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View Full Version : Harbour Traffic 1.43 with AI uboats! Up jul 18, 2005


Rubini
07-15-05, 03:47 PM
Hi,

This is the new version 1.43 release of the Friendly Harbour Traffic mod with great news on it:

1. AI uboats traffic. Now you will see other uboats docked, living the port or arriving from a patrol.(No more that dial gauges bug!)
2. French/british ships before and after germany forces in french harbours.
3. Subnets are back and without that annoying sound bug!
4. A correction on Scapa and Loch Ewe - this is a SH3 1.4b stock campaign spawn bug. (So, no more burning ships there I hope!)
5. A full revision on the dates (entrys and exits) to all units on the mod for a more historical approach.
6. I made a reduction on traffic/warships to reflect the poor germany naval forces in late war.

Thanks to sergbuto for his great work on AI uboats and for all you guys that have post feedbacks and use the mod.


So,

Unzip in MODS folder (JSGME ready) and install it. (There are a version without minefields and subnets in the campaigns\campaign folder, just rename it).

Download link: (~11.5MB, sorry for the big one, it's about the AI uboats)
http://rapidshare.de/files/3086687/Harbour_Traffic_143.zip.html


Enjoy (and, please, post feedbacks)!


Rubini.
arubinig@ig.com.br



************************************************** ****************
Update jul 18, 2005

Harbour traffic mod 1.43 SCR layer for RUb 1.42 (for total compatibility)

First download and install the standard Harbour Traffic 1.43 mod (that huge 11.5MB file above).

After that, download and unzip this RUb update file and just rename the desire file (with or without minefields&subnets) and replace your actual "Campaign_SCR.mis" file in ...data\Campaigns\Campaign folder with it.

Download link (~ 390kB)
http://rapidshare.de/files/3170595/Rub_Traffic_143_update.zip.html

************************************************** ****************


Known issues:

1. Only two types of AI uboat are ready for now. A IIA and VIIC type. Some people will asking me about why only a few AI uboats are in the traffic. It's for two reasons: first if you have a lot of units your FPS drops a lot, second if you have a large amount of traffic the AI evasion maneuvers becoming erratic. But, please, let's do a more discussion on this stuff here in this topic.

2. The IIA uboat type are usefull only for near harbours patrols or for instructions purposes after 1940/41. Then they have only these functions on the mod too.

3.AI uboats don't have crew on watch tower, don't move while submerge and don't fire torpedos. But they follow waypoints in surface and engage enemys with deck/flack guns.They only have a early war tower too.

4. So, if you install this mod then you will have the Sergei's AI uboats on your submarines folder too. Then it's easy to do some wolfpacks missions at night with mission editor...

5.To stop that annoying sound bug related to the subnets I only lower the "Collision_AntiSubmarineNet_int.wav" sound file. This is good for all of us because even if you don't use the traffic mod the subnets (and this sound bug) still will be there in the stock campaign (enemy ports).

6. If somebody makes a new realistic escort ship then I will replace the DDs ( for escort job) to have more historical accuracy.

7. Later I will add a complete Bismarck presence in this mod. Please if you have informations or a work around with this stuff please post here to be discuss and add in the (near) next release.

8. The friendly air patrols will not be there when you arrive few days/weeks later. This is a SH3 bug, no fix until now. If you save a game while you are in port then when you reload the friendly air patrol also will be not there anymore. The airplanes are not well implemented in SH3.

9. If you go to close of your escort the AI evasion "suicidal" maneuvers will be lead it aground. Then it's better to keep a safe distance (~450 to 1500m).

10. When you return days/weeks later sometimes you see a burning or over the harbour structure ships. It's about that "moving docked ships" bug. No fix until now.

11.Friendly air patrols and late war allied air attacks on ports are also in this mod. The air attacks are more realistic and with more historical accuracy with B24's esquadrons dropping bombs in one pass and in high altitude. This mod is not compatible with Jace's Airpower because Jace's mod modifies the AI of B24's ( no more dropping bombs) but it still will work. I can post a special Jace's airpower for this mod if somebody wants it.

12. If you play with minefields & subnets then follow your escort (DD or Armed Trawler) until they turn and return, mark that point and when you arrive, some days later, await your escort to guide you in the harbour.

13. This mod adds a ~350 new units, then if you notice some strange behaviour please contact me.

14. This mod is only compatible with the stock campaign with patch 1.4b. I will make a totally RUb compatible version soon (but it will work with Rub for now).

Enjoy (and, please, post feedbacks)!


Rubini.

Rubini
07-15-05, 03:49 PM
Hi guys,

I'm now (and I'm late) going in a weekend beach trip with my childrens, then only tomorrow I have access to a computer. So, see you later. Post feedbacks!

Greetings,

Rubini.

Bort
07-15-05, 03:51 PM
Cool! :yep: Downloading now!

Lane
07-15-05, 03:58 PM
Question? Can you load it with the mod enabler over RUb 1.42?

I am running SH3 1.4b and RUb 1.42 and have Harbor traffic leaving port
Is this from SH3 1.4b or RUb 1.42? Have a new career OCT 1940 7th flotilla V11B U-46 Just saved outside St Nazaire.

