View Full Version : ship releases over at the german ubi forum
bigboywooly
06-24-06, 06:21 AM
Hi just having a trawl thru the german ubi forum and spotted these
http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/9831054534/p/6
2 releases on that page and 1 on the page below
http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/9831054534/p/7
My german is not all it should be:rotfl:
bigboywooly
06-24-06, 09:22 AM
The Marineversorger and the Sperrbrecher are both designated as type 12 which is a minesweeper - IIRC someone is making a minesweeper on here so I have redesignated both of mine to type 100 which is a supply ship so just need to add them to a few ports now:cry:
Wulfmann
06-24-06, 10:39 AM
Good find. I will do the same adding them to ports and changing the designation.:up:
Wulfmann
I saw a screenshot of a Russian Novak class destroyer as well - probably a type 6. It has been clonned from a Clemson (with only three stacks and with different armament). I have already downloaded and installed it.
bigboywooly
06-24-06, 01:12 PM
perhaps they could be included in the next GW or NYGM release as depot ships
http://img73.imageshack.us/img73/6259/startubootpckchen29cu.jpg (http://imageshack.us/?x=my6&myref=http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/9831054534/p/6)
:up:
Wulfmann
06-24-06, 03:51 PM
I added the Sperrbrecher to a few ports I work from; Bergen (screen) St Nazaire and Kiel.
Wulfmann
http://i5.photobucket.com/albums/y152/Wulfmann/Spr-Bergen-1.jpg
bigboywooly
06-24-06, 03:58 PM
great minds
http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_003.jpg
Even added a couple to British sub bases - one day I may pay them a visit
EmeAzul
06-25-06, 01:07 PM
Wulfmann & BigBoyWooly, please excuse my ignorance on this matter, but how do you add these supply ships to specific ports? Can they also become part of convoys and/or single ships, if designated british ships? Thx
bigboywooly
06-25-06, 02:35 PM
Yes you can add these ships to ports through the mission editor
Quick lesson if you have never used it:
Open the mission editor in the SilentHunterIII folder and click on the file top right then select new
http://img73.imageshack.us/img73/25/screenhunter0014ie.jpg
You should then have a map with nothing on, zoom in and move with the hand icon till you get to where you want to go - we will use Kiel
When you zoom in close enough to the port use the menu buttons on the right - select Sea then the country you put the ships in then roster
http://img476.imageshack.us/img476/6913/screenhunter0053pc.jpg
Scroll down to the ship you want and drag the name onto the map where you want
You are then faced with this screen
[http://img417.imageshack.us/img417/8092/screenhunter0077bj.jpg
Make any changes you want - the one on screen is for a docked ship with ammunition cargo - when you have made your changes Accept and your map now looks like this
http://img170.imageshack.us/img170/1064/screenhunter0094mr.jpg
Now go back to File - top right and scroll down to save scripted layer as
http://img390.imageshack.us/img390/7024/screenhunter0100py.jpg
http://img77.imageshack.us/img77/5456/screenhunter0127yk.jpg
give it a name different to the one you are using such as trial - congratulations you have now added a docked ship
If you go to C:\Program Files\Ubisoft\SilentHunterIII\data\Campaigns\Campa ign and open the file you just created with notepad
http://img399.imageshack.us/img399/4885/screenhunter0146qz.jpg
you will see you have started your own .scr layer
bigboywooly
06-25-06, 02:57 PM
For ships that move - add a unit as you did before only this time make sure it has a speed and is not docked
http://img455.imageshack.us/img455/269/screenhunter0185ql.jpg
Now right click on the unit you added and select add waypoint
http://img474.imageshack.us/img474/813/screenhunter0206ya.jpg
Now add your waypoints
http://img392.imageshack.us/img392/9786/screenhunter0240di.jpg
Now you have a route
Click on the Play button top right
http://img149.imageshack.us/img149/5656/screenhunter0312tu.jpg
You can now watch your ship move along its route
http://img363.imageshack.us/img363/5388/screenhunter0262ke.jpg
