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Old 05-19-16, 03:12 AM   #3946
Aquelarrefox
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thanks, i use GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 but should be the same, anyone can confirm?
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Old 05-19-16, 11:10 AM   #3947
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I checked "Unit 816" and still couldn't find BRAKE, but I'm heavily modded. I'll look again, but I will probably have to live without it ... thanx
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Old 05-19-16, 04:26 PM   #3948
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Anyone would use the last steibler patch (antenna radar fix), always out crash in initial load.
Precious works. Any idea?
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Old 05-21-16, 08:56 AM   #3949
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This is what I have for unit 816. I don't see anything called "Brake" too adjust or rename. See post #'s 3969 and 3971 above. thanx


[Unit 816]
Name=Buoy_G1_SL#18
Class=Buoy_G1_FL
Type=105
Origin=Environmental
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-547517.000000
Lat=5801043.000000
Height=0.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
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Old 05-22-16, 10:42 AM   #3950
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Quote:
Originally Posted by Doolar Semler View Post
Gotta quick question for you guys. In the description of the [ U-Tanker Mod ] it was stated that if I liked, I could make this mod work for surface tankers too, by renaming "Brake" to "U-Brake" in the campaign files. I can not find this "Brake" in campaign files anywhere. Could someone be so kind as to point me in the right direction, to where this is. thanx Jerry (Doolar) CA45 ( Baltimore Md. )
Hi!

GWX adds a merchant ship unit and a naval base unit to give the effect of a U-tanker or covert resupply ship. For example:
  • [Unit = 1635] is a KSQ-type surface ship that represents MV Max Albrecht
  • [Unit = 1636] is a naval base named "Max Albrecht"
The port is "under water" (depth = -17 meters), with the merchant ship model in the same location on the surface above it; in the case of ships at sea, the ship model follows a circuit course about the location of the port. The presence or absence of the ship model does not affect the port, so even if you torpedo the ship model the port is still there. Silent Hunter III allows you to "dock" when you're many kilometers away from the physical location of the port, so you don't even need to find the ship or tanker itself - just get within 20-25 km (IIRC) of the port location and you can elect to leave the game by docking.

In the case of MV Brake the surface ship model [Unit 816] is present, but it appears the corresponding naval base is not. I think this may be an error in GWX, although it may be that we took it out because it so closely overlapped with Charlotte Schliemann geographically and temporally.

As I understand it, the [U-tanker mod] looks for a "Navalbase" unit whose name starts with "U-", so renaming the surface ship model won't affect anything because the "Brake Navalbase" you need to modify is not in the file.

Hope this helps!
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Old 05-22-16, 05:32 PM   #3951
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if you are right wich id correspond with units name we must change?
thanks for info
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Old 05-22-16, 08:38 PM   #3952
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Quote:
Originally Posted by Aquelarrefox View Post
if you are right wich id correspond with units name we must change?
thanks for info
Hi!

I suggest adding the following to the GWX baseline. Note the Unit IDs are the next in sequence for baseline GWX, so they will be different if you're starting with a different SCR file, but there may be a re-sequencing tool that can allow you insert the units next to the current "Brake". I am not aware of any resequencing programs for SCR files, I have not tested it, but it should be at least close to working. I suggest getting it working as a tanker before adding the "U-" prefix.

The effect on play should be minimal since Charlotte Schliemann is in the same part of the ocean at the same time during the war.
  • Unit 816 is the current MV Brake that goes to meet its destruction at the hands of the Royal Navy [Unit 817] & [Unit 818]. I have suggested an adjusted (bolded) entry time so that it does not overlap Unit 5633 (below)
  • Unit 5633 is the ship model that moves in a four-waypoint pattern about the location of the "Brake" navalbase unit.
  • Unit 5634 is the "Brake" navalbase unit.
Hope this helps!

[Unit 816]
GameEntryTime=0100

[Unit 5633]
Name=MV Brake
Class=OTMST2
Type=101
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19430509
GameEntryTime=0
GameExitDate=19440311
GameExitTime=0
EvolveFromEntryDate=false
Long=7435000.000000
Lat=-4344500.000000
Height=0.000000
Heading=0.039727
Speed=2.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 5633.Waypoint 1]
Speed=7.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=7435100.000000
Lat=-4332700.000000
Height=0.000000

[Unit 5633.Waypoint 2]
Speed=5.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=7447400.000000
Lat=-4343800.000000
Height=0.000000

[Unit 5633.Waypoint 3]
Speed=6.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=7435000.000000
Lat=-4356000.000000
Height=0.000000

