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poor sailor
02-22-07, 04:32 AM
1. Assisted plotting mod like optional mod (Simply I very much love this way of using the navmap)
2. Torpedo realism mod like in NYGM v.2.2. (Real torpedo problems, simulate premature detonation and depth keeping problems in the early war period until late 1942) also like optional mod.
3.Possibility to have a optional mod for 3.flotilla in La Rochelle for WaW players.

That 3 things if possible make me a good reason to start play GWX. Everything else included now in GWX is good and I started to think about my starting playing GWX.

ref
02-22-07, 09:47 AM
1. Assisted plotting mod like optional mod (Simply I very much love this way of using the navmap)
2. Torpedo realism mod like in NYGM v.2.2. (Real torpedo problems, simulate premature detonation and depth keeping problems in the early war period until late 1942) also like optional mod.
3.Possibility to have a optional mod for 3.flotilla in La Rochelle for WaW players.

That 3 things if possible make me a good reason to start play GWX. Everything else included now in GWX is good and I started to think about my starting playing GWX.

1.- Very possible
2.- Please someone correct me if I'm wrong, but premature detonation and depth keeping are hard coded and NYGM haven't modified them.
quoting the NYGM manual :

To Compensate for the Torpedo Above Par Attributes
As discussed earlier under the Standard Game – Torpedoes, the game does not reflect
well the historical performance or availability of the magnetic pistol, the depth keeping
issues and the minimum depth that a torpedo could be realistically used at.
Nor does the game take into consideration the degaussing carried out by the allies in
response to the magnetic mines. For those who do not know, degaussing is the
neutralising of the magnetic field of a ship. With no change in the magnetic field, when a
magnetic pistol torpedo goes under a ship the magnetic pistol will not fire. Essentially
making the magnetic pistol redundant. While a ship would slowly build up a magnetic
field again, it would have been at a far lower level than if it had never been done.
I would have preferred to be able to raise the premature detonation rate to 80%
compensate for the many issues associated with this pistol, but I cannot. As such, I have
implemented through various means the net effect of the above.


I didn't ever used NYGM but for what I've read on the manual what they do to compensate was to reduce the critical hit chance (also done on GWX) and rework the DM of the ships (also done on GWX).
Perhaps Stiebler can confirm this.

3.- Will discuss it with JSCones to see if it's possible while mantaining the eastern bases.

Ref

poor sailor
02-22-07, 09:48 AM
No one answer:cry: In that case I will continue to playing in my favorite mod NYGM:smug: , but I would like to have a time one day to add many more ships and made something like scripted campaign with some historical events. It is very hard work but is worth for me.

edit: Sorry Ref, You was faster then me and in time I write the post I didn't see your post. Many thanks for answer, I'm glad to hear this from You. I'm waiting for that release of GWX!!!

poor sailor
02-22-07, 10:21 AM
1.- Very possible
2.- Please someone correct me if I'm wrong, but premature detonation and depth keeping are hard coded and NYGM haven't modified them.
quoting the NYGM manual :

To Compensate for the Torpedo Above Par Attributes
As discussed earlier under the Standard Game – Torpedoes, the game does not reflect
well the historical performance or availability of the magnetic pistol, the depth keeping
issues and the minimum depth that a torpedo could be realistically used at.
Nor does the game take into consideration the degaussing carried out by the allies in
response to the magnetic mines. For those who do not know, degaussing is the
neutralising of the magnetic field of a ship. With no change in the magnetic field, when a
magnetic pistol torpedo goes under a ship the magnetic pistol will not fire. Essentially
making the magnetic pistol redundant. While a ship would slowly build up a magnetic
field again, it would have been at a far lower level than if it had never been done.
I would have preferred to be able to raise the premature detonation rate to 80%
compensate for the many issues associated with this pistol, but I cannot. As such, I have
implemented through various means the net effect of the above.


I didn't ever used NYGM but for what I've read on the manual what they do to compensate was to reduce the critical hit chance (also done on GWX) and rework the DM of the ships (also done on GWX).
Perhaps Stiebler can confirm this.

3.- Will discuss it with JSCones to see if it's possible while mantaining the eastern bases.

