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Canovaro
12-07-07, 06:39 AM
CB.. made an experimental mod to turn TII torpedoes into stationary, lethal mines!

link to mod:
http://www.ebort2.co.uk/files/sh3mines.zip

There were two problems though:
- ship has to come real close to trigger the mines.
- there are only as much mines as you can store torpedoes, not dozens like in reality.

Did anyone every looked into this mod to deal with these last problems?
It would be so interesting to add mining missions to the gameplay.

Old links:


http://www.subsim.com/radioroom/showthread.php?t=94252

http://www.subsim.com/radioroom/showthread.php?t=120963

Dowly
12-07-07, 06:53 AM
AFAIK, the mines are still unexplosive, atleast in the version I used at WaW.

Canovaro
01-18-08, 06:18 AM
AFAIK, the mines are still unexplosive, atleast in the version I used at WaW.

I tried them out and indeed, they do not explode, even if you hit them.
Strange thing is, CB makes it very clear in various posts that they DO explode, when you come close (they're based on magnetic triggering) :doh:

Can anybody shine a light on this?

Do they explode or do they not explode?

Sniper_Fox
01-18-08, 05:33 PM
at the sacrifice of your decoys could you make them into the mines?

LGN1
07-25-11, 03:57 PM
Hi,

laying mines has been implemented in OM for SH4 and I know that quite a few people have worked on this for SH3.

- Does anyone ever released a mod for mine laying for SH3?

- If yes, does anyone still have a copy of it?

From what I gathered from old posts there are two ways to achieve this: Either use 'fake' torpedoes or use the bold decoy. If anyone has more details about this, I would be glad to know.

Cheers, LGN1

pditty8811
07-25-11, 06:21 PM
Hi,

laying mines has been implemented in OM for SH4 and I know that quite a few people have worked on this for SH3.

- Does anyone ever released a mod for mine laying for SH3?

- If yes, does anyone still have a copy of it?

From what I gathered from old posts there are two ways to achieve this: Either use 'fake' torpedoes or use the bold decoy. If anyone has more details about this, I would be glad to know.

Cheers, LGN1

I can tell you now, just having the mines show up in future patrols is currently in the impossible area of modding development. To lay mines would be one thing, but for them to show up in any future patrols or if you even leave and comeback to the area you laid mines during the same patrol, they would not show up. So being that that is impossible at the momment, it makes the whole idea of laying mines irrelevent because once you got out of sight of those mines they would disappear from the game.

If we can find a remedy for that there is many other places we can fiddle with that would most certainly take a priority like a dynamic campaign of ships disappearing from the SCR layer once you sink them. But all this is currently out of touch.

-pditty8811

danzig70
07-25-11, 07:04 PM
It might be possible to create a program that searches the save game map file for a specific object and it's location and then add it to the campaign files after you exit the patrol. You would probably need another map object like a circle or mine symbol of some kind.

Of course you could probably just edit the campaign files manually anyway. After the patrol.

andqui
07-25-11, 07:42 PM
I think the gameplay challenge alone of laying mines would make it worth is- sneak in at night, very close to the shore, in waters that are possibly already mined, where discovery means you're in a great deal of trouble. If anyone implements mining it would be awesome.

pditty8811
07-25-11, 08:40 PM
I think the gameplay challenge alone of laying mines would make it worth is- sneak in at night, very close to the shore, in waters that are possibly already mined, where discovery means you're in a great deal of trouble. If anyone implements mining it would be awesome.
You mean mission objectives of laying mines? That would be cool. I wonder if any has yet to change the mission objectives in the career to anything other than a patrol grid. I noticed in the mods that add the monsoon boats there is area patrol grids, by name. I wonder how they got that to work.

Canovaro
07-26-11, 12:34 AM
Well there is a very old minelayer mod that changes type II torpedo's into floating mines. The creator of the mod claimes that they do explode on contact but I never managed to make that happen.

