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Jimbuna
03-18-09, 03:17 PM
Here is the link to the Q Ship mod for GWX2.1 that I released 16th June last year:

http://www.subsim.com/radioroom/showthread.php?t=138229&highlight=GWX+Q+Ship

Is there any mileage in replicating the mod for GWX3.0?

GWX3.0 version:

http://files.filefront.com/Q+Ship+mod+GWX307z/;13494151;/fileinfo.html

Contact
03-19-09, 03:09 AM
Are the deck guns still invisible on Q-ships ?

gordonmull
03-19-09, 03:40 AM
I've been using it with 3.0 since it came out and I don't think I've had any problems that I could relate to the Q ship mod. In fact, I've definately sunk more than one :arrgh!:

irish1958
03-19-09, 07:29 AM
Jim,
I have used it also with 3.0, and so far without problems.
I would suggest you look at it and see if anything should be done. I have not really tested it at length, but it has worked.

Laufen zum Ziel
03-19-09, 10:38 AM
I got sucked into a night surface (deckgun) attack on her. I
could not believe the fire power coming from her. Being the brave
one that I am I dove and buggered out of range. I was not in
position for a torpedo attack so I had to let her go.

nikbear
03-19-09, 11:05 AM
I have yet to meet one yet(thankfully:shifty:)but the mere thought of the fiendish devils lurking about sure makes my approach to small innocent looking merchants alot more scary:03:

Uber Gruber
03-19-09, 11:12 AM
I had no idea this works with GWX 3....I shall be installing it the next time i'm in port, if only to make me cautious when approaching merchants. :up:

Jimbuna
03-19-09, 01:54 PM
The link for the GWX3.0 version:

http://files.filefront.com/Q+Ship+mod+GWX307z/;13494151;/fileinfo.html

The main difference being the text for the new SH3 Commander is now located within the readme.

Murr44
03-20-09, 02:01 AM
Hi Jim:

I have your older GWX 2.1 Q-ship mod & SH3 Cmdr 3.2. I'm using GWX 3.0 now. I typed the names of the various Q-Ships (ie. HMS Edgehill, etc.) at the bottom of the Ship Names_EN file in my SH3 Data/Sea folder. Should this be enough to get the Q-Ship names to appear in my patrol logs or should I download the newer Q-Ship mod? I'm asking because I'm in the middle of the 1st patrol of a new career in the Med and even though the Q-Ship mod isn't currently active I don't want to make a mess of things by overwriting one file.

Thanks.

Jimbuna
03-20-09, 04:28 AM
Hi Jim:

I have your older GWX 2.1 Q-ship mod & SH3 Cmdr 3.2. I'm using GWX 3.0 now. I typed the names of the various Q-Ships (ie. HMS Edgehill, etc.) at the bottom of the Ship Names_EN file in my SH3 Data/Sea folder. Should this be enough to get the Q-Ship names to appear in my patrol logs or should I download the newer Q-Ship mod? I'm asking because I'm in the middle of the 1st patrol of a new career in the Med and even though the Q-Ship mod isn't currently active I don't want to make a mess of things by overwriting one file.

Thanks.

I didn't test the Q Ship mod for 2.1 0n GWX3.0 but reports are coming in that it works fine.

What I have done on the mod version for GWX3.0 is add further instructions in the readme ie:

Copy and paste the following into your
C:\Program Files\SH3 CommanderGWX3.0\Cfg\Ship names Cfg:

[LOV]
0001=Q Ship HMS Chatsgrove
0002=Q Ship HMS Maunder
0003=Q Ship HMS Prunella
0004=Q Ship HMS Lambridge
0005=Q Ship HMS Edgehill
0006=Q Ship HMS Brutus
0007=Q Ship HMS Cyprus
0008=Q Ship HMS Looe
0009=Q Ship HMS Antoine
0010=Q Ship USS Atik
0011=Q Ship USS Captor
0012=Q Ship USS Asterion
0013=Q Ship Uss Big Horn
0014=Q Ship USS Irene Forsyte

Sailor Steve
03-20-09, 11:21 AM
Thanks Jim. I'll make sure that gets into the next Ship Names update.

Whenever that may be.:rotfl:

Jimbuna
03-20-09, 11:43 AM
Thanks Jim. I'll make sure that gets into the next Ship Names update.

Whenever that may be.:rotfl:

Soon I hope....can't have too many ship names :up:

FIREWALL
03-20-09, 12:06 PM
I'ii just say..... Thx Jim :salute:

Murr44
03-20-09, 12:48 PM
I didn't test the Q Ship mod for 2.1 0n GWX3.0 but reports are coming in that it works fine.

