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THE_MASK
12-14-13, 06:51 PM
[TEC] Adding Lights on Ships SH5

THE_MASK
12-14-13, 06:52 PM
What about starting off having lights just on fishing vessels . Just navigation lights .

gap
12-14-13, 07:46 PM
What about starting off having lights just on fishing vessels . Just navigation lights .

Like these? :hmm2:

Fishing Vessel (underway, not engaged in fishing)

aft
http://bosunsmate.s3.amazonaws.com/images/components/lights/fish.aft.gif

forward
http://bosunsmate.s3.amazonaws.com/images/components/lights/fish.fore.gif

starboard
http://bosunsmate.s3.amazonaws.com/images/components/lights/fish.star.gif

fishing vessels general rules:
http://www.bosunsmate.org/seamanship/rulesoftheroad.php#rule26

gap
12-14-13, 08:10 PM
In addition to the link I had posted in the other thread...
http://www.bosunsmate.org/seamanship/lights.php

...I have also found this other interesting web page:
http://www.marineinsight.com/misc/marine-navigation/understanding-the-importance-of-marine-navigation-lighting/

According to it, current marine navigation lighting regulations were adopted internationally in 1897, and were therefore valid during the 40s :up:

THE_MASK
12-14-13, 09:04 PM
http://www.transportsafety.vic.gov.au/__data/assets/pdf_file/0011/77915/Victorian-Recreational-Boating-Safety-Handbook-Chapter-11.pdf

THE_MASK
12-14-13, 09:52 PM
OT , I read that a captured uboat has luminous paint to enable crew to move around inside without lights .

Paajtor
12-15-13, 09:01 AM
OT , I read that a captured uboat has luminous paint to enable crew to move around inside without lights .
...for a limited amount of time, I guess?

gap
12-15-13, 06:01 PM
http://www.transportsafety.vic.gov.au/__data/assets/pdf_file/0011/77915/Victorian-Recreational-Boating-Safety-Handbook-Chapter-11.pdf

:up:

I have already started creating some sketchy meshes for use as navigation lanterns on boats and small ships. For bigger ships we can use the lights from OH's hospital ship :salute:

THE_MASK
12-15-13, 06:17 PM
:up:

I have already started creating some sketchy meshes for use as navigation lanterns on boats and small ships. For bigger ships we can use the lights from OH's hospital ship :salute:Can we just start off with the trawlers . I wouldn't want nav lights on cargo etc . What would be handy is the nav lights on trawlers for real navigation purposes . NF_boat found in OH2 .

gap
12-15-13, 06:49 PM
Can we just start off with the trawlers .

Yes, this is the plan :up:


I wouldn't want nav lights on cargo etc .

Why not?

I would create lit-up proxy copies of all the units in game (stock and OH), and put them in the roster of neutral nations. Lit and unlit copies of the same unit, would still be recognized as one class in SOAN and ERM.

For neutral nations which at some point entered into war, we can limit the availablity of lit-up and unlit units through start/end date settings.

Moreover, there were some officially neutral nations whose merchant ships were sailing within allied convoys at times, or occasionally smuggled goods to England. For most of those nations I had set (back in the days I worked on OH's defsides file) two separate entries with different diplomatic positions (e.g. Panama and FreePanama), so it will be easy creating separate rosters for them, "lit" for non-valid targets, i.e. neutral ships and "unlit" for valid ones, i.e. allied ships.

Last: I would expect nations who have just entered war not to have issued a naval war policy yet (this was surely true for the USA). This is to say that some mixing of lit and unlit units during the first days from their war declaration, would have been normal and we can do the same in game.

What do you think?


What would be handy is the nav lights on trawlers for real navigation purposes . NF_boat found in OH2 .

Would allied fishing boats have switched their navigation lights on during war? :hmm2:

THE_MASK
12-15-13, 07:29 PM
Nav lights for neutral ships . Good idea , I never thought about that . They would have to have nav lights around ports I guess . I don't have aproblem with trawlers having nav lights on all the time . Who is going to shoot trawlers with there AA gun :rolleyes:

gap
12-15-13, 08:13 PM
Nav lights for neutral ships . Good idea , I never thought about that .

According to some of New UI/OH's radio messages, which I think are based for the most part on actual KTBs and BdU orders, at least during the first month of the conflict lit/unlit navigation lights were one of the discriminants for deciding if a ship was a valid target. We can follow the same method in SH5 :03:


They would have to have nav lights around ports I guess .

