View Full Version : [REL]: Q-Ship-Mod for GWX3 - Reloaded
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Q-Ship Mod for GWX3 - Reloaded
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Requires: SH3-Commander 3.2
Jimbuna gave me the permission to share my modifications on his great Q-Ship Mod:
http://www.subsim.com/radioroom/showthread.php?t=149513
My modifications are:
* Randomization: 90% behaviour as unarmed freighter, but 10% armed and equipped with searchlights.
(these values can be changed to fit your personal taste).
* Ship skins taken from Tramp Steamer, so that Q-Ship cannot be identified by its unique rusty skin.
* Darker Image for Recognition manual. The brighter original one would betray the Q-ship.
* More Hitpoints and slightly enlarged armor level compared to original Q-Ship.
It is now harder to sink with the deck gun. Original value (250 HP) was
too low compared with a tramp steamer (about 500 HP). So I gave him 600 HP.
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Installation
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1) Install via JSGME
2) Copy & Paste the following lines into SH3-Commanders \Cfg\Randomised events.cfg
; ----------------------------------------------------------------
; Reactivates Q-Ships searchlights & waepons by a chance of 10%
; (by moving them back to their original positions).
[0:data\Sea\NLOV\NLOV.dat]
ChooseFrom=10
RndMidPat=1
0_x157117=0.5087599 ; Node M02, Translation Y vALUE
0_x12CACD=0.523451 ; Node M03, Translation Y vALUE
0_x12C911=0.889125 ; Node A01, Translation Y vALUE
0_x12C980=0.889125 ; Node A02, Translation Y vALUE
0_x13FF16=0.203238 ; Node L01, Translation Y vALUE
0_x148802=0.6855269 ; Node L02, Translation Y vALUE
; ----------------------------------------------------------------
3)
Copy and paste the following line into your \data\Sea\EnglishNames.cfg:
SCF=Tramp Steamer
Copy and paste the following line into your \data\Sea\GermanNames.cfg:
SCF=Trampdampfer
Copy and paste the following line into your \data\Sea\FrenchNames.cfg:
SCF=cargo côtier
4) Copy and paste the following into your SH3 Commander's \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
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Some words about the randomization
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All weapons & searchlights of the Q-Ship have been moved out of the visible range
by setting the Y position of the appropriate Nodes to 1e8 in the .dat file.
This is not a nice, but the only method, because changing the ships equipment
(eqp-file) between save and reload leads to a crash.
When starting Sh3 via SH3-Commander, the weapons and searchlights are
moved back to their original positions by a chance of 10%.
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Fine Tuning
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The probablility that the Q-Ship will be armed and equipped with searchlights
is determined by the value "ChooseFrom" in Randomised events.cfg.
The Probability can be calculated: P = 100 / ChooseFrom %
So if you e.g. want a Probability of 20%, set ChooseFrom = 5.
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Important
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* SH3 must be launched via SH3-Cmdr, otherwise searchlights & weapons
will not be randomly activated.
* NEVER save/reload during a battle action. Otherwise the Q-ships
searchlights and weapons will have weird behaviour after reload.
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Known Problems
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1) When the Q-Ship's weapons are moved out of the visible range, you don't hear them
and they don't harm you. But your crew anyway warns you: "We are attacked by a ship".
But when the Q-Ship is part of a convoy, there will surely be other ships shooting,
so that this issue will probably not be noticeable. It will only be noticed when the
Q-Ship is alone.
2) This mod leads to a "camera out of sectors"-error when using the
"," and "." keys of the external camera to show the next/previous ship.
But there is a simple workaround for that: Don't use these keys.
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Credits
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GWX-Team: For GWX.
Jimbuna: For permission to modify his Q-Ship Mod
Rowi58: For a good idea I finally couldn't use.
Hope you like it,
h.sie
SquareSteelBar
06-13-10, 11:22 AM
:DL:up:
I got jims one...Hmm I wonder what this was all about. :hmmm:
first post updated. error fixed.
