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Phoenix3000
03-13-07, 01:40 PM
Hi guys,

I've been reading through some of the new/additional ship posts, and most recently the excellent Empire Class Freighter by iambexomelife:

http://www.subsim.com/radioroom/showthread.php?t=107351

Thing is, if I install them (I assume via JSGME), will they appear in the campaign mode of the sim, or only in single player-created missions?

I have seen some great new ships in development, but haven't yet added them if I can't see them when out on patrol.

Thanks guys. If I am able to see them when out on patrol (currently my 5th patrol in a type VII), I will be downloading them like mad!

Cheers!

Px3000

PS - Running GWX with latest updates, SH3 Commander 2.7 and plenty of mods......

JCWolf
03-13-07, 01:55 PM
Hi guys,

I've been reading through some of the new/additional ship posts, and most recently the excellent Empire Class Freighter by iambexomelife:

http://www.subsim.com/radioroom/showthread.php?t=107351

Thing is, if I install them (I assume via JSGME), will they appear in the campaign mode of the sim, or only in single player-created missions?

I have seen some great new ships in development, but haven't yet added them if I can't see them when out on patrol.

Thanks guys. If I am able to see them when out on patrol (currently my 5th patrol in a type VII), I will be downloading them like mad!

Cheers!

Px3000

PS - Running GWX with latest updates, SH3 Commander 2.7 and plenty of mods......


Ani ship can be added to a roster or country, it can apear
over the museum but in the campaigne no, reazon is simple , when youĞre writing the campaigne File, (Cfg) you add the ships you whnt so the new ships
that are not in the campaigne file will not apear at sea on campaigne mode!:up:

Mush Martin
03-13-07, 03:58 PM
sort of any way

Take river class frigate.

it is available to singlemissions when you put it in.

it "MAY" sometimes be available in campaign.

generally ships you add wont appear often but they
will appear occasionally as "Generic Random Units" of there own type

that is to say if River Class Frigate is type 2 then any convoy in the
campaign that adds a "generic" Type2 to a convoy escort will inevitabley
generate a river some of the time. when it spawns them.

so yes and yes and no.

I use an enhanced campaign layer that adds more escorts to convoys
and more type 2's in among the escorts so I am much more likely to
come across a river in campaign than if I had vanilla or just gwx1.02
MM

Gilles
03-14-07, 05:33 AM
Hi MM - someone is always 'opening a door' :D ...but how does one add an enhanced campaign layer?

Cheers, Gilles

AG124
03-14-07, 05:53 AM
@ Gilles - To change existing entries, you would have to edit the campaign itself using any text program or word processor. I just use WordPad myself. To add new entries to either the random or scripted campaign, you would need to use the SHIII mission editor. You could probably get some advice on doing that over at the SHIII mission editor's forum.:yep:

As for ships showing up in the campaign, Mush Martin is correct in his description of generic entries spawning new ships. However, I would just like to elaborate and point out that this will be more prevalent for some ship classes than others in the stock game. For example, type 102 (freighter) and type 104 (coastal) vessels will spawn often for just about any nation as single contacts, and there are some generic entries for escorts, tankers (type 101) and passenger vessels (type 103) as well (mostly for the UK and US). However, I don't think there are any generic entries for capital ships, and some types of vessels have not been assigned to some rosters. For example, a new tanker will be seen in the campaign flying the US, UK or maybe the Greek flag, but not the flag of any other nation to which it has been assigned.

Iambecomelife's new Empire Class Freighter is a type 102, so it should be seen quite often as a single contact, especially under the UK, US, and Canadian flags.:up:

JCWolf
03-14-07, 06:13 AM
So they apear as Random ships some times!!!:o :hmm:

I allways thought they just poped up in single missions...:up: :arrgh!:

Phoenix3000
03-14-07, 06:40 AM
Many thanks for the info guys!

So, if I've read this right, downloading additional ships (merchants etc.) will allow them to appear randomly on occasion, when on a campaign - excellent!

Now the next bit - is adding ships easy? - ie, do they all follow the JSGME installer route, or is there a lot of fiddling around?

When GW1.1(a?) was out I did try adding some ships at the time, and all I got was crashing to the desktop - that probably explains my reluctance now - but if it's 'easier' with GWX I'm definitely all for it!

Therefore, if its worth doing, what ships do you recommend, or are available and compatible with GWX 1.02? I also use SH3 Commander 2.7 and other mods for smoke, sounds, graphics etc. etc.

Cheers all!

