View Full Version : Campaign_LND.mis question for Heavy duty modder (RuB...)
Stavinsky
08-07-05, 08:22 PM
I'm actualy playing around on that file for to make the sub pen
avaible and i am curious to know if some of the
bigger mod around have that file ('Campaign_LND.mis')
modified or not ?
As i've said i've based my tweaking on the file
given in the RuB 1.42 but i'm not sure it was
modified at first ?
Seems it get some people interested to start their
mission under those concrete protection, and i'm curious
to know if i can make a file that could be used everywhere
and without troubles with the great mods done around.
Or if i should better do a "HowTo" text file regrouping
all the possible German Naval Base Longitude, Lattitude, Heading
values for Sub Pen and explain how to replace those values
in the file used by any mod the players would be using.
Thanks in advance for any information.
Stavinsky
Hi Stavinsky,
The LND layer on RUB 1.43 is heavy modified. I think that you have to edit it and replace the sub start position with the sub pens coordinates.
I'm waiting your work. Please post a link, ok?
Rubini.
Stavinsky
08-08-05, 01:01 AM
Thanks for the fast answer.
German sub pen localisation file (http://membres.lycos.fr/stavinskyelyas/SH3/modding/SubPenLocalisation.txt)
I hope it's usable and easily integrated.
If you need different place,like in case the sub pens
i point are used by the modification, just tell me
and i will do the necessary test to get a new position.
I think i will perhaps even start today and record the
position for every sub pen avaible in those naval bases.
Stavinsky
Stavinsky,
I will look in. Great work. Feedback later!
Thanks,
Rubini.
Rubini, Stavinsky
you guys done an awesome work!! :up: :rock:
I love playng my sub starting from the pen watching traffic around me and the others sub under the cover.......
Please give us a new harbour traffic with UBoats starting from the pen for RUB1.43.......
By the way i'm waiting for it with the intention to implement Ops mod files only toghether with traffic mod and "Pen mod" will you think it should be possible?
My sub for a file......... :gulp:
Thanks again!
You don't need to know the latitude and longitude, you just have to open the LND file and move the naval base markers to the corresponding and chosen start location in the various ports. The central dot of the base defines where the player starts.
Scirè,
With the help of Stavinsky in the next version of traffic mod ( wich also comes with a RUb 1.43 compatible version) the player uboat will starting in sub pens where they exist, ok? :up:
Rubini.
Scirè,
With the help of Stavinsky in the next version of traffic mod ( wich also comes with a RUb 1.43 compatible version) the player uboat will starting in sub pens where they exist, ok? :up:
Rubini.
No enough words to thanks you guys...!!! :up:
What a wonderful (SH3) world with your mods!!
Stavinsky
08-08-05, 08:30 PM
You don't need to know the latitude and longitude, you just have to open the LND file and move the naval base markers to the corresponding and chosen start location in the various ports. The central dot of the base defines where the player starts.
It's easier when you have a "fixed" value that you know
is working well with every sub (because of size) and
have the right heading when you move your "south" oriented
base into a "west" oriented sub pen.
Actualy to collect those data i've to do it almost the way
you describe it. instead of moving the base i created a mission
and put submarines in them (ixd2) in every sub pen,
and tweak their position until i'm satisfied with their
placement.
The troubles is that if you are lucky you can do it in 2 try
(even got some sub perfectly placed in 1) but the maps
don't show clearly the sub pens open space inside
so it's more like 3-4 try until you get the sub in a satisfactory
positions inside the sub pen.
That's why i started referencing at least one place in each
harbour. But when Rubini got his new traffic harbour i
noticed that having more than one would be usefull in case
some mods start to use them ;)
Enough for now, going back to the tweakings lol
Stavinsky
Scirè,
With the help of Stavinsky in the next version of traffic mod ( wich also comes with a RUb 1.43 compatible version) the player uboat will starting in sub pens where they exist, ok? :up:
Rubini.
I'm sure you are aware of this already, but if you are going to use the LND from the ops-Mod to do this (and that is where the naval bases are defined,) You will have to use RUB 1.43 otherwise the game will crash due to the changes made to the airbases.
Of course, just ignore that if you are using the stock LND layer.
Thanks Egan,
I notice that yesterday when I started to do the work...
Rubini.
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