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Old 02-13-15, 01:12 PM   #16
the_frog
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Fahnenbohn, it's linked to SH3's not implemented individual unit counting. So, yes, editing the individual untis in the *.cfg file is pretty useless. But, hey, it's kind of attaching the model to history
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Old 02-15-15, 04:21 PM   #17
LGN1
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Great work, the_frog!

Do you have any plans to update the US destroyers in SH3?

Regards, LGN1
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Old 02-16-15, 12:23 PM   #18
the_frog
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LGN1,

the probably most ugly model in SH3/4 is NDD_Fletcher. The hull is just horrible. I started doing a new model but then lost interest. One day, I might re-visit that project.
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Old 02-16-15, 01:05 PM   #19
Scout614
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Hey Frog. Whats the best way to get your ships to populate my world since i seemed to mess up your British destroyers last time i tried to put them in?
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Old 02-18-15, 10:28 AM   #20
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A very nice addition matey
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Old 02-21-15, 07:12 AM   #21
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Hello Scout614,

if your campaign files contain entries calling for generic vessels, then there's a certain change that the vessels show up. However, generic entries are rare; most entries call for specific units. So, just installing new ship does not mean you will ever see one of them.

To increase the propability of sighting one needs to edit the campaign files (random as well as scripted layer), using the mission editor (or, with more experience, a text editor). WB did many edits for GWX but I haven't seen him here for a while.

I could provide campaign files but that's tricky because there are so many versions on the market and almost everybody runs a unique version of the game. So, I don't do it.

Cheers
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Old 02-21-15, 09:56 AM   #22
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Well, just for a show I added this ship by deleting the default one in mission Convoy Attack (NavalAcademy folder) and at least it works for me withot problem so far.

[Group 1.Unit 7]
Name=FR DD Le Fantasque
Class=DDMalin
Type=4
Origin=France
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1723610.000000
Lat=6592940.000000
Height=0.000000
Heading=70.193764
Speed=5.000000
CrewRating=1
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
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Old 02-21-15, 10:57 AM   #23
the_frog
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pedalboat,

editing one mission file in order to have a look at the model is fine. Editing the campaign file is something completely different ...
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Old 02-21-15, 02:13 PM   #24
pedalboat
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Yes, you're right, the_frog. Fiddling around with the campaign file is beyond my skills. That's why I did it the easy way.
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Old 02-21-15, 04:05 PM   #25
Scout614
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Quote:
Originally Posted by the_frog View Post
Hello Scout614,

if your campaign files contain entries calling for generic vessels, then there's a certain change that the vessels show up. However, generic entries are rare; most entries call for specific units. So, just installing new ship does not mean you will ever see one of them.

To increase the propability of sighting one needs to edit the campaign files (random as well as scripted layer), using the mission editor (or, with more experience, a text editor). WB did many edits for GWX but I haven't seen him here for a while.

I could provide campaign files but that's tricky because there are so many versions on the market and almost everybody runs a unique version of the game. So, I don't do it.

Cheers
That stinks i tried in the past with your RN DDs to change there unit names to match the stock ships in game but that messed up alot so im not gonna do that again.
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Old 02-21-15, 05:57 PM   #26
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Scout614,

you are describing something different. Stock SH3 has only following RN destroyers (unit class 4): V&W, C&D, J, Tribal

I provided full replacments of J and Tribal; you could replace the C&D by one of the A to I destroyers. You just need to delete the entire NDD_C&D folder in the sea folder; then copy one of the desired A to I folders to the sea folder. And finally (and most important), you need to edit the *.cfg file in the new folder. The ClassName given therein must be changed to DDC&D. That's it.

You could also think of replacing NDE_River, which is the late-war escort version of whatsoever A to I destroyer (the Canadians lumped all A to I destroyers they received into one single group, named River class). In that case, you also need to change the UnitType to 3.
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Old 02-21-15, 07:16 PM   #27
Scout614
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Ok that makes alot more sense now. I think sh3 also has a Hunt class but I'm not near my computer to check. of course im also using GWX3 so that might be why i have more DDs then what you are saying

Last edited by Scout614; 02-21-15 at 07:44 PM.
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Old 02-22-15, 07:36 AM   #28
the_frog
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... right, the Hunts are also unit class 4 in SH3, I forgot about that. SH3 has all three Hunt classes and I did replacements. You don't need to do anything else than installing them ...
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Old 02-22-15, 01:43 PM   #29
Scout614
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Quote:
Originally Posted by the_frog View Post
... right, the Hunts are also unit class 4 in SH3, I forgot about that. SH3 has all three Hunt classes and I did replacements. You don't need to do anything else than installing them ...
thanks I'll test them out once I finish this patrol
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Old 02-22-15, 04:37 PM   #30
LGN1
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Quote:
Originally Posted by the_frog View Post

...
You could also think of replacing NDE_River, which is the late-war escort version of whatsoever A to I destroyer (the Canadians lumped all A to I destroyers they received into one single group, named River class). In that case, you also need to change the UnitType to 3.
Hi the_frog,

do you have a recommendation which one from A to I to use in order to replace the NDE_River (I have used the D class to replace the NDD_C&D)?

Related to this, does it make sense to replace a stock US DD by one of the three DDs from the US destroyer pack (Bagley, Benham, or Porter)? I'm not very familiar with destroyers...

Regards, LGN1
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