Try a search on these forums.

pditty8811
07-26-11, 01:03 AM
Well there is a very old minelayer mod that changes type II torpedo's into floating mines. The creator of the mod claimes that they do explode on contact but I never managed to make that happen.

Try a search on these forums.


Well, even if they did explode on contact you would have to sit there and wait to watch a vessel hit it. Because if you leave the area, that mine disappears.

Canovaro
07-26-11, 06:13 AM
True. But still great fun! :yeah:

LGN1
07-26-11, 02:12 PM
Hi,

thanks for your replies!

I have some ideas I want to test to see whether I can include mine-laying missions in the SH3 campaign. I'm aware of all the limitations, but I think (like andqui) that it would still be great if you could get orders for laying mines during a career. Especially early in the war there were quite a few mine laying operations. These operations were very dangerous (i.e., thrilling in a simulation :D) and in most cases did not lead to any recognizable success for the u-boats (what made these missions even more annoying).

One might argue that because the mines have no real effect in SH3, being able to lay mines in SH3 is not crucial for implementing mine-laying missions in SH3. That's true, however, I think it would add considerably to the immersion.

@Canovaro: All links I've found are dead :wah: Does anyone still have some files in his private archive?

Cheers, LGN1

pditty8811
07-26-11, 02:25 PM
Hi,

thanks for your replies!

I have some ideas I want to test to see whether I can include mine-laying missions in the SH3 campaign. I'm aware of all the limitations, but I think (like andqui) that it would still be great if you could get orders for laying mines during a career. Especially early in the war there were quite a few mine laying operations. These operations were very dangerous (i.e., thrilling in a simulation :D) and in most cases did not lead to any recognizable success for the u-boats (what made these missions even more annoying).

One might argue that because the mines have no real effect in SH3, being able to lay mines in SH3 is not crucial for implementing mine-laying missions in SH3. That's true, however, I think it would add considerably to the immersion.

@Canovaro: All links I've found are dead :wah: Does anyone still have some files in his private archive?

Cheers, LGN1

Well good luck to you. If you get it figured out I would love to add it to my game.

If you can figure out how to change the career mission objective parameters, and say there completed when you lay mines in certain areas perhaps we can take it to another level. Like recon missions, or rescue missions, or enigma missions. Stuff like that. I'm not sure where to start on how to change mission objectives in the career game. I know Flotilla.cfg has the grids for the flotillas. But just changing those to whatever you want wont mean they'll get completed when you lay mines. :hmmm:

-pditty8811

Hitman
07-26-11, 03:22 PM
have some ideas I want to test to see whether I can include mine-laying missions in the SH3 campaign. I'm aware of all the limitations, but I think (like andqui) that it would still be great if you could get orders for laying mines during a career. Especially early in the war there were quite a few mine laying operations. These operations were very dangerous (i.e., thrilling in a simulation :D) and in most cases did not lead to any recognizable success for the u-boats (what made these missions even more annoying).

One might argue that because the mines have no real effect in SH3, being able to lay mines in SH3 is not crucial for implementing mine-laying missions in SH3. That's true, however, I think it would add considerably to the immersion.

I agree with you, minelaying was an important, but also dangerous and much hated task for uboats in WW2. It should somehow make its way into the game, and because real commanders (And BdU) only rarely learned about ships sunk by their laid mines and got credit for them, leaving the area afterwards and having the mine dissapear is not a big issue.

That said, you can make the mines stay there for all the time you want it, even if they won't explode unless you are closeby (40km, the are where units are physically spawned and not just traced as abstract entities) and will not get any credit for anything they sink. How? Well, opening SH3 mission editor and adding a german minefield exactly where you accomplished your mission, with the number of mines and spacing you put them.

It can be done, it just will require some manual input from the player, though it could theoretically be automated by a Perl script ;) that asks you for the parameters (Latitude/Longitude, number of mines, spacing) and then writes the minefield into the LND campaign layer for you. :up:

In fact, what the script would ask you is what the real commander would fill in the report to BdU.

