T1
ForeTube51=3
ForeTube52=4
ForeTube53=4
ForeResIntern50=3
ForeResIntern51=3
ForeResIntern52=4
ForeResIntern53=4
ForeResExtern50=0
ForeResExtern51=0
ForeResExtern52=3
ForeResExtern53=3
ForeResExtern54=3
ForeResExtern55=3
ForeResExtra50=3
ForeResExtra51=3
AftTubes50=6
AftTubes51=3
AftResIntern50=3
AftResIntern51=3
AftResExtern50=3
AftResExtern51=3
Z01_50=10 ; IX/2
M01_50=-1
A01_50=10
A02_50=10
SuperCharger_50=-1
Snorkel_50=1262
Batteries_50=1268
AftBatteries_50=1268
Hydrophone_50=1270
Sonar_50=-1
Radar_50=1275
RadarWarningReceiver_50=1282
Decoy_Launcher_50=1284
SonarCoatings_50=-1
RadarCoatings_50=-1
Renown5=3000

Now in the modded version, everything in this pasted list that has a 5 marker must be changed to a 6..

Example...

Year6=1945
ForeTube60=3 ;T1
ForeTube61=3
ForeTube62=4
ForeTube63=4
ForeResIntern60=3
ForeResIntern61=3
ForeResIntern62=4
ForeResIntern63=4
ForeResExtern60=0
ForeResExtern61=0
ForeResExtern62=3
ForeResExtern63=3
ForeResExtern64=3
ForeResExtern65=3
ForeResExtra60=3
ForeResExtra61=3
AftTubes60=6
AftTubes61=3
AftResIntern60=3
AftResIntern61=3
AftResExtern60=3
AftResExtern61=3
Z01_60=10 ; IX/2
M01_60=-1
A01_60=10
A02_60=10
SuperCharger_60=-1
Snorkel_60=1262
Batteries_60=1268
AftBatteries_60=1268
Hydrophone_60=1270
Sonar_60=-1
Radar_60=1275
RadarWarningReceiver_60=1282
Decoy_Launcher_60=1284
SonarCoatings_60=-1
RadarCoatings_60=-1
Renown6=3000

once your done, save the file.. fun times eh?

Next boat...
[SUBMARINE_AMMO8];IXC/40
This boat comes is available for NbYears=5 and is released Year0=1941. in the sub infomation list under [SUBMARINE2] the release date is

Month2=4
Year2=1941

So really, it is good to go. Bet you like that one huh?

Next boat...
;[SUBMARINE_AMMO10];IXD2
[SUBMARINE_AMMO9]
This boat has NbYears=4 and comes out in Year0=1942

Our release date shows
Month3=3
Year3=1942

so we are all good to go now! Time to set up a flotilla...

*Keep in mind, to double check your work, forgetting something or short cutting could create problems...
---------------------------------------------------------------------------------------------------------------------------------
>Making U-boats become available in flotillas 04...(continue..)
Now that mess was over and done with, now we can out the boats in the flotilla to be released according to the year ammo list... Remember, we do this just like putting in torpedos. the boat has to go into the flotilla in the next year after the boats release...

so open up the Flotilla.cfg..

To correct the flotilla types around, we are just going to go ahead and use the simplest. We will use the First flotilla and make our changes here...
=========================================================
So look for this and change it..(default version)
NbUboats0=2
Uboat0_0=0
Uboat0_1=1

to this (modded version)
NbUboats0=1
Uboat0_0=2

*There will only be one boat available and it is boat model 2, the type 9...
=========================================================
Then find this and change to..(default version)
TypeSub00=0; IIA
VersionSub00=0

to this...(modded version)
TypeSub00=2
VersionSub00=0

* the model type for the year start of this flotilla for the player will be model 2, the type 9
the version is "B".
=========================================================
*You can go into your Submarine folder found in the Roster and open a SSTypeIXB.cfg config file and change the name useing this as a resource..

Example..
(default version)
Name000=U-1
Name001=U-2
Name002=U-3

(modded version)
Name000=U-123
Name001=U-64
Name002=U-108

*You can do this also for the rest of the years of this flotilla..
=========================================================
Next date...

Date01=1940
Month01=9
Starting01=Yes

Change this (default version)
TypeSub01=1; VII
VersionSub01=0; B

To this (modded version)
TypeSub01=2
VersionSub01=1

* the model type for the year start of this flotilla for the player will be model 2, the type 9
the version is "C".
=========================================================
Next date...