What I have done on the mod version for GWX3.0 is add further instructions in the readme ie:

Copy and paste the following into your
C:\Program Files\SH3 CommanderGWX3.0\Cfg\Ship names Cfg:

[LOV]
0001=Q Ship HMS Chatsgrove
0002=Q Ship HMS Maunder
0003=Q Ship HMS Prunella
0004=Q Ship HMS Lambridge
0005=Q Ship HMS Edgehill
0006=Q Ship HMS Brutus
0007=Q Ship HMS Cyprus
0008=Q Ship HMS Looe
0009=Q Ship HMS Antoine
0010=Q Ship USS Atik
0011=Q Ship USS Captor
0012=Q Ship USS Asterion
0013=Q Ship Uss Big Horn
0014=Q Ship USS Irene Forsyte

OOPS!:oops: I didn't know that they had to go there too. I had typed them into the Ship Names file in the Sea folder in my SH3 install.

Thanks for clearing that up.:up:

Jimbuna
03-20-09, 02:19 PM
I'ii just say..... Thx Jim :salute:

Your welcome matey http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

@Murr44.....type 'SCF=Small Coastal Freighter' into your EnglishNames CFG inside the Sea Folder http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

h.sie
05-26-10, 11:04 AM
Just discovered this one. If I understand right this is a heavily armed ship which looks like a poor merchant?

nemo7
05-26-10, 11:12 AM
Great mod.

Check one of these bloody demons from my periscope view.

http://img443.imageshack.us/img443/1852/sh3img235201012296726.png

Jimbuna
05-26-10, 01:16 PM
Just discovered this one. If I understand right this is a heavily armed ship which looks like a poor merchant?

That is correct H....so don't go expecting to be invited aboard for tea and crumpets :DL

http://www.filefront.com/13494151/Q_Ship_mod_GWX3.0.7z

frau kaleun
05-26-10, 02:53 PM
That is correct H....so don't go expecting to be invited aboard for tea and crumpets :DL

http://www.filefront.com/13494151/Q_Ship_mod_GWX3.0.7z

I seem to encounter an inordinate number of these considering how few were actually in service during the war. Was it 7? 9? IIRC there weren't all that many plying their deceptive trade in the North Atlantic. Have run into two on one patrol at least a coupla times.

They're especialy fun since my preferred tactic with lone merchants (unless other factors make a guns-only attack possible, or use of guns impossible) is to line up a submerged attack and put one eel in 'em and then surface to finish 'em off with the deck gun. Really gets the adrenalin going when you've just hit the surface and suddenly get the "we're under attack" message and hear their guns start firing! Which they WILL do even if they're in the process of sinking, the buggas.

h.sie
05-26-10, 03:23 PM
if that ship really appears too often, what about using SH3-Cmdr's. random folder function to randomize the presence of the file SCF.cfg in the Roster/British and Roster/American folder on each start of SH3?

frau kaleun
05-26-10, 03:29 PM
if that ship really appears too often, what about using SH3-Cmdr's. random folder function to randomize the presence of the file SCF.cfg in the Roster/British and Roster/American folder on each start of SH3?

Eh, I'm not all that concerned about it appearing too often. It makes things more interesting when it does. I just think it's funny that I always seem to run into at least one of them on every patrol given how few of them were actually out there historically.

Of all the grids in all the oceans in all the world, they have to sail into mine...

Jimbuna
05-26-10, 03:53 PM
if that ship really appears too often, what about using SH3-Cmdr's. random folder function to randomize the presence of the file SCF.cfg in the Roster/British and Roster/American folder on each start of SH3?

Good idea but what I'd really think was more worthwhile would be if it was possible to randomise the actual merchant mod.

pickinthebanjo
05-26-10, 05:44 PM
Ran into one at 50m in the dark (My tactic for early war merchants) , got my luetenant killed

Jimbuna
05-26-10, 06:45 PM
Ran into one at 50m in the dark (My tactic for early war merchants) , got my luetenant killed

You probably got off lightly :DL

h.sie
05-27-10, 02:35 AM
Hi Jim,

I am still working on the actual merchant mod (you mean the saerchlight thing, right?) but before publishing it there are some things to be tested. I have only 1-2 hours in the evenings for SH3.

Will be ready maybe this weekend.

h.sie

Wreford-Brown
05-27-10, 02:50 AM
if that ship really appears too often, what about using SH3-Cmdr's. random folder function to randomize the presence of the file SCF.cfg in the Roster/British and Roster/American folder on each start of SH3?

I'm not sure that's possible but would be happy to be told I'm wrong.
AFAIK you can use SH3 COmmander to add lines and replace lines but not to delete them.

