View Full Version : Unified Campaig for GW, NYGM and Vanilla installations.
march 27, 2006
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Unified Campaign for GW, NYGM TW and Vanilla installations.
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I start to work on the Unified Campaign (UC) project just after NYGM Tonnage War mod release and even before GW release. My goal is to have in the same campaign files all the goodies from the campaign of these two great mods. I'm in contact with Teddy Bär and team and also with Kpt. Lehmann in the last 3 weeks to meet an agreement from boths. This is a beta, but it is in test in the last 3 weeks and works pretty well. Stiebler and NYGM team will probably release a "gold" version in the next days, after adds the waypoint speed variation on all HT and GW units present in UC.
We have 3 versions: for GW installations, for NYGM installations and for Vanilla installations. (If you are using the merged GW+NYGM+Extended UC then you don't need any of these files). I also provide a without minefield&subnets and friendly air patrol SCR for solve FPS issues. Just rename it. More info on the readme inside.
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Here the links (choose one of them):
http://rapidshare.de/files/16503258/Unified_Campaign_vanilla.7z.html
http://rapidshare.de/files/16604018/Unified_Campaign_NYGM.7z.html
http://rapidshare.de/files/16508507/Unified_Campaign_GW.7z.html
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Install using JSGME.
-Just restart your last patrol on port. Not needed to restart a career.
-SH3Cmdr compatible
**UC don't modify any "way to play" of the GW or NYGM or Vanilla. It's only Campaign files.**
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march 29, UPDATE:
Here the SCR without minefields&subnets/friendly airpatrol for NYGM and Vanilla (It's the same for the 3 versions, I just forgotten to put in the file structure for NYGM and Vanilla).
http://rapidshare.de/files/16754229/UC_noMinefield_Campaign_SCR.7z.html
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Here a concise readme:
I use the NYGM SCR, LND and RND as a base. These additions below are from HT/GW and are not in NYGM (if you notice some inconsistence on this description please feel free to correct me).
1. HT mod with all his features, all with the most possible historical approach: Traffic and docked units on all stock SH3 ports plus ~54 new ports in all the SH3 world. The milk cow solution hold the Stiebler's one plus Spanish ports from HT with their charts, radio calls and dolphins. I also hold the Stiebler Tanker (Ship) on Indic Ocean. A correction on radio calls and F1 help screen to fitted these Milk Cow changes. HT also have Bismarck, Tirpitz, Prinz Eugen, Admiral Hipper, Scharnhorst and Gneisenau docked, in trial trips and in Operations: Weserübung, Berlin, Rheinübung and Cerberus.
HT also have scripted new german and Italian ships: DDType 36A, Flottenbegleiter and Vorpostenboot - used as escort ships; Tirpitz with his unique textures, new Scharnhorst Class Battlecruiser - what is used for Scharnhors and Gneisenau ships and a exclusive MAS Torpedo boat for Italian /RSi.
Also Late war allied air attacks on axis ports with B24 Level Bombersin high altitude (for SH3) and with only one pass.
I also hold the F1 more useful help screen (with milk cow update) and FLB's Navmap mod. Also the nice friendly minefields maps, RSi .pdf docs and others readmes are on documentation folder only to reference. Colorblind solution is also available.
2. A lot of improvements for the Western, South America and Africa campaigns: ~20 new ports on America countries plus all the RUb's ones with docked and traffic units. Some small adjusts on America's airbases to a better air cover. A small adjust on spawn probabilities for these empties areas on RND. Some new small random groups for these areas too. Perhaps this way we can now have fun with long range patrols using the milk cows features and also Operation Drumbeat is quite more complete now.
3. Some new ships on the SCR too (not part of the HT mod): Hospital ship with RedCross flag, Essex class carrier into trial trips going to Pacific Campaign by Panama canal and Old liner ship. All docked and in traffic.
4. New italian's big Warships: Italian BB, Italian Heavy Cruiser, Italian Light cruiser. These are only clones of Scharnhorst, Admiral Hipper and Dido class with new textures and some adjusts on eqp file. The main goal here is to temporarily fix the RUb's original flaws: german ships with german flags are scripted with Italian Task forces on Mediterranean. The result is now quite good. The ships really seems different with the new textures and Italian flags. These ships are only replacing the already scripted ones by RUb campaing. All the others Mediterranean improvements are from NYGM files.
5. Ref's barricade ships also added on all departure ports, Kiel canal and on outskirts of Scapa flow.
LND:
1. Naval bases for all these new ports, some NB adjusts on dates side during the war, some new missing NB like Merthyr, Firth of Clyde, Firth of Forth, corrections on german departure point (open dock/subpen) and some others changes that are from HT mod. The NYGM main changes are all intact.
2. New german airbases over Europe and an Italian air base on Mediterranean.These are poor implemented or totally absent on RUB campaign. They are at the botton of the LND file, so it's easy to locate and analyse.
RND:
1. Double check with all the ports traffic and defences to avoid spawn problems and even to not blockade the Random traffic.
2. Some few additions on South America and Africa traffic. Also hospital ship complement random Traffic in Halifax/Baltimore route.
3.As already said above: some raised on spawn probabilities only (not radio contact) for some traffic on South America, Africa coast and Gulf of Mexico.
Others:
-Small adjusts on defside file like the addition off the RSI, Panama and Red Cross.
-Added flotillas grids for special long range patrols when a milk cow unit will be vailable. Also hold the NYGM modifications on flotillas files.
-Adjusts on locations to reflect the new ports and a lot of small corrections like double ports on Liverpool, Reykjavick, etc.
-New Radio calls for all the events on HT mod are also done. They can be added on the botton of the standard messages files. It's just a copy and paste job on the botton of the messages files.
-All Hospital ship occurrences changed to RedCross "neutral country".
Please see the other readme - File_structure_directions.txt - with all the files structure directions.
Enjoy!
Rubini.
VonHelsching
03-27-06, 12:23 AM
Rubini, a big THANK YOU for all your hard work.
Just some questions:
1) For the people that do not use GW or NYGM, but only HT 1.47, I suppose that there is no problem using the "vanilla" version. This release is actually a new version of Harbour Traffic, right?