That's likely, and ships at anchor would have had a different illumnation scheme than ships underway. Unfortunately this level of realism is much harder to achieve in game, if possible at all. We can only decide which nations get illuminated ships, and when, but to the best of my knowledge we cannot determine where they will spawn, unless we give up random traffic...


I don't have aproblem with trawlers having nav lights on all the time . Who is going to shoot trawlers with there AA gun :rolleyes:

:haha:

yes, but I wonder what the Admiralty would think about those brave fishermen giving up Her Majesty's coastline. They would probably send the RAF for wiping them out before too late :D

THE_MASK
12-15-13, 09:54 PM
I would just like to be able to enable a mod with the trawlers with lights that replaces the current trawlers . Also where would I find the file for the lighthouse light that TDW made . The light should be able to be seen from 10 kilometres away in game . Exactly the way it is now but seen further out . I am sure that we could have lit ships just in the first Total Germany campaign . Isnt there some sort of Traffic editor in the Traffic layer ( Lit_Ships layer) , maybe Trevally knows .

Trevally.
12-16-13, 06:13 AM
I would just like to be able to enable a mod with the trawlers with lights that replaces the current trawlers . Also where would I find the file for the lighthouse light that TDW made . The light should be able to be seen from 10 kilometres away in game . Exactly the way it is now but seen further out . I am sure that we could have lit ships just in the first Total Germany campaign . Isnt there some sort of Traffic editor in the Traffic layer ( Lit_Ships layer) , maybe Trevally knows .

It is possible to have ships (clones with lights) for some campaigns and not others.
This can be done by editing the id for the roster and campaign layers (fishing, traffic and convoy)
:up:

gap
12-16-13, 09:46 AM
I would just like to be able to enable a mod with the trawlers with lights that replaces the current trawlers .

As I told before, there is no need to give up unlit trawlers: we can have lit and unlit ones at the same time :up:


Also where would I find the file for the lighthouse light that TDW made . The light should be able to be seen from 10 kilometres away in game . Exactly the way it is now but seen further out .

I think it is TDW_FXU_Lighthouse_flare.dat, in the library folder of FX Update. Anyway I am 99% sure that British lighthouses were obscured during WWII, and German Vichy-French beams were only lit when an Axis convoy/taskforce was know to be close by.


I am sure that we could have lit ships just in the first Total Germany campaign . Isnt there some sort of Traffic editor in the Traffic layer ( Lit_Ships layer) , maybe Trevally knows .

Yes, possible. I think that a mix of lit and unlit vessels would be a reasonable compromise for Total Germany :up:

It is possible to have ships (clones with lights) for some campaigns and not others.

I think we can also use Appearance/Disappearance dates in roster cfg files for the same purpose.


This can be done by editing the id for the roster and campaign layers (fishing, traffic and convoy)
:up:

I am curious to know which unit Id's are used in OH for each of the three campaign layers you have mentioned, Trevally.

Also, do you think it possible getting a few units in some nation's rosters to be only used as docked ships? It would be cool having some ships to only display their masthead lights while doscked in neutral ports, and to have full illumination when underway. :D

Trevally.
12-16-13, 03:54 PM
I am curious to know which unit Id's are used in OH for each of the three campaign layers you have mentioned, Trevally.


These layers will use Grouptypedef to set ships to the three layers.

Within the grouptypedef you will see this:-
[FISHER_GE]
Role=1
Doctrine=0
EscortPosition=1
EscortSpacing=900.000000
ConvoyRowSpacing=900.000000
ConvoyColSpacing=900.000000
Columns=0
IsWolfPack=false

[FISHER_GE.ConvoyUnit 1]
Type=104
Class=FishingBoat
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=0
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

So we can see that fishing group GE has a fishingboat (named) type 104
an edit here can insert cloned ships

Also, do you think it possible getting a few units in some nation's rosters to be only used as docked ships? It would be cool having some ships to only display their masthead lights while doscked in neutral ports, and to have full illumination when underway. :D

Here we can use the zombie ships - this is their role anyway

gap
12-16-13, 06:15 PM
These layers will use Grouptypedef to set ships to the three layers...

Thank you for the useful information Trev, but I actually needed to know which Types are commonly found in OH's coastal and convoy layers :yep:

Here we can use the zombie ships - this is their role anyway

So they won't appear elsewhere than docked at ports?

Trevally.
12-17-13, 09:09 AM
Thank you for the useful information Trev, but I actually needed to know which Types are commonly found in OH's coastal and convoy layers :yep:

Fishing layer is type 104
traffic is 101, 102, 103, 104 and 108
convoy is the same as coastal

:06:



So they won't appear elsewhere than docked at ports?

Yes - port only and all docked:up: