View Full Version : For anyone to beta-test!
RickSarg
06-14-20, 04:52 PM
For anyone who would like to beta-test a Repositioned Lorient for CCoM.
See here: https://ibb.co/rGL6XNh
download here: https://mega.nz/file/2qpjiArC#Fj2a0ZDkSVDcU-tnjqwkB0x_d2aJSxtXGbSZwsYKgZs
I've done a quick alteration to the terrain at Lorient a bit like in WAC and moved the port to a more realistic location. All the original units are the same I've just moved some of them around slightly for the change in position and alteration of the terrain.
The mod is enabler ready, Inside you can find 2 flotilla.cfg's - both with the new starting position, 1 with an altered start date for testing purposes, the other with the original CCoM date.
Please let me know if you find anything wrong!!
Rick
Kapitän
06-15-20, 04:34 AM
For anyone who would like to beta-test a Repositioned Lorient for CCoM.
download here: https://mega.nz/file/2qpjiArC#Fj2a0ZDkSVDcU-tnjqwkB0x_d2aJSxtXGbSZwsYKgZs
I've done a quick alteration to the terrain at Lorient a bit like in WAC and moved the port to a more realistic location. All the original units are the same I've just moved some of them around slightly for the change in position and alteration of the terrain.
The mod is enabler ready, Inside you can find 2 flotilla.cfg's - both with the new starting position, 1 with an altered start date for testing purposes, the other with the original CCoM date.
Please let me know if you find anything wrong!!
Rick
Thanks! Quick questions: Is there an Installation Guide available? Will it also work with CCoM10.0?
RickSarg
06-15-20, 05:31 AM
Thanks! Quick questions: Is there an Installation Guide available? Will it also work with CCoM10.0?
It is probably best to install while you are in port via JSGME Mod enabled as the last mod. If you would like to start a new career from Lorient then you need to open the mod folder before you install the mod and go inside the cfg folder @ data/cfg/ and rename the fotilla.cfg to something like "flotilla_bak" then rename Flotilla_testing_startdate to "flotilla" then you should be able to start a career in the 2nd flotilla from Lorient from 1940.
I don't think this mod will work with CCoM 10 as the campaign layers could have extra ships/aircraft added to it that are not in CCoM 10. I never got round to trying out CCoM 10 so really not sure, You could try adding it via mod enabled and if the game crashes take it out again.
Rick
Kapitän
06-17-20, 03:43 AM
It is probably best to install while you are in port via JSGME Mod enabled as the last mod. If you would like to start a new career from Lorient then you need to open the mod folder before you install the mod and go inside the cfg folder @ data/cfg/ and rename the fotilla.cfg to something like "flotilla_bak" then rename Flotilla_testing_startdate to "flotilla" then you should be able to start a career in the 2nd flotilla from Lorient from 1940.
I don't think this mod will work with CCoM 10 as the campaign layers could have extra ships/aircraft added to it that are not in CCoM 10. I never got round to trying out CCoM 10 so really not sure, You could try adding it via mod enabled and if the game crashes take it out again.
Rick
OK, keep you posted ...
Anvar1061
06-18-20, 03:29 AM
Please let me know if you find anything wrong!!
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
Something went wrong. ATBAvenger not defined in \data\Roster\American correctly TBAvenger and ATBSSwordfish not defined in \data\Roster\British correctly TBSSwordfish were added to RND. Fix it.
Anvar1061
06-18-20, 03:58 AM
Where can I park?
https://sun1-83.userapi.com/Xkajh_yVbc9hy-ogxNjznG2E9wVLWscj-XGUpA/B28uF8DXi7Q.jpg
https://sun1-89.userapi.com/1KcsVn8jmNYcO6zjSLPluXRLgHjuP5ziHFQrNA/VMyfI2cINAc.jpg
https://sun1-29.userapi.com/-IS7P5vD6VsOeluxlWdwGzUepxWEQO9h0cAPog/sfJwFvsKmVo.jpg
a-kermit
06-18-20, 04:50 AM
Please keep in mind that Rowi58 from CCoM Version 11 or 11.1 had divided up the Hafen.dat if I read the manual correctly.
mfG a-kermit
ps: First in port facilities, houses, docks, cranes etc and secondly in the units, sea, land etc
RickSarg
06-18-20, 05:40 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
Something went wrong. ATBAvenger not defined in \data\Roster\American correctly TBAvenger and ATBSSwordfish not defined in \data\Roster\British correctly TBSSwordfish were added to RND. Fix it.
OK this is probably due to all the Equipment and date fixes I made after running the original files through mySHtool I've uploaded a beta2 for you to try but there probably will be more errors than the ones you posted above. Just let me know if they pop up and I can add them.
download beta2 here: https://mega.nz/file/fzg3CCTI#WEL4i4tS-h365oMjQQsRr1C7zUI5x2fejh1DaxSy6jQ
Thanks
Rick
Anvar1061
06-18-20, 06:52 AM
OK this is probably due to all the Equipment and date fixes I made after running the original files through mySHtool I've uploaded a beta2 for you to try but there probably will be more errors than the ones you posted above. Just let me know if they pop up and I can add them.
