View Full Version : [REQ] Kiel Kanal
Can someone do something about this traffic jam, I just timed it and using max TC when possible it still took 1hour 20 minutes to go through. While it saves fuel to use it is a much larger waste of time than going around Denmark. Way it is now is pretty much a useless item, if you're low on fuel its easier to just go dock at Wilhelmshaven than Kiel/Koinsburg. From an aesthic side its beautiful and very well done, from the practical side its pretty worthless because of the insane amount of real time needed to cross through it.
Is there a way to create a mod that would allow a higher TDC (even 32x would suffice) when using the Kanal? I know you can modify the TDC values globaly, though like to have the 4x for land as it's saved me a few times from beaching my ship.
Go to high TC is not recommended, partly because there are other Vessels, and that the channel is relatively narrow, and there is a chance that you collide,You may enjoy the wonderful view of the Third Reich gives you
Sailor Steve
09-15-10, 11:48 PM
I completely disagree. I use SH3 Commander and have my 'When Near Land' TC set for 128. I go through the Canal all the time and have never had a problem.
Also the major supermods all make it safe with automatic Kiel Canal programs.
And you can set the TC manually by going to the Data/CFG/Main file. TC settings are right there at the top.
channel to go instead of ability around Denmark is much higher to hit an enemy than an ordinary trip to the channel, but it's does not have to do with tc
I completely disagree. I use SH3 Commander and have my 'When Near Land' TC set for 128. I go through the Canal all the time and have never had a problem.
Also the major supermods all make it safe with automatic Kiel Canal programs.
And you can set the TC manually by going to the Data/CFG/Main file. TC settings are right there at the top.
I know you can change the TC settings globally, was hoping there was a way to be able to do something to speed up the Kanal without resorting to that. Possibly remove all the ships from the Kanal to reduce the chance of collision.? Using the plot course only once have I ever crashed into anything (lucky me, was one of the bridges) and killed myself, all other times have never had problems too. In 2,1/2.0 don't remember there being such a drastic slowdown except the ports where the ships were.
Jimbuna
09-16-10, 05:59 AM
As Steve rightly states you have choices, changing the settings in the CFG file, the automated navigation facility in some of the supermods or SH3 Commander.
In the early days following the map editing and inclusion of the canal I would spend 5 minutes plotting my course prior to engaging the engines and never wxperienced a problem, apart from that pier at the south west end on occasion :oops:
Alternatively you can go into the scripted campaign layer and delete the traffic in the area....but that wouldn't be my choice.
danlisa
09-16-10, 06:24 AM
SH3 Commander Option - "Start at Sea". (You can always sail back in that way if you're nostalgic for the port ambiance). Solved.
Or do what I do, start in Wilhelm.:haha:
I completely disagree. I use SH3 Commander and have my 'When Near Land' TC set for 128. I go through the Canal all the time and have never had a problem.
Also the major supermods all make it safe with automatic Kiel Canal programs.
And you can set the TC manually by going to the Data/CFG/Main file. TC settings are right there at the top.
:agree:
IIRC in the canal the ships are not moving,you can adjust TC without a danger of collision.
It was a real pain going through the canal before I adjusted the TC.
Of course that created a new problem with the crash dive in shallow water :damn:,but that's another story.
mookiemookie
09-16-10, 08:32 AM
I completely disagree. I use SH3 Commander and have my 'When Near Land' TC set for 128. I go through the Canal all the time and have never had a problem.
Seconded. If you use GWX's automatic Kiel Canal route and TC, you won't hit anything.
frau kaleun
09-16-10, 09:30 AM
SH3 Commander Option - "Start at Sea". (You can always sail back in that way if you're nostalgic for the port ambiance). Solved.
Or do what I do, start in Wilhelm.:haha:
I'm not sure that would work - IIRC I tried the start at sea option at Kiel once and all it did was land me outside of Kiel proper... not on the other side of the canal. I could be wrong though. :hmmm:
danlisa
09-16-10, 09:34 AM
^ It's entirely possible I may have edited mine. :D Can't remember.
frau kaleun
09-16-10, 09:39 AM
^ It's entirely possible I may have edited mine. :D Can't remember.
Ah, so it's possible to edit the coordinates Commander uses to "relocate" a base when you start at sea? I hadn't thought of that.
danlisa
09-16-10, 09:48 AM
Ah, so it's possible to edit the coordinates Commander uses to "relocate" a base when you start at sea? I hadn't thought of that.
Yep, it's a little tricky but doable.
Usual SH3 Cmdr roll backs etc......and/or backup the original
Then open up Start at Sea.cfg from within Commanders CFG folder (main program folder). Here you'll find the game world coordinates for each start point.