2) Did you incorporate any campaign episodes from the Uboat War Ace Campaign by Travinski / HanSolo78?
3) What was your basis for the RND layer? The stock (vanilla) RND or a version of Improved Convoys?
4) Spawn probabilities for single merchant traffic is that (or close) to the stock (vanilla) game or that of Improved Convoys (or 20/20 mod)?
Thanks again for all your efforts for the community! :rock:
Anachronous
03-27-06, 12:28 AM
Wow!
vodkajello
03-27-06, 12:40 AM
UC_nominefield_campaign_scr.mis is the campaign_scr.mis that has no friendly air traffic around the ports?
no mines, no subnets(enemy and friendly removed)?
or no friendly mines/subnets (enemy still has theirs)?
mikaelanderlund
03-27-06, 02:14 AM
Incredible work!!
Mikael
Tikigod
03-27-06, 02:20 AM
AWESOME!!! I have soooooooooooo been waiting for this!!!! :D
Thank you for giving us a choice of what we want as a base install....it makes it so much easier to apply and adapt to new mods when the releases are modular like this....supermods just take up way too much space/bandwidth/and excess resources for people that just want simple changes to various layers of their install...and you have done it....thanks again for all your hard work!
tedhealy
03-27-06, 02:27 AM
Very much appreciated. It's great to see all my old friends when entering or leaving port again when using NYGM :-j
If you try out the NYGM version of this mod, be aware the torpedo tube selector switch has gone back to the stock setting for multiple shots - it went back to 1 & 3, 2 & 4 instead of NYGM's 1 & 2, 3 & 4.
It's not a big dea, but I got used to 1 & 2 instead of 1 & 3. It can come into play when you've got different torpedo types in tubes 1 & 3 which you usually get by default out of port.
I'm assuming just changing the cfg file in the sub folder under data/submarine would fix it?
KptnLt Eric Karle
03-27-06, 03:07 AM
Rubini, thanks again for the work you have put into this merge. I love HT and would dearly like to try this, sadly for me this also shows the problem with so many wonderful mods being available. Apart form HT and the Jungmann's Ai Sensor fix plus a couple of other mods my current SHIII installation is largely modded for what many would term "eye candy". I find this term to be unhelpful as it tends to give the impression that mods, so termed, are not important but I disagree.
For me a massive amount of my enjoyment of this sim comes from the level of immersiveness. When I sit down and boot it up, my long-suffering wife describes me as being "...at periscope depth and out of contact". For me the blurring effect as the periscope breaks the surface is every bit as important as whether map contacts have directional tails or not.
What I'm saying is, I have spent quite some time getting my installation into a condition that I am happy with and sadly many mods like GW and NYGM alter files such as the menu_1024_768.ini, which some of my favorite mods like "Integrated Orders" featuring Ace's new slide out orders and Crulls smaller orders ect, also have changed. The sad thing is that for those of us who are not programmers or comfortable editing such files, we are left with an either or option. It would be wonderful if someone could come up with a utility that analyses and merges mods like these automatically.
VonHelsching
03-27-06, 04:21 AM
Rubini, thanks again for the work you have put into this merge. I love HT and would dearly like to try this, sadly for me this also shows the problem with so many wonderful mods being available. Apart form HT and the Jungmann's Ai Sensor fix plus a couple of other mods my current SHIII installation is largely modded for what many would term "eye candy". I find this term to be unhelpful as it tends to give the impression that mods, so termed, are not important but I disagree.
For me a massive amount of my enjoyment of this sim comes from the level of immersiveness. When I sit down and boot it up, my long-suffering wife describes me as being "...at periscope depth and out of contact". For me the blurring effect as the periscope breaks the surface is every bit as important as whether map contacts have directional tails or not.
What I'm saying is, I have spent quite some time getting my installation into a condition that I am happy with and sadly many mods like GW and NYGM alter files such as the menu_1024_768.ini, which some of my favorite mods like "Integrated Orders" featuring Ace's new slide out orders and Crulls smaller orders ect. The sad thing is that for those of us who are not programmers or comfortable editing such files, we are left with an either or option. It would be wonderful if someone could come up with a utility that analyses and merges mods like these automatically.
Well put, KptnLt
The only solution to this, since I have a heavily modded game, and some of the actual mods I'm using are mods of mods :-j , is to have multiple SH3 installations. I am going to do this myself also to test GW. There is a post somewere with JScones giving instructions on how to do it...Be right back...
.
.
.
OK. Found it:
http://www.subsim.com/phpBB/viewtopic.php?p=476322
Tikigod
03-27-06, 04:50 AM
\Terrain: GW/HT locations. I put a semicolon before all harbours 3D files that don't have docked/traffic units. The cities still will be there and change colours during the war. But no more empty harbours. If someone really wants a specific harbour it's just a matter to remove that semicolon.
Wow...holy @#$! thanks!!! :D
ok guys,
I'm just trying to enable my translator to begin to reply all the questions...just a minute! :-j
Rubini.
slipper
03-27-06, 08:31 AM
Is there any chance these files could be hosted somewhere else, unable to access rapidshare.
thanks in advance
slipper
03-27-06, 08:37 AM
OOps! My fault, just found it at real U-Boat.
I am going to have a look at this, as I have been wanting a new campaign for quite some time now. However, I would like to know; does this campaign have any generic ships scripted in or have they all been pre-chosen so that the same ones will always appear for each contact? (I am referring to both convoys and single contacts). It is better to use at least some generic entries, as there are extra ships which could be added manually and there will be more released as time goes on. :cool:
VonHelsching,
-The Vanilla version is aimed for the people who want to build your own modded game. You can called it HT 1.48...No, I don't add any Operation form UboatWar, but UC have news operations on it like Op.Berlin, Cerberus, and others. The RND is from NYGM, this means that this is a Improved Convoy with Waypoint's speed variations and also all the goodies from NYGM RND camapaign. And like I said, this is a work in progress, NYGM team will add the speed variation on all HT and GW units soon.
vodkajello,
-The SCR without minefield&subnets and Friendly air patrols applies only to departure places. All enemy territory are untouched.
tedhealy,
-You are right. I will correct this for the final version. But this is a little detail only for NYGM version. To corrected it now, just copy all the NYGM's uboat cfg's files (submarine folder) over UC.