Lane :D

terrapin
07-15-05, 04:10 PM
Available now in the /Mods section of our SH3 file library at
http://U-Boot.RealSimulation.com also.

999-Jay-999
07-15-05, 04:42 PM
What a pleasant surprise for the weekend....Thanks Rubini...

Capn Tucker
07-15-05, 06:14 PM
Very cool! Finally I can see other U-boats in port. Many thanks for this one.. :up:

Rubini
07-16-05, 09:15 AM
It´s compatible with RUb 1.42. Only the late war air attacks have small issues with RUb, but it is only this.
I will make a full compatible RUb version soon.

Rubini.

Rubini
07-16-05, 09:16 AM
Thanks terrapin,

Rubini.

Beery
07-16-05, 11:35 AM
It´s compatible with RUb 1.42. Only the late war air attacks have small issues with RUb, but it is only this.
I will make a full comtible version with Rub soon.

Rubini.

Looking forward to that. Great work!

waste gate
07-16-05, 12:34 PM
Is there any chance of the MOD without the nets and minefields?

mgbmike
07-16-05, 02:38 PM
Is there any chance of the MOD without the nets and minefields?

From Rubini's 1st post above:

"Unzip in MODS folder (JSGME ready) and install it. (There are a version without minefields and subnets in the campaigns\campaign folder, just rename it)".

Just D/Led and there is a file for no mines and nets, it just needs renaming.

Rubini
07-16-05, 03:30 PM
Beery,

I´m in a weekend trip now. When I go back to my house I will make the RUb compatible version and I will contact you first.

Greetings,

Rubini.

Krieg-Schwein
07-16-05, 07:07 PM
I notice there is now a Subnet southbound going in to Lorient, between the island and the main shore stretched from the main shore half way across is this by design? of a bug

Thanks
nice to see the other traffic

Rubini
07-17-05, 09:11 AM
Krieg-Schwein,

Yes, there's a subnet in that place like you said. Do you notice some problems there like scripted ships crash with it? :hmm:
Follow your escort ship!

Rubini.

joea
07-17-05, 09:44 AM
Rubini, great mod...just left on patrol in December 1940 on my way to BF47 and sw tow boots in Brest harbour and one coming back in (it was Thomsen's boot...his first patrol). :up:

Krieg-Schwein
07-17-05, 10:00 AM
Krieg-Schwein,

Yes, there's a subnet in that place like you said. Do you notice some problems there like scripted ships crash with it? :hmm:
Follow your escort ship!

Rubini.


The escorts don't go out that far I don't belive, shouldnt I be able to cross is surfaced without damage? ,I left like the same route I always do at 1024 Comp and kept ending my carrer SMACK!! :o , At first I slowd down to see if I hit a ship or something but finally jumped out to see what it was! I guess I don't have the patience to leave @ 1X comp, I didn't realize I was supposed to fowllow a ship out. I took it off But I'll pop it back since I know now that I'ts supposed to be there, What I get for not FULLY reading the readme

Rubini
07-17-05, 11:53 AM
Krieg-Schwein,

The escort ship in Lorient go in other direction than that where you crash in the subnet. :hmm:

In the ...data\Campaigns\Campaign folder you have a Harbour_Traffic_143.mis file, just rename it to Campaign_SCR.mis and then you will have a campaign without minefields and subnets. By the way, this information is on the readme file too. :know:

Rubini.

Beery
07-17-05, 12:16 PM
shouldnt I be able to cross is surfaced without damage?

I think subs should be able to sail on the surface right over subnets without any problems. I may be wrong, but as I understand it they were only supposed to cause problems for submerged subs.

Krieg-Schwein
07-17-05, 12:31 PM
Krieg-Schwein,

The escort ship in Lorient go in other direction than that where you crash in the subnet. :hmm:

In the ...data\Campaigns\Campaign folder you have a Harbour_Traffic_143.mis file, just rename it to Campaign_SCR.mis and then you will have a campaign without minefields and subnets. By the way, this information is on the read me file too. :know:

Rubin.


LOL My own Quote
What I get for not FULLY reading the readme


Also there is no way to cross the net I tried coming up slow and all it will do is follow the net like scooting against a wall and finally the hull integrity get to 0% and we all Die But I like the Idea of the nets and will keep it and follow the ships out.

Rubini
07-17-05, 04:55 PM
Beery,

Krieg-Schwein,

I set the subnets in the mod to 0 (zero) meters. But I make some tests with -3m, -6m, -7m. DDs and uboats have no crash within -6m, coastal merchants don't crash within -7m. I think that 0m is more realistic, but it's open to debate (discussion? sorry, my poor english).

Rubini.

Syxx_Killer
07-17-05, 05:12 PM
Finally installed the new harbor taffic. I really like it! It was really cool seeing a friendly submarine sailing back into port. Looked a little odd, though, without any watch crew. Guess that kaleun likes to stay hidden. :lol:

I'm not sure if the harbor taffic mod had anything to do with this or not, but when I went on another patrol with my IXD2, I got the infamous sonar destroyed message. I never got that before. I have the S Gerat sonar (the one that came with the boat).