Ref
I will represent to You a quote from NYGM manual v.2.2

"The NYGM Torpedo Realism v1 Mod comprises of a three areas. One change is real world change and two are abstract for a realistic real world result.
The real world change is the replication of the Germans Depth Keeping issue that occurred from 1939 to late 1942. This feature (only available with the use of SH3 Cmdr) is where 30% of the time the torpedo will be at the correct depth as set with the TDC and for the other 70% of the time that the torpedo depth will have an error from as little as 0.5 metres up to 3 metres. The abstract changes are for a desired result and break from historical/real world to achieve a real world result. The abstract changes are the permanent use of the magnetic pistol and a minimum depth restriction on the torpedoes. The real world result that we desire is to replicate through these are the early war high fail rate on the torpedoes as well as a more realistic use of the torpedo in heavy seas. So why do it? Because the player knows that by disabling the magnetic pistol and setting the torpedo to a 1metre depth that they will not incur a realistic torpedo failure due to a premature detonation caused the torpedo slamming into the waves or a torpedo veering off course and/or heading towards the sea bed nor will the AI see a electric torpedo. By permanently enabling the magnetic we increased the chance of a torpedo failure through the use of the magnetic pistol. These torpedo failures include such issues as electric battery/engine and gyroscope issues. By setting a minimum depth of 3 metres we have for 95% of instances that a torpedo would be used, replicated the real world use. While a torpedo could be set at 1 metre depth, this in all but the most calm sea condition would most likely result in a ‘surface runner’. As the player quickly gets new torpedoes and as a result pistols the failure rate falls to almost nothing. As mentioned at the beginning of this section we are aiming for a real world result and that it should be remembered that a 40% chance of failure rate in heavy seas does not always equate to a 40% failure."
And one excellent explanation I've received on WaW forum:

"If I recall correctly, NYGM 2.2 instituted a fixed switch (ie non selecting) and all torpedoes were impact and magnetic, so if you struck the hull at the proper angle, impact would cause detonation, and if the torpedo tracked 1 - 2 meters below the hull magnetic detonation would occur, and it is preset which is why you did not see the indicator point to the "I" when you attempted to change it manually."

LGN1
02-22-07, 10:39 AM
Hi poor sailor,

the two 'abstract' changes (min. depth of 3m and only magnetic pistol) can be implemented very easily. You can do it yourself in less than one minute. Unfortunately, I am at work at the moment so I cannot tell you exactly how it is done but if you are interested I can tell in a few hours how it can be done.

Cheers, LGN1

ref
02-22-07, 12:36 PM
Ok, then removing all the history explanations what NYGM does is
(a) tweak the depth settings in the tdc so it'll have a deviation from the user selected depth to a certain value.
(b) set the minimum depth to 3 meters.
(c) disable the impact pistol setting.

(b) and (c) are easy to implement as LGN1 said.

As for (a) the only way I picture to do it (at this moment) it's not realistic at all, can you do me a favour, and upload for me the random folder of sh3 commander to some place so I can check it without having to download the entire mod?.
After I study it I'll tell you what are my concerns about it.

Ref

poor sailor
02-22-07, 01:00 PM
Ok, then removing all the history explanations what NYGM does is
(a) tweak the depth settings in the tdc so it'll have a deviation from the user selected depth to a certain value.
(b) set the minimum depth to 3 meters.
(c) disable the impact pistol setting.

(b) and (c) are easy to implement as LGN1 said.

As for (a) the only way I picture to do it (at this moment) it's not realistic at all, can you do me a favour, and upload for me the random folder of sh3 commander to some place so I can check it without having to download the entire mod?.
After I study it I'll tell you what are my concerns about it.

Ref
No problem, in my SH3 commander I have a CFG directory (with files randomised events.cfg and other files I had to put in for compatibility with NYGM) and also have a Random directory with some subdirectory (1,2,3,4... for me that date files looking empty...). Now which of these two to upload? And yes, impact pistol switch is disabled but if you set torpedo in proper angle and depth they will explode. Torpedo is in same time magnetic and with impact head and that's is beauty of this small mod.

poor sailor
02-22-07, 01:17 PM
Ref I have been uploaded files in cfg directory of SH3 commander because the other Random directory is empty (0 bytes). I think that you may to see in files I uploaded for You. Thank You and also thanks to LGN1.
http://files.filefront.com/randomrar/;6790489;;/fileinfo.html

ref
02-22-07, 01:17 PM
No problem, in my SH3 commander I have a CFG directory (with files randomised events.cfg and other files I had to put in for compatibility with NYGM) and also have a Random directory with some subdirectory (1,2,3,4... for me that date files looking empty...). Now which of these two to upload? And yes, impact pistol switch is disabled but if you set torpedo in proper angle and depth they will explode. Torpedo is in same time magnetic and with impact head and that's is beauty of this small mod.