http://img363.imageshack.us/img363/212/screenhunter0278fw.jpg
http://img363.imageshack.us/img363/1976/screenhunter0284ks.jpg
Save as you did before and your .scr now looks like this
http://img363.imageshack.us/img363/3724/screenhunter0335cq.jpg
http://img370.imageshack.us/img370/6325/screenhunter0353px.jpg
When you are happy with your new additions you can merge with the game .Scr
First make a copy of the Campign.Scr in case you dont like anything
With your own .SCR loaded in mission ed click file then merge it will then ask you for the other file you want to merge with - point it towards the Campaign.Scr
http://img193.imageshack.us/img193/6682/screenhunter0376zf.jpg
Tick the savable box and OK
http://img378.imageshack.us/img378/848/screenhunter0414sk.jpg
Now you can save,,Click file\ Save scripted layer as Campaign.Scr
And overwrite the Campaign.scr that already exists
Now when you start your game your new additions will appear
Hope that of some help - I am not an expert and no doubt someone will come up with something better but its a start :up:
Wulfmann
06-25-06, 05:35 PM
Thanks:up: , I have added a Sperrbrecher on a trip to Penang. I did forget to make that early 42 so it will likely find an unfriendly welcome in 1941!
What I noticed is this defaults to Unit#1 and then replaces unit #1 in the SCR when merged.
I will do another and take note of the last unit number in the SCR and try and make it that number. If not I simply take that one from the original SCR and put it on the bottom.
It is just for fun as German items are just not seen to any real effect by player. I might try a RND.mis but do not want to get too into this and make it work!
This does help better understand how things work.
Wulfmann
bigboywooly
06-25-06, 06:36 PM
Thanks:up: , I have added a Sperrbrecher on a trip to Penang. I did forget to make that early 42 so it will likely find an unfriendly welcome in 1941!
What I noticed is this defaults to Unit#1 and then replaces unit #1 in the SCR when merged.
I will do another and take note of the last unit number in the SCR and try and make it that number. If not I simply take that one from the original SCR and put it on the bottom.
It is just for fun as German items are just not seen to any real effect by player. I might try a RND.mis but do not want to get too into this and make it work!
This does help better understand how things work.
Wulfmann
Glad it did :up:
Not sure about the merge part - I know it works but didnt take notice of what numbers were moved where
Wulfmann
06-26-06, 12:32 PM
When one makes a new unit or a new group and then saves it to his own SCRXXX.mis file it defaults to unit #1 unless you first name it something else (at least in the group name) Even the single unit can be easily added manually by opening your new SCR, changing the number to a new one that does not overwrite an existing one.
When I merged the first SCR Sperrbrecher (Unit 1) it eliminated a static U-Boat at Lorient which I then retrieved from a stock GW SCR and added to the end of the SCR making it the last number.
What I think is easier and safer (let me know if you have a better idea) is to make the unit in a new SCR then change the number and just copy and paste it in notepad to the game’s SCR.
As for doing it in the RND.mis file when I save it to a new RNDXXX.mis it does not show up when I open that RND so I must be missing a point that is different than the SCR.
I have noticed a bunch of British minefields and wonder why there is no mine map (or is there and I am just ignorant) as I have often read where Kaleuns get new mine maps with each patrol.
Wulfmann.
bigboywooly
06-26-06, 03:05 PM
When one makes a new unit or a new group and then saves it to his own SCRXXX.mis file it defaults to unit #1 unless you first name it something else (at least in the group name) Even the single unit can be easily added manually by opening your new SCR, changing the number to a new one that does not overwrite an existing one.
When I merged the first SCR Sperrbrecher (Unit 1) it eliminated a static U-Boat at Lorient which I then retrieved from a stock GW SCR and added to the end of the SCR making it the last number.