Rubini
07-17-05, 05:44 PM
Syxx_Killer,

This type of bug (destroyed messages) is related with AI uboats using the same equipments and the same dat files of the player's sub. The AI uboats (IIA and VIIC) don't have that type of equipment that you describe and have a exclusive tower but I will look in.

Perhaps Sergei have a word on this too. :hmm:

Greetings,

Rubini.

Rubini
07-17-05, 06:12 PM
Syxx_Killer,

Take a look on this topic where you will find a several posts about XXI and IXD issues:
http://www.subsim.com/phpBB/viewtopic.php?t=40262

For example CCIP wrote:

Beery wrote:
So what's wrong with the IXD2?


I think it's the always-broken radar, sonar and a flak gun, too. Plus range, but that's easily fixed.

So, I think that these are a stock SH3 old known bug.

What do you think about it?

Rubini.

CCIP
07-17-05, 06:19 PM
Yes, that's a confirmed bug with the D2. I still haven't really figured out what causes it, but that particular issue might be fixable. There's still some oddities left in it though, like flashing lights that some people get with it...

Rubini
07-17-05, 06:58 PM
Thanks CCIP to confirm that this is a old bug. :know:
By the way, I have contact Sergei, so let's awaiting his reply too.


Greetings,

Rubini.

Beery
07-17-05, 07:20 PM
Beery,

Krieg-Schwein,

I set the subnets in the mod to 0 (zero) meters. But I make some tests with -3m, -6m, -7m. DDs and uboats have no crash within -6m, coastal merchants don't crash within -7m. I think that 0m is more realistic, but it's open to debate (discussion? sorry, my poor english).

Rubini.

As I understand it, and someone correct me if I'm wrong, sub nets were intended only to stop submerged enemy subs entering a harbour area. They were therefore positioned so that ships and surfaced U-boats could pass right over the top of them without any hindrance. Basically, U-boats and other vessels should be able to sail right over the top of them without touching them.

Rubini
07-17-05, 07:48 PM
Beery,

I looked at the original SH3 1.4b SCR layer and the subnets are between -1m and -5m, what is still a "wall" for all ships and uboats (perhaps Schnellboots are safe...). And like I said, to the subnets only stop submerge uboats them the height will be at least -8m! It's easy to do this in friendly harbours (traffic mod) but the stock SCR layer will continue with wrong subnets...It's possible too to do a complete workaround in the stock SCR layer...perhaps also looking for these spawn bug ships in enemys harbours.

What do you think about ?

Rubini.

gdogghenrikson
07-17-05, 07:59 PM
would the u boats actually attack if they were near an enimy ship

Rubini
07-17-05, 08:03 PM
gdogghenrikson,

Yes, AI UBoats will attack enemy ships/planes but only with deck/flak guns, ok?


Rubini.

Rubini
07-18-05, 12:53 AM
Hi,

About subnets again...

After read some informations on the sites below we notice that subnets are really a "wall" for ships too. They start in the surface and go deeper to the botton of harbour canal. Read these small texts and take a look on the sites.

http://community-2.webtv.net/caoic/nets2/
http://www.navsource.org/archives/09/1800021.htm

"NETS-FLOTATION BUOYS-END MOORING BUOYS-MOORINGS (ANCHORS)

Part of net can be seen above water attached to numerous flotation buoys along net line and large buoy (Mark II) on far end
Typical Mooring Anchors which held the net in place and which were connected to the end Mark II buoy are shown on horns of Net Tender AN-32 in Figure 4. Sailor is standing on a steel anchor. 2 concrete cement anchors are on each side of him. They usually weighed about 6000 lbs each. However, in some installations heavier concrete anchors were used.
Net Tenders worked with 3 different types of Nets:
Submarine Nets (Type S)
Torpedo Nets (Type T)
Ships Protective Net (Type ISP)

Submarine Nets:
The function of these nets were to block Submarine attacks. A Submarine Net had to either block submarines attempting to enter a port or, if they burst through the net, cause their immediate destruction by revealing them to net Patrol Craft.
See Figure 7 which shows a Submarine Net.
This was the heaviest, most massive net used. It was installed at major bases and ports where concentration of merchant shipping and probability of attack justified the necessarily heavy expenditure of material required in constructing this type of net. This type of net properly installed and maintained provided the highest degree of security from submarine attack essential for a major fleet base where otherwise ships would be particularly vulnerable.
It was in effect, a wire fence securely attached to the ground and equipped with a closely guarded gate. The fence, that was the net proper, was suspended from buoys floating on the surface which in turn were secured at intervals by chains running from Mark II buoys to heavy anchors on the bottom. The gate was a net which could be opened to let friendly ships pass through. It was operated by a barge type vessel called a Net Gate Vessel (Designated YNG). See Figure 8..
The Submarine Net was constructed with diagonal mesh in lengths called PANELS, measuring 300 feet. Nets were tailored to fit the depth of the water where they were to be installed and had to reach the bottom without excessive width which would foul the bottom and possibly impair the functioning of the net under attack. "


Rubini.