Date02=1941
Month02=3
Starting02=Yes

Change this (default version)
TypeSub02=1; VII
VersionSub02=1; C

To this (modded version)
TypeSub02=2
VersionSub02=1

* the model type for the year start of this flotilla for the player will be model 2, the type 9
the version is "C".
=========================================================
Next date...

Date03=1942
Month03=4
Starting03=Yes

Change this (default version)
TypeSub03=1; VIIC
VersionSub03=1

To this (modded version)
TypeSub03=2
VersionSub03=2

* the model type for the year start of this flotilla for the player will be model 2, the type 9
the version is "C/40".
=========================================================
Next date...

Date04=1943
Month04=4
Starting04=Yes

Change this (default version)
TypeSub04=1; VIIC
VersionSub04=1

To this (modded version)
TypeSub04=2
VersionSub04=3

* the model type for the year start of this flotilla for the player will be model 2, the type 9
the version is "D2".
=========================================================
Next date...

Date05=1944 (flotilla ends here..)
Month05=1
Starting05=No

Change this (default version)
TypeSub05=1; VIIC
VersionSub05=1

To this (modded version)
TypeSub05=2
VersionSub05=3

* the model type for the year start of this flotilla for the player will be model 2, the type 9
the version is "C".
=========================================================

For those who are woundering, "hey wait a minute, what about the othersa? I hate the type 9, I am a type 7 guy or type 2 guy"

*As long as you have the correct load outs in contentnuity of year release, this can also be done on the other boats as well as what is done here.. If load outs and node placement come in the wrong year, you will always run into issues at game start.

*Do not assume the developer got this, some stuff set up may have been over looked. You already know this when playing a single player game you get the famous "this or that is destroyed" this is why it dose that. Something in the node slot came out in the wrong year.
OR....
Some thing have been not added so it is missing, and the game still flags it as destroyed. So watch how you config each boat..

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


> Flotilla charts 00....
As you know, you do patrols to grid charts. And as you know, when setting the fuel usage to realistic, your boat can not make it to the chart you need to get to. Why is this? Because the infomation on the U-boats range maybe correct, and the distance to the location maybe correct, but the settings in the sim file are wrong on all boats. The settings in the sim file state the need for range in "miles", and they are set to "killometers" version. And so what on this? Well my friends, the game is going to reconfig the mile settings to killometers. And thus, any boat you get, will not be able to do the range it is requiered to do, in order to reach the chart it has been assigned.

FEAR NOT!! You will requier to have the S3D Silent 3ditor and edit the sim file to correct this by taking the range number they have for the killometer version, and get it translated into miles.
But if your not that good to do such, or have done so and the range is still not making it, this is ok tho.
No biggie...

You just have some factors to over come. See, another over look is the obsession of the do it all type 7. Which it was never a do it all boat. And the veiw point of the unstoppable German U-boat fleet that can get anywhere at any time before you know it. Good thing the devs are not too bad in this. So some fixes are easy..

So no matter if you did this mod change to the U-boat's sim file in the U-boats directory or not. We are going to talk about CHARTS! So get ready to go back into the game, you are going to need to take a bunch of screen shots.. I believe it is ctrl+F11, you will need to check that in game by pressing the F1 key when your in your U-boat. Once the game is started, go to your nav map, startting from the top left make sure the grid chart is in the center so all the other numbers with in that chart show up.

For example Your looking at AN and you can see all the chart numbers for that zone within AN, so you take a screen shot..

You will need to do this for every zone, no matter if you use it or not to make sure you missed nothing. Once your done, creat yourself a folder called something like MAPS in your mod directory were you keep you SH3 game mod your making...
The go back to the game directory, you will need to look in the game directory itself and you will see you collection of map screen shots, take them all and move them into the map directory you created in the mod directory. You can even rename each cell by what zone that screen shot was taken to help you remember what it is, mainly from getting lost searching through them to fine what you want...
Example..
AN.jpg, BF.jpg, ect, ect....

Now once they are all in order, We need to get ready for redoing the charts list. So get ready for a long and work job... Keep in mind, short cutting will do nothing but create problems..

go into your mod game folder and open the Flotilla.cfg file. Were going to do the first flotilla, you are going to see these as you scroll down..