Px3000

geosub1978
03-14-07, 10:05 AM
You can do new ships appear in convoys by deleting the line of the class=.... of the RND file. It is a little bit timming procedure (30mins) but very secure! In the ubi-SH3 forum we have analized it two or three times and everybody is pleased with the result! Personaly I have removed the C2 (KLS)-small merchants(KSS)-tramp steamers (KSQ ). Use the function Replace-With of the Edit MENU by openning the RND file with wordpad. e.g. Replace: class=KSQ
With : (BLANK).

This will empty all the class=KSQ lines from the file and everytime the game code loads that part, the choise will be generic according to the designation of the type. E.g type=102 (merchant) any merchant is available. If you do it with liners (103) any liner will be available.

This procedure is garantied!:up:

Phoenix3000
03-14-07, 05:16 PM
Thanks for the info Geosub, that certainly sounds like an interesting idea.

I'll have a look around the files and add a couple of ships and see what results I get.

Anyone else tried this, editing the RND file? Should I be setting all vessels as 'class= (blank)', or just merchants?

As I say, I'm not usually one for this fine-tuning, as it has produced CTD's in the past so I usually just download mods that work with GWX, but if this does work I'm all for it!

Cheers!

Px3000

EDIT - I've just opened the Campaing_RND.mis file using Wordpad - talk about confusing! - Where do I start??? :huh:

bigboywooly
03-14-07, 05:19 PM
The GWX RND has been made around 80\90% generic
You can add any type=101\102\103\104\0\2 and 4 to most of the major players and the ship will show both as single contacts and as part of a convoy

Phoenix3000
03-14-07, 05:24 PM
Hi Bigboywooly,

Does this mean I can just add new ships and not have to worry about the fine-tuning shown above?

Cheers!

Px3000

AG124
03-14-07, 05:32 PM
@ Phoenix3000 - These are the ships which come with GWX (excluding cloned individual capital ships):

Battleships:
- US Iowa class.
- US Nevada class.
- Italian Littorio class.
- German Scharnhorst class.

Battlecruisers:
- UK Hood class (Admiral class).

Carriers:
- US Essex class.
- German Graf Zeppelin class.

Heavy Cruisers:
- Italian Zara class.
- Greek Averoff class.
- German Deutchland class pocket battleship.

Light Cruisers:
- US Brooklyn class.
- UK Southampton class.
- Italian Garibaldi class.

Destroyers:
- UK Town class.
- UK S/T class.
- UK Q/R class.
- Soviet Type 7y class.
- German Type 36A class.

Escorts and Patrol Craft:
- Axis Vorpostenboot.
- Artillary/AA Barge.
- Transport Barge.
- RAF Rescue Launch.
- Vosper class Torpedo Boat.
- Armed Tugboat.
- Japanese Type 13 Subchaser.
- Soviet Sub Chaser.
- Soviet Uragan class DE.
- German Flottenbeglieter.
- Australian and Indian Bathurst class corvette.
- Captain I and II class Frigates.

Submarines (AI Only):
- US Balao class.
- US Gato class.
- UK S-Class (US Lend-Lease subs).
- German Type IIB.
- German Type VIIC/41.
- German Milk Cow.

Passenger Vessels (Type 103):
- RMS Aquitania.
- Chatham class.
- NPTR Transport.
- Ceramic class.

Tankers (Type 101):
- Empire Celt class.
- Converted Whale Factory Ship.

Freighters (Type 102):
- NKGN Large Cargo.
- Rose Castle class.
- Belize class.
- Caribou class.

Auxiliaries (Type 100):
- NSD Submarine Depot Ship.
- NDS Depot Ship.
- Pyro class Ammunition Freighter.
- Light Ship.

Lighted Ships by Anvart:
- Hospital Ship.
- C2.
- T3.
- Coastal Merchant.
- Transport.
- Passenger Liner.
- Small Coastal Vessel.
- Tugboat.

Coastal Craft (Type 104):
- Schooner.
- Sloop.
- Large Junk.
- Small Junk.
- Deep Sea Trawler.
- Coastal Tanker.

If you want to add more ships, the following ones are available to add (although they won't have the GWX damage model, they will still work):

Battleships:
None.

Battlecruisers:
- UK Repulse (Renown class).

Carriers:
- German Seydlitz.
- US Wasp.

Heavy Cruisers:
- UK Dorchester class.
- German Lutzow.

Light Cruisers:
- German K Class.
- UK Scyllia Class AA Cruiser.

Destroyers:
- UK L&M class AA DD.
- Soviet Novak 6 class.
- French/Polish Bourrasque class.
- US Fletcher class APD (not a RL class of APD).
- UK Admiralty V&W class.