Jimbuna
06-13-10, 02:46 PM
Hi H....I'll give this a spin, I'm intrigued http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Yeah. It seems pretty immersive...
I assume you still don't see any guns firing?:hmmm:
no, they are hidden in the containers as in the original Q-ship.
@Jim: Hope you like it. BTW: I always have a weird feeling when "reloading" existing mods. but my intention behind my modifications is not to replace these existing mods, but much more to have one more alternative. people who can live with the side-effects of the randomisation can now use "my" mod. people who don't like it, can still use your mod.
Magic1111
06-15-10, 01:20 AM
Hello h.sie !
Thank you very much for this MOD !
But I´ve a two questions: Is this MOD compatible with LivingSilentHunter V5 or only for GWX (I have a GWX Installation too) ?
And must I put the Q-Ships via Editor into the Campaign Files ?
Best regards,
Magic
Hi Magic,
1) I am not sure (because not tested), but I think it should work with other supermods, too.
2) No need to script it via MissionEditor. It will randomly appear in convoys that are scripted into the RND layer. But only for a certain time period that is determined in the .cfg files in the Roster folder.
h.sie
Magic1111
06-15-10, 12:37 PM
Hi Magic,
1) I am not sure (because not tested), but I think it should work with other supermods, too.
2) No need to script it via MissionEditor. It will randomly appear in convoys that are scripted into the RND layer. But only for a certain time period that is determined in the .cfg files in the Roster folder.
h.sie
Hi h.sie !
Thank you very much for your Reply ! :up: I´ll test the MOD with LSH v5 and see what happens :D !
Best regards,
Magic:salute:
hi magic,
good luck. but be patient, my changes cause the Q-ship to appear not very often.
h.sie
Magic1111
06-15-10, 04:21 PM
hi magic,
good luck. but be patient, my changes cause the Q-ship to appear not very often.
h.sie
Hello h.sie !
My new patrol during my career in LSH v5 starts with your MOD without any problems, it´s a good sign.......! :ping:
But can you please post me an setting that the Q-ships more often appear ? Many thanks for that help !!! :D
Best regards,
Magic:salute:
Hi Magic,
If in the Campaign_RND.mis a ship Type=102 without Class is scripted, SH3 searches the Roster folder and the according nationality (British/American) for all ships available for the current time. Randomly, one of these ships is chosen and spawned. I think this mechanism can't be changed. The chance that the Q-Ship is spawned is about 5 - 10% depending on the total amount of type 102 ships aqvailable in the Roster/Nationality-Folder for the given time. If the Q-ship is spawned, the probability is 10% that it is armed and equipped with searchlights. This probabilty can be set to 100% by setting ChooseFrom=1 in the RandomisedEvents.cfg. Then the Q-ship is always armed.
For testing purposes I would create a single mission and dirctly script the Q-ship in it.
For my tests I created a whole testing campaign with a test convoy. if you like I can send it to you, but I cannot guarantee that it will work with LSH3.
h.sie
Magic1111
06-16-10, 05:42 AM
Hi Magic,
If in the Campaign_RND.mis a ship Type=102 without Class is scripted, SH3 searches the Roster folder and the according nationality (British/American) for all ships available for the current time. Randomly, one of these ships is chosen and spawned. I think this mechanism can't be changed. The chance that the Q-Ship is spawned is about 5 - 10% depending on the total amount of type 102 ships aqvailable in the Roster/Nationality-Folder for the given time. If the Q-ship is spawned, the probability is 10% that it is armed and equipped with searchlights. This probabilty can be set to 100% by setting ChooseFrom=1 in the RandomisedEvents.cfg. Then the Q-ship is always armed.
For testing purposes I would create a single mission and dirctly script the Q-ship in it.
For my tests I created a whole testing campaign with a test convoy. if you like I can send it to you, but I cannot guarantee that it will work with LSH3.
h.sie
Hi h.sie !