Shadow9216
07-18-05, 06:59 AM
Thanks Rubini, you rule! Did you have a good trip with the family?

Encountered a net in Scapa this weekend, tried to sink a stationary DD only to have the net intercept the torp. I started thinking about the "Admiralty Net Defense", which was an anti-torpedo net streamed along the sides of a ship. The RN tested this on a number of ships, with about 50% of incoming torpedoes successfully intercepted.

From a purely speculative point of view, as this was never widely used, I wonder if it would be possible to add a subnet to a moving merchant to deflect torpedoes? Can anyone confirm that this would NOT be possible?

Maybe a weekend project for those who like to "push the envelope"

Rubini
07-18-05, 08:24 AM
Hi Shadow9216,

Thanks, the weekend trip was wery good. Here in Brazil we have beautiful beaches... :sunny:


I don't know if it is possible to make a moving ships with subnets (ships that deploy subnets/torpedonets, is this what you intend?) but if you look on that sites above you will see a Battle ships with nets all around it. This is obviusly possible to do in Scapa or other ports in SCR layer... :hmm:

Rubini.

Shadow9216
07-18-05, 08:45 AM
I'd love to see the beaches down there, but the wife says no for some reason :lol:

What I was thinking was adding a subnet to a moving ship. Probably have to be in the SCR layer, but I don't know if you can give a subnet waypoints and speed. :hmm:

Not really something important though, just idle curiosity while I wait for the servers to come up in the office next door. Can't work right now. Darn it! ;)

I'd be more interested in determining if a T-V can be modified to be air-dropped, to simulate the Allied "Fido". Basically change the .cfg for a Catalina to carry a torp instead of DCs.

Rubini
07-18-05, 09:15 AM
Shadow9216,

Ask to Jace11 about this stuff. I think he tried something like this in his airpower mod.

It would be very nice to see planes dropping torpedos...

Rubini.

Rubini
07-18-05, 03:26 PM
Some pics and more informations about subnets/torpedonets:

http://img347.imageshack.us/img347/6423/0918032059gd.jpg (http://www.imageshack.us)

http://img74.imageshack.us/img74/8829/09180003724qj.jpg (http://www.imageshack.us)

http://img304.imageshack.us/img304/1185/0918000290zf.jpg (http://www.imageshack.us)

http://img338.imageshack.us/img338/8175/09180000885id.jpg (http://www.imageshack.us)

Rubini.

Seaboy
07-18-05, 03:33 PM
maybe that's how Indiana Jones in the Lost Ark was able to ride on top of the u-boat back to the nazi island without being spotted by the u-boat crew - - - it was using harbor 1.43 AI !!! :rotfl:

Oh, and I think the mod here in question is a great idea and winner :up:

Rubini
07-18-05, 04:45 PM
Yes, that uboat is a AI uboat! :rotfl:


Rubini.

Rubini
07-18-05, 09:41 PM
Hi,

I just put a download link for SCR layer of the traffic mod 1.43 fully compatible with RUb 1.42 in the first post. :arrgh!:

Enjoy!

Rubini

Catfish
07-19-05, 07:47 AM
Hello,
i just downloaded the update version, which has the same name as the main version. So it overwrote my original 11,5 Mb one. Is the original still available at rapidshare ?
thanks and greetings,
Catfish

Rubini
07-19-05, 09:35 AM
Ops, so sorry. :oops:

Yesterday late at night, tired and before go to sleep I post that RUb update for traffic mod and changes the links...my mistake.

But now all is ok!

Thanks,

Rubini.

Spaxspore
07-19-05, 10:29 AM
Dont know if this has been addressed, if it has am sorry for asking


Does this mod run with real convoys also without conflicting/or having one or the other?

terrapin
07-19-05, 10:32 AM
Ops, so sorry. :oops:

Yesterday late at night, tired and before go to sleep I post that RUb update for traffic mod and changes the links...my mistake.

But now all is ok!

Thanks,

Rubini.

The update is now available also in U-Boot.Realsuimulation.com's SH3 file library...

Catfish
07-19-05, 12:33 PM
Hello,
just downloading the main 143 file from Terrapin :D
Hey, YOU should not be sorry, it's my problem to not have copied the file to the proper location ! Thank you for a phantastic addition to the sim.
And thank you Terrapin for hosting all those mods !

B.t.w. i am going to Kiel from 13th to 19th August, we will sail to Denmark and certainly have a look at U-995 at Kiel/Laboe. If someone wants some special information or a photo (got a digital camera now) from a VIIC type, you can order it here :D

Thanks very much and greetings,
Catfish

terrapin
07-19-05, 12:38 PM
Hello,
just downloading the main 143 file from Terrapin :D
Hey, YOU should not be sorry, it's my problem to not have copied the file to the proper location ! Thank you for a phantastic addition to the sim.
And thank you Terrapin for hosting all those mods !

B.t.w. i am going to Kiel from 13th to 19th August, we will sail to Denmark and certainly have a look at U-995 at Kiel/Laboe. If someone wants some special information or a photo (got a digital camera now) from a VIIC type, you can order it here :D

Thanks very much and greetings,
Catfish


I want you to submit 128 high resolution pics to our Photo Contest! :D

Rubini
07-19-05, 02:05 PM
Looks great! Please post everything and contact Thomas "tommyk", I think that he lives there.