[Unit 5633.Waypoint 4]
Speed=3.000000
Radius=0.000000
Loop=0
LoopProbability=100
Long=7424200.000000
Lat=-4343800.000000
Height=0.000000

[Unit 5634]
Name=Brake
Class=NavalBase
Type=407
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19430509
GameEntryTime=0
GameExitDate=19440311
GameExitTime=0
EvolveFromEntryDate=false
Long=7435000.000000
Lat=-4344500.000000
Height=-200.000000
Heading=180.000000
Speed=0.000000
CrewRating=2
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
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Old 05-23-16, 03:29 AM   #3953
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ok, there are 6 supply ships or im wrong? so the 6 naval bases should be changed to "u-", for example i will used corrientes (the ship in canarias) their naval base should be named woth "u-"?
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Old 05-23-16, 06:34 AM   #3954
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Quote:
Originally Posted by Aquelarrefox View Post
ok, there are 6 supply ships or im wrong? so the 6 naval bases should be changed to "u-", for example i will used corrientes (the ship in canarias) their naval base should be named woth "u-"?
Hi!

There are six supply ships per page 79 of the GWX Manual & Documentation. I haven't installed Stiebler's mod, but my reading of the instructions is that you would rename the "Corrientes" naval base to "U-Corrientes" to limit the base's capabilities.

Hope this helps!

Pablo
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Old 05-23-16, 07:18 AM   #3955
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Aquelarrefox:
Quote:
ok, there are 6 supply ships or im wrong? so the 6 naval bases should be changed to "u-", for example i will used corrientes (the ship in canarias) their naval base should be named woth "u-"?
You must rename them as "U-", not as "u-" (upper case, not lower case).
For example, U-Corrientes.

Stiebler.
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Old 05-23-16, 11:29 AM   #3956
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Quote:
Originally Posted by Stiebler View Post
Aquelarrefox:

You must rename them as "U-", not as "u-" (upper case, not lower case).
For example, U-Corrientes.

Stiebler.
thanks, your words always are usefull. I will update files today.

EDIT WORKS SOOOOO GOOD! COOL.
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Old 05-31-16, 06:48 AM   #3957
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HI, i have something related with some old part of tread, were the sensors files were edited by olamagato (worked better for me in gwx).

In several post says "ai files from NYGM" (wich are supost to be one of the most worked version of ai as i read, no matter if you like or not how works)

Wich files are supost to be ai, sensor only or there other that defines the dd tactic for hunting uboats? Same to the planes no?

about the fixes, i wanna know about the aa and deck gun with the inacurate distance fix from h.sie and patsh3r (wich is worst). In any of this cases the distance for hitting objet is so inacurrate? Becose in really when you are firring you get a better aprox distance, or in deed you will be more acurrate by traying.
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Old 06-03-16, 09:01 AM   #3958
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hey, pseudocking worked in "U-Corrientes". Incredible fix.

i was thinking, the frenly ports as helgoland, if i add an naval base in scripted files of the campaing. In theory it should letme make pseudo-docking too, or am i wrong?

Could be usefull for some places as norway harbours, lybia, grecce and japan ocupation for monsun operation. Mainly for oil-resuply.
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Old 06-03-16, 10:51 AM   #3959
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@Aquelarrefox:
Quote:
i was thinking, the frenly ports as helgoland, if i add an naval base in scripted files of the campaing. In theory it should letme make pseudo-docking too, or am i wrong?
Could be usefull for some places as norway harbours, lybia, grecce and japan ocupation for monsun operation. Mainly for oil-resuply.
Your suggestion will work - probably. I have not tested it.

The real reason to go to a base is for repairs to your U-boat, not simply for resupply of oil.

If you wish to have a patrol area given to you after docking at any base which is not your home port, then use my mod SH3Patrol when you are in port.

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Old 06-03-16, 11:20 AM   #3960
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i was thinking more about emergency stop for reparation but not a long time becose you dont have drydock everywhere.

Quote:
*Now* you get 1-4 air torpedoes (loaded only into the first 4 slots of the fore internalreserve - so make sure there is space enough!), you retain the patrol grid details, youreceive some repairs to your hull-integrity (but not to equipment) and you receive a fuelupgrade, of up to 30% of the full capacity
the torpedo loading could be no much realistic, but the little repairs to hull and fuel is a good choise.
i will take care of this to make a list of coordenades of posibles places.
It also could be a good choise to make more real the "escape to argentina" becose the u-bouts went to Chubut coast inspite of buenos aires. This could be employed in place to make base in an empty naval base (lonly without buildings or dock) to finish the trip. Chubut is longer trip than BsAs.
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