To get your coordinates, the easiest way is to open the Campaign editor (blank mission file will be fine) and place a single vessel at the point on the map where you want to spawn when using CMDRs option. You can then get the Long/Lat and heading from that units properties. Just replace these with the originals.:yeah:
For me to go to these lengths, I must have really been bored of going through the Canal.:DL
frau kaleun
09-16-10, 10:29 AM
Yep, it's a little tricky but doable.
Usual SH3 Cmdr roll backs etc......and/or backup the original
Then open up Start at Sea.cfg from within Commanders CFG folder (main program folder). Here you'll find the game world coordinates for each start point.
To get your coordinates, the easiest way is to open the Campaign editor (blank mission file will be fine) and place a single vessel at the point on the map where you want to spawn when using CMDRs option. You can then get the Long/Lat and heading from that units properties. Just replace these with the originals.:yeah:
For me to go to these lengths, I must have really been bored of going through the Canal.:DL
I haven't done the Canal yet so in a future career I'll probably start out there just to have a good look at it.
After that, new coordinates for Kiel: somewhere just off Rockall! :O:
I haven't done the Canal yet so in a future career I'll probably start out there just to have a good look at it.
After that, new coordinates for Kiel: somewhere just off Rockall! :O:
As I made the "Start at Sea" mod and it's compatible Sh3Cmdr version and also made the first adaptation of the Kiel canal pattern to GWX i should like to wrote some few comments on the matter.
First if you use the kiel canal pattern and use high TC you must not land or hit any ship...the problem was that a lot of things were added late to kiel canal and I'not sure if the pattern as correctly adjusted since then. Also some docked ships in Sh3 can move slowly, this is another aspect that must be checked and fixed if needed.
Now about the start at sea, Danlisa described a correct way to find a desired point to place your base, etc. But notice that the original mod coordenates (also on Sh3 Cmdr) was made that way (no outside of the canal, but in dinamark direction - speaking specificaly about Kiel - but is the same for all others bases) because we wished to mantain the new base coordinates in that 30km magic distance for sh3, allowing you to later dock at your base finishing your patrol docked. If you use a coordenate far way, more than 30km from the harbour this will be not possible anymore for that specific harbour. I guess that you get my point.;)
I haven't done the Canal yet so in a future career I'll probably start out there just to have a good look at it.
After that, new coordinates for Kiel: somewhere just off Rockall! :O: but you may find what you're looking for.
Laboe Naval Memorial Museum Panorama,Mouth of the Kiel Fjord towards the Baltic Sea. Laboe Naval Memorial Museum is dedicated to ships and sailors from German Baltic fleet of WWI and WWII. Inside you can see historic notes and models of many famous German battleships like Bismarck and Prinz Eugen. Below the exhibition area is a commemoration chamber dedicated to ship crews.
http://imgur.com/YDd36.jpg
http://imgur.com/1Bwhv.jpg
http://imgur.com/5sWrJ.jpg
http://imgur.com/QDGka.jpg
http://imgur.com/fn51B.jpg
http://imgur.com/L50J5.jpg
http://imgur.com/0RjcT.jpg
http://imgur.com/JKTXS.jpg
http://imgur.com/5e9Z6.jpg
http://imgur.com/YpcZ3.jpg
At the present time,
http://imgur.com/8npx3.jpg
http://imgur.com/OEWaR.jpg
http://imgur.com/Ho49H.jpg
http://imgur.com/AciBm.jpg
http://imgur.com/3qjzE.jpg
But here, you knew already!
frau kaleun
09-16-10, 08:41 PM
because we wished to mantain the new base coordinates in that 30km magic distance for sh3, allowing you to later dock at your base finishing your patrol docked. If you use a coordenate far way, more than 30km from the harbour this will be not possible anymore for that specific harbour. I guess that you get my point.;)
Yeah, I kinda figured as much. :cry:
http://images.ebaumsworld.com/2008/08/843117/1166468271-FoiledAgain.b.jpg
danlisa
09-17-10, 02:13 AM
Yeah, I kinda figured as much. :cry:
Don't panic. Rubini was only stating that the 'Start at Sea' locations were kept within the magical 30km mark just in case the player wanted to immediately return to base by pressing escape.
If you are not bothered about this @ Kiel then edit away.:)
Edit - I think!
@ Rubini, are you saying that if I placed a 'Start at Sea' coordinate further than 30km from Kiel, did my complete patrol and manually returned to dock (actual dock) in Kiel, that because my start position is altered by the mod to be 30+km from the physical dock that I can't end my patrol?
Sorry mate, I've got all confused about this.
Yep, it's a little tricky but doable.