KptnLt Eric Karle,
-Nice to see you again. The UC have some adiitions to the menu_1024 file. Specifically the FLB's NavMap mod and JonZ dragable chronometer. To add Integrated Orders will be needed to work on it again. Just follow Chomu's directions, it's not difficult.
And for all you guys, thanks for kind of good words!
Rubini.
Kpt. Lehmann
03-27-06, 09:14 AM
It is my feeling that Rubini is probably the best and most productive modder in the entire SH3 community.
Rubini sir... YOU ARE THE BEST!!!
:rock: :rock: :rock: :/\rlz:
AG124,
UC is the same of all others campaigns in all of others mods. The scripted units will be always the same, but the random ones (RND layer, where the convoys/single contacts are ) are always random units...
Rubini.
Kpt. Lehmann,
Thanks for the words. But this is a continue and not difficult task for me because I mess with campaign files daily to buit the GW/HT campaigns. ;)
Rubini.
uhm... just wondering if its right that the GW version is just 600kb but teh gw+nygm version ist 80mb... is that correct? :)
stimp wrote:
uhm... just wondering if its right that the GW version is just 600kb but the gw+nygm version ist 80mb... is that correct?
-Yes, this is correct. GW already have all the eye candy stuff and also all the new ships on it, then the NYGM and Vanilla version are really big because they need all that files!
Rubini.
VonHelsching
03-27-06, 04:51 PM
Sorry again, Rubini...Since this is the first time that Harbour Traffic touches the RND layer, the question is:
Spawn probabilities for single merchant traffic is that (or close) to the stock (vanilla) game or that of Improved Convoys (or 20/20 mod)?
I am asking, because the probabilities used in Improved Convoys are a small (but realistic, nevertheless) fraction of the ones in the stock / vanilla game. If this holds true, some people will start complaining that the single ships have disappeared...
I am using a personalised version of Improved Convoys that keeps the good stuff (large convoys, escort carriers, aux cruisers in convoys) of IC but also the high (unrealistic) single traffic of the stock game.
Thanks!
VonHelsching wrote:
Spawn probabilities for single merchant traffic is that (or close) to the stock (vanilla) game or that of Improved Convoys (or 20/20 mod)?
-Is based on IC. As UC uses NYGM RND layer...but with some GW additions on RND with a few raise in spawn probabilities for some areas like Gulf of Mexico, South America and Africa's Atlantic coast. I like the result. It's at same time realistic and playable. :up:
Rubini.
tedhealy wrote:
Very much appreciated. It's great to see all my old friends when entering or leaving port again when using NYGM
If you try out the NYGM version of this mod, be aware the torpedo tube selector switch has gone back to the stock setting for multiple shots - it went back to 1 & 3, 2 & 4 instead of NYGM's 1 & 2, 3 & 4.
It's not a big dea, but I got used to 1 & 2 instead of 1 & 3. It can come into play when you've got different torpedo types in tubes 1 & 3 which you usually get by default out of port.
I'm assuming just changing the cfg file in the sub folder under data/submarine would fix it?
-Here the fix with the NYGM VIIc .cfg file and Sensors.dat update with Stiebler's Radio_detection tool:
http://rapidshare.de/files/16604293/UC_NYGM_fix.7z.html
This is only for UC for NYGM. The link in the first post is already updated. So only the guys who downloaded the UC for NYGM before this post must download this fix.
Rubini.
JetSnake
03-27-06, 11:24 PM
I assume you can install via SH3Commander? Cant wait to check it out!
booger2005
03-28-06, 03:01 AM
I think you forgot to add the block ships to the NYGM?
Happy Times
03-28-06, 03:40 AM
This sounds great, i tried it once and it looked great, but i have some questions. :hmm: Its too big for some, can you make a lite version toning down the FPS? Little less populated ports? And how to get the IC neutral fix to work? If you install the latest IC over this , should it do the trick? It really sounds great and would be nice to test the improvements you made on the campaign and the units. :up:
Catfish
03-28-06, 06:38 AM
Edited
sorry, posted in wrong thread.
-
Catfish
booger2005 wrote:
I think you forgot to add the block ships to the NYGM?
-Nope, they are there, just play and see!
Rubini.
jasonb885
03-28-06, 01:13 PM
fyi, this doesn't include the latest version of IC.
I hacked these nations out of Natonality Mod v3.0 for the neutral convoy fix, so perhaps nothing ever will include latest IC.
Greece 24 -> Croatia -> GreeceC
Netherland 24 -> Latvia -> NECnvy
Norway 24 -> Czechia -> NOConvy
Russia 16 -> Colombia -> RussianC
Sweden 24 -> Estonia -> SwedenC
American 16 -> RSI -> USA
:hmm:
booger2005
03-28-06, 02:00 PM
booger2005 wrote:
I think you forgot to add the block ships to the NYGM?
-Nope, they are there, just play and see!
Rubini.
Can't since I get a CTD
Menu ID not found: 0x3f1c0001!
booger2005 wrote:
Rubini wrote:
booger2005 wrote:
Quote:
I think you forgot to add the block ships to the NYGM?
-Nope, they are there, just play and see!
Rubini.
Can't since I get a CTD
Menu ID not found: 0x3f1c0001!
-So, you are trying to install the mods in a wrong order or just using the wrong mod. I just test all them again, absolutely no problems!
Rubini.
Happy Times,
jasonb885 is correct. Neither GW or NYGM are using the newest IC. For example in the UC campaign we use Colombia and RSI units a lot. So for now no possibility to use the newest IC.
Rubini.
jasonb885
03-28-06, 06:11 PM
Happy Times,
jasonb885 is correct. Neither GW or NYGM are using the newest IC. For example in the UC campaign we use Colombia and RSI units a lot. So for now no possibility to use the newest IC.
Rubini.
I was afraid of that.
Are there any nations in Nationality Mod v3.0 that you don't currently use?
If not, as no one has taught me the magic of adding new ones, there won't be any way to include newer ICs without having to remove some nations.