I'm not sure, please zip them all and I'll check them.:up:
When you set a torpedo for magnetic it'll also detonate on contact, this is a stock feature.

Ref

poor sailor
02-22-07, 01:30 PM
Ref I have found this thread http://www.subsim.com/radioroom/showthread.php?t=98474&highlight=NYGM+commander+game about depth errors. And if I understand well there is no need to modding that because is already possible with using of SH3 commander. I think that this state number 2 from my first post is now clear and checked like done. Assisted plotting mod(optional) and having 3 flotilla optional mod in La Rochelle is for now my only wish to have in GWX.

LGN1
02-22-07, 03:01 PM
Hi poor sailor,

do you still need an explanation how it can be done? As I understand no. If I am wrong please tell me.

@ref: I started to test GWX and I really like it! Great work :up: However, I always like to modify all mods a little bit and tune them to my personal taste. In GWX I don't like the strong movements/rolling of the submarine. Now I was wondering how one can change that. I guess the behavior is coded in the *.sim files of the different submarines. I have checked this file (only for VIIB) with Timetraveller's Minitweaker and the only difference, which I can imagine is related to the behavior, is the mass variable. In the stock game it is 0 and in GWX it is 752.1

Can I change the mass value back to 0 in the GWX files with TT's Minitweaker and thus reduce the movement of the submarine?

Checking a *.sim file posted by Kpt. Lehmann a while ago (restoring the neutral buoyancy), I found that in this file the mass is also set to 0. Therefore I guess setting the mass to 0 restores also neutral buoyancy. If this is the only side effect of changing the mass I will choose to remove it and have instead the reduced rolling/movement. Any comment from your side would be highly appreciated.

Cheers, LGN1

bigboywooly
02-22-07, 03:57 PM
LGN

Cant answer your q but just to remind you
Make the changes through JSGME
That way you will have no problems for future GWX patches :up:

ref
02-22-07, 04:04 PM
@ref: I started to test GWX and I really like it! Great work :up: However, I always like to modify all mods a little bit and tune them to my personal taste. In GWX I don't like the strong movements/rolling of the submarine. Now I was wondering how one can change that. I guess the behavior is coded in the *.sim files of the different submarines. I have checked this file (only for VIIB) with Timetraveller's Minitweaker and the only difference, which I can imagine is related to the behavior, is the mass variable. In the stock game it is 0 and in GWX it is 752.1

Can I change the mass value back to 0 in the GWX files with TT's Minitweaker and thus reduce the movement of the submarine?

Checking a *.sim file posted by Kpt. Lehmann a while ago (restoring the neutral buoyancy), I found that in this file the mass is also set to 0. Therefore I guess setting the mass to 0 restores also neutral buoyancy. If this is the only side effect of changing the mass I will choose to remove it and have instead the reduced rolling/movement. Any comment from your side would be highly appreciated.

Cheers, LGN1

The one who could really help you is the Kpt, but he's computer is still out of bussines (at least for a week).
When you set the mass value to 0 in the sim file you're forcing the engine to perform an automatic calculation based on the object properties, so you couldn't make much harm :D , in any case you can restore the previous value if something goes wrong, for what I've heard from the Kpt there's a lot of empirical testing on the subs behaviour, so there's no preconcieved formula to get the desired results.
The other values you can tweak ar the GC height and Fr ratio to move the gravity center, the first modifies the vertical position and the second the front/back position, 1= front, 0,5=middle,0=back

Ref

LGN1
02-22-07, 04:52 PM
Thanks for the answers! I will try it. I am a little bit concerned about the possibility that using TT's Minitweaker with modded files can result in unusable files (file structure changed --> Minitweaker messes it up???).

@ bigboywooly: Thanks. JSGME is a great tool I always use to install my personally tweaked files over the original mod files. After a new patch is released I uninstall my personal files, install the patch and check what is changed in the patch. Then I correct my personal files accordingly. Works like a charme. Just one problem: with GWX patches delievered in form of an installer I don't know how to find out which files are changed. Just install the patch in an empty folder seems not to work.