LGN1
05-27-10, 03:00 AM
Hi,

I guess you can just copy a file without the line.

However, I guess you run into save-game problems. I doubt randomizing ships during a patrol would be save-game compatible. Using the randomization of SH3Commander means basically activating and deactivating mods during patrols. So, one should be really careful about what can be changed out of port and what not. Would love to get precise information about that.

Best, LGN1

h.sie
05-27-10, 03:02 AM
Hi WB,

F_ck, i fear you are right.... but maybe it could work to replace an existing text file by an empty one? To be tested....

Or to replace the *.cfg file by a file with references to a different merchant ship type? But not a nice workaround.


EDIT: LGN1 is right. No good idea. I forgot about the savegame problem.


The random folder function in SH3Cmdr. is very good, but not very flexible I think. For my randomize searchlight mod e.g. I need 100 folders to achieve a probability of 1% for a single ship.

If one now additionally wants to randomize something different with a probability of, let's say, 50%, one has to add the appropriate files in 50 of these 100 folders.

LGN1
05-27-10, 03:21 AM
Hi,

I agree: the random folder feature is nice, but not very flexible. If you want to have several different aspects randomized, but not correlated, the number of required folders becomes very quickly very large :-?

It would be great if Commander had the following three features:

1) Copy specified files with a certain probability (similar to the 'Randomized event.cfg' way)

2) Randomize only in port and keep over complete patrol (I guess difficult because of missing 'memory' feature and several Kaleuns in parallel)

3) Correlated events in Randomized events.cfg, i.e., several files are changed together with some probability (would allow to issue warnings via menu...txt about malfunctions made in *.sim files).

Anyway, Commander is already great and I am not sure whether these features are worth the work for JScones.

Best, LGN1

Wreford-Brown
05-27-10, 03:25 AM
Hi WB,

F_ck, i fear you are right.... but maybe it could work to replace an existing text file by an empty one? To be tested....

Or to replace the *.cfg file by a file with references to a different merchant ship type? But not a nice workaround.


EDIT: LGN1 is right. No good idea. I forgot about the savegame problem.


The random folder function in SH3Cmdr. is very good, but not very flexible I think. For my randomize searchlight mod e.g. I need 100 folders to achieve a probability of 1% for a single ship.

If one now additionally wants to randomize something different with a probability of, let's say, 50%, one has to add the appropriate files in 50 of these 100 folders.

If you're using the random folder function then you could place the whole Q-ship mod into 25 of your 100 folders. It wouldn't solve the problem of sometimes seeing multiple Q-ships in a single patrol but it would mean that you'd only see one on average every fourth patrol.

@jimbuna - may we have permission to use your Q-ship mod to create a randomisation effect so there are less of them out there?

h.sie
05-27-10, 03:38 AM
Hi WB,

I think that does not make sense because of the savegame-problem.

Maybe better to restrict the availability of the Q-ship by restricting the ship's Appearance dates. But first one has to think about whether this is necessary. Does the Q-Ship appear too often???

Wreford-Brown
05-27-10, 03:47 AM
Edit: We're both thinking the same thing!

I think I can do this in one line using SH3 Commander's RandomisedEvents.cfg (I'm away from my SH3 computer so apologies if I get some file names wrong).

If I set a 75% chance of replacing the Q-ships ApperanceDate with AppearanceDate=19450501 it means that there's a 25% chance of it appearing per patrol. It won't prevent you seeing more than one during a patrol but it means that on average you see them about every fourth patrol.

I'll add it to the list - I've now got four good ideas that I'm working on.

P.S. Does anyone have a lightbulb smilie? I could really have done with one here.

h.sie
05-27-10, 04:20 AM
Yes, maybe that works.

Jimbuna
05-27-10, 05:30 AM
If you're using the random folder function then you could place the whole Q-ship mod into 25 of your 100 folders. It wouldn't solve the problem of sometimes seeing multiple Q-ships in a single patrol but it would mean that you'd only see one on average every fourth patrol.

@jimbuna - may we have permission to use your Q-ship mod to create a randomisation effect so there are less of them out there?

Yeah....absolutely no problem http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Don't forget, the Q-ship is already limited in it's historical availability time period:

Britain....Commencement of hostilities - 31-3-41
USA....1-1-42 - 30-11-43

Edit: We're both thinking the same thing!

I think I can do this in one line using SH3 Commander's RandomisedEvents.cfg (I'm away from my SH3 computer so apologies if I get some file names wrong).

If I set a 75% chance of replacing the Q-ships ApperanceDate with AppearanceDate=19450501 it means that there's a 25% chance of it appearing per patrol. It won't prevent you seeing more than one during a patrol but it means that on average you see them about every fourth patrol.