Jan0000=0
Jan0001=0
Jan0002=0
Jan0003=0
Jan0004=0

Febr0000=0
Febr0001=0
Febr0002=0
Febr0003=0
Febr0004=0

ect, ect, ect...

You will also notice that after the first line up, you will see another line up...

Jan0010=0
Jan0011=0
Jan0012=0
Jan0013=0
Jan0014=0

Febr0010=0
Febr0011=0
Febr0012=0
Febr0013=0
Febr0014=0

ect, ect, ect...

And one more...

Jan0020=0
Jan0021=0
Jan0022=0
Jan0023=0
Jan0024=0

Febr0020=0
Febr0021=0
Febr0022=0
Febr0023=0
Febr0024=0

ect, ect, ect...

So your probably thinking, "yeah, so it is like chooseing around between 3 sets of chart listings?"

No, thoses chart listing are U-boat assigned... Oh yeah... ok... To understand this we are going to break it down...

Flotilla0=902 <- as you know this is the asssignment of the first flotilla as in IN THIS LINE UP. Because you can change the name of this flotilla and change other things, but for the line up itself, it starts with "902"

The flotilla is defined by the zero after the word Flotilla. As you pay attention to the things I have went over, you should have noticed the game always reads a item starting with zero.

Base0_0=752;Wilhelmshaven <- Base has a zero after the word, the underscore defines what line up in a list, Wilhelmshaven is the first base in this line up..

Base0_1=751;Brest <- again base has a zero after the word, the underscore defines what line up in the list, Brest is the second base in the line up..

-Below I want you to look at each chart layout. It is importaint for you to understand. Many mods always miss this one way or the other. So you have to understand this when your making your own personal mod for the you in you. You must understand what is going on, because this is how the game is reading everything, and errors in the list will not turn out for the best in the game..
What your looking for is a pattern of numbers that tend to always be the same and never change..

1939
Jan0000=0
Jan0010=0
Jan0020=0

1940
Jan0100=AN46
Jan0110=BE26
Jan0120=BF41

1941
Jan0200=BE33
Jan0210=AM14
Jan0220=CF89

1942
Jan0300=BE39
Jan0310=AM11
Jan0320=BB82

1943
Jan0400=BE39
Jan0410=AL29
Jan0420=GR55
Nov0430=AM27

1944
Jan0500=BE39
Jan0510=AL65
Jan0520=GR55
Nov0530=AM27

Did you notice it? Yeah, the last two numbers. The only change is the added Nov list.. Now that you caught that, I will break it down...
=========================================================
-How this is read....

Jan <- the month of the chart selection..
0 <- first digit for the flotilla..
0 <- Numbering system order of the list for that flotilla
0 <- U-boat assignment chart, this chart is for the type 2
0 <- Numbering system order for the chart assignment for the U-boat..\
= <- This list will get this chart assignment..
0 <- this is the chart assignment, since it is January of 1939 no assignment is available..

Jan0000=0

Now you understand what is going on, here is what you been looking at...

=========================================================
-How this is read....

1943
Jan0400=BE39 <- Type 2 chart

Jan0410=AL29 <- Type 7 chart..

Jan0420=GR55 <- Type 9 chart

Nov0430=AM27 <- Type 21 chart..

Of course if your looking at the list it gets confusing because you going down looking at the type 2s and discover your down by the typ 9s. This is what I did, I separated them out with markers. Makes it easer when doing this assignemnt change..

Example..

Dec0000=AN47
Dec0001=AN56
Dec0002=AN73
Dec0003=AN49
Dec0004=AN18

; Type 7

Jan0010=0
Jan0011=0
Jan0012=0
Jan0013=0
Jan0014=0



Dec0010=AM25
Dec0011=AM41
Dec0012=BF11
Dec0013=BF48
Dec0014=AM53

; Type 9

Jan0020=0
Jan0021=0
Jan0022=0
Jan0023=0
Jan0024=0

ect, ect, ect...

*Remember, when placeing any marker you must use the ; to dissable/ommit that marker or the game will attempt to use it as a command line..
---------------------------------------------------------------------------------------------------------------------------------

> Flotilla charts 01 (continued)....
Now once you have sorted everything, I am going to go over the the first year, as we go along, you will get the idea.

Now under my own mod, any chart I went to, I got paid, so I know it works. Some charts I had to adjust my patrol waypoint away from the cell boarder for the game to flag the patrol compleate so I can get paid for it. So in the end, this dose work. In the first game version for some reason, not all charts would do this. But in this updated one, I discover it has been no primary issues from doing so, and still getting paid over it.