Many thanks for your explain ! :up:
Do I understand you correctly, I have, that the Q-ship is 100% armed, at this point setting a "1", see the red entry:
; ----------------------------------------------------------------
; Reactivates Q-Ships searchlights & waepons by a chance of 10%
; (by moving them back to their original positions).
[0:data\Sea\NLOV\NLOV.dat]
ChooseFrom=1 <--------- here entry 1 for 100 % armed, is that right ?
.
.
.
And yes, please send me the Test Campaign :yeah:! Many thanks in forward ! :up:
Best regards,
Magic :salute:
yes, that is correct.
but if you plan to always have it 100% armed, you can alternatively use the NLOV.dat file from Jimbunas original mod. with that you don't need the entries in RandomizedEvents.cfg. but then there is no more randomisation.
Magic1111
06-16-10, 06:42 AM
yes, that is correct.
but if you plan to always have it 100% armed, you can alternatively use the NLOV.dat file from Jimbunas original mod. with that you don't need the entries in RandomizedEvents.cfg. but then there is no more randomisation.
Aaah, okay, I understand !
Hmmm, I plan to play with randomisation 40% or 50% !
Are these then the correct entries:
ChooseFrom=40 (for 40%)
ChooseFrom=50 (for 50%)
Is this correct ?
Sorry for my dumb questions:oops: !
Best regards,
Magic:salute:
Hi Magic, no this is not correct.
The probability that Q-Ship is armed is calculated as follows (see Readme.txt or first post):
Prob = 100% / ChooseFrom.
ChooseFrom=1 => Prob = 100%
ChooseFrom=2 => Prob = 50%
ChooseFrom=4 => Prob = 25%
ChooseFrom=10 => Prob = 10%
ChooseFrom=100 => Prob = 1%
h.sie
Wreford-Brown
06-16-10, 07:49 AM
Aaah, okay, I understand !
Hmmm, I plan to play with randomisation 40% or 50% !
Are these then the correct entries:
ChooseFrom=40 (for 40%)
ChooseFrom=50 (for 50%)
Is this correct ?
Sorry for my dumb questions:oops: !
Best regards,
Magic:salute:
Magic,
You need
ChooseFrom=4 for 25%
ChooseFrom=3 for 33%
ChooseFrom=2 for 50%
You need to use whole numbers - ChooseFrom=2.5 won't work.
RandomizedEvents.cfg tells SH3 Commander how many sets of variables to choose from (a bit like rolling a dice).
In my randomised intro messages there are 82 messages and I use ChooseFrom=82 to tell it to select one of the 82 variables. RandomizedEvents.cfg rolls an 82 sided dice and comes up with a number (lets call it 12) then looks for the line beginning 12_ and applies the information in that line.
h.sie has just one variable in his mod, so by setting ChooseFrom=3 a three sided dice is rolled, but only if the dice shows 0 will his mod be enabled. If it shows 1 or 2 nothing is applied, therefore you get a 33% chance of his mod enabling.
BTW, the dice goes from 0 therefore a three sided dice is 0, 1, 2. An 82 sided dice is 0, 1, 2... 80, 81. It's the way the mod was written and JScones kindly taught me how SH3 Commander worked when I got confused!
Magic1111
06-16-10, 08:21 AM
Hi Magic, no this is not correct.
The probability that Q-Ship is armed is calculated as follows (see Readme.txt or first post):
Prob = 100% / ChooseFrom.
ChooseFrom=1 => Prob = 100%
ChooseFrom=2 => Prob = 50%
ChooseFrom=4 => Prob = 25%
ChooseFrom=10 => Prob = 10%
ChooseFrom=100 => Prob = 1%
h.sie
Magic,
You need
ChooseFrom=4 for 25%
ChooseFrom=3 for 33%
ChooseFrom=2 for 50%
You need to use whole numbers - ChooseFrom=2.5 won't work.
RandomizedEvents.cfg tells SH3 Commander how many sets of variables to choose from (a bit like rolling a dice).