Very good trip to you! :sunny:

Rubini.

Rubini
07-19-05, 04:08 PM
Spaxspore,

I don't try it yet (real convoys) but I think that there is no reason to have a conflict between these mods. One is on RND layer and the other is in SCR layer.

Rubini.

JBClark
07-19-05, 04:21 PM
Great work, thanks.

I have had this for a few days now and like it a lot. Kiel has been brimming with traffic these last 3 patrols (late '39, early '40.) It does make getting out of port at high TC problematic but the eye candy is worth it to me.

One thing I have noticed, which is trivial to me, is that on each of the three patrols (in '39-'40 remember) I have encountered a Type VIIC/41 entering Kiel as I was heading out. I'm not complaining about a thing, I'm happy to have this enhancement for free. But having read this forum for a few months I tend to think that this might constitute a slight offense to the gods of realism.

Again, this is nice work.

Rubini
07-19-05, 04:42 PM
JBClark,

Thanks for your feedback. :up:
If I'm not wrong (I'm at my work now) I put the VIIC present in the mod after jan/1940. We only have two types of AI uboats and then in some places like Kiel or Wilhelmshaven where the campaign game is only until 9/1940, I make a small concession in realism and place VIIc there. But I read in a uboat site that the VIIc is operacional only after 11/1940 but it's in test after jan/1940, so just imagine that you see a VIIc in small trip for test purposes until 11/1940!

Look here:
http://uboat.net/types/viic.htm

What do you think?

Rubini.

JBClark
07-19-05, 06:09 PM
Rubini,

I like the way you think, Mon. :up:

The three encounters may very well have been after Jan40. I don't remember so I'll gladly take your word for it. I like the notion of sea trials. Three months of test drives in and out of Kiel harbor, what terrible duty. Please masser, don't throw me in the briar patch. When I get back from this patrol I'm going to fake a tantrum and see if I can't get assigned to a harbor tug.

Seriously, I suspend disbelief every time I step aboard good ol U-49. I have no problem treating that mysterious sub as a state secret. My lips are sealed.

You know I didn't really care about this but I have to say your response was quite creative. I'm impressed and now will indulge in a few emoticons.

:huh: :hmm: :doh: :rotfl: :rotfl: :rotfl: :up:

Rubini
07-19-05, 06:56 PM
JBClark,

Thanks for the emoticons! :D

I think that we have to do a few concessions in realism when we play a game. It's our kid portion, the game is first for fun.

But, when I place the AI subs I obviously thought about the entrys dates and think that when the next version of the mod arrive we will have more AI uboats then will be easy only to replace VIIc with a VIIb for example. The traffic is alredy made. But for now , between 1/1940 and 11/1940, a little of imagination are wellcome!

Enjoy!

Rubini.

Carolus Rex
07-20-05, 08:46 AM
Is this mod compatible with improved convoys for RUB?

Rubini
07-20-05, 10:26 AM
Carolus Rex,

Yes, it's compatible with Jason's Improved Convoys.

Rubini.

Syxx_Killer
07-20-05, 09:21 PM
Hi, Rubini. I think I found a ship spawning bug. I was leaving Bergen on a patrol. As soon as I started the mission I heard a noise like a ship colliding. I used the external camera and saw a small merchant next to a crane. I wasn't hitting the pier so I wondered why it was making that noise. I used TC to exit the harbor and noticed the the map a merchant and warship icon on top of each other. As the merchant drifted out an armed trawler appeared. Were those sounds contraction to the new birth of the baby trawler? :rotfl:

Anywho, I did take a screenshot with the date and time displayed. Maybe it will help.

http://img233.imageshack.us/img233/2290/merchantarmedtrawlerspawn0qb.th.jpg (http://img233.imageshack.us/my.php?image=merchantarmedtrawlerspawn0qb.jpg)

Rubini
07-20-05, 11:42 PM
Syxx_Killer,

Thanks for the feedback. You are right, in Bergen are really a small spawn bug. :roll:

BTW, this is already correct in the "RUb Traffic update", download link in the first post.

But for stock campaign here is a link without that spawn bug (~390kB):
http://rapidshare.de/files/3223863/Harbour_Traffic_143_fix.zip.html
(just rename and replace your actual Campaign_SCR.mis file)

Thanks again,

Rubini.

999-Jay-999
07-21-05, 05:25 AM
Great work Rubini..

:)

Syxx_Killer
07-21-05, 08:05 AM
Thanks, Rubini! :up: :up:

FLB sale U-999
07-21-05, 11:27 AM
Hi all!


For first:

Thank you very much for this great mod! I love the Uboats, which are laying in the bunkers or patroilling in the sea.... Great work! :)



I have only one small problem:

At the moment i installed the Harbourmod, i have lost the right Bowwave at my boat! Can`t imagine how this can be lost ;)

It looks so:
http://img331.imageshack.us/img331/3024/sh3img21720051820283754pi.jpg (http://www.imageshack.us)


I think it could have something to do with the VIIC in the Harbour laying there!?