So when you look at the map list in you folder, the first boat we will start with is the type 2 charts assignment. Now if you want to do a quick test yourself just to see if it really works like I claim it dose, then change this set for the type 2 in the first flotilla...

Sept0000=AN47
Sept0001=AN56
Sept0002=AN81
Sept0003=AF87
Sept0004=AN16

Oct0000=AN26
Oct0001=AN34
Oct0002=AN59
Oct0003=AN44
Oct0004=AN84

to this...

Sept0000=AN63
Sept0001=AN63
Sept0002=AN63
Sept0003=AN63
Sept0004=AN63

Oct0000=AN63
Oct0001=AN63
Oct0002=AN63
Oct0003=AN63
Oct0004=AN63

Since your in base 28 days, this will asure you get this assignment, after all, you can see clearly that this is not in the default chart list. Save and close and drag and drop the copy into the game Cfg folder and go do your test run to see if it works. If you have already started changing the U-boats around for the first flotilla, then assign the AN63 to the Sept and Oct months of that U-boat chart list. By now you should already know how to do this. Do your test, come back...
---------------------------------------------------------------------------------------------------------------------------------

So now you did your test, hope you did your patrol, and you now see it works. So moving on...

Now open your Flotilla.cfg file in your mod directory And return back to the First Flotilla chart list. Then open the map folder so all your happy screen shots are displayed. You MUST put thought into this on how a patrol is going to be done. There for you MUST think on what your doing. So despite all the claims, I AM going to tell you what boat is what. I maybe a Type 9 guy, but even in my own mod, I am not bias twords any boat to favor one boat only. My research crushes that ideal. So in my own mod, all boats are laid out accordingly including the chart assignment. In short, there is nothing type 7 only in my mod.. With that said....

The type 2 is a costal boat, not as in can travel around the UK on the coat line because it can't, not even for real. It's patrols are limited, there for it is a short range boat. So when assigning charts to this boat your not going to be able to send it to AN11. So you will need to estamate something closer, like start at AN81 and go back up on a angle, example..

Estamate charts....
AN87, AN84, AN81, AN68, AN65, AN63, AN38, AN36

Charts assigned randomly...

Sept0000=AN87
Sept0001=AN65
Sept0002=AN81
Sept0003=AN36
Sept0004=AN84

*Keep in mind, some charts in the game may tend to repeat them selves on patrol, this is because your in base 28 days, so they tend to randomly drop on the same spot. My days in base is 1, because I use a milkcow mini mod by SansaL. Since I do, these markers will disappear once it is time for the milkcow stop to go. And when I marker disappears, the game resets you at the south of Africa. A long way to North, so you can not be in base for 28 days...

If you had shorten the time in base, then the higher the chance to hit a differnt patrol. 1 day in base you will hit every patrol in the list..
---------------------------------------------------------------------------------------------------------------------------------

>Doing type 7 charts..

These are no differnt than the type 2s. But contrary to the ledgendary claim, the type 7 NEVER was a long range boat. This is a medium range attack boat. It is the balence of the type 2 and type 9. It was built tough like a type 9, but it was cheaper to build, and crewed by less against the type 9, but can go farther than the type 2. And that was all to it. Even in oparation Drum beat there was no such thing as a fleet of type 7s to the US coat line, only a small fleet of type 9s and a few type 7s to make up for the loose in type 9 numbers that were stripped down to be a floating gas can with explosives on board, a one way trip you can say for them. So when you do your charts, keep in mind how far the game boat really gose..
---------------------------------------------------------------------------------------------------------------------------------

>Doing type 9 charts..

Now before everyone gets excited, I will tell you right now, The game U-boat of the type 9 will never reach the US cost line much less get back either. And I know for those of you that reserch that says other wise, the game has the final say so. So before you start useing the SH3 editor to fix the range issue or grabbing milk cow mods to handle that because your going to show a thing or two, let me clue you in on something..

I do not know if the Devs were afraid to offend people in the US or what, but when you reach the cost line (because in my mod they do, and it is set to fallow the progression of the war including Oparation Drum beat). The entire location is in fog. Thats right, I been to New York and its all fog.
It is bad enough the US cost line is patroled every where, in realaity there was nothing until around May of 1943, it is all fog too. I am telling you this up front in the event you go this route and are dissapointed on the out come. Lest you get a day and night cycle. Because in the original DVD 1.0v, it use to be just Night, clear as day, but raining, and at night. Never a day time.