Cheers, LGN1

bigboywooly
02-22-07, 05:37 PM
There is always a changelog posted with all the changes


- Updated manual
- Added two new countries - Egypt and Honduras with associated Sea and Air units
- Corrected erroneous flags - Venezuela, Uruguay, Finland and various others
- Updated Recognition Manual covers for various countries
- Updated Flaggenbuch - now includes all in-game countries and their flags
- Increased air coverage in the Biscay area from 43 onwards
- Hurricanes no longer show bombs before 1941
- Added random patrols to Dunkirk and Longyearby as well as Black Sea ports of Poti and Suchumi
- Added scripted patrols of neutral aircraft - Spain/Portugal and Ireland
- Added random patrols of British Destroyers during Dunkirk
- Added random US patrols to Panama canal
- Added port of Peurto Castilla for Honduras
- Added random shipping routes for Honduras around Florida/New Orleans area
- Added some Egyptian ships to Med convoys with low spawn rates
- Scripted static Honduras shipping in home port plus a few US ports
- Scripted static Egyptian shipping in Alexandria and Port Said as well as patrols on the Red Sea/Suez
- Reinstated port of Helsinki and added scripted docked ships and random patrols
- Reinstated port of Calais and added scripted docked ships and random patrols
- Reinstated port of Cherbourg and added scripted docked ships and random patrols
- Added port of Holtenau
- Altered Kiel canal auto waypoints to avoid Holtenau - also moved more to canal centre to avoid couple of reported collisions
- Adjusted LND so ports of Rendsburg/Gotenhafen and Kiel2 now appear on map ingame
- Moved naval bases to allow starts from all friendly bases
- Added some subnets to docked British Battleships
- Added some submerged German AI uboats around British coast
- Added Convoy SC 94
- Moved SC convoys from Apr 1942 to Oct 1942 to go through the Bell Straits
- Adapted single mission starting depths
- New SC 94 single and Multimissions
- Changed AMM so won't spawn in convoys unless scripted to do so
- Added Mosquito to Australian roster
- Added Hudson Mk.3 to Australian roster and changed entry in smallairbase AU - removed redundant Hudson Mk.2
- Created large airbase for Finland
- Created small airbase for Brasil
- Created small airbase for Bulgaria
- Created vsmall airbase for Egypt
- Added NRC to US roster
- Added NRC and NECT to Australian roster
- Added NRC and NECT to Italian roster
- Added DST to Japanese roster
- Added NCHT, NRC, ATug and NECT to Russian roster
- Added DB3 and Arado to Finnish roster
- Added Hudson MK.3 to Dutch roster
- Added Hudson MK.3 and P38 to Portugal roster
- Added Hudson A-28 to Brasil roster
- Added Arado to Bulgarian roster
- Added Walrus to Irish roster
- Removed FW-200 Condor from Hungary roster
- Removed PCTrawler and NHPB from Hungary roster
- Changed date on KGV class BB to historic and amended campaign files to suit
- Changed dates on Type36A and altered campaign files to suit - Type36A will now show after 11 Jan 40 - This date is for the first Type36A which wasn't the Type36A (mob) which the model represents - EnglishNames altered to show Type36A as the French and German already did
- Changed dates on Flower corvette and altered campaign files to suit - Flower will now show after 05 April 40
- Changed dates on Hunt I and altered campaign files to suit - Hunt I will now show after 23 March 40
- Changed dates on S class DD and altered campaign files to suit - 19420826 start date
- Changed dates on Q class DD and altered campaign files to suit - 19411006 start date
- Nulled weapons on NCHT, NECT and NAMM - floating in air
- Changed torp layout for VIIC 42 - had homers
- Added historical British depot ships to various ports at historical times - http://web.ukonline.co.uk/chalcraft/sm/depot.html
- Elco and Schnellboot armament altered to change throughout war
- Type XXI exit date changed to 1945 from 2006
- Altered line in Crew/Body/Body01/Ranks.ini to correct rank placement
- Corrected implementation of Integrated Orders optional mod
- Replaced duplicate Westerwaldlied gramophone track with Lili Marlen'
- Added generic roundel fix for P38, Arado, Walrus, Hudson A-28, Hudson Mk.3 and Wellington
- Improved aircraft markings for America, Britain, Brazil, Canada, Germany, Ireland, South Africa and Yugoslavia
- Removed fin flash from generic Hurricane
- Altered dates for Lorient to reflect it was still in German hands till 2 days AFTER the end of the war - removed Allied shipping that appears Sep 1944
- Reduced likelyhood of "one hit" bow and stern sinkings
- Corrected funnels/smoke alignment for NDE_FTboot, NATF, NLTF, ATug and NHPB
- Corrected and updated French and German translations
- Implemented Anvart's method for raising/lowering radars (Fumo30/61/64), modified to also include the Fumo29
- Added Shift R key command to raise and lower radar
- Raised DF antennas and made them rotate
- Corrected position of balkon gerat on type IX
- Corrected position of NE watchman on IX/3 watch tower (was hovering 30cm over the deck)
- Corrected position of emblem on IX/1 towers
- Corrected Hydrophone destroyed message on type XXI
- Corrected spelling error on harbormaster's office building
- Deleted three erroneous playable type VIIC in the Mediterranean that were causing problems
- Increased the distances between ships on Cerberus German main group
- Removed barricade ship blocking player egress at Penang
- Removed burning hospital ship in Alexandria
- Swapped the ME109's in the Cerberus fictional single mission for more appropriate Stukas
- Reduced minefield densities close to the original Cerberus CTD point
- Adjusted a convoy that was showing as a TF
- Longsyearbyen renamed as per Safe-Keepers observations
- Moved Lerwick so town no longer sits in the water
- Added Lerwick sub base
- Gun file correction - solved a CTD issue
- LCMAL.cfg for the US and Britain now only shows after 1943 to prevent appearance as a generic patrol boat entry
- Player submarine configurations altered so that now selecting silent running drops speed to 2 kt - should reduce some of the erroneous player statements that "silent running doesn't work" posts at Subsim
- Included texture fix on the AI uboats which was causing missing textures on the player boats
- Included corrected cam files for AI U-boats causing other player boat problems
- Included German keyboard hotfix
- Included correct textures for some ships which weren't included in the original release
- Adjusted light harbor traffic optional mod

