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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Rear Admiral
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EDIT: a small fix, brought to you by sobriety.
File D/L is the same name, i just updated it so i didnt have to change the links. http://www.ducimus.net/sh3/Carribean_2.zip The fix is that i narrowed the random turn radius in two convoys waypoint's where the passage are a bit narrow. In the event that you did not backup your orginal campaign_RND.mis file before merging the carribean additions, i suggest you fix the following: - Gulf_Convoy_2 Reduce the radius of waypoint 4 to anywhere from 0 to 10KM - Gulf_Convoy_6 Reduce the radius of waypoint 3 to anywhere from 0 to 10KM. ------------------------------------------- edit: ATTN NYGM users! One thing i discovered recently is that NYGM, by default does not support generic ship entries. Generic entries are basically saying, "spawn some random ship type of this class". The problem that many modders have with this is twofold: 1.) Generic destroyer has a chance to spawn a captial ship. 2.) Generic cargoship has a chance to spawn a tramp steamer. While thats not a big issue in and of itself, it depends on if its a transatlantic route. Tramp steamers are coal burners and could not make the journey. Where these additions are concerned, i used generic cargo in some entries because distance wasnt an issue. A tramp steam could make the journey. I also used Generic Destroyer Escort, which will only spawn a DE, and has no chance of spawning a DD, or any captial ship. The file in question is NYGM/data/rooster/English.cfg (or German.cfg). I recommend just replacing this file with the stock one in the /MODS/BACKUP/DATA/ROSTER directory. Copy the file, rename it back to its orginal form, and put it in its proper place. Or edit the existing file to look like this: Quote:
Orginal Post Brought to you, curtiesy of another captian morgan enduced drunken stuper is something i whipped up in about an hour. That being an addition for your RND layer if you so choose to merge it into it. Now, i dunno about you, but i didnt bring about umpteen thousand miles to stare at nothing but rare spawn single ships. The carribean, one of my favorite areas, is often neglected by just about everybody who produces a mod. Im not sure what the deal is, maybe no one can find historical convoy info. So the caribean and east coast is about as close to stock as your going to get in todays campaign files. Now this addition isnt researched at all, but i think its feasible to assume. For the most part, up until 8/42 the existing layer works great. Air cover seems a bit lacking, but hey, it was a turkey shoot historically. Now after awhile, the US got a clue and started upping their ASW presencese and convoys. Problem wherein is the stock implentation was just to make the single spawns REALLY freaking slow/rare in spawning. So where as before youd have something to shoot at, after 8/43 your kinda sitting there twiddleing your thumbs, with the rare chance at two whole convoys that disppear after the later end of 43. What fun is that? No much. For the most part in my own game i adjusted all the single spawn entries to be mini convoys. Well, after a few drinks of coke and captain i decided to stop being cheesy and do it somewhat correctly. Scrapped my old RND layer, cause the single spawns were about right after 43, the problem was lack of convoys. Not to mention the gulf of mexico being a total waste of time in my opinion. So heres the additions, its not much, but hey, its better then the current situation. ![]() Added some single merchant sspawns to flesh out the 1/42 through 8/42 a bit more, and convoys at 8/42 tell the end of the war. Convoys are 6 to 9 ships in 2 to 3 columns with 4 DE's. 25% chance to spawn ever 5 days. Also added some air patrols that start in 4/42. So duci, thats a great half assed single mission you got there, now how do i get this into my campaign game? After upzipping THIS File: http://www.ducimus.net/sh3/Carribean_2.zip Open the caribiean_2.mis file in the mission editor, Then File/ Merge The popup box you get for saveable date, click it and hit ok. Then it will want the file your merging it into. Direct the mission editor to a copy of your campaign_RND.mis file, select said file and hit ok, save the file as something like campaign_RND1.mis. Exit the editor and check the file size of your newly merged file. It should be larger then your previous RND layer. If so, do whatever you want with your old RND layer rename the campaign_RND1.mis to campaign_RND.mis, renable your mods and your good to go. Heres what you typically see in the carribean, regardless of what mod your using. ![]() heres what you should see after the merge: ![]() Not as robust as some of the other theaters, but better then before. Id spend more time on it, but frankly im not intrested in spending too much time in the mission editor. ![]() Ok, bed time. Last edited by Ducimus; 10-27-06 at 01:06 PM. |
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