In my randomised intro messages there are 82 messages and I use ChooseFrom=82 to tell it to select one of the 82 variables. RandomizedEvents.cfg rolls an 82 sided dice and comes up with a number (lets call it 12) then looks for the line beginning 12_ and applies the information in that line.
h.sie has just one variable in his mod, so by setting ChooseFrom=3 a three sided dice is rolled, but only if the dice shows 0 will his mod be enabled. If it shows 1 or 2 nothing is applied, therefore you get a 33% chance of his mod enabling.
BTW, the dice goes from 0 therefore a three sided dice is 0, 1, 2. An 82 sided dice is 0, 1, 2... 80, 81. It's the way the mod was written and JScones kindly taught me how SH3 Commander worked when I got confused!
Wow Guys, many, many thanks for the wonderful Declarations ! :rock::up:
Now I understand the system.....:oops: ;)
Best regards,
Magic:salute:
Wreford-Brown
06-16-10, 09:13 AM
You're welcome.
I'm working on an SH3 Commander 'How to' based on what I've learned by creating SH3 Commander mods and a lot of information that JScones has been kind enough to share with me - RandomizedEvents.cfg is one of the chapters. It should help modders recognise what a powerful tool SH3 Commander is and help people create mods using Commander. At the moment we're just scratching the surface...
Magic1111
06-16-10, 02:50 PM
You're welcome.
I'm working on an SH3 Commander 'How to' based on what I've learned by creating SH3 Commander mods and a lot of information that JScones has been kind enough to share with me - RandomizedEvents.cfg is one of the chapters. It should help modders recognise what a powerful tool SH3 Commander is and help people create mods using Commander. At the moment we're just scratching the surface...
Hi WB !
That sounds very good, mate ! :rock::rock:
Good luck for your work ! :up:
Best regards,
Magic:salute:
irish1958
03-12-11, 08:45 PM
The link is dead; does anybody have this mod? And if so, can you upload it to Subsim?
irish1958
03-12-11, 10:50 PM
I got it. Medaifire was playing games; I kept getting a message that the file was missing. On the forth try, I got the DL
Go figure!
rudewarrior
06-25-11, 01:20 PM
ARRRRGGGHHHH!!!! For some reason this mod is causing a CTD when I reload saved games. I really cannot figure out what the conflict is.:damn:
Here are some things that bother me:
1. Sailor Steve's Ship Names mod from 04/11 has the Q-ship names already in the file under [SCF] rather than [LOV] ([LOV] is called for in the Q Ship readme). However, this is definitely not causing the crash anyway, as this is in an SH3 Cmdr file and not interfering with game play. (I have separate JSGME mods to enable the SH3 Cmdr files and the regular game play files for this mod. With both enabled or just the game play files enabled I get CTD, with just the SH3 Cmdr files, it loads just fine.) I have also noticed that the [LOV] listing in the readme does not have a crew quantity range line, but the [SCF] listing in the Ship Names mod does (CrewRange=60|80).:hmmm:
2. OTOH, NLOV.cfg in the Sea/NLOV folder has ClassName=SCF, and the SCF.cfg files under the roster folder also has ClassName=SCF. However, it also lists DisplayName=small coastal freighter, which does not match the EnglishNames.cfg file edit which, according to the readme should read SCF=Tramp Steamer (It matches the old readme, which does call for it to say SCF=small coastal freighter in the Ship Names). :06: Taking an example for another common ship the A&B class destroyer: NDD_A&B.cfg from the Sea file gives ClassName=DDA&B, which matches with the listing in the DDA&B.cfg file in the roster, ClassName=DDA&B. This also matches the listing in Ship Names.cfg as [DDA&B].
After discovering it was causing the problem, I corrected the DisplayName line to DisplayName=Tramp Steamer for consistency, and made sure that SCF was called for everywhere else, but I still get the CTD!!!:wah:
The only other edit I have made is that I have replaced NLOV_shp.tga with an empty file for the purposes of "realistic plotting," and I have replaced NLOV_sil.tga with the file from Ricks Rec Manual, so it won't "give it away."
Any help?