ref
02-22-07, 07:02 PM
Thanks for the answers! I will try it. I am a little bit concerned about the possibility that using TT's Minitweaker with modded files can result in unusable files (file structure changed --> Minitweaker messes it up???).

The sim file structure for the subs has not been changed, only parameters ib them, as far as I know the tweak files are still ok for the subs sim files.

Ref

JScones
02-22-07, 08:15 PM
3.Possibility to have a optional mod for 3.flotilla in La Rochelle for WaW players.
3.- Will discuss it with JSCones to see if it's possible while mantaining the eastern bases.
I don't have NYGM, but I am sure that someone running NYGM could "convert" this to an optional GWX mod in about 1 hour. Alternatively, if someone wants to email me NYGM's flotilla.cfg, flotillas.cfg, en_menu.txt, Basic.cfg and campaign_LND.mis and remind me what Flotilla it "replaces", I can have a look for them.

Bigger picture wise though, pls remember that GWX is not built with 3 Flot in mind, so any specific scripting that may be included in NYGM to cater for 3 Flot may well not be in GWX. That would have to be considered and anything specific (like port traffic) added to the relevant campaign files. There's a bit of integration needed to do it right and make it "fit" like a "core" flotilla. ;)

ref
02-22-07, 08:18 PM
Ref I have found this thread http://www.subsim.com/radioroom/showthread.php?t=98474&highlight=NYGM+commander+game about depth errors. And if I understand well there is no need to modding that because is already possible with using of SH3 commander. I think that this state number 2 from my first post is now clear and checked like done. Assisted plotting mod(optional) and having 3 flotilla optional mod in La Rochelle is for now my only wish to have in GWX.

I've shuffle through the thread but didn't find a DL link, in any case I've been looking at NYGM randomized files, and they used the method I suspected, the idea is good, but the big problem I see is that you're affected with the torpedo settings for the length of the current patrol until you exit and restart via SH3 commander, this means that if you have a depth error of 2 mts you'll have the same difference with each torp you fire, and for me this is more unreal than having a perfectly balanced torpedo.
If you wan't to implement it just copy this text into Randomized events.cfg

[0:data\Menu\cfg\Dials.cfg]
ApplyToPeriod=19390901|19421115
ChooseFrom=10
RndMidPat=1

0_Dial0|RealVal=3.5,25

1_Dial0|RealVal=4,25

2_Dial0|RealVal=4.5,25

3_Dial0|RealVal=5,25

4_Dial0|RealVal=5.5,25

5_Dial0|RealVal=6,25

6_Dial0|RealVal=6.5,25

7_Dial0|RealVal=7,25

I've corrected the events to be compatible with GWX (or stock game), just removed the extra lines for the dials added by NYGM, the values are unchanged.

Ref

poor sailor
02-23-07, 03:03 AM
I think that this community is great. I've started a thread about some things I would like to have in GWX and in about one day the people run to help me and I'm very happy now. Many thanks to Ref who helped me and explained to me how the randomisation of torpedo depth works, also LGN1 who offered me help, but for now I think that I maybe not changing this in my GWX. I released myself assisted plotting mod for GWX v.1.02 http://files.filefront.com/GWX___Ass.../fileinfo.html and just one thing left, a optional mod for 3.flotilla. JScones offered help and I will looking to prepare everything needed of files to send him and try to get this mod for many members of WaW forum which that mod is needed for playing.

poor sailor
02-23-07, 03:37 AM
I prepared this files to You JScones http://files.filefront.com/3rd_flotillarar/;6793872;;/fileinfo.html and also You may look this thread http://www.subsim.com/radioroom/showthread.php?t=87316&highlight=change+port+floatilla I wish You could help me to make an optional mod for 3.flotilla in GWX.