Cdre Gibs
03-28-06, 07:36 PM
Well it had to happen. I had to either remove or reduce the amount of minefields or the quantiy of mine's in a minefield. Why, because to many mines create a Graphics glitch. Parts of your sub are no longer rendered if to many mines are being rendered at the same time.
You end up with only ½ of the conning tower being visable plus the DG is gone. Ohh its there all right, just invisable. All the massive mienfields had to go, plus I redid some of the Harbour AntiTorp nets so they now at least make sence and have a purpose.
Plus I still cant open the LND layer in the Mision Editor, it still CTD's.
Which is real odd because the RND an the SCR layers both open fine, I have edited them with no probs. So I dont get it.
This version I'd call "Practical Game Play" since its now more PC friendly.
Rubini - Outstanding work as usual matey, I luv it. Sorry I cant use it as is, but its a damn fine base for me to get a playable version from, for that a big THANKS ;)
JetSnake
03-28-06, 07:47 PM
I really liked the sunken ships near port. I especially liked the gaping holes in their sides. Too bad AI ships can't have damage like that.
booger2005
03-29-06, 12:32 AM
booger2005 wrote:
Rubini wrote:
booger2005 wrote:
Quote:
I think you forgot to add the block ships to the NYGM?
-Nope, they are there, just play and see!
Rubini.
Can't since I get a CTD
Menu ID not found: 0x3f1c0001!
-So, you are trying to install the mods in a wrong order or just using the wrong mod. I just test all them again, absolutely no problems!
Rubini.
Figured it out. Its a conflict with the origional rudder gague option to NYGM...
Has this been mentioned? I'm a little slow this week.... :oops:
Cdre Gibs,
-Surely you have some missing land units definition on your installation. It's not a issue with the LND .mis file itself. The more probably thing is about the "verysmallairbase" entry that is introduced by RUB and , as this new Campaign files are based on RUb's files, then if you don't have it you can't open the LND with ME. Take a look.
booger2005,
-It's easy to adjust the Dials.cfg file to correct your problem (data/menu/cfg folder). Just look inside it. ;)
Rubini.
Cdre Gibs
03-29-06, 12:16 PM
AHH HAA!! I dont use RUB, I think you have hit the nail on the head there Rubini. Hmm, now i'll have to fossack around in the GW Mod d/l and see if I have the files.
Thx
Edit: Ohh ohh can I leave my post count at 666. Niel TURN OFF me post count pls. :lol:
booger2005
03-29-06, 05:06 PM
Cdre Gibs,
-Surely you have some missing land units definition on your installation.
booger2005,
-It's easy to adjust the Dials.cfg file to correct your problem (data/menu/cfg folder). Just look inside it. ;)
Rubini.
What? Oh, no I fixed it already, I was just letting you know. I deleted en_menu, en_help and menu_1024 from UC and all works well. I'm going with integrated orders for NYGM so I didn't need these anyway...
Syxx_Killer
03-29-06, 05:27 PM
I just downloaded the vanilla version of UC in hopes of using it in one of my other SH3 installations. I noticed the UC doesn't have a "no minefiled" optional SCR. Is one going to be available? Could I use the one from the GW compatible version of UC?
Syxx_Killer,
-You are right! I forgotten to put the "No Mine&Subnet SCR" on Vanilla and on NYGM files. And yes, it's the same of the GW version!
Thanks Syxx, I will put to download in the first post...
Rubini.
Here the SCR without minefields&subnets/friendly airpatrol for NYGM and Vanilla (It's the same for the 3 versions, I just forgotten to put it on the file structure for NYGM and Vanilla).:
http://rapidshare.de/files/16754229/UC_noMinefield_Campaign_SCR.7z.html
It's also on first post. :yep:
Cheers,
Rubini
Syxx_Killer
03-29-06, 08:08 PM
Thanks, Rubini! I appreciate it! :up:
I just downloaded the vanilla campaign, and I have a question about the roster. Why do such small countries as Slovakia and Albania have such a variety of large ships? I'm not complaining - it's just that I wouldn't have expected Albania to have 13,000 GRT Transports. :huh:
I would like to know where to find information on the type of merchant rosters which nations had in WWII. I've looked at UBoat.net. but that site only has merchants which were sunk, and does not provide a completely accurate representation.
AG124,
Well, I just put the Roster folder as it is from GW for compatibility issues. But I don't used 90% of them on the Campaign files. I think that you can ask Kpt. Lehmann. I just "write" the campaign files, I think that he or Marhkimov works on spefic roster folder modifications for GW...anyway, good question.. :hmm:
Rubini.
Well, did you add any 'generic' entries? :hmm: If you did, then that is good because extra ships can be added to each roster. I am planning on using this campaign when I start playing the game again (next month :( ), but would like to add tankers to Canada's roster, Transports to Holland's roster, and larger tankers to Panama's roster (among a few other small changes). I would also like to add my Converted Whale Factory and Coastal Tanker, which were not included in Grey Wolves. Generic entries would allow me to add them to the rosters easily. :yep:
Cdre Gibs
03-30-06, 12:13 AM
BINGO
LND Layer is now a GO.
It was as you suspected Rubini, No vsmallairbaseGB. Found it, installed it and up she came no probs. :oops:
Thx again. :up:
slipper
03-30-06, 02:17 AM
is there any chance this could be hosted at real u-boat, the extended version is. cant download from rapidshare.thanks in advance
Kpt. Lehmann
03-30-06, 10:49 AM
AG124,
Well, I just put the Roster folder as it is from GW for compatibility issues. But I don't used 90% of them on the Campaign files. I think that you can ask Kpt. Lehmann. I just "write" the campaign files, I think that he or Marhkimov works on spefic roster folder modifications for GW...anyway, good question.. :hmm:
Rubini.
You are correct! Marhkimov did compose the roster files... unfortunately he has gone on to other things... which presents us with another challenge to overcome.
However, a little note here.... you can put ships in the roster of different nations all day long... but will never see them in-game until they are scripted (as I understand it even the RND layer works this way.)
You can still see them in the museum though.
However, a little note here.... you can put ships in the roster of different nations all day long... but will never see them in-game until they are scripted (as I understand it even the RND layer works this way.)
You can still see them in the museum though.