Now once I added a GWX map to my mod, and it did resolve this, but I did not like the messuerment change. The mesuerments put ship spotting at 3km when really you can see a tall standing ship at 12km. Changed the way my torpedo system worked including response time. In the default map I have other things set up to match your own visual of 6km. But I thought I toss that at you..

How ever, for what you can do, you can send the type 9 farther than the 7. So when you do the charts, you just have to figuer out where you want them to go.

*Keep in mind, some peices from another big mod such as GWX may not work at all or work well, such as custom model ships and so forth... They could end up in a CTD..

*When doing your charts, pay attention to when the flotilla gets shifted from one location to the next. IF the flotilla is in Kiel in Sept 1939 but is in Brest in June 1941, then all charts being assigned in Keil will fallow through till April 1941, and the new charts for Brest will start in June 1941.

*Try to keep charts for each month in random order, Let each differnt Flotilla use a differnt assignment, Example you place U-boat Charts in the location of the UK, but place Lorient charts twords the west off the UK for meduim range boats and Canada for long range boats and so forth..

*I used the same charts of the type 9 for the type 21...

*Open up notepad helps for taking down chart infomation, when looking at the map pictuers from your screen shot, to decide what to use as a chart list, once the list is done on what you plane to use for the flotilla time period for that boat type, then go back useing the note pad as a resource and assign your chart list. This helps a lot, At times you build list may be small, and other times it maybe 6 months worth long..

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



>Understanding radio Messages...
Radio messages are sent in two manners by default...

1 A contact report of a real contact loacated in the game...

2 To advise you when a port is available or changed...

Some big mods or simple small ones will also include a radio message change. Things have been added in to expand your world in radio traffic. It seems everyone wants to talk some times. But when your in game, majority of the messages you see, are not coming through, or are incompleate... This is because of limitations... Something once again that gets over looked.. We are going to go over this..

What I discover in most other mods with radio messages is missing contentnuity, and length.. for example..

I do not put in the full message line because of the word wrap, but it is that dates I wish to point out..

19390930 1200 19390930 2005 0 100 20 <- This message is released on the 30th

19390908 1140 19390908 1200 0 100 60 <- This message is released on the 8th

19390916 130 19390916 1200 0 100 60 <- This message is released on the 16th

ect, ect, ect...

Once I organized the entire file so all radio messages will play out according to the contentnuity, the radio never shut up, and was never ending...

19390908 1140 19390908 1200 0 100 60
19390916 1300 19390916 1200 0 100 60
19390930 1200 19390930 2005 0 100 20

So you can go through the radio messages in the big mod your useing and organized the entire message list. I separated the year relase, then organized it by date, a lot of copy and paste had to be done, so get to know the copy and paste short cut keys well..

Ctrl+C is copy

Ctrl+V is paste
=========================================================

So lets take a look at the first message in our default messages and take a look...
Go to you game mod folder and create a folder called Campaigns in the data folder, then in the Campaigns folder create a Campaign folder.

Your drive name:\Mods\SH3\My mod name\data\Campaigns\Campaign

Then go into the default game's Campaign folder and drag "copy here" the messages_en.txt if you speak english or messages_de.txt if you speak German, in to your Game mod Campaign folder.

*Keep in mind Pending on the version of the game, DVD or Steam download, may very what kind of messages will be found in the German message file. I think the 1.0v only displayed bases available.. I think...

Ok looking at the radio message list we see the first line.. (keep in mind, there is only word wrap function on this guide posting...)

19390901 600 19390901 1800 0 100 20 @OBERKOMMANDO DER KRIEGSMARINE@|1939/09/01|Overt military operations have commenced against Poland. All Polish vessels are to be considered hostile and valid targets which may be attacked at the commander's discretion.|Vessels of other nations are considered neutral and are not to be attacked.|OKM

Lets break this down...

=========================================================
-How this is read....

19390901 <- This is the date the transmission will go out to you..

600 <- This is the about the time the transmission will go out to you.. (6am)

19390901 <- This is the final date the transmission will go out to you..

1800 <- This is the about the final time the transmission will go out to you.. (6pm)

0 <- Transmission type to be sent, this is set to go out only once. 1 is until it is received

100 <- Probability of receiving the transmission

20 <- The retransmission Interval controller if the message is set to resend..