LGN1
02-23-07, 03:53 AM
Hi,

unfortunately changing the mass seems not to have the desired effect. :hmm: Perhaps Kpt Lehmann can give some tips when his machine is working again.

@bigboywooly: I have seen the changelog but it is very hard to relate all the changes to the specific files. I think offering a separate download with just the changed files in JSGME format would be very nice for people who like to tweak their GWX install.


@all: Could someone please explain me the following lines in the campaign_rnd layer:

[RndGroup 61.RndUnit 3]
Type=102
Origin=British
Side=0

I understand the first two lines, but not why there is an entry for origin and one for side. I guess 'origin' determines from which roster nation the ship is taken (which flag is shown). But this fixes the side (axis/neutral/allied), doesn't it? If I encounter a ship with origin british and side 0, does it react hostile? Thanks for any clarification.

Cheers, LGN1

JScones
02-23-07, 04:27 AM
@bigboywooly: I have seen the changelog but it is very hard to relate all the changes to the specific files. I think offering a separate download with just the changed files in JSGME format would be very nice for people who like to tweak their GWX install.
Sorry, this is not possible. GWX is released to be played, not disassembled. Releasing an alternative JSGME version will only create further confusion amongst players, which is not needed, in addition to adding to the already heavy support workloads of the GWX devs.

Further, the installer makes other game changes that JSGME cannot perform. Thus, even with a JSGME version you will NOT get the same install as that provided by the installer, hence making it somewhat useless in achieving your aim.

BTW, this has been covered before. I'll leave you with the Kpt's clear views here... http://www.subsim.com/radioroom/showpost.php?p=336012&postcount=2 and the following few posts (ignore the thread from then on as it goes off the rails for a number of pages until I bring it back again).

JScones
02-23-07, 04:51 AM
I prepared this files to You JScones http://files.filefront.com/3rd_flotillarar/;6793872;;/fileinfo.html and also You may look this thread http://www.subsim.com/radioroom/showthread.php?t=87316&highlight=change+port+floatilla I wish You could help me to make an optional mod for 3.flotilla in GWX.
I'll take a look. GWX bug fixes come first though, then this. It will also require campaign file changes, so you have to be nice to BBW. ;)

Whilst replacing a flotilla is quite easy (just look at GWX, LOL!), I'll look at the NYGM files first to ensure consistency of approach.

Oh, and I'm sure you realise that you will get the Flotilla added into the GWX "engine" - the NYGM "engine" will NOT be included. So there will be differences to what you experience now in the Flotilla under NYGM.

poor sailor
02-23-07, 07:19 AM
I prepared this files to You JScones http://files.filefront.com/3rd_flotillarar/;6793872;;/fileinfo.html and also You may look this thread http://www.subsim.com/radioroom/showthread.php?t=87316&highlight=change+port+floatilla I wish You could help me to make an optional mod for 3.flotilla in GWX.
I'll take a look. GWX bug fixes come first though, then this. It will also require campaign file changes, so you have to be nice to BBW. ;)

Whilst replacing a flotilla is quite easy (just look at GWX, LOL!), I'll look at the NYGM files first to ensure consistency of approach.

Oh, and I'm sure you realise that you will get the Flotilla added into the GWX "engine" - the NYGM "engine" will NOT be included. So there will be differences to what you experience now in the Flotilla under NYGM.
O.K, I understand, my question is been that I want to include this mod 3.rd flotilla in GWX because I want to continue my WaW career in GWX. Also many people of WaW forum looking for this mod too. Thanks for your help! My signature will be changed very soon to GWX and NYGM user.;)
P.S. You have a P.M.