SquareSteelBar
07-26-11, 03:33 PM
Mine Layer (http://www.sendspace.com/file/3z0tnj)

pditty8811
07-26-11, 03:34 PM
I agree with you, minelaying was an important, but also dangerous and much hated task for uboats in WW2. It should somehow make its way into the game, and because real commanders (And BdU) only rarely learned about ships sunk by their laid mines and got credit for them, leaving the area afterwards and having the mine dissapear is not a big issue.

That said, you can make the mines stay there for all the time you want it, even if they won't explode unless you are closeby (40km, the are where units are physically spawned and not just traced as abstract entities) and will not get any credit for anything they sink. How? Well, opening SH3 mission editor and adding a german minefield exactly where you accomplished your mission, with the number of mines and spacing you put them.

It can be done, it just will require some manual input from the player, though it could theoretically be automated by a Perl script ;) that asks you for the parameters (Latitude/Longitude, number of mines, spacing) and then writes the minefield into the LND campaign layer for you. :up:

In fact, what the script would ask you is what the real commander would fill in the report to BdU.


Do you have knowledge of Perl script editing? If so that would be awesome.

I was thinking something that would require a script also. But I have never done stuff like that before though I manually mod all the time. Here is a thread I started concerning an idea I had.

http://www.subsim.com/radioroom/showthread.php?t=185828

If you have knowledge of script editing or could point me in the right direction I could do it myself.

-pditty8811

Madox58
07-26-11, 04:45 PM
Hitman has a good idea.

Any scripting program would work.
Python, Perl, Lua, etc.

With Python you can create a stand alone exe that does not require a full install of Python also.
It's free, and easy to set up the whole thing.
I wrote a Python exe that converts specific 3D models to the Collada format in about a day when I first started with Python.

pditty8811
07-26-11, 04:53 PM
Hitman has a good idea.

Any scripting program would work.
Python, Perl, Lua, etc.

With Python you can create a stand alone exe that does not require a full install of Python also.
It's free, and easy to set up the whole thing.
I wrote a Python exe that converts specific 3D models to the Collada format in about a day when I first started with Python.

Thanks I'll take a note of this program. I am currently busy at the momment but I will try to implement it with my dynamic campaign idea.

Canovaro
07-27-11, 04:15 AM
Mine Layer (http://www.sendspace.com/file/3z0tnj)

That's the one.
Well I really would like it to work out, would be great.
Good luck!!

LGN1
07-27-11, 01:50 PM
Thanks for all your replies :up:


That said, you can make the mines stay there for all the time you want it, even if they won't explode unless you are closeby (40km, the are where units are physically spawned and not just traced as abstract entities) and will not get any credit for anything they sink. How? Well, opening SH3 mission editor and adding a german minefield exactly where you accomplished your mission, with the number of mines and spacing you put them.

It can be done, it just will require some manual input from the player, though it could theoretically be automated by a Perl script ;) that asks you for the parameters (Latitude/Longitude, number of mines, spacing) and then writes the minefield into the LND campaign layer for you. :up:


I agree it would be easy. You could even mark the mines' positions on the map and later automatically extract these from a savegame and add the mines to the campaign layer. However, I don't think the effort is justified because you probably will never go back and see any effect.

Mine Layer (http://www.sendspace.com/file/3z0tnj)

Great :up: Thanks a lot. It's not the first time that your archive saves me, SSB! BTW, do you also have this old mod:

http://www.subsim.com/radioroom//showthread.php?t=147445

Do you have knowledge of Perl script editing? If so that would be awesome.

I was thinking something that would require a script also. But I have never done stuff like that before though I manually mod all the time. Here is a thread I started concerning an idea I had.

http://www.subsim.com/radioroom/showthread.php?t=185828

If you have knowledge of script editing or could point me in the right direction I could do it myself.