Escorts and Patrol Craft:
- Small Armed Vessel (based on Small Coastal Vessel).
- River class frigate.

Submarines (AI Only):
None. There are some playable ones around though, such as the new VIIC/41.

Passenger Vessels (Type 103):
- RMS Queen Mary.
- Chatham class hospital ship.
- Unlighted hospital ship.
- Fast Transport.
- Two funnelled transport.

Tankers (Type 101):
None.

Freighters (Type 102):
- New Empire class freighter.:up:
- Proteus class collier.
- Cargo Steamer (three variants in one download).

Auxiliaries (Type 100):
- Japanese merchant cruiser.
- AA Auxiliary Vessel.

Lighted Ships by Anvart:
- Small Merchant.
- Small Tanker.

Coastal Craft (Type 104):
- Transport Steamer.

Being an idiot, I may have forgotten some - there seem to be so many these days.:doh:

Some of these need extra work to appear in the campaign. If you need help with that, or just with installing them, please don't hesitate to post and ask.:up:

AG124
03-14-07, 05:37 PM
Hi Bigboywooly,

Does this mean I can just add new ships and not have to worry about the fine-tuning shown above?

Cheers!

Px3000
The ship types that BBW listed include:

101 - Tanker

102 - Freighter

103 - Passenger Vessel

104 - Coastal Craft

0 - Patrol Craft

2 - Frigate

4 - Destroyer.

To check and see what class each ship is, just open its .cfg with Wordpad. If it is in one of these classes, it will show up on its own without having to be scripted.

@ BBW - Also, I though some generic UK CL entries were included with the random layer.:hmm: Or is my memory playing tricks with me?:doh:

bigboywooly
03-14-07, 05:40 PM
You forgot the Captains class AG
lol

@ Pheonix

You can add the Empire freighter no problem

There will be a ship update for GWX sometime in the future with most of the extra ships AG has noted above
Plus a few more
Hopefully AG will have couple more of his great new merchants by then too :up:

If you want to add any new ship try to use JSGME then if any problems you can remove
Larger warships are the most awkward due to eqp loadouts

EDIT

Yes AG the BR light cruisers have some generic entries
No other countries do however as most dont have any

Phoenix3000
03-14-07, 05:45 PM
To AG124 and Bigboywooly (great name by the way!),

Many thanks for the advice and info - its greatly appreciated, this has cleared things up a lot!

I now know what to look for and check etc.

And knowing a ship pack is on its way is excellent news!! :up:

Cheers!!

Px300

Phoenix3000
03-14-07, 06:22 PM
Guys,

Just to say I have now added the Empire Class Freighter and was able to sink it in a custom mission!! - 2 torps amidships!

Excellent model by the way.

Once again, thanks for the help. Now I have this one added I will try with others in anticipation of the ship pack.

Cheers!!

Px3000

AG124
03-14-07, 06:34 PM
You forgot the Captains class AG
lol

Yes, I did.:damn: I will update the list now.

I also forgot the Admiralty V&W class DD in the non-GWX list.

@ Phoenix3000 - You're welcome.:up:

geosub1978
03-14-07, 06:37 PM
Guys I don't want to be boring but I would really suggest for anyone who is intrested in to follow the procedure that I described. You will notice the difference directly to the first convoy you will intercept, even in GWX. You will see many types of merchants that you have installed! In 2-3 convoys you will have met all of them!

Phoenix be careful! Dont do it manualy. Use the menu Replace-With of the "Edit". The "With" box live it blank!This will replace the entire 2nd raw which designates the class, with a completley empty one. For the game code that empty line does not exist and jumps to the third line which designates the type exactly as the original generic ships of the game in which the line of the type is 2nd instead of 3rd with no class line at all! The Replace-With function will help you do it once and for all for every class that you choose, thus not having to do it manually searching all the RND file for KSSs, KLSs etc

:up:


A tip: If you want the extremelly beautiful Norfolk type Heavy Cruiser to appear in your game, change its designation "type=7" to "type=6" in both .cfg files of Roster and Sea folder. The game has no prediction (which is normal) for british heavy cruisers "7" but only for light cruisers "6" in both RND/SCR files.

AG124
03-14-07, 07:49 PM
I too 'genericized' many merchant entires in my old stock campaign - it really does make a great difference if you like seeing new ships in convoys.:up:

On the subject of British CA entries, you could also change one or two entries to type 7 (changing the class entry as well, either by making it null as with the merchants (;) or changing it to the Norfolk's class name.:yep:

Dilust
05-15-07, 10:48 AM
Guys I don't want to be boring but I would really suggest for anyone who is intrested in to follow the procedure that I described. You will notice the difference directly to the first convoy you will intercept, even in GWX. You will see many types of merchants that you have installed! In 2-3 convoys you will have met all of them!

