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Old 02-19-11, 02:48 PM   #76
Magic1111
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Quote:
Originally Posted by A6Intruder View Post
WB,
please do not forget the airpower!
I seconded this !

Quote:
Originally Posted by Wreford-Brown View Post
And another aircraft - a Bf110 by an unknown author. If anyone knows who created this aircraft model please let me know so I can give proper credit:
Aaaah, and another airplane !!! WONDERFUL !!!!!
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Old 02-19-11, 03:04 PM   #77
Wreford-Brown
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This ship is definitely not for GWX users as there is already an excellent KM Prinz Eugen model in GWX and it has been scripted into the GWX campaign. If you try and add this .mis file to GWX you'll end up with two KM Prinz Eugen (and two Bismarcks).

For anyone not using GWX here is HanSolo78's KM Prinz Eugen:

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Old 02-19-11, 04:08 PM   #78
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Last one for this weekend - the_frog's HMAS Perth:

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Old 02-19-11, 06:25 PM   #79
Magic1111
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Hi WB !

Wonderful new .mis Files, many thanks !!!

I´ve another suggestion: What about rowi´s "Whale_Flottilla" ?

Link: http://www.mediafire.com/?nd2g7v2cpeau6i8

What do you mean ?

Best regards,
Magic
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Old 02-19-11, 07:08 PM   #80
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Quote:
Originally Posted by Magic1111 View Post
Hi WB !

Wonderful new .mis Files, many thanks !!!

I´ve another suggestion: What about rowi´s "Whale_Flottilla" ?

Link: http://www.mediafire.com/?nd2g7v2cpeau6i8

What do you mean ?

Best regards,
Magic
Good idea! The ships of the mod are pretty toys!

Regards.

Fitzcarraldo
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Old 02-20-11, 07:10 AM   #81
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Quote:
Originally Posted by fitzcarraldo View Post
Good idea! The ships of the mod are pretty toys!

Regards.

Fitzcarraldo
Yes, I vote for these ships for the next .mis file !

Best regards,
Magic
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Old 02-21-11, 02:40 PM   #82
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Quote:
Originally Posted by Magic1111 View Post
I´ve another suggestion: What about rowi´s "Whale_Flottilla" ?
rowi's merchant ships (and any other merchant ships) will be scripted into the _RND layer without any input from me so just keep an eye out for them!

I've also found out that Testpilot created the wonderful Bf110 model so I've given proper credit in the Readme and uploaded the new Readme to MediaFire.

Tonight's offering is VonDos' SS Rex:

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Old 02-21-11, 02:49 PM   #83
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Quote:
Originally Posted by Wreford-Brown View Post
rowi's merchant ships (and any other merchant ships) will be scripted into the _RND layer without any input from me so just keep an eye out for them!

I've also found out that Testpilot created the wonderful Bf110 model so I've given proper credit in the Readme and uploaded the new Readme to MediaFire.

Tonight's offering is VonDos' SS Rex:
Many thanks! Are the Community Units all merchants? I don´t use those ships (only your new ships and MFM 3.2 full).

Is there a model of V1 and V2 flying bombs for SH3?

And some ship with sails? (a frigate, corvette, galeon, the Nelson´s Victory, etc).

Best regards.

Fitzcarraldo
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Old 02-21-11, 03:00 PM   #84
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Quote:
Originally Posted by Wreford-Brown View Post
rowi's merchant ships (and any other merchant ships) will be scripted into the _RND layer without any input from me so just keep an eye out for them!
Hmm, do you mean I must simple enable these ships from rowi via JSGME and then I see these in game ?

Best regards,
Magic
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Old 02-21-11, 03:13 PM   #85
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Quote:
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Hmm, do you mean I must simple enable these ships from rowi via JSGME and then I see these in game ?

Best regards,
Magic
I think yes. The same is with MFM ships: the mod only include the ships; the RND layer makes the rest. I read in the MFM thread, the merchants don´t need scripting.

Regards.

Fitzcarraldo
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Old 02-21-11, 03:29 PM   #86
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Quote:
Originally Posted by fitzcarraldo View Post
I think yes. The same is with MFM ships: the mod only include the ships; the RND layer makes the rest. I read in the MFM thread, the merchants don´t need scripting.

Regards.

Fitzcarraldo
Aaah, okay !