@OBERKOMMANDO DER KRIEGSMARINE@ <-Header of who it came from.

Example
@U-26@, @Fdu@, @KRIEGSMARINE@, @My left foot@, @The crying wife@, ect, ect, ect...

|1939/09/01| <-The date when this message went out..

Overt military operations have commenced against Poland. All Polish vessels are to be considered hostile and valid targets which may be attacked at the commander's discretion.|Vessels of other nations are considered neutral and are not to be attacked.|OKM <- The message itself..
=========================================================

Now you see the | in between certain spots. This is a "Next Line" code command. So what we do is to have organization we would move down a line, for example, I will now display what this message would look like in the game..

OBERKOMMANDO DER KRIEGSMARINE
1939/09/01
Overt military operations have commenced against Poland. All Polish vessels are to be considered hostile and valid targets which may be attacked at the commander's discretion.
Vessels of other nations are considered neutral and are not to be attacked.
OKM

=========================================================

You can create any message you choose to for yourself in your game, or on a big mod, clean up their exsisting message so every message falls in place. Because the game loads the message based on that day of game play. If it is 9-1-1939, it isn't going to play a message from 9-30-1939. And when they are out of order, it most likly will never play it, usaly it dosen't. In some big mods I see it list a message in 1943 in the 1939 list and never came across it as messages. Once I put everything into order, oh the traffic would not shut up, making time compression a pain, because it always has to stop the time compression over the message received.. Was making me crazy..

* All message time layouts is by military time, if you live in the US. Europe already uses this as a standard time frame, so I do not have to explain this to them..

* Probability of receiving the transmission factor dose not have to be at 100, you can bounce this around from as low as 5 to 100. So it dosen't matter..

* Make sure Your message falls into the 24 hour day. Starting from 0000 to 2359. Random the time in between. If you feel your message my not get picked up, create a reminder message in the middle of the week.

* Some messages found in Big Mods are WAY TOOO LONg... Do not do this, it will not display all of it in a single sitting. Look at the game message and find the longest line of the messege itself, and model you length after that. If for some reason you have more to say, use the old tellagraph warning for a continuing message. And send the continue message 1 minute after.. Here is a example of my own message from my mod..

Example..

19390816 0000 <- Time sent of custom message

Merchant Freq.
To GERMAN MERCHANT SHIPS
1939/08/16
ATTENTION...ALL GERMAN MERCHANT SHIPS, FOR NOW, BY ORDER OF THE OBERBEFEHLSHABER DER KRIEGSMARINE, YOU ARE TO DOCK AT THE NEAREST GERMAN PORT, BEFORE THE END OF THE MONTH. THIS IS EFFECTIVE AS OF TODAY FOR SAFTEY INSPECTIONS. IF YOU ARE DOCKED ELSE WERE THAN A GERMAN PORT, YOU NEED TO START HEADING BACK TO THE NEAREST GERMAN PORT IMMEDIATELY.
STOP...

19390816 0001 <- Time sent of custom message

Merchant Freq.
To GERMAN MERCHANT SHIPS
1939/08/16
Message Continues:IF YOU ALREADY HAD THE MONTHLY INSPECTION.. YOUR REQUIERED TO REPORT TO THE DOCK MASTER AT EITHER KIEL, WILHEMSHAVEN, HELIGOLAND, CUXHAVEN, FLENSBURG OR HAMBURG. FAILUER TO DO THIS WILL RESULT IN FINES AND PENALTIES..
END-Kriegsmarine...
=========================================================

As you can see in many places in this guide, order and contentnuity is a must, and once everything is broken down, it really isn't all that bad to understand. Adjusting minor or major changes in this game you must pay attention to what your doing, the game dosen't like to be changed as is, making mistakes just make it harder, keep this in mind..

*Any mod change you do in this game, and you go to play it with a friend via LAN, your friend must have the mod too or you will not connect...

*When changing graphics in this game, the game uses tga graphics layouts. Nothing else, if you do not have a editor, you can go to the subsim fourms and down load the editor or go look it up..
The editor is paintnet

subsim.com

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>To Translate, or not to Translate, its a question...
I was thinking once I was done with rebuilding this guide, was there anything else to add. Then user sniper2015 asked in my "Silent Hunter 3 Basics..." guide..