I'll add it to the list - I've now got four good ideas that I'm working on.

P.S. Does anyone have a lightbulb smilie? I could really have done with one here.


http://img203.imageshack.us/img203/3479/sign0184.gif http://www.emofaces.com/en/emoticons/l/lightbulb-emoticon.gif http://d3b9cwalzc5eko.cloudfront.net/light-bulb-in-smiley-style.jpg

LGN1
05-27-10, 05:33 AM
Modifying AppearanceDate might also be problematic for save games :06: Never tested it.

Reece
05-27-10, 10:01 AM
Too lazy to read through it all but did you ever get the guns to appear Jim?:hmmm:

Jimbuna
05-27-10, 10:12 AM
Too lazy to read through it all but did you ever get the guns to appear Jim?:hmmm:

Afraid not....and to be totally honest I'm not sure I even tried post mod release :hmmm:

h.sie
06-09-10, 03:55 AM
Hi WB,

changing AppearanceDate between save/reaload leads to a crash, when a Q-Ship is already spawned and part of a convoy.

h.sie

h.sie
06-09-10, 06:27 AM
Hi Jim,

I found this old post of yours:
http://www.subsim.com/radioroom//showpost.php?p=956274&postcount=2

Does that mean that there are some Q-ships scripted into GWX3 even if I don't install your Q-Ship mod?

h.sie

Jimbuna
06-09-10, 08:20 AM
Hi Jim,

I found this old post of yours:
http://www.subsim.com/radioroom//showpost.php?p=956274&postcount=2

Does that mean that there are some Q-ships scripted into GWX3 even if I don't install your Q-Ship mod?

h.sie

You need the mod enabled before they will spawn.

banryu79
07-11-14, 04:22 AM
...
Is there any mileage in replicating the mod for GWX3.0?

GWX3.0 version:

http://files.filefront.com/Q+Ship+mod+GWX307z/;13494151;/fileinfo.html
I'd like to try this mod (I have GWX3.0) as my Kaleun is currenty in port, but I clicked the link above only to get a "File not found" message from filefront and then I was redirected to gamesfront. :-?
Did a serach there for "Q-Ship GWX3.0" and found something relative to GWX but not your mod :shifty:

Von Tonner
07-11-14, 08:05 AM
I'd like to try this mod (I have GWX3.0) as my Kaleun is currenty in port, but I clicked the link above only to get a "File not found" message from filefront and then I was redirected to gamesfront. :-?
Did a serach there for "Q-Ship GWX3.0" and found something relative to GWX but not your mod :shifty:

Here is a working link Banryu79

http://www.mediafire.com/download/5j64z6t5o7ix14z/Q+Ship+mod+GWX3.0.7z

Jimbuna
07-11-14, 08:12 AM
I'd like to try this mod (I have GWX3.0) as my Kaleun is currenty in port, but I clicked the link above only to get a "File not found" message from filefront and then I was redirected to gamesfront. :-?
Did a serach there for "Q-Ship GWX3.0" and found something relative to GWX but not your mod :shifty:

The link in the post above is good :up:

banryu79
07-11-14, 09:22 AM
Von Tonner, Jimbuna!
:salute:
Thank you very much, sirs!
(Now, with the addition of this mod and SH3Commander my carrers will really rock to a new level :woot:)

Jimbuna
07-11-14, 10:06 AM
Hope you live long enough to tell the tale...ship recognition is of paramount importance :arrgh!:

gar
07-15-14, 07:13 PM
Please reconnect the 3.0 version. The link claims file no longer exist.Thanks

banryu79
07-16-14, 01:59 AM
Please reconnect the 3.0 version. The link claims file no longer exist.Thanks
Hey gar, the link on the post of Von Tonner still works for me (post #42).

Hey Jimbuna, I've a question for ya :)
This is my mod list, included your Q-ship-mod:

Thomsen's Sound Pack V3.2cg
GWX - Enhanced Damage Effects
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
LifeBoats&Debris_v4
Flags_enlighten
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
M.E.P v4.2
M.E.P v4.2 to v4.3
Optional - FSF for MEP v4.2
Optional - ShipVanishingHull for MEP v4.3
M.E.P v4.2 - VisualSensors for GWX3
Moon_light_mod
Officer 3D icons
OLC's Modified Searchlight Beams for GWX3
Das Boot Clothes
Johnfb Crew Management and Officer Icons
Johnfb's Sepia toned crew managment
EnvSimAct_Stiebler
Q Ship mod GWX3.0

As you can see I use GWX and already had "TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships" the question is: can I remove the Q-ship-mod (because it is already included in the former mod)?