Has anyone the same problem?

Thanks for every answer!

Greetings Sale

sergbuto
07-21-05, 12:51 PM
I have only one small problem:

At the moment i installed the Harbourmod, i have lost the right Bowwave at my boat! Can`t imagine how this can be lost ;)

Were you driving a VIIB boat? I fixed this problem already but did not have time to send the corrected file to Rubini.

FLB sale U-999
07-21-05, 01:01 PM
Hi Sergbuto!



Yes, its a VIIB!


Great to hear that u know the problem.....

First i thought that some Surfer from California stole my Bowwave to surf on it.... :-j



So u have fixed that problem and now i have only to wait for the new HarbourMod?


Can`t wait for it. The Mod is great!

Thanks for answering this, Sale

Hitch
07-21-05, 04:16 PM
Rubini,

I've also been having a spawning problem at La Spezia...
I was waiting at the "Initailizing" screen when all of a sudden all hell broke loose! The crash and scraping sounds were so loud I almost launched countermeasures in my trousers! :o
I went to the outside view and saw that I (or the other VIIC) had spawned into the same quay right on top of one another. Sank right there beside her... :dead:

This is with RUb 1.42 & HT 1.43+fix.

Hitch

FLB sale U-999
07-22-05, 07:43 AM
Hi!



Can anyone tell me were i can get the fixed one?
I mean the new one without Bowspraybug on VIIB!


Thanks a lot for this great mod! i love the Uboats in the Harbour and around! :)

Keep on working on that mod, please!

Best wishes Sale

sergbuto
07-22-05, 08:16 AM
I have sent the corrected file to RUbini but he is probably away because there is no answer. Meanwhile, I can e-mail the fixed DAT file to you when I have your direct e-mail address.

The Avon Lady
07-24-05, 02:03 AM
I have sent the corrected file to RUbini but he is probably away because there is no answer. Meanwhile, I can e-mail the fixed DAT file to you when I have your direct e-mail address.
Can you please email the DAT file to me or upload it to a site like RapidShare (http://rapidshare.de/)?

Just so I understand, the fixed DAT file is for all users, whether running with RUb or not?

sergbuto
07-24-05, 02:28 AM
Enclosed is a corrected DAT file for VIIC/41 which will eliminate the bow
wake issue for VIIB. Copy it to the data\Submarine\NSS_Uboat7c41 folder.


http://rapidshare.de/files/3306136/Revised_VIIC41.rar.html

The Avon Lady
07-24-05, 03:39 AM
Enclosed is a corrected DAT file for VIIC/41 which will eliminate the bow
wake issue for VIIB.
Thank you.

I took Rubini's original HT Mod 1.43 archive file and inserted the corrected DAT file.

I also created a separate HT Mod 1.43 archive file, which includes all of the above as well as the campaign file updates for the RUb 1.42 Mod.

I slightly updated the ReadMe file in each archive file to reflect whether it's the SH3 standard version or the RUb support version of the Harbour Traffic Mod.

No other changes were made.

Downloads:

Rubini's Harbour Traffic Mod, V1.43, with fixed VIIC DAT file, for non-RUb installations (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_HarbourTraffic_143_FixedVIIC_NoRUb.zip)

Rubini's Harbour Traffic Mod, V1.43, with fixed VIIC DAT file, for RUb 1.42 installations (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_HarbourTraffic_143_FixedVIIC_RUb.zip)

Please feel free to mirror copies elsewhere, as you like.

Syxx_Killer
07-24-05, 09:18 AM
Avon Lady, I'm not seeing where to download the files from FileFront. It's all about games and stuff. :-?

The Avon Lady
07-24-05, 10:03 AM
Avon Lady, I'm not seeing where to download the files from FileFront. It's all about games and stuff. :-?
Something's amiss at FileFront.

I'll try uploading them to RapidShare.

The Avon Lady
07-24-05, 10:44 AM
RapidShare links:

Rubini's Harbour Mod v1.43, including fixed VII DAT file, for non RUb installations (http://rapidshare.de/files/3315187/SH3_Mod_HarbourTraffic_143_FixedVIIC_NoRUb.zip.htm l)

Rubini's Harbour Mod v1.43, including fixed VII DAT file, for RUb v1.42 installations (http://rapidshare.de/files/3315626/SH3_Mod_HarbourTraffic_143_FixedVIIC_RUb.zip.html)

jaxa
07-24-05, 01:35 PM
I've one question (maybe stupid for most of you, but I want be sure).
I've just simply unzipped the mod into the SilentHunterIII\MODS folder, run JSGME.exe and select Harbour Traffic mod, then pressed the enable button and the mod will automatically installed. But what version I have now - with or without minefields&subnets?
What should I do to have version with minefields&subnets or without?

Rubini
07-24-05, 04:14 PM
Hi guys,

I was in a mountain trip with my children. I just arrived and read these last posts. Thanks Sergei, thanks Avon Lady. I will look in these news (bugs) and post a final fix soon. :up:

Rubini.