Phoenix be careful! Dont do it manualy. Use the menu Replace-With of the "Edit". The "With" box live it blank!This will replace the entire 2nd raw which designates the class, with a completley empty one. For the game code that empty line does not exist and jumps to the third line which designates the type exactly as the original generic ships of the game in which the line of the type is 2nd instead of 3rd with no class line at all! The Replace-With function will help you do it once and for all for every class that you choose, thus not having to do it manually searching all the RND file for KSSs, KLSs etc
Hi geosub, does this procedure work with warship task forces too?

bigboywooly
05-15-07, 11:24 AM
There is only one real problem with that method if using GWX or any mod that includes the lit ships

If you use it and leave the class name blank then any ship of that type= in the named countries roster will appear

IE

[RndGroup 80]
GroupName=HX40Convoy
Category=0
CommandEntry=0
Long=-7619130.000000
Lat=5344140.000000
Height=0.000000
DelayMin=60
DelayMinInterv=10080
SpawnProbability=90
RandStartRadius=0.000000
ReportPosMin=720
ReportPosProbability=60
Heading=138.606003
Speed=8.000000
ColumnsNo=6
Spacing=1000
DeleteOnLastWaypoint=true
CurrentInstanceID=0
GameEntryDate=19400104 < note the date
GameEntryTime=240
GameExitDate=19401226
GameExitTime=0
NextWP=0

[RndGroup 80.RndUnit 1]
Class=KSS < Small merchant will spawn
Type=102
Origin=Norway
Side=0
CargoExt=3
CargoInt=1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 80.RndUnit 2]
Class=NCVW < Whaler will spawn
Type=101
Origin=Norway
Side=0
CargoExt=5
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 80.RndUnit 8] < No class name so any type=102 in Br roster can show
Type=102
Origin=British
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=2
Escort=false
SpawnProbability=100
CrewRating=3

Now if you remove the class name the game has a choice of any ship of that type= from Norways roster

[RndGroup 80.RndUnit 1]
Class= ( C3Cargo\KBL\KCA\KLS\KSS\KSQ\KGN\LLS\LSQ\LSs )
Type=102
Origin=Norway
Side=0
CargoExt=3
CargoInt=1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 80.RndUnit 2]
Class= ( NCVW\OTMS\OTSF\OTSFT2\NECT\LTMS\LTSF )
Type=101
Origin=Norway
Side=0
CargoExt=5
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

now as said earlier note that convoys date 19400104

At that date Norway is still neutral and as such all above classes in blue are still available to be picked from the roster

The ships are lit

So you can end up with lit ships in a convoy :nope:

After Norways date of occupation those ship classes in blue are unavailable to the Norway roster so any convoy entry can be generic ie no class names as the only ships left are the yellow classes which arent lit

Here endeth the first lesson

:rotfl:

Spytrx
05-15-07, 03:32 PM
Anyone else tried this, editing the RND file? Should I be setting all vessels as 'class= (blank)', or just merchants?

I have tried it when I stumbled across that idea on Ubi but only with the 102's and it works fine - didn't try any more though since it wasn't what I wanted to do at the time...

Dilust
05-17-07, 09:10 AM
How I should edit the campaign files if I would add new airplanes? Thanks.

bruschi sauro
05-17-07, 10:10 AM
Hi guys,

I've been reading through some of the new/additional ship posts, and most recently the excellent Empire Class Freighter by iambexomelife:

http://www.subsim.com/radioroom/showthread.php?t=107351

Thing is, if I install them (I assume via JSGME), will they appear in the campaign mode of the sim, or only in single player-created missions?

I have seen some great new ships in development, but haven't yet added them if I can't see them when out on patrol.

Thanks guys. If I am able to see them when out on patrol (currently my 5th patrol in a type VII), I will be downloading them like mad!

Cheers!

Px3000

PS - Running GWX with latest updates, SH3 Commander 2.7 and plenty of
mods......WHERE I CAN DL THE EMPIRE CLASS FREIGHTER BY IAMBEXMELIFE? TKS:hmm:

bigboywooly
05-17-07, 01:56 PM
How I should edit the campaign files if I would add new airplanes? Thanks.