JScones
02-23-07, 08:31 AM
Umm, you do know that you won't be able to continue an existing NYGM career in GWX? They aren't compatible. Game will crash.

poor sailor
02-23-07, 09:24 AM
Umm, you do know that you won't be able to continue an existing NYGM career in GWX? They aren't compatible. Game will crash.
I will start the new career in GWX:cool:

JScones
02-23-07, 09:47 AM
OK. Well the hard (fiddly and annoying) work has been done...

http://www.users.on.net/~jscones/3K.gif

http://www.users.on.net/~jscones/3LR.gif

(ignore poor image quality - just a result of compression)

You get your 3 Flotilla for its entire life of Mar 41 to end Aug 44, when the boats transfer to 11 Flotilla (as they do now).

poor sailor
02-23-07, 09:58 AM
OK. Well the hard (fiddly and annoying) work has been done...

http://www.users.on.net/~jscones/3K.gif

http://www.users.on.net/~jscones/3LR.gif

(ignore poor image quality - just a result of compression)

You get your 3 Flotilla for its entire life of Mar 41 to end Aug 44, when the boats transfer to 11 Flotilla (as they do now).
Man, you are the great!:rock: When will be download version? I'm really happy man!!!

bigboywooly
02-23-07, 09:59 AM
Hi

@all: Could someone please explain me the following lines in the campaign_rnd layer:

[RndGroup 61.RndUnit 3]
Type=102
Origin=British
Side=0

I understand the first two lines, but not why there is an entry for origin and one for side. I guess 'origin' determines from which roster nation the ship is taken (which flag is shown). But this fixes the side (axis/neutral/allied), doesn't it? If I encounter a ship with origin british and side 0, does it react hostile? Thanks for any clarification.

Cheers, LGN1

Yes the Origin is British in this case
I believe that all ships added before war starts show as side 0
If you add a British ship in say 41 it will show as side=1

Not that it matters as the side=0 will still attack\defend when their country enters the war

LGN1
02-23-07, 10:48 AM
Hi,

@JScones: Thanks for the clarification. I completely understand this
point of view of the GWX team.


@bigboywooly: Thanks for this information. I have just one additional
question I am pretty sure you are an expert for: If I create an entry
of the kind

[RndGroup 61.RndUnit 3]
Class=xxx
Type=102
Origin=British
Side=0
...

with xxx a ship of type 102, do I have to put a xxx.cfg file into the
.../Roster/British/Sea folder? Does the game crashes if this file is
missing in the .../Roster/British/Sea folder?


@poor sailor: sorry for hi-jacking your thread. I just do not want to
open a new thread for these small comments/questions. I will not ask
additional questions in this thread.


Cheers, LGN1

JScones
02-23-07, 11:09 AM
Man, you are the great!:rock: When will be download version? I'm really happy man!!!
:hmm: Where did 3 Flotilla operate? Standard Atlantic fare like 1 Flotilla?

It will be a little while yet before you get it. I gotta fine-tune the patrol grids when you (or someone) gets back to me on the above q. It may come with the next patch, dunno yet, haven't thought that far ahead.

bigboywooly
02-23-07, 11:26 AM
Hi,

@JScones: Thanks for the clarification. I completely understand this
point of view of the GWX team.


@bigboywooly: Thanks for this information. I have just one additional
question I am pretty sure you are an expert for: If I create an entry
of the kind

[RndGroup 61.RndUnit 3]
Class=xxx
Type=102
Origin=British
Side=0
...

with xxx a ship of type 102, do I have to put a xxx.cfg file into the
.../Roster/British/Sea folder? Does the game crashes if this file is
missing in the .../Roster/British/Sea folder?

Cheers, LGN1

Yes the game will crash if it cant find the ship
So it needs to be added to the British roster
Make sure the xxx is filled in correct with the ships class name fron the cfg
Or CTD

What mod is your example [RndGroup 61.RndUnit 3]
taken from ?
Tis not GWX

[RndGroup 61.RndUnit 3]
Type=101
Origin=British
Side=0

LGN1
02-23-07, 03:20 PM
Hi bigboywooly,

thanks for the explanation. I tried to understand how I can add new ships to SH. In this process I tried to understand the file structure of the campaign files.

The example is from the NYGM mod. They have added british and italian hospital ships but the hsl.cfg file seems to be only in .../Roster/Italian/Sea and .../Roster/Brasil/Sea. Given your explanation I guess Brasil should be British.

Cheers, LGN1

bigboywooly
02-23-07, 03:47 PM
Yes that would lead to a CTD when the game needs to find it
Just copy and paste into the British folder
Leave in the Brasil folder just in case its needed

poor sailor
02-24-07, 05:31 AM
:hmm: Where did 3 Flotilla operate? Standard Atlantic fare like 1 Flotilla?