Best regards,
Magic
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Old 02-21-11, 04:03 PM   #87
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Both merchants and warships will automatically appear in the game through the _RND layer. I like to script the larger merchants (mainly VonDos') and unique warships on their historic courses so that, with a little research, people can intercept them and sink them.
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Old 02-21-11, 04:12 PM   #88
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Quote:
Originally Posted by Wreford-Brown View Post
Both merchants and warships will automatically appear in the game through the _RND layer. I like to script the larger merchants (mainly VonDos') and unique warships on their historic courses so that, with a little research, people can intercept them and sink them.
Yes? I read somewhere in SUBSIM about the need of scripting the warships. If not, the ships only appears in Museum. Ever I see a new ship for download, the instructions tell: "need scripting"...

For example, the Maiale. If you install the Maiale in SH3, without scripting: Is the Maiale controlled by RND Layer and can it appear in any location? (a Maiale in the coast of Miami or in the Indian Ocean??). And the planes? Without scripting the RND layer put they in any location? (the middle of the Atlantic, for example?).

Ever I have this question in my mind, but never I obtain a positive and definitive resolution.

Best regards.

Fitzcarraldo
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Old 02-22-11, 03:30 PM   #89
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Quote:
Originally Posted by fitzcarraldo View Post
Yes? I read somewhere in SUBSIM about the need of scripting the warships. If not, the ships only appears in Museum. Ever I see a new ship for download, the instructions tell: "need scripting"...

For example, the Maiale. If you install the Maiale in SH3, without scripting: Is the Maiale controlled by RND Layer and can it appear in any location? (a Maiale in the coast of Miami or in the Indian Ocean??). And the planes? Without scripting the RND layer put they in any location? (the middle of the Atlantic, for example?).

Ever I have this question in my mind, but never I obtain a positive and definitive resolution.

Best regards.

Fitzcarraldo
The simple answer to both questions is no, you won't see them.

If you install the Maiale in SH3 without scripting it you will not see it as the RND layer scripts by ship/aircraft type (in the case of the Maiale it is type 200) and by nation. If you search the _RND layer you won't find any reference to an Italian type 200 as there was only one type of Italian submarine (the Scuka) and they were only scripted into the SCR file.

Aircraft are scripted into the RND layer by specific aircraft (e.g. FBWildcat) so you won't see new planes for the same reasons as above.

I've already released a mod that randomly scripts Turkish and Spanish aircraft into the campaign so here is another one that will script British aircraft around the UK coast - http://www.mediafire.com/?fvi4swlejchj5fo
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Old 02-22-11, 03:35 PM   #90
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I think it's time to share a little knowledge

There are three scripting layers in SH3:
_LND. This is for land based units such as coastal defences, air bases and ports. I haven't delved into the _LND layer so that's about all I can tell you!

_SCR. This is for scripting named ships into the campaign, so if you want the RMS Aquitania to follow her historic routes you can research the Aquitania's history and input it's route into the _SCR layer. You can also create groups around the Aquitania to allow it to sail with, for example, a modern tanker and four destroyers. The only randomisation available to the _SCR layer is around each waypoint. If you randomise the size of the waypoints you also randomise the ships routes.

_RND. This is the clever layer as there are a number of ways you can randomise:
1. Randomise groups. You can tell SH3 to randomise the content of convoys. The group leader (e.g Aquitania) must have a 100% chance of spawning, but you can then add a V&W destroyer at 100% and four V&W destroyers at 50% each. This means that each time Aquitania spawns SH3 will roll a dice and produce a group with between 1 and 5 destroyers.
2. Randomise ships within a group. There are a number of options for ships in a group so you can either specify a specific ship type (e.g. V&W destroyer) or a type such as GENERIC Destroyer which will search for all destroyers of that nation and pick them at random.
3. Randomised chance of a group spawning. You can also tell SH3 that there is a 75% chance of this group spawning, therefore it will appear three times out of four.
4. Timed group spawning. If, for example, convoys moved from Alexandria to Greece every three days then you can use the _RND layer to spawn a group every 72 hours over a discrete time period.
5. You can also randomise the size of the waypoints to change the ships routes.

Merging all of these possibilities, you can script a convoy with a 75% chance of spawning, following a route from Alexandria to Greece every three days with any number of ships and escorts from one upwards following a different route each time, and all in a 5KB file.

The only piece you have to specify is the nation, so you can randomise neutral ships into a convoy but need to beware your spawn dates.
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