I do know that. That's why I asked about random entries - if generic entries are used, then it is possible to add extra ships of that type (i.e., 102, 103, etc). So, are there any "generic 102, 103, etc." entries?
jasonb885
03-30-06, 01:03 PM
However, a little note here.... you can put ships in the roster of different nations all day long... but will never see them in-game until they are scripted (as I understand it even the RND layer works this way.)
You can still see them in the museum though.
I do know that. That's why I asked about random entries - if generic entries are used, then it is possible to add extra ships of that type (i.e., 102, 103, etc). So, are there any "generic 102, 103, etc." entries?
Yes, it is.
I don't use _any_ generic entries in my RND. Unless someone had insane amounts of free time, it's all still based on my IC mod. So, no, those ships won't show up in the campaign. Someone certainly can modify things to add random types, though.
A generic entry in Rubinis merged Campaign.RND file:
[RndGroup 722.RndUnit 1]
Type=102
Origin=American
Side=1
CargoExt=2
CargoInt=0
CfgDate=19390101
No=1
Escort=false
SpawnProbability=100
CrewRating=2
[RndGroup 722.RndUnit 2]
Type=102
Origin=American
Side=1
CargoExt=2
CargoInt=0
CfgDate=19390101
No=1
Escort=false
SpawnProbability=50
CrewRating=2
Non-generic, only difference is to me no entry for the class is present...[RndGroup 110.RndUnit 1]
Class=KLS
Type=102
Origin=British
Side=0
CargoExt=3
CargoInt=1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=100
CrewRating=3
[RndGroup 110.RndUnit 2]
Class=KSS
Type=102
Origin=British
Side=0
CargoExt=4
CargoInt=1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3
How would it be to remove the class entry all together or just leave a few ones in? Wouldn´t that raise the propability for spawning some of the additional units?
Hehe, too slow...
So it is possible to remove the class entry? Nice...
It would seem to be. :hmm: After my term of university is over, I might be willing to join a project to convert a campaign file to about 90% generic entries. I don't have time right now though.
Can you use generic entries in convoys as well. If you could, they would have to be used with a number of specific entries to make the convoy look alright though.
AG124,
jasonb885,
Gammel,
Thanks for the feedback.
First of all I should like to say that i don't modified anything on RND entries. I just add some (few) new traffic and adjust some spawn probabilities for some "empty" areas (also only a few) as described on the readme. Also the RND for UC is the RND from NYGM plus these new (few)addtions/modifications.
And that GW team and I will make (in truth we already start the work) a detailed revision of the roster folder of the GW mod and UC. So, it's a solved issue and this not really affect the gameplay as it is now anyway. :up:
Rubini
Kpt. Lehmann
03-30-06, 03:48 PM
AG124,
jasonb885,
Gammel,
Thanks for the feedback.
First of all I should like to say that i don't modified anything on RND entries. I just add some (few) new traffic and adjust some spawn probabilities for some "empty" areas (also only a few) as described on the readme. Also the RND for UC is the RND from NYGM plus these new (few)addtions/modifications.
And that GW team and I will make (in truth we already start the work) a detailed revision of the roster folder of the GW mod and UC. So, it's a solved issue and this not really affect the gameplay as it is now anyway. :up:
Rubini
That is a relief!!! I thought we might have worse problems there.
Thanks for the clarification there Rubini sir. :up:
And that GW team and I will make (in truth we already start the work) a detailed revision of the roster folder of the GW mod and UC. So, it's a solved issue and this not really affect the gameplay as it is now anyway. :up:
OK, that sounds good. :yep: May I make a couple of minor suggestions for a changed roster?
- Canada should have at least one tanker class. I have heard of at least five cases of Canadian tankers being sunk or damaged by submarines, and one was captured by a surface raider. Except for the 2,000 GRT Nipiwan Park, all were at least 9,000 GRT. The only other name I can think of right now is Uniwelco (spelled wrong?).
- Many smaller nations should probably not have so many passenger vessels and large tankers.
- Poland had some small passenger liners which escaped to the UK. Maybe they could be scripted in using the Transport?
- Panama needs the other two tanker classes, as the country appears to have had many tankers of all sizes.
- If the C3 is representing a large freighter class, it should be assigned to more nations.
- The NKGN should be assigned to other nations, (such as Greece), as well.
- If you want to add my two new modded ships, that would be alright. But if you don't want to that's alright too.
Just trying to help with some suggestions - it is up to you to decide how to arrange the roster and assign ships.
Cdre Gibs
03-31-06, 12:01 AM
What is most annoying to me is to see an Armed Trawler under a Axis Flag ! The Armed Trawler was a Commonwealth ship only, mostly RN, with a few between Canada, Australia, NZ and SA. The rest should be removed. Hell thats why I made the Verpostenboot and I would hazard a guess also why the Flottenbegleiter was made.
I admit tho that with the lack of patrol type ships/boats atm for other nations (mainly the neutrals) that the Armed trawler at this stage has to be a stand in. But pls can we get rid of those that sail under an Axis flag. As a temp measure I'd suggest using both the Verpostenboot and Flottenbegleiter for all Axis powers untill such time as we get more Nation based units.
jasonb885
03-31-06, 01:31 AM
Hehe, too slow...
So it is possible to remove the class entry? Nice...
Sure, but then you get nasty side effects, like _any_ ship type of that class might show up.
That wrecks havoc on things like carefully researched, historical convoy compositions based on nationality, ship type, ship relative tonnage, cargo, and so forth...
That wrecks havoc on things like carefully researched, historical convoy compositions based on nationality, ship type, ship relative tonnage, cargo, and so forth...
I don't see how it would affect nationality. :-?
But you're right - in some cases, it is best to specify what ships should be used, especially in historically accurate convoys. However, I think that some general convoys and single ship entries should use generic entries for the reasons previously specified in other posts.
Historical Accurate convoys shouldn´t be touched, if they do exist in the RND file...but it´s hard to believe to me that they´re already perfect. Maybe some would be even more accurate with some of the new nice ships manually inserted.
Of course the possible user of this Campaign file has to have those ships installed.
But good to know the class entry can be safely removed!