-pditty8811

Hi pditty8811,

what exactly do you want the perl script to do? Remove a certain type, class, name,...? From what I understand at the moment it seems to me that the whole programming effort is not justified (in many years playing SH3 I've seen only one carrier and maybe five battleships in career mode) :hmmm:

Cheers, LGN1

pditty8811
07-27-11, 02:00 PM
Thanks for all your replies :up:



I agree it would be easy. You could even mark the mines' positions on the map and later automatically extract these from a savegame and add the mines to the campaign layer. However, I don't think the effort is justified because you probably will never go back and see any effect.



Great :up: Thanks a lot. It's not the first time that your archive saves me, SSB! BTW, do you also have this old mod:

http://www.subsim.com/radioroom//showthread.php?t=147445



Hi pditty8811,

what exactly do you want the perl script to do? Remove a certain type, class, name,...? From what I understand at the moment it seems to me that the whole programming effort is not justified (in many years playing SH3 I've seen only one carrier and maybe five battleships in career mode) :hmmm:

Cheers, LGN1


Hi,

Perhaps you should beef up your SCR layer a bit and add some models to your Sea folder, never hurts to add ships. I have many ships and I know mods like GWX took the time to add particular ships to the SCR layer for historical accuracy. I like to add historical routes to these new ship models too.

Basically I would like to have a button in SH3 Commander, or not even, just a script to be triggered when a patrol is finished or before a patrol starts. This script would search the patrol log or captian's log for the class of ships that were sunk. This script would then use this information to tell the Campaign Editor program to delete these ships. Only classes like the Warspite or Elizabeth or something like that.


So, essentially this script would be the communication or link from the Captian's log, or patrol log, to the Campaign Editor. The editor would do the rest of the work.

-pditty8811

SquareSteelBar
07-27-11, 04:07 PM
Uboat Armaments (http://www.file-upload.net/download-3618977/Uboat_Armaments_v18.zip.html) by Dietrich

LGN1
07-28-11, 01:39 PM
Uboat Armaments (http://www.file-upload.net/download-3618977/Uboat_Armaments_v18.zip.html) by Dietrich

:o

Thanks a lot, SSB! Your archive seems to be the most complete source for SH3 mods :up:

Cheers, LGN1

pditty8811
07-28-11, 01:43 PM
:o

Thanks a lot, SSB! Your archive seems to be the most complete source for SH3 mods :up:

Cheers, LGN1

What is the url to his archive?

I sense additional downloading tasks added to my modding dayplanner.:hmmm:

-pditty8811

SquareSteelBar
07-28-11, 02:57 PM
What is the url to his archive?...www.get-off-of-my-hard-drive.fo (http://www.pic-upload.de/view-10853911/D-nitz.jpg.html)





:arrgh!:

:rotfl2:

pditty8811
07-28-11, 03:28 PM
www.get-off-of-my-hard-drive.fo (http://www.pic-upload.de/view-10853911/D-nitz.jpg.html)





:arrgh!:


Damn I don't read German.:-?

Salvadoreno
07-28-11, 10:45 PM
i see something beautiful brewing.:yeah:

bjorn
12-19-13, 02:38 PM
In Battle for the Baltic (SH4) there is a playable minelayer vessel...

But also many minefields....eventualy stopped playing BFB because of the large amount of time u hav to put in avoiding these killing fields....

Sepp von Ch.
12-19-13, 02:48 PM
Hi,


- Does anyone ever released a mod for mine laying for SH3?





Hello, yes, Dietrich´s Uboat Armaments mod and Tomi_099’s VIID minelayer mod.

Anvar1061
02-19-17, 09:28 AM
Are there any specific "mine-layer-missions" around, where you have to complete a certain mission-order using a VIId ?


ftp://hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/DIETRICH/Uboat_Armaments_v18.zip MultiMissions/Minelaying