Syxx_Killer
07-24-05, 04:28 PM
Hope you had a nice trip! :D :cool: :rock:

I was starting a campaign mission with my IXD2 out of Lorient. It was August 16, 1943. I was watching an armed trawler. He was sailing right towards that island just outside the mouth of the harbor. He beached himself and blew up. I've never seen a suicide by land before. :rotfl: I've seen the AI get confused by it, but never kill themselves. :rotfl: I was wondering if that is a bug with the waypoints for that particular trawler.

Rubini
07-24-05, 04:34 PM
Hi Syxx_Killer,

The trip was very, very good! :sunny:

I just go to look for Lorient and La Spezia. I will post news in a few minutes.

Thanks again,

Rubini.

Syxx_Killer
07-24-05, 04:41 PM
I took a few screenshots of the carnage. :arrgh!: One shows the map where he beached himself. I could post it if that would help.

Rubini
07-24-05, 04:43 PM
Please, post here or email me.

Rubini.

Syxx_Killer
07-24-05, 05:18 PM
No problem. :up:

http://img233.imageshack.us/img233/8324/suicide5gk.th.jpg (http://img233.imageshack.us/my.php?image=suicide5gk.jpg)

http://img233.imageshack.us/img233/9440/suicide28ku.th.jpg (http://img233.imageshack.us/my.php?image=suicide28ku.jpg)

http://img233.imageshack.us/img233/564/suicide33nd.th.jpg (http://img233.imageshack.us/my.php?image=suicide33nd.jpg)

http://img233.imageshack.us/img233/7624/suicide42pl.th.jpg (http://img233.imageshack.us/my.php?image=suicide42pl.jpg)

Rubini
07-24-05, 06:05 PM
Thanks Syxx_Killer,

I take a look in Lorient (your post) and La Spezia (Hitch post):

Lorient aug 16,1943:
1. You have only one Armed Trawler there, it's your escort.
2. The escort waypoints is farway of that island.
3. I look in RND layer and you don't have Armed trawler there too.
4. So, I don't know... Have you saw this behaviour any times you start in Lorient?

La Spezia:
1. The moorings with that "music band" where you start a patrol is not where I placed the AI VIIC.
2. Do somebody knows if the start point with that music band is a random place? If it's a random place then I have to reorganize the traffic in some harbours.

What do you think?

Greetings,

Rubini.

Syxx_Killer
07-24-05, 06:09 PM
4. So, I don't know... Have you saw this behaviour any times you start in Lorient?

No, this is the first time I seen this behavior.

Rubini
07-24-05, 06:19 PM
Syxx_Killer,

Do you have some information about the other questions?

Please, if possible make another start in Lorient and post what you saw.

Thanks for your feedback. :up:

I return to the forum a few hours ago like I said. How you put that X1 boycott image on yours post?

Rubini.

Syxx_Killer
07-24-05, 06:27 PM
I return to the forum a few hours ago like I said. How you put that X1 boycott image on yours post?

Have you seen the rather interesting threads about the upcoming add-on? :o :o

It is easy to do. You can even use the location for the image I uploaded to Imageshack. Right click the image and go to Properties (you probably know the routine :smug: ). Highlight the location and copy it (Ctrl + C). Then, go to your Profile and locate your signature box. Use the image markup in it -

Image Location URL

Or, just copy and paste this into your signature:

http://img233.imageshack.us/img233/9454/boycottx13sr.gif

Get rid of the spaces between the URL and the .

:P :D :cool:

Lorient aug 16,1943:
1. You have only one Armed Trawler there, it's your escort.
2. The escort waypoints is farway of that island.
3. I look in RND layer and you don't have Armed trawler there too.
4. So, I don't know... Have you saw this behaviour any times you start in Lorient?

La Spezia:
1. The moorings with that "music band" where you start a patrol is not where I placed the AI VIIC.
2. Do somebody knows if the start point with that music band is a random place? If it's a random place then I have to reorganize the traffic in some harbours.

To tell you the truth I'm not sure what you're looking for here. Do you want it confirmed that there is an armed trawler there? I haven't tried La Spezia, so I'm pretty clueless there. I'll try it out later. Right now I have a dizzy spell coming on... :doh: :doh: http://forum.bend.me.uk/pic/smilies/sick.gif

Rubini
07-24-05, 07:05 PM
Thanks again Sixx_Killer,

I put that image in my signature, thanks.

To tell you the truth I'm not sure what you're looking for here. Do you want it confirmed that there is an armed trawler there? I haven't tried La Spezia, so I'm pretty clueless there.

I'm speaking about the exact start point in La Spezia, I put a AI VIIc docked in the mooring to the side where the player's uboat start. And someone has post here that you start with spawn bug there (with player's uboat). Then this is the question: Is the mooring place where you start a patrol with that music band a random place?


Rubini.

Syxx_Killer
07-24-05, 07:10 PM
Is the mooring place where you start a patrol with that music band a random place?

No, it should be the same place everytime you start. I have never randomly spawned in a port.

Your signature still has the spaces between the img markup and the location URL. You need to get rid of those spaces so the image shows. :cool:

Edit:

Woops. Nevermind. I see you fixed it while I was typing. :oops: :up:

Rubini
07-24-05, 07:16 PM
Now I have deleted that spaces...thanks.