T
Tonnage_Ace
03-31-06, 11:57 AM
I've read through the readme and I can't see what I will be adding to GW. I have GW and I think I remembered seeing that it had NYGM with it. If someone had GW installed, what would UC be adding/improving?
AG124,
-Thanks for the tips about Roster folder. We will consider them for the next update.
Cdre Gibs,
- Will be a lot of work to remove all the Armed Trawler from the axis nations on the SCR, but this could be done for the next update.
Tonnage_Ace,
-UC have all the goodies from GW and NYGM campaign. These infos are on the readmes from GW and NYGM. But only to mention some main new features over the standard GW Campaign:
1. Waypoints speed variation for all units on RND and for escorts/patrols on SCR.
2. New Mediterranean Campaign on RND
3. New Milk Cow U-tankers design.
The same is true for NYGM Campaign. UC have all the GW campaign additions over standard NYGM ones.
Rubini.
Tonnage_Ace
03-31-06, 06:54 PM
1. Waypoints speed variation for all units on RND and for escorts/patrols on SCR.
2. New Mediterranean Campaign on RND
1. What are RND and SCR's :huh:
2. Does speed variation mean convoys and single merchant's will change speeds as they travel along their routes? Does this mean a ship/convoy will go 8kts for 500Km then 6kts for another leg of their journey?
3. What does a 'campaign' imply? More ships flooding the ship lanes, scripted historical events?
Sailor Steve
04-01-06, 01:00 PM
There are three layers in the mission editor:
LND: which governs all land units
RND: Random layer, which holds the convoys, warships and planes which are spawned randomly (but in pre-set places; i.e. they are placed there by the designer/modder but only appear at random intervals, also set by the designer).
SCR: Scripted layer, which holds the ships/planes that always appear, as in the Harbour Traffic Mod. This also includes historical 'events' such as the Bismarck voyage or the ships involved in the invasion of Norway.
There was a huge conversion called the Ops Mod, in which all the convoys were rewritten to follow historical routes and sizes, and also given zig-zag waypoints to make them harder to find. This was included in RUB. Then Der Teddy Bar rewrote them to change speeds between waypoints, making them even harder to find. This is included in NYGM and I assume GW.
A 'Campaign' is the sum of all three layers, and includes everthing placed there by the campaign designer/modder. This is why campaigns can differ.
Tonnage_Ace
04-01-06, 01:18 PM
That summed it up nicely Sailor Steve! Think I'll give it a go. The new U-tanker design I'm guessing replaces the milkcow units in the harbors and ocean? So instead of the type IXB's running around there are tankers?
Hi guys,
I wanted to say something about Rubini's Grey Wolves Harbor Traffic (a.ka. Harbor traffic 1.48), When I went to the bridge of my U-Boat at Wilhenshaven, I saw no ships docked near me. I was dissapointed......at first. I decided to travel down the docks to see if I was able to locate any moored ships and I did. I was amazed how ships were placed. In HT 1.47, traffic were placed randonly but in HT 1.48, all commerical ships were docked at the commerical parts of the ports and Warships were moored in the military sections of the port. I loved it.
Rubini must have done extensive research to bring the historical accurate ports to life in SH3.
Equally amazing, the mod does significantly reduced the high resolution portions of the Grey Wolves mod that caused slowdowns with certain computers. My sh3 with Rubini's mod does have a slightly - so ever slight - initial slowdown but it rights itself in the matter of seconds. Thank you very much, Rubini, for helping me to run my Grey Wolves without any slowdowns. Thanks, man.
JayW.
slipper
04-03-06, 04:42 AM
could someone please e-mail me the unified campaign files, or post them at realu-boat please, try as i may i cannot download from rapidshare.
many thanks
michael.dibble@ntlworld.com
slipper
04-04-06, 01:52 PM
bump !
slipper
04-05-06, 02:11 AM
Bump ! someone please, would be very gratefull
VonHelsching
04-05-06, 08:31 AM
could someone please e-mail me the unified campaign files, or post them at realu-boat please, try as i may i cannot download from rapidshare.
many thanks
michael.dibble@ntlworld.com
OK, but which one? There are 3 of them. Vanilla, GW and NYGM.
slipper
04-05-06, 10:22 AM
Sorry my mistake, NYGM please much appreciated, my ISP is NTL, and by all accounts it doesn't like to download from rapidshare, it's a right pain in the ****, as most files seem to be hosted there, thanks anyway
VonHelsching
04-05-06, 10:57 AM
I realised that this thing is 48 Megs! :damn:
There is no way of sending this via e-mail, or uploading this to filefront (from work)
Sorry...
could someone please e-mail me the unified campaign files, or post them at realu-boat please, try as i may i cannot download from rapidshare.
many thanks
michael.dibble@ntlworld.com
I thought this file was already available at realuboat under the Grey Wolves Supermod section:
Extended Unified Campaign GW NTGM.7z
Sorry to waste time if this is not what you are after
VonHelsching
04-06-06, 01:41 PM
Sorry my mistake, NYGM please much appreciated, my ISP is NTL, and by all accounts it doesn't like to download from rapidshare, it's a right pain in the ****, as most files seem to be hosted there, thanks anyway
I wish I had some web space to help you out. My ISP limits my personal web space at 10 MB.
Do you have problems with filefront? I could upload it there during the night.
:|\
slipper
04-07-06, 01:54 AM
U222 thanks for the info, but i've got a heavy modded SH3, so i was after just the campaign files if possible.
Von Helsching, thanks for trying, would be gratefull if you could upload to filefront, sorry for the delay in answering, work and that,
thanks again
Woof1701
04-07-06, 09:16 AM
Great work as always Rubini.
I was just thinking about the Wolfpack Mod that's been around since last fall, but which hasn't been included in the campaign so far (or did I miss something). Any chance of putting a few wolfpacks in the random layer?
Could also be put in the scripted layer for a specific convoy battle that really took place and which the player could join (like March 1943). Of course in order not to make it too easy for the player, all escorts would have to be Elite. After all there's a lot of diversion going on with all the other boats around. In addition we'd need a few radio messages to inform the player where the fighting's going on.