Usual SH3 Cmdr roll backs etc......and/or backup the original
Then open up Start at Sea.cfg from within Commanders CFG folder (main program folder). Here you'll find the game world coordinates for each start point.
To get your coordinates, the easiest way is to open the Campaign editor (blank mission file will be fine) and place a single vessel at the point on the map where you want to spawn when using CMDRs option. You can then get the Long/Lat and heading from that units properties. Just replace these with the originals.:yeah:
For me to go to these lengths, I must have really been bored of going through the Canal.:DL
Ingenius idea, exactly the kind of thing I was looking for. While using the kanal is really only an issue until the bases in France open up, can still be 5-8 patrols spent going from kiel/koinsburg to get around Denmark. The start at sea option is cool, and convenient if your intentions are to go to the north Atlantic around Scottland or into the Irish sea, Kanal is ideal for using the British Channel to get out to the mid atlantic/mediterranean.
One could also use the esc key warp drive once you got to the kanal enterance on the way home; even if you're playing realisticly once you've made it to the kanal unless you screw up your starting point severly you're going to get through the kanal intact, albeit after you've already watched almost 2/3rd's of Das Boot in the process; I wouldn't think of using the esc method as cheating to get home in this case.
danlisa
09-17-10, 04:31 AM
Ingenius idea, exactly the kind of thing I was looking for.
One could also use the esc key warp drive once you got to the kanal enterance on the way home; even if you're playing realisticly once you've made it to the kanal unless you screw up your starting point severly you're going to get through the kanal intact, albeit after you've already watched almost 2/3rd's of Das Boot in the process; I wouldn't think of using the esc method as cheating to get home in this case.
I'm waiting for Rubini to confirm but I think he was trying to say that as the 'Start at Sea' Mod actually moves your BASE POINT / SPAWN POINT away from the physical harbour by 30km while still allowing you to use ESC (end patrol) because it's inside the magical game limitation, editing this point to a further distance means that using the option to End Patrol could result in not ending your patrol a Kiel harbour but rather your more distant start point.
I think that's what he's saying but I would like to know what would happen if you manually entered the dock/harbour.
Don't panic. Rubini was only stating that the 'Start at Sea' locations were kept within the magical 30km mark just in case the player wanted to immediately return to base by pressing escape.
If you are not bothered about this @ Kiel then edit away.:)
Edit - I think!
@ Rubini, are you saying that if I placed a 'Start at Sea' coordinate further than 30km from Kiel, did my complete patrol and manually returned to dock (actual dock) in Kiel, that because my start position is altered by the mod to be 30+km from the physical dock that I can't end my patrol?
Sorry mate, I've got all confused about this.
Hi Danlisa,
First excuse me by my english - I sometimes don't understand very well some expressions and also have difficulty to say what I want correctly and so on...:DL
Now, yes, exactly what you are thinking on the matter. If you put the base far way from your physical harbour and in the end of your patrol dock your uboat there you will end finishing your patrol "in another friendly base" but not really in your carrer base. This will limit you on the possibilities to upgrade, your new coordenates will be not given, etc...is exactly the same when you dock at a milkcow for example.:up:
And also if you just put Kiel (as an example) far way (on .lnd) and don't have another base in a certain radius (here i guess that is 100km using ESC) you even don't be allowed to finish the patrol anyway.
danlisa
09-17-10, 08:58 AM
Thanks Mate.:DL
Wilhelmshaven it is then.:har:
Sailor Steve
09-17-10, 04:29 PM
I don't understand why people hate the Canal so much. I think of it as part of the experience.
Of course I also think of empty patrols and sightseeing as part of the experience too, so I know I'm the weird one. :sunny:
Jimbuna
09-18-10, 01:44 AM
I don't understand why people hate the Canal so much. I think of it as part of the experience.
Of course I also think of empty patrols and sightseeing as part of the experience too, so I know I'm the weird one. :sunny:
I think it might be a case of people being in a hurry to get into the thick of the action.....yet the Kiel Canal is the shortest route there unless your heading for Norway or the arctic convoys :hmmm:
Who is in a hurry in this game, it's impossible to complete Avoid enemy, but it is clear that the canal go're very overwhelming, and there's not them primitive U.K DD
CherryHarbey
09-18-10, 03:25 PM
I don't understand why people hate the Canal so much. I think of it as part of the experience.
Of course I also think of empty patrols and sightseeing as part of the experience too, so I know I'm the weird one. :sunny:
Not everyone hates the Kiel Canal, I always use it when based in Kiel, but I've changed the land proximity max TC using SH Commander so don't really see what the problem is..
Sailor Steve
09-18-10, 08:57 PM
Same here. I set up my own route, go for a game-hour or two and 128x and drop to real time to look at the sights.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.