No, it should be the same place everytime you start. I have never randomly spawned in a port.

I never see this (random) behaviour too. Then I place the subs in the bunkers/moorings without warning (only take care with that music band place)... :hmm:

Rubini.

Rubini
07-24-05, 07:20 PM
I have made a quick "look in" in that topics about X1 add on.

Do you know how I get knowing if my mod is there too? :roll:

Rubini.

Gammel
07-25-05, 02:02 AM
hi Rubini,

what i can tell you is that the file size of the SCR file
from "seewolves" is different to your's SCR.

"seewolves" SCR: 2.848.497 Bytes

Your updated SCR : 3.080.716 Bytes

The Avon Lady
07-25-05, 02:32 AM
I've one question (maybe stupid for most of you, but I want be sure).
I've just simply unzipped the mod into the SilentHunterIII\MODS folder, run JSGME.exe and select Harbour Traffic mod, then pressed the enable button and the mod will automatically installed. But what version I have now - with or without minefields&subnets?
What should I do to have version with minefields&subnets or without?
By default, it installs with mines and subnets. To change the default, go to directory \SilentHunterIII\data\Campaigns\campaign. Delete file Campaign_SCR.mis and rename file Harbour_Traffic_143_withoutM&S.mis to Campaign_SCR.mis.

jaxa
07-25-05, 03:34 AM
Thanks, The Avon Lady!

Rubini
07-25-05, 07:37 AM
Hi,

I take a look in the "seewolves" SCR file. It's really a World Mod 2.02, my mod is not there.

Thanks The Avon Lady, thanks jaxa. I will post a new version soon with these last corrections plus a correction on flotillas.cfg because in La Spezia and Toulon the player uboat have a spawn bug.

Greetings,

Rubini.

Shadow9216
07-25-05, 07:48 AM
Welcome back Rubini, how was the trip?

If anyone has seen the port traffic from SW, would they care to describe it? I still have a copy of WM2.02, and I remember it only having military traffic, at least in Brest. Even then I believe it was only DDs, maybe an S-boot.

Since I cut and pasted parts of WM3 into WM2.02 to make WM2.5 :P it's possible your mod was (at least partially) included in the SCR.

I'm also wondering if they "borrowed" any of Jason's mod.

Rubini
07-25-05, 08:30 AM
Hello Shadow,

The trip was very, very good! :sunny:

No, my mod isn't there. I take a look, compared with my mod and WM 2.02. Definitively is a WM 2.02 if a few (very few) more ships in it.

How are you doing in the (hard) work with clone units?

Greetings,


Rubini.

Shadow9216
07-25-05, 08:36 AM
I'm about halfway through replacing the id's for the b-24. I'm hoping orzel can tell me the id's for the sim/zon/dsd files, otherwise I'll have to take the plunge.

once that's done I'll go from there. I hope to be successful.

I'm thinking of packing my roundels with a copy of my defside.cfg and offering that up- think anyone would be interested?

Rubini
07-25-05, 08:55 AM
Shadow,

What you made with the defside.cfg? Have you changed the dates?


Rubini.

Shadow9216
07-25-05, 09:07 AM
Yeah, I used the directions in Serg's nationality mod and added Argentina, Bulgaria, Colombia, Finland, Mexico, Spain, Portugal, Yugoslavia and one more I forget.

I also made new recognition manual covers. Only for the countries I added, but I may change them for all countries so they match (right now they're close but not identical).

Serg says he's adding some new countries to his modified dat, I need to look that up again and add them to defside- I know Ireland was one of them.

I don't know if these other countries will be picked up by the game engine or not- Jason would know- so some additional "coastal" or local traffic might be needed for the Caribbean, Baltic, etc.

I've added Finnish, Spanish and Brazilian roundels.

Rubini
07-25-05, 10:12 AM
Shadow,

It's great! Please upload these files and post a link. I think that many peoples will like it. For total functionality I think it's necessary to add some these ships (countrys) to the RND and SCR layers, no? :hmm:

Rubini.

Shadow9216
07-25-05, 10:28 AM
I would think they'd need to be added, unless the game just randomly selects merchants. I'll ask Jason.

jaxa
07-25-05, 11:23 AM
Rubini - should I install your mod HT 1.43 now or better wait for corrected edition?

Rubini
07-25-05, 01:09 PM
jaxa,

I will release the new version in three days, but the current version is OK (you only need to restart your last patrol on port when you upgrade).
So, if you already downloaded the 1.43 version go ahead and have fun! :up:

Greetings,

Rubini.

Syxx_Killer
07-25-05, 01:24 PM
I will release the new version in three days

That's great news! I look forward to it. :yep:

Shadow9216
07-25-05, 01:44 PM
@ Rubini- Jason says we'd need to add them in manually. Set up some local convoy routes, single ship traffic for that sort of thing. I may put that on my list of things to do.

Rubini
07-25-05, 02:27 PM
Shadow,

I think that you have to make a add on for RND file (merge with the stock RND and with the Improved Convoys RND) and then release as a package with Serg's mod and your mods.

Rubini.