Salvadoreno
04-07-06, 05:16 PM
okay im just reall confused on how to install this. :doh:
I have both mods, but currently GW is installed. What do i have to do to get both features of GW+NYGM Mod into my Career? And why are there 3 downloads? Help :-?
VonHelsching
04-07-06, 06:33 PM
Von Helsching, thanks for trying, would be gratefull if you could upload to filefront, sorry for the delay in answering, work and that,
thanks again
"You have mail" :sunny:
booger2005
04-07-06, 07:10 PM
Great work as always Rubini.
I was just thinking about the Wolfpack Mod that's been around since last fall, but which hasn't been included in the campaign so far (or did I miss something). Any chance of putting a few wolfpacks in the random layer?
Could also be put in the scripted layer for a specific convoy battle that really took place and which the player could join (like March 1943). Of course in order not to make it too easy for the player, all escorts would have to be Elite. After all there's a lot of diversion going on with all the other boats around. In addition we'd need a few radio messages to inform the player where the fighting's going on.
That's right, the wolfpack mod differs from AI uboats, which don't move underwater. The wolfpack mods guns DAT and guns.sim. Will those confict?
-To use wolfpacks you can install them following Serg's directions and after that scripted or random scripted some of them on SCR/RND.
-To have GW+NYGM you need to download Extended Unified Campaign (It's on another thread) and follow the directions. In this thread you only have Unified Campaign for GW or NYGM or Vanilla.
-And guys, sorry for the few support. I'm going away from SH3 modding hobby for some months now. And I'm already without time to meet the forum. I will come back here sometimes but only few times, so if somebody could post the replys I will be happy. Thanks and let's "keep up the good work"! :up:
Rubini.
Rubini,
Thanks for all the great work you've done for the community!
I'm switching to this campaign set right now, I'm sure it'll be great.
Good luck to you and hope you get back to modding soon :)
Thanks for everything you've done...I hope to see you back for SHIV, if not sooner.
I opened the Vanilla version and compared the zon files of the new ships with the zon files of GW and TW version. They are indentical.
So is that mean the battleships are using the NYGM damage zon files and harder to sink?
igor7111
04-09-06, 01:38 PM
how can i restore the default rudder gauge? using the GW+NYGM+Unified Mod. I don't like the "clockface" gauge....
it doesn't work. Any help?
igor7111
04-09-06, 02:56 PM
how can i restore the default rudder gauge? using the GW+NYGM+Unified Mod. I don't like the "clockface" gauge....
it doesn't work. Any help?
CCIP,
baxter,
-Thanks for the words guys. I will start a new Medical Studies, A Ph.D. journey. I intend to work with some update on GW/SH3 campaign in background, but I will stay out of the forum for some months.
See you soon mates! :up:
JonZ,
-Yes the Roster and Sea folder is the same from GW. GW will be updated soon with also some corrections on Roster and Sea folder which will be incorporated on UC update too. And JonZ you can use UC on IUB. If you have some doubts just contact me by PM, ok? ;)
igor7111,
-This is a NYGM feature. In the very good documentation of NYGM TW mod you will find the changes that is needed to do to restore the rudder gauge. Another idea is to contact the NYGM team on their "sticky" thread.
Rubini.
Hello Rubini, I tought you were dead after the kind words about you I heard in the forum :-j
Of course I Incorporate UC to IuB! But I had to make sure everythings is up to nominal before doing anything. You'll find my other thread about some observations I made in the files concerning anomalies in some config datas. Not big deal but can be irritating.
I am testing UC in IuB now and it run great for now.
Salvadoreno
04-11-06, 03:03 AM
Okay this is my setup.. Tell me if this works..
NYGM Tonnage War Mod
UC_NYGM
Atmosphere 16km Light
Fubar Crew Skins
Fubar VIIC, IIA,IID, IXC
Sink them All V2.2
Radar Fix
Pascal Smoke 1.4B
Is this how it works? Can i get some GW stuff in my mod now?
Salvadoreno
04-11-06, 02:39 PM
:rotfl: ::bump::
and what is that 'stuffs' from GW you want?
Salvadoreno
04-11-06, 07:15 PM
well like habor traffic and an Operation Drumbeat campaign. I thought with my setup i am playing a NYGM game with some GW features as well. Am i right?
By the way, is that normal I experience some weird speed convoy?
Since I installed UC, I keep intercepting 1knot convoy and lone 0-1 knot ships.
Is speed definitions are defined in RND layers? or it is elsewhere?
:o
VonHelsching
04-12-06, 01:56 AM
By the way, is that normal I experience some weird speed convoy?
Since I installed UC, I keep intercepting 1knot convoy and lone 0-1 knot ships.
Is speed definitions are defined in RND layers? or it is elsewhere?
:o
Wild shot in the dark guess: This looks like a NYGM bug from the automated randomization of speeds between waypoints.
Just compared / checked the stock and the Unified .RND layer. Both stock and Unified have 4-5 waypoints @ 1 Kn. But, Unified has ~25 wayoints with speed=0.000, while the stock only ~10.
Someone needs to see this. I havn't checked the individual entries (i.e if it is the last waypoint, then it's probably OK; but why the entries were not deleted on the last WP?).
Where did you see these. Close to the coast or in the middle of the Atlantic?
Best,
VonHelsching
By the way, is that normal I experience some weird speed convoy?
Since I installed UC, I keep intercepting 1knot convoy and lone 0-1 knot ships.
Is speed definitions are defined in RND layers? or it is elsewhere?
:o
Wild shot in the dark guess: This looks like a NYGM bug from the automated randomization of speeds between waypoints.
Just compared / checked the stock and the Unified .RND layer. Both stock and Unified have 4-5 waypoints @ 1 Kn. But, Unified has ~25 wayoints with speed=0.000, while the stock only ~10.
Someone needs to see this. I havn't checked the individual entries (i.e if it is the last waypoint, then it's probably OK; but why the entries were not deleted on the last WP?).
Where did you see these. Close to the coast or in the middle of the Atlantic?
Best,
VonHelsching
In the middle of BE sectors most of the time. heading north.
Salvadoreno
04-12-06, 03:14 AM
uhh how bout my question??