Jimbuna
07-16-14, 06:47 AM
I wasn't aware it was incorporated into someone elses mod but if your enabling via JSGME then it should be fine.

Jimbuna
07-16-14, 06:48 AM
Please reconnect the 3.0 version. The link claims file no longer exist.Thanks

My link:

http://www.mediafire.com/?5j64z6t5o7ix14z

HW3
07-16-14, 08:37 AM
I wasn't aware it was incorporated into someone elses mod but if your enabling via JSGME then it should be fine.

It is in WB's USAM v69.61.1 mod, with credit given to you for it.

Jimbuna
07-16-14, 08:52 AM
It is in WB's USAM v69.61.1 mod, with credit given to you for it.

Ah, right...not sure I knew but probably once did and forgot :doh:

Wreford-Brown
07-16-14, 01:45 PM
Jim's Q Ship is definitely in USAM so there's no need to enable the standalone mod after USAM.

banryu79
07-17-14, 02:41 AM
Jim's Q Ship is definitely in USAM so there's no need to enable the standalone mod after USAM.
So, do you know if this USAM mod is related/included in TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships mod?

Wreford-Brown
07-17-14, 11:56 AM
So, do you know if this USAM mod is related/included in TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships mod?

USAM isn't included in Thomsen's mod - I believe that the GWX+Xtra ships he refers to is bbw's mod (http://www.subsim.com/radioroom/showthread.php?t=145945), but I can't find a link to his latest version (v7) and can't remember whether Jim's Q Ship is in it.

Easy check - when you enable Jim's Q Ship mod through JSGME which mods does it conflict with?

banryu79
07-17-14, 05:08 PM
USAM isn't included in Thomsen's mod - I believe that the GWX+Xtra ships he refers to is bbw's mod (http://www.subsim.com/radioroom/showthread.php?t=145945), but I can't find a link to his latest version (v7) and can't remember whether Jim's Q Ship is in it.

Easy check - when you enable Jim's Q Ship mod through JSGME which mods does it conflict with?
Well it conflicts exactley with TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships mod, the culprit is a file named NLOV.sim or something along that line.

HW3
07-17-14, 08:40 PM
NLOV is the Q-ship folder in the data/Sea folder. The .sim is a file in that folder. After finding and reading the readme for TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships mod, you would be safe enabling it after the Q-ship mod, as all it does is change the speed dynamics of the ship so there are more realistic starts and stops. It does not add the Q-ship itself, only the .sim file, in case you have added the Q-ship mod.

I believe that the GWX+Xtra ships he refers to is bbw's mod, but I can't find a link to his latest version (v7)

It is not in it.

banryu79
07-18-14, 02:20 AM
NLOV is the Q-ship folder in the data/Sea folder. The .sim is a file in that folder. After finding and reading the readme for TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships mod, you would be safe enabling it after the Q-ship mod, as all it does is change the speed dynamics of the ship so there are more realistic starts and stops. It does not add the Q-ship itself, only the .sim file, in case you have added the Q-ship mod.

Great HW3, that makes sense!
Thank you very much for the explanation (also, in the Q-ship mod there are the .cfg that provides the Q-ship names for SH3C, in the TMTv2+ThomsensShips etc... they are not there).

Nemo45
07-21-14, 01:27 AM
the Bismarck in my sh3 hasnt the nazi Symbole :down:
where can i download the orginal Bismarck Skin ?

Shark62281
05-01-19, 05:03 PM
Hi, Jim.

On your Filefront link for the Q Ship mod, do I check all the boxes for all of the files in order for the mod to work? Thanks.

Jimbuna
05-02-19, 06:26 AM
Simply enable with JSGME

Copy and paste the following line into your

C:\Program Files\Ubisoft\GWX3.0\data\Sea\EnglishNames CFG:

SCF=Small Coastal Freighter

Copy and paste the following into your

C:\Program Files\SH3 CommanderGWX3.0\Cfg\Ship names Cfg:

[SCF]
CrewRange=40|70
0001=Q Ship HMS Chatsgrove
0002=Q Ship HMS Maunder
0003=Q Ship HMS Prunella
0004=Q Ship HMS Lambridge
0005=Q Ship HMS Edgehill
0006=Q Ship HMS Brutus
0007=Q Ship HMS Cyprus
0008=Q Ship HMS Looe
0009=Q Ship HMS Antoine
0010=Q Ship USS Atik
0011=Q Ship USS Captor
0012=Q Ship USS Asterion
0013=Q Ship Uss Big Horn
0014=Q Ship USS Irene Forsyte