You did not correctly understand the meaning of the correction.
You added Torpedobomber from another mod.
https://sun1-92.userapi.com/fnGTJ2LOsttW3T6tEzb_WLKHWO-HQ1HeMXE1og/_J7Jm7fNXuI.jpg
RickSarg
06-18-20, 07:06 AM
You did not correctly understand the meaning of the correction.
You added Torpedobomber from another mod.
https://sun1-92.userapi.com/fnGTJ2LOsttW3T6tEzb_WLKHWO-HQ1HeMXE1og/_J7Jm7fNXuI.jpg
Ahh yes Sorry I added the mod 'Air Torpedo Mod v2' by rubini
Rick
Anvar1061
06-18-20, 09:13 AM
New map requires route adjustments
https://sun1-29.userapi.com/WVqdiJ1NXa2azaX2fweSc0T5syi1UhFkkaMznA/ox78sL7pEZ4.jpg
RickSarg
06-18-20, 10:00 AM
New map requires route adjustments
https://sun1-29.userapi.com/WVqdiJ1NXa2azaX2fweSc0T5syi1UhFkkaMznA/ox78sL7pEZ4.jpg
Download Version Beta3 here: https://mega.nz/file/6yAyAY6Y#t0ViYmzTkgMCFT90vHJsxTrWAqARg5RCF_Rf94mDF fs
I've adjusted some of the traffic in the SCR layer from your picture. As far as I can tell the only traffic travelling across land are aircraft now.
Can you explain why you circled the nets? Not sure why they would be wrong!?
Rick
Hey Rick, sorry to pollute your thread :oops: , but as you seems good at that, after you will finish new Lorient for Ccom...could you try to do the same for NYGM? :D
NYGM (with its add on traffic mod) is badly missing Right harbor places and eventually locks and gates...
Sure plenty people would be interested also :yep:
Good job! :salute:
Ktl_KUrtz
06-18-20, 12:22 PM
... after you will finish new Lorient for Ccom...could you try to do the same for NYGM? :D
NYGM (with its add on traffic mod) is badly missing Right harbour places and eventually locks and gates...
Sure plenty people would be interested also :yep:
Good job! :salute:
:Kaleun_Cheers:
KUrtz
FUBAR295
06-18-20, 12:53 PM
Hey Rick, sorry to pollute your thread :oops: , but as you seems good at that, after you will finish new Lorient for Ccom...could you try to do the same for NYGM? :D
NYGM (with its add on traffic mod) is badly missing Right harbor places and eventually locks and gates...
Sure plenty people would be interested also :yep:
Good job! :salute:
Fifi,
Have you used the Alfred Kietzer's New Lorient version 1.3. Readme has;
NYGM 3.6F
Note: Verson 3.6F of NYGM appears to include the “Harbor Traffic Add-In” for the most part and did move the Lorient base outside the harbor, so whether you will consider this Mod useful is a matter of choice. “New Lorient v1 – NYGM 3.6F” is not compatible with “NYGM3.3 Mediterranean Campaign Only”, but is compatible with most other NYGM Mods including 3rd Flotilla Mod, All Air Torpedoes, FuMB37XXIIINYGM, MFM-Interim-Beta_NYGM, Stiebler4C SubFlag, Stiebler4C_V16B1, IABLShipsforNYGM New Thomsen, Hitman GUI NYGM, Hitman Optics NYGM 3.6 (Fixed), and NYGM HiRes Submarines 3.6F.
You will not have the GREEN buoy in the channel, but you will have bunker AA guns, additional ships and the escort ship.
The move seems to be already done. Am I not correct? Or are you looking for more precision in location??
Good hunting,
FUBAR 295
Fifi,
Have you used the Alfred Kietzer's New Lorient version 1.3. Readme has;
NYGM 3.6F
Note: Verson 3.6F of NYGM appears to include the “Harbor Traffic Add-In” for the most part and did move the Lorient base outside the harbor, so whether you will consider this Mod useful is a matter of choice. “New Lorient v1 – NYGM 3.6F” is not compatible with “NYGM3.3 Mediterranean Campaign Only”, but is compatible with most other NYGM Mods including 3rd Flotilla Mod, All Air Torpedoes, FuMB37XXIIINYGM, MFM-Interim-Beta_NYGM, Stiebler4C SubFlag, Stiebler4C_V16B1, IABLShipsforNYGM New Thomsen, Hitman GUI NYGM, Hitman Optics NYGM 3.6 (Fixed), and NYGM HiRes Submarines 3.6F.
You will not have the GREEN buoy in the channel, but you will have bunker AA guns, additional ships and the escort ship.
The move seems to be already done. Am I not correct? Or are you looking for more precision in location??
