View Full Version : "No mines, no nets!" for RUb 1.43
Gizzmoe
08-09-05, 05:01 AM
This mod removes all minefields and subnets from RUb 1.43:
http://home.arcor.de/gizzmoe/files/No_Mines_no_Nets_for_Rub1.43.7z (76 kByte)
And this one only removes mines and nets around friendly harbours:
http://home.arcor.de/gizzmoe/files/No_Mines_no_Nets_Friendly_Harbours_for_Rub1.43.7z (81 KByte)
Unpack it to your main sh3 folder, overwrite the old file. You need 7-Zip (www.7-zip.org) or the latest version of WinRAR (www.rarlabs.com) to unpack it.
Don´t add this mod during a patrol, wait until you are back at port, then apply it.
stratege
08-09-05, 05:12 AM
Very interresting.
How to just delete the mine ??
This may fix the pbs i uncter with cameras ==> see my post here (http://www.subsim.com/phpBB/viewtopic.php?t=41316)[/url]
The Avon Lady
08-09-05, 05:20 AM
Does this delete the original dyanamic campaign's mines and nets, too, or only those introduced by RUb?
Gizzmoe
08-09-05, 05:25 AM
I never had sound problems related to mines. If you like to remove the mines and keep the nets use the Mission Editor or a text editor.
Gizzmoe
08-09-05, 05:29 AM
Avon, I have removed all mines and nets from campaign_scr.mis that came with RUb 1.43, nothing is left... :)
The Avon Lady
08-09-05, 05:53 AM
Avon, I have removed all mines and nets from campaign_scr.mis that came with RUb 1.43, nothing is left... :)
Now my question is is this good or bad?
Are all the nexts now gone from enemy ports? That's not good, is it?
I don't mind if they've disappeared from friendly harbors but removing those that originally came with the game is not a good thing, IMO, especially when the whole purpose of the RUb mod is to add - not detract - from the game's potential realism.
Or are the game's original mines/nets definitions in another file altogether?
Gizzmoe
08-09-05, 06:17 AM
Now my question is is this good or bad? Are all the nexts now gone from enemy ports? That's not good, is it?
My experience is that mines and nets are a major pain in the ass for the AI, if they encounter them strange things happen. SH3´s pathfinding algorithm can´t cope with it. The current implemention of mines and nets has nothing to do with realism.
Or are the game's original mines/nets definitions in another file altogether?
No, they are all in campaign_scr.mis.
Besides, Avon, you don´t have to use this mod if you don´t like it! ;)
The Avon Lady
08-09-05, 06:25 AM
Besides, Avon, you don´t have to use this mod if you don´t like it! ;)
Well what I would NOT like is mines and nets in friendly harbors. I don't know if RUb 1.43 added those.
What I don't want is their removal from enemy waters.
I just needed to understand exactly what your mod does. Thanks. ;)
Gizzmoe
08-09-05, 06:50 AM
Well what I would NOT like is mines and nets in friendly harbors.
No problem, dear! :D Here´s a version without mines and nets around friendly harbours, all other mines and nets are still there:
http://home.arcor.de/gizzmoe/files/No_Mines_no_Nets_Friendly_Harbours_for_Rub1.43.7z
The Avon Lady
08-09-05, 06:56 AM
It pays to pester! :yep:
Thanks! :up:
The Avon Lady
08-09-05, 07:30 AM
Now I'm a little confused again!
The RUb's ReadMe states:
data\Campaigns\Campaign\Campaign_SCR.mis: this file includes minefields and an escort out of / into the port at the start and end of each patrol. If this is too burdensome for the player, we've included an alternate file with no minefields so that following the escort is optional. To remove minefields, just delete the "Campaign_SCR.mis" file from the mod and rename "No_Minefield_Campaign_SCR.mis" so that it becomes "Campaign_SCR.mis".
So, does RUb's alternate file make your second file redundant? :hmm:
Gizzmoe
08-09-05, 07:36 AM
It would make my first file redundant, but my RUb 1.43 has no "No_Minefield_Campaign_SCR.mis".
spirit32m
08-09-05, 07:51 AM
Avon Lady. I was looking for the "No_Minefield_Campaign_SCR.mis" that was mentioned in RUB's readme and I couldn't find it. I wrote to Berry and he related to me that he had forgotten to remove that section out of the readme. He said that since he removed the Harbor Traffic mod from RUB there are not two versions of the SCR file in the campaign folder.
Gizzmoe
08-09-05, 07:55 AM
Thanks for the information, Spirit.
All of the minefields in 1.43 were done in such a way that they will not cause problems for the AI.
Not the case for the player, though... ;)
jasonb885
08-09-05, 02:19 PM
Did you remove them by hand, or did you script their removal by changing the spawn probabilities to 0?
I'd like to include this in UnRealUBoat, if that's okay?
When I get back from vacation I need to update it for RuB1.43.
:up:
Gizzmoe
08-09-05, 02:35 PM
Did you remove them by hand, or did you script their removal by changing the spawn probabilities to 0?
I have removed them. Mines and nets don´t have a spawn probability option.
I'd like to include this in UnRealUBoat, if that's okay?
Sure!
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