It will be a little while yet before you get it. I gotta fine-tune the patrol grids when you (or someone) gets back to me on the above q. It may come with the next patch, dunno yet, haven't thought that far ahead.
I haven't a precise answer for that but I think that the operation zones are in a Standard Atlantic fare like in 1 Flotilla as You said. Maybe someone could help with some additional information. I looking for that but I couldn't found on the net. I'm not trying to annoying You, but if You said that this addition will be in next GWX patch, when that patch would be released ?:up: Many thanks for Your will to make this mod.:sunny:

JScones
02-24-07, 05:53 AM
Thanks. The a/g Flotilla Chief has touched base and we've resolved this aspect. Just some translations to go and it'll be ready.

It will prolly be released as a stand alone optional mod, enabled via JSGME.

poor sailor
02-24-07, 06:08 AM
I'll be waiting for that.:up:

poor sailor
02-27-07, 02:48 PM
Well, as first I must to say, don't want to open a new thread. Just started to play GWX for the first time. I have it install when it's released but I play in NYGM and not gave to much importance to GWX, just saw that is good and better then TGW 1.1a but still not comparative to NYGM. But I was in mistake:damn: , this mod is really great improvement:up: . I include assisted plotting mod which I very like in NYGM, second thing I also included JCWolf upgrade 6 dials mod and of course make it with static officer icons and also static text console because I like it. Also the Ref answered to me that the mod I was thought that it's perfect, isn't perfect as I thought, the Torpedo mod from NYGM v.2.2 which is seen in this thread. And that's the only things I was like to have in GWX. Of course I'm waiting for 3.flotilla mod by JScones and then I have to play this game with GWX very long time in the future. I was seen the SH4 in game movie on Youtube and there is no chance that this game would be better then now GWX mod and also NYGM, and yes I much more love the Atlantic naval battles then the Pacific. Lot of things like many new ships, planes, flotilla, historical campaign...are going to me to start using a GWX. And now I'm GWX user and I like this mod.Well, it is my decision that's all!

WilhelmSchulz.
02-27-07, 04:35 PM
I would like to see the Longer wakes.

poor sailor
02-27-07, 05:05 PM
I would like to see the Longer wakes.
Maybe You have try this;) :http://files.filefront.com/Longer_Wakes_v10_for_GWXzip/;6598879;;/fileinfo.html
I think that is fully compatible with GWX v.1.02 but correct me if I wrong.

Steppenwolf
02-27-07, 05:58 PM
Maybe You have try this;) :http://files.filefront.com/Longer_Wakes_v10_for_GWXzip/;6598879;;/fileinfo.html
I think that is fully compatible with GWX v.1.02 but correct me if I wrong.
Yes, it is fully compatible.

JScones
02-27-07, 06:25 PM
Of course I'm waiting for 3.flotilla mod by JScones and then I have to play this game with GWX very long time in the future.
I finished it a few days back and sent it to the Flotilla Chief for testing. Hopefully I'll hear how testing went shortly.

Church SUBSIM
02-28-07, 11:02 PM
I released myself assisted plotting mod for GWX v.1.02 http://files.filefront.com/GWX___Ass.../fileinfo.html and just one thing left.....

This link takes me to the filefront home page. Could you please repost the link to the assisted plotting mod you made for GWX 1.02. This would be huge! Thanks for your efforts.

poor sailor
03-01-07, 03:29 AM
I released myself assisted plotting mod for GWX v.1.02 http://files.filefront.com/GWX___Ass.../fileinfo.html and just one thing left.....

This link takes me to the filefront home page. Could you please repost the link to the assisted plotting mod you made for GWX 1.02. This would be huge! Thanks for your efforts.
Here You go http://files.filefront.com/GWX_Assisted_Plotting_Modnrar/;6821163;;/fileinfo.html

poor sailor
03-05-07, 03:38 PM
Many thanks to JScones:rock: for adding this so important thing to me and other which like this option. For me it's important for WaW career! Now my lists of wish for GWX is complete! Thanks to GWX team members!:up:

Link for this mod
http://files.filefront.com/GWX___Alternative_Flotillas7z/;6863553;;/fileinfo.html

JScones
03-06-07, 02:21 AM
Many thanks to JScones:rock: for adding this so important thing to me and other which like this option. For me it's important for WaW career! Now my lists of wish for GWX is complete! Thanks to GWX team members!:up:

Link for this mod
http://files.filefront.com/GWX___Alternative_Flotillas7z/;6863553;;/fileinfo.html
Yes, the 3 Flotilla mod is now available. You will receive more information on its use from your Flotilla Chief in your next set of patrol orders.

Enjoy - and let me know if problems. I did my own implementation which differs from NYGM's, so it is not the same.