Ducimus
05-04-06, 01:49 PM
If anyone else uses this mod, theres two corrections i recommend doing. Because as packaged, theres a couple things wrong that are causing problems.
The problem stems that this mod uses alot from teddybears tonnage war. So theres a couple files omitted that it needs:
1.) Replace the
data/CFG/Flotilla.cfg
with the one from tonnage war. The one provided with the UC-vanilla package, theres something wrong with it and its causing game crash's when leaving out of Kiel, Lorient and Wilshemhaven. Im guessing hes got the dates wrong. Again, use the one from tonnage war.
2. ) Add the following file:
data/Terrain/TerMaps.cfg
This file is needed, if its abscent its causese a skewing of the world map when at a certain map view. (basicaly all the bases show displayed as being in the water), this fixes that. Again, use the one provided from tonnagewar, although i think the one from Harbortraffic 1.47 will work too.
PeriscopeDepth
05-04-06, 02:01 PM
For users of GW, is the above needed? I want to try this one out on my next patrol.
PD
For users of GW, is the above needed? I want to try this one out on my next patrol.
PD
Not that I'm aware, I'm using the UC with GW without any problem.
Ref
Ducimus
05-04-06, 04:01 PM
uses of those mods probably already ahve the apporpriate files.
For whatever reason rubini had a couple minor boo-boo's with his release. He propbably didnt test it enough. He did alot of good work and was probably tired of looking at it and anxious to be done.
Its not a big deal really, took me an evening of test runs and file comparision to Tonnage war to figure it out.
Tikigod
10-26-06, 12:12 PM
Does this mod include the litships mod for the campaign_rnd.mis and campaign_scr.mis files? I have been wanting to install this for my next patrol using the vanilla install version and I want to add the litships mod to it so it replaces all the ships in campaign with the ship light versions...
Ducimus
10-26-06, 12:24 PM
The neutral lighted ships?
No. Unified campaign predates that.
edit: just D/l it and look in the data/sea directory, that will tell you what you need to know.
For the most part, the roster is EXACTLY like GW, only without the NYGM damage mod.
Hartmann
10-26-06, 03:56 PM
where i can found the files ???
the first page links are death :hmm:
Ducimus
10-26-06, 04:47 PM
Probably can find it on UBRS.
Soviet_Sharpshooter
10-27-06, 01:58 AM
Ok quick question, your adding all stuff i like which is great but..
Have you made it so we cant see through water?
Have you done anything else that would make the game "harder" like not being able to tell if a target was axis or allie or anything :nope:
Im just asking cause i dont wanna download this and find i suddenly suck even more :doh:
kylania
10-27-06, 02:34 AM
You can use the SH3 Commander program to adjust your underwater visiblity.
Soviet_Sharpshooter
10-27-06, 03:13 AM
You can use the SH3 Commander program to adjust your underwater visiblity.
Yeah i know, but i was wondering if this mod would change it
Ducimus
10-27-06, 10:36 AM
I just checked my D/L directory, UC vanilla doesnt contain a scene.dat. So you'd have to grab one elsewhere or mod your own.
See the thing is, when you start using just a core campaign mod, your on your way to running modlets along with it. Eventually you'll have compiled a "supermod" of your own if you were to lump them all together.
Potoroo
10-28-06, 12:02 AM
I found the GW+NYGM unified campaigns file at UBRS but not the version with Vanilla. Is that available anywhere other than one of those wretched download sites that expect you to pay them so you can use a download manager?
Tikigod
10-28-06, 12:28 AM
I just checked my D/L directory, UC vanilla doesnt contain a scene.dat. So you'd have to grab one elsewhere or mod your own.
See the thing is, when you start using just a core campaign mod, your on your way to running modlets along with it. Eventually you'll have compiled a "supermod" of your own if you were to lump them all together.
What is scene.dat? and what version is needed? is it soemthing I can get from tonnage war?
Is there a basic file I can map to my current campaign to add docked ships in harbors? thats all I want from this particular mod....usually you can merge mis layers with current campaigns....I'd like to either do this manually or use sh3 commander to maybe randomly add docked ships based on various dates....
Tikigod
10-28-06, 03:23 AM
I found the GW+NYGM unified campaigns file at UBRS but not the version with Vanilla. Is that available anywhere other than one of those wretched download sites that expect you to pay them so you can use a download manager?
Here you go....this is the original release as is.....apparently there are missing files needed as posted above to keep it from crashing. I still haven't installed it successfully. But, this is the original unified campaign file for vanilla....
Reposted here:
http://files.filefront.com/Unified_Campaign_vanilla7z/;6090931;;/fileinfo.html
Potoroo
10-28-06, 03:37 AM
Much appreciated. I'll dig up the additional files and give it a whirl.
Tikigod
10-28-06, 03:45 AM
let me know if you get it working and what files you added to get it to work...I think my problem is I have harbor traffic installed...but, I am not sure....
Potoroo
10-29-06, 07:41 AM
1.) Replace the
data/CFG/Flotilla.cfg
with the one from tonnage war.
2. ) Add the following file:
data/Terrain/TerMaps.cfg
Would someone please provide me with these files. I'd prefer not to have to download 339MB of NYGM just to get them. ;)
Ducimus
10-29-06, 10:53 AM
*groan* I dont remember what the current TW version was when i posted that.
offhand i dont remember what i was thinking at the time, nor what my rationale was. I just pulled a flotilla.cfg file from what i think is the orginal UC vanilla and it seems to be working fine.
edit:
the one provided with the UC-vanilla package, theres something wrong with it and its causing game crash's when leaving out of Kiel, Lorient and Wilshemhaven.
Just scrolled up. I guess that was my rationale. Weird. I guess ill have to go back and double check that. Maybe i had a bad install when i was testing it.
Tikigod
10-29-06, 11:34 AM
yeah, I tried using your files you posted and it still crashes....I'm trying to install over a Rub 1.45 + Harbor Traffic install......which is sometimes considered a vanilla install...in the meantime I'm just going to use SH3 Gen which populates enemy harbors the way I wan't....
Ducimus
10-29-06, 02:09 PM
It really is best to install any campaign mod over a clean install. A simple, "extra" directory left empty from a previous mod can cause a crash.
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