"I need to know if there is a way to have silent hunter 3 translated into Italian. thank you".

Then it hit me, what to add. So this section Of the guide I decided to add in, inspired by snaiper2015's question.. Can SH3 be translated into any other language than English or German? Yes and No. The text can be translated, the audio can not. For the Audio you need to create a whole new voice list to replace the game voices. For me, my audio is set to German but all my text is English. Can you translate the text then.. YES!

If your language is supported in text document. Then you can translate it. There is a long way around by creating new files and setting the Localization.cfg in which could work, but if you put it up as a mod, the user that downloads it may not know how to set everything. Or the shorter way by simply translate one of the existing language file. To make sure everything is going to be covered, were going to do this part of the guide as a "how to create a game translation mod". And then you can pick and chose how far you want to do this. Because translation can be a long process work. So it will be up to you how far you want to go..

To do this you need to set up the mod build and know the list of files. Go back to your MOD folder and create (your language name)_mod. Since this will be a long folder set, copy the game's data folder from you back up HOLD_DAT folder completely into your (your language name)_mod.

Silent Hunter 3\HOLD_DAT\data ->to -> Your drive name:\Mods\SH3\(your language name)_mod

Choose what language you wish to mod, either English or German. What ever is easer to you to read, understand and write to. For this tutorial we are going to use English, because it is a common base.

In the air folder you will see separate folders for the air planes. delete everything but the (plane name)_en.log in each air plane folder.

Example ADB_JU87Stuka_en.log (keep the log files.)

Once done do the same thing in the sea folder. Keep the log file for en only. Everything else delete..

If your not modding anything in the Cfg folder, then delete the entire folder.

Delete everything in the Menu folder but keep en_help.txt and en_menu.txt files.

in the NavalAcademy folder you will see a bunch of other folders. In each of these folders delete everything but the NavalAcademyManual_en.log file.

In the Roster folder delete everything but the English.cfg file.

If you wish to do radio transmission translations then, go into the Campaigns folder -> to -> Campaign folder and delete everything but keep the messages_en.txt file.

Once this is all done, you have collected all the English txt and log files to be edited. Now to clean up. Delete all folder that are not used for this mod..

Delete the fallowing folders..

Animations, Crew, Emblems, Env, Interior, Land, Library, Markings, Misc, MissionEditor, Movies, MultiMissions, Museum, Objects, Ordnance, SingleMissions, Sound, Submarine, Terrain, and Textures...

You may want to empty the recycle bin when your done, it will be loaded between deleting whole folders besides deleting existing files inside folders your keeping..

Now that you have your (your language name)_mod all sorted out from the mess, you will notice the mod size has fallen greatly. Now what do you do next? Well translate the files.. Use a text editor like notepad and translate.

If you wish to test a translation to see if it works, we will do that.. go into the menu folder and open the en_menu.txt, and you will see a bunch of lines, but we are only going to edit these...

0=
1=GO TO GAME
2=NAVAL ACADEMY
3=CAREER
4=SINGLE MISSION
5=MULTIPLAYER
6=MUSEUM
7=OPTIONS
8=MISSION
9=Torpedo waiting in queue for loading
10=Yes
11=No
12=OK
13=Who wants to be victorious on the sea, must always attack!

And we will translate them to Italian..

0=
1=VAI AL GIOCO
2=ACADEMY NAVALE
3=CARRIERA
4=SINGLE MISSION
5=MULTIPLAYER
6=MUSEO
7=OPZIONI
8=MISSION
9=Torpedo in attesa in coda per il caricamento
10=Sì
11=No
12=OK
13=Chi vuole essere vittorioso sul mare, deve sempre attaccare!

Now find this line

1901=English; texts

translate to

1901=italiano; testi

* Even tho you see a listing that says French, odd enough, there are no French files in the game, and the keyboard lay out is only available in English Or German layout..

* Do not change symbols in the list, Symbols are command codes. ONLY the text.

Save the file...

Now we will do such a change in the log for a ship (or a air plane if you choose).

NOW Go into the sea folder -> to -> NBB_KGeorgeV and open the NBB_KGeorgeV_en.log

And translate this..

Text=Displacement: 35,900 t|Length: 244 m|Beam: 36 m|Draft: 8.5 m|Mast: 54.8 m|Speed: 27 knots||Main Battery:|10 x 14"|Secondary Battery:|16 x 5.25"|Anti-Aircraft Battery:|48 x 2 pdr pompoms|24 x 40 mm Bofors|18 x 20 mm Oerlikon

to this..