Jimbuna
06-25-11, 01:26 PM
Take out the two replaced files and put the originals back and see if the outcome is a working mod.
rudewarrior
06-25-11, 01:42 PM
Take out the two replaced files and put the originals back and see if the outcome is a working mod.
No dice, still doesn't work. Thanx for the tip, tho.
Jimbuna
06-25-11, 02:29 PM
No dice, still doesn't work. Thanx for the tip, tho.
Okay...now leaving the replaced/original files, start a new career and load the game without using SH3Commander.
rudewarrior
06-25-11, 02:42 PM
Okay...now leaving the replaced/original files, start a new career and load the game without using SH3Commander.
Just to clarify, with the bad mod, it will start new careers/patrols. :doh:
It only does CTD intermittently when reloading saved games, and is most likely to occur when loading a game I have saved after having sunk a ship. :shifty:
Jimbuna
06-25-11, 03:28 PM
Just to clarify, with the bad mod, it will start new careers/patrols. :doh:
It only does CTD intermittently when reloading saved games, and is most likely to occur when loading a game I have saved after having sunk a ship. :shifty:
Then the Q Ship mod is not the problem :nope:
rudewarrior
06-25-11, 03:49 PM
Then the Q Ship mod is not the problem :nope:
I disagree. I can start a game with all mods in place. Save a game (Save Game 1). Sink some ships. Save the game (Save Game 2). Exit the game. Load Save Game 2 to CTD. Disable the Q Ship mod. Load Save Game 2. The game will load. I can then exit the game. Enable the Q ship mod. Reenter the game. Load Save Game 1. The game will load.
It is reproducible.
It took me a while to get to this point. I'm not big on programming experience, but I am big on experimental experience. :know:
Since the CTD is intermittent, can I guarantee that the Q Ship mod is the issue? No, because an intermittent issue is difficult to troubleshoot; however, using my methodology, I am all but 100% certain.
Any other advice?
Jimbuna
06-25-11, 03:57 PM
Any other advice?
All I can suggest is keep exploring...or contact the other 2214 people that have downloaded the mod (on FF alone) because I honestly don't recall any other similar problems from those who have used it.
I'm quite happy to stand corrected and sincerely hope you come to a successful conclusion but without having an identical computer setup it's impossible for me to replicate the problem.
Best Regards.
rudewarrior
06-25-11, 04:35 PM
...but without having an identical computer setup it's impossible for me to replicate the problem.
Best Regards.
Sigh. Sadly, I was thinking that this is what it was going to come down to. I really can't find any other explanation. It just will not load.
I use the Merchant Fleet Mod, which has a Q-ship in it, but having this second one, combined with the random way in which it is implemented was very intriguing.
Unfortunately, I think I am going to have to give up on this mod. I think the main reason this infuriates me so much is that giving up on this means that the machines won today. And that is just the first step towards a world of Terminators. :03:
Thanx for the help jimbuna, I really appreciate it.
Jimbuna
06-26-11, 05:11 AM
I'm only sorry it wouldn't work for you :-?
rudewarrior
07-10-11, 04:31 PM
Then the Q Ship mod is not the problem :nope:
Hey jimbuna, just wanted to come on and apologize and say you were right.
Turns out the problem was TheDarkWraith_DC_Water_Disturbance_v4_0_SH3, and now that I have eliminated it, it seems to be running just fine. :sunny:
Thanx for the help, and once again, I apologize. :up:
Fish In The Water
07-10-11, 09:24 PM
Turns out the problem was TheDarkWraith_DC_Water_Disturbance_v4_0_SH3, and now that I have eliminated it, it seems to be running just fine. :sunny:
Water disturbance strikes again...
Jimbuna
07-11-11, 04:04 AM
Hey jimbuna, just wanted to come on and apologize and say you were right.
Turns out the problem was TheDarkWraith_DC_Water_Disturbance_v4_0_SH3, and now that I have eliminated it, it seems to be running just fine. :sunny:
Thanx for the help, and once again, I apologize. :up:
No problem matey and thanks for your honesty and courtesy http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
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