Good hunting,
FUBAR 295
Didn’t know about this mod :hmmm:
But St Nazaire needs some adjustments as well as Kiel etc
FUBAR295
06-18-20, 02:45 PM
Didn’t know about this mod :hmmm:
But St Nazaire needs some adjustments as well as Kiel etc
Okay, I see.
For Lorient, you can download the mod New Lorient and there are different variations for popular mods, There is one for NYGM 3.6F which is the latest.
http://www.mediafire.com/file/s7qjwz5ud0fmfil/New_Lorient_v1.5.7z/file
Good hunting,
FUBAR295
Anvar1061
06-18-20, 03:28 PM
Download Version Beta3 here: https://mega.nz/file/6yAyAY6Y#t0ViYmzTkgMCFT90vHJsxTrWAqARg5RCF_Rf94mDF fs
I've adjusted some of the traffic in the SCR layer from your picture. As far as I can tell the only traffic travelling across land are aircraft now.
Can you explain why you circled the nets? Not sure why they would be wrong!?
Rick
How do you see the passage of ships through anti-submarine nets?
RickSarg
06-18-20, 03:43 PM
How do you see the passage of ships through anti-submarine nets?
Surface ships can sail over the top of them as they are underwater to stop enemy submarines entering the port. AFAIK
Rick
Okay, I see.
For Lorient, you can download the mod New Lorient and there are different variations for popular mods, There is one for NYGM 3.6F which is the latest.
http://www.mediafire.com/file/s7qjwz5ud0fmfil/New_Lorient_v1.5.7z/file
Good hunting,
FUBAR295
Thanks :up:
Anvar1061
06-19-20, 03:55 AM
Surface ships can sail over the top of them as they are underwater to stop enemy submarines entering the port. AFAIK
Rick
How on earth?
https://avatars.mds.yandex.net/get-zen_doc/1602847/pub_5e076e3206cc4600ace6d294_5e076e458d5b5f00b17f8 ac0/scale_1200
Anvar1061
06-19-20, 04:04 AM
Download Version Beta3
And again you add the mod "Air Torpedo_mod_v2.0" without going into details. And this is very important! Use all the necessary files Air, Library, Sound ...
RickSarg
06-19-20, 06:15 AM
Download here: https://mega.nz/file/2jpHWY4Y#b5mu95mqjqq8LO2JI0mG5W0R9GwTatdfQBvipKhAU iM
This version contains reworked shipping lanes to avoid the sub nets from September 1944 when they appear in game at Lorient. I've also added files from Rubini's Air Torpedo Mod v2 which I had already merged to the RND layer prior to starting this mod.
A big Thanks to Anvar for his input!! :up: & A big Thanks to Rubini for his work on the air torpedo mod!!
Rick
Anvar1061
06-19-20, 06:35 AM
A big Thanks to Anvar for his input!! :up:
https://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif
Anvar1061
06-19-20, 06:46 AM
A big Thanks to Rubini for his work on the air torpedo mod!!
You messed up everything again. There must be ATBS_Swordfish_TB and ATB_Avenger_TB folders and files.
https://sun1-22.userapi.com/uxYHfwqJYIeTBxA8rEKGtNG0aOwdv0yvyX9khg/o1HETB5NdPU.jpg
RickSarg
06-19-20, 07:12 AM
You messed up everything again. There must be ATBS_Swordfish_TB and ATB_Avenger_TB folders and files.
https://sun1-22.userapi.com/uxYHfwqJYIeTBxA8rEKGtNG0aOwdv0yvyX9khg/o1HETB5NdPU.jpg
Ok try this: https://mega.nz/file/jjh1gICQ#f0MjMK_KEleuEuZ2gRmYKq6jf8smEewUADAJMGd6c Bg
Thanks
Rick
Anvar1061
06-19-20, 07:36 AM
Ok try this: https://mega.nz/file/jjh1gICQ#f0MjMK_KEleuEuZ2gRmYKq6jf8smEewUADAJMGd6c Bg
Thanks
Rick
I hope you did the test. I get start Africa.
https://sun1-27.userapi.com/K7YFk1To9K8r5z2uvPwXLEp2eQ8bRtdU3DJFTg/DGmmENrgoDc.jpg
https://sun1-87.userapi.com/axCOAavd3fpucz_9hjcL1ICkktqIw44QmIfAng/QQc0TKGDFjc.jpg
RickSarg
06-19-20, 07:52 AM
I hope you did the test. I get start Africa.
https://sun1-27.userapi.com/K7YFk1To9K8r5z2uvPwXLEp2eQ8bRtdU3DJFTg/DGmmENrgoDc.jpg
https://sun1-87.userapi.com/axCOAavd3fpucz_9hjcL1ICkktqIw44QmIfAng/QQc0TKGDFjc.jpg
Did you try starting a new career in the 2nd Flotilla from 1940? Mine starts in the bunker at Lorient without any problems. The Flotilla.cfg is setup up for testing in this version.
Rick
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