Aircraft can either be scripted on the SCR or added to airbases

C:\Program Files\Ubisoft\SilentHunterIII\data\Land

And pick an airbase of the country you want to add the aircraft to

Open the cfg file in that airbase folder

[Unit]
ClassName=LargeAirBaseGe
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1

[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=LBSFW200
Squadron1No=4
Squadron2Class=LBJU88 < aircraft class name
Squadron2No=3 < number of aircraft in that airbase of that type

You can add a new squadron of the new aircraft by adding it underneath
ie

[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=LBSFW200
Squadron1No=4
Squadron2Class=LBJU88
Squadron2No=3
Squadron3Class=xxxxxx < New squadron added
Squadron3No=?

bigboywooly
05-17-07, 01:59 PM
WHERE I CAN DL THE EMPIRE CLASS FREIGHTER BY IAMBEXMELIFE? TKS:hmm:

http://files.filefront.com/Empire_Freighter10rar/;6907627;/fileinfo.html/1/1

Here

bruschi sauro
05-18-07, 01:09 AM
many thanks BIgBoyWooly;)

Dilust
05-18-07, 03:06 AM
Aircraft can either be scripted on the SCR or added to airbases
Thank you for your prompt reply and the clear explaination.
Now I have another question to submit you.
I would add a new airplane, with appareance date at 12-01-1940, in a group of this type:

[AirGroup 1]
StartDate=19380101
EndDate=19411225

As you can see the air group appearence date is precedent to the aircraft entry date.
My question is this: will the aircraft spawn before its entry date? or I will see it only after the appearence date?

Thanks.

bigboywooly
05-18-07, 07:32 AM
I would assume it will spawn only after the entry date but SH3 does some strange things

You can always insert a new airgroup

ie

[AirGroup 1]
StartDate=19380101
EndDate=19401130


[AirGroup 2]
StartDate=19401201
EndDate=19411225

Keepin the aircraft the same and adding your new one into group 2

Renumber the original group 2 to 3 etc

Dilust
05-18-07, 10:57 AM
OK, thanks... I'll try.

Now I have new question.
I tryed to add a warship in the Campaign_SCR file, useing the SH3 Mission Editor. I added this ship in harbour and docked it, as you can see from the pics here (http://www.uploadhouse.com/viewfile.php?id=111452), with a speed of 0 km/h.

But when I load the campaign patrol the ship crashed itself in the dock as it's showed here (http://www.uploadhouse.com/viewfile.php?id=111450).

There is something I did wrong? Have I forgotten something?

The code from the scr file is:

[Unit 1943]
Name=FLAK-Kreuzer#1
Class=NPTA
Type=13
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=true
GameEntryDate=19431001
GameEntryTime=0
GameExitDate=19440224
GameExitTime=0
EvolveFromEntryDate=false
Long=-535833.000000
Lat=5805727.000000
Height=0.000000
Heading=0.000000
Speed=0.000000
CrewRating=2
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

Thank you again for you great effort.

bigboywooly
05-18-07, 11:14 AM
From the look of the pic you havent changed the heading
The ships heading is still 0 which means the bow is facing North

Give the ship a way point ( add waypoint ) so it runs along the harbour wall
Make the ship " head to waypoint "
Then delete the waypoint

Oh and dont have too close to the dock as ships can drift while being rendered and can end up in the dock anyway

Dilust
05-18-07, 12:33 PM
From the look of the pic you havent changed the heading
The ships heading is still 0 which means the bow is facing North
How can I calculate heading, is it grad or radius? And there are a tool that aid me in the editor?

Give the ship a way point ( add waypoint ) so it runs along the harbour wall
Make the ship " head to waypoint "
Then delete the waypoint
Should I accomplish this procedure in the map editor?

Thanks.

bigboywooly
05-18-07, 01:16 PM
Use the mission editor
Right click on the ship you added and then click add waypoint
Put the waypoint running parralel to the wall
Right click the ship again and click " head to Waypoint "
Then delete the waypoint

Looks like it should be 225 degrees

You can always type the heading in if you know it

Dilust
05-21-07, 01:52 AM
Thanks a lot. All works fine. Now I'll try with the rnd mission file. Bye and thanks again.

down and out
05-22-07, 03:11 PM
Interesting and helpful
Thank you

Dilust
05-25-07, 04:06 AM
I have another question; see this picture (http://img125.imagevenue.com/img.php?image=83709_Immagine_122_1137lo.JPG) before (really I don't understand how add pics here...)
BTW my question is this: Why are there so many units, with different entry date, that join the same waypoint?

Thanks for any replies. Bye, Dilust.

bigboywooly
05-25-07, 07:22 AM
That is one of the original dev scripted patrols
The entry dates are different as the crew rating goes up year by year