Text=Dislocamento: 35.900 t|Lunghezza: 244 m|Trave: 36 m|Pescaggio: 8.5 m|Albero: 54.8 m|Velocità: 27 nodi||Batteria principale:|10 x 14 "|Batteria secondaria:|16 x 5.25"|Batteria antiaerea:|48 x 2 pompon pdr|24 x 40 mm Bofors|18 x 20 mm Oerlikon

* Just like the radio message tutorial, this -> | is code to go to the next line..

Save the file..

Now copy the en_menu.txt into the main game directory for the game in the menu folder and the NBB_KGeorgeV_en.log in to the NBB_KGeorgeV folder. Now test it by starting the game and see if the changes exist, part of the start menu should be in Italian and when you go to the museum the information of the King George Battle ship should be in Italian.




























* The games text level is basic, because it uses a basic text doc like Notepad. so certain symbols that is used in other languages may not show, to correct this, you may need to leave it as English. Such as the symbol used in Sì may not show, You may get just a "S", so it may be left alone as "Yes"

When editing the language in the English.cfg in the Roster folder. You can only translate the name. This text doc is used for the Navigation map when you see the ship marker and the class type on the map..

Example...

(English)
Merchant=Merchant Ship

Type3=Destroyer Escort

(Italian)
Merchant=Nave mercantile

Type3=Cacciatorpediniere

You can only edit the text line in the NavalAcademyManual_en.log, found in each folder in the NavalAcademy folder. Even tho you notice in each folder it is using the same log name, doesn't matter, it is what is inside that dose. Only translate the text line only

Example..

(English)
EntryText=This is a training exercise in which you have to engage convoy in combat conditions.

(Italian)
EntryText=Questo è un esercizio di allenamento in cui devi impegnare il convoglio in condizioni di combattimento.

To translate the Radio transmissions, ref the ">Understanding radio Messages..." section of this guide. It gose over the entire process about the build on radio messages, not only will you be able to translate them just the same, but even make a few custom ones for your self..

* AND-> Remember, the games text level is basic, because it uses a basic text doc like Notepad. so certain symbols that is used in other languages may not show, to correct this, you may need to leave it as English. Such as the symbol used in Sì may not show, You may get just a "S", so it may be left alone as "Yes"


63 Comments
Oparator Stalker  [author] Apr 30 @ 1:33am 
@kalnon, ty I hope you will get done with what you wanted to do.
kalnon Apr 29 @ 6:13pm 
I am finding it very helpful, I am learning a lot. Though it will take me a while to fully digest all of this information. I do really appreciate your effort to make this guide @Oparator Stalker. I have always had great respect for all the game modders out there in the world that have contributed so much to all of the games I love.
Oparator Stalker  [author] Apr 29 @ 1:42pm 
@kalnon, I hope any of it helps..
kalnon Apr 29 @ 4:40am 
Wow a guide that actually teaches how to make mods, this is fantastic!
Oparator Stalker  [author] Sep 29, 2024 @ 4:04pm 
Hey CAREEREVIL, good to hear from you. It should work in WIN 10, it does for me., I think also the editor will too. Now 11, have no idea tho.
CAREEREVIL Sep 23, 2024 @ 4:37pm 
Hi warcatt00 long time .i still have SH III on my pc here .updated to win10 now never did see if it would run on win10 . and when saw Uboat now playing Uboat. this last post here popped up your Guide and i feel bad i never played SH III for so long . I do love SH III .when i have time ill see if SH III will work where i was in 1942 . ill get back to you hole its not in 3 years wow time goes fast.
take care warcatt00
hasanx Sep 22, 2024 @ 4:42am 
gem
Oparator Stalker  [author] Aug 4, 2021 @ 7:35pm 
@(Snipe)-ViperVenom, ty and welcome
:: NFO :: ViperVenom Aug 3, 2021 @ 1:14pm 
just a great big thank you for such a detailed guide, you have helped many SH III players with this guide I hope the SH Community will take the time and give their thanks to you also. bravo well done my Friend.
Oparator Stalker  [author] Apr 4, 2020 @ 11:42am 
@_O_G_Sanyi_, I do not know, would be cool, because you have them blue lights on at night, then a short cut key for battle stations and they go red.