What I think is easier and safer (let me know if you have a better idea) is to make the unit in a new SCR then change the number and just copy and paste it in notepad to the game’s SCR.
As for doing it in the RND.mis file when I save it to a new RNDXXX.mis it does not show up when I open that RND so I must be missing a point that is different than the SCR.
I have noticed a bunch of British minefields and wonder why there is no mine map (or is there and I am just ignorant) as I have often read where Kaleuns get new mine maps with each patrol.
Wulfmann.
Thanks for heads up on Scr - didnt realise that,as when I merged the 2 I used the size dramatically increased so I assumed it just added it at the end
Your idea of numbering starting at last number of the other scr and pasting is probably the best:up:
Not worked on rnd yet as quite happy with mine - only to alter to accomadate Anvarts lit C2.
Yes there are plenty of British minefields and no map - so to counter that I use SH3gen which then marks them on the map for me
Accuracy is depending on where I have the intel slider - it does work as had one marked on map and ignored it in chase of a target and was destroyed:rotfl:
This should be a sticky I have been trying to figure this out forever
EmeAzul
06-26-06, 08:21 PM
BigBoyWooly & Wulfmann, thank you very much for your responses. I'm blown away by the detail of your contributions. Cheers
Wulfmann
06-26-06, 10:05 PM
Actually I am giving a narrative of how I am fumbling my way through this completely making it up as I go based on BbW’s help.
This would be the US Marine way. "We don't plan, we improvise!"):rotfl:
I still have not figured how to get the thing into the RND. (I have done it just not sure what I did!)
However, I could easily make a newly named SCR with my new group and put it at the end of the RND, renumber it and change the needed things (Mimic other groups) so it conforms to RND standards (That just means it will not always generate as a RND group and frankly always generating for a short period is not a problem to me so the SCR is fine).
What BbW described is a bigger deal as it allows us to configure the port eye candy as we choose. GW did a nice job on that but it is not always accurate. The have a type 36 DD with the twin A turret in Kiel in 1939. The first twin turret was mounted on Z-23 in 1942.
Not a big deal but this allows us that want to, to be able to anally correct things
Wulfmann
bigboywooly
06-26-06, 11:29 PM
:rotfl: Well thats 2 of us blundering along then
1 thing I should have mentioned about adding a unit is the Entry and Exit dates
Change these to suit your needs ie; if your adding the depot ship to any of the Biscay ports then entry date will be sometime mid 40 (:oops: cant remember exact dates ) and exit time sometime mid 1944. Same applies to any ships you add
Hmmm, with NYGM, when I try to zoom all the way into the map in the mission editor, it says it could not be loaded and crashes. Any ideas as to what is happening? Also, for any ship to appear in the game, is it enough to just copy the data, or do you have to do all this rnd "crap" for every ship you add?
bigboywooly
07-29-06, 07:18 PM
Hmmm, with NYGM, when I try to zoom all the way into the map in the mission editor, it says it could not be loaded and crashes. Any ideas as to what is happening? Also, for any ship to appear in the game, is it enough to just copy the data, or do you have to do all this rnd "crap" for every ship you add?
Not sure in NYGM if there are any "generic" ship entries in the rnd
By this I mean
[RndGroup 1082.RndUnit 1]
Type=104
Origin=Norway
Side=1
CargoExt=-1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=0
CrewRating=2
There is no ship specified so any 104 ( coastal ) ship in the Norway folder can spawn for this entry
Where as this entry
[RndGroup 88.RndUnit 13]
Class=OTMST2
Type=101
Origin=British
Side=0
CargoExt=-1
CargoInt=2
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3
Includes the ship type to spawn ( in yellow )
Most merchants can be added no problem and you will see them in the game
The ships at start of thread had to be added as there were no type=100 in the rnd or scr as there wasnt any till those made
As for crashing when zooming in - not sure on that one
Maybe you should raise it in the NYGM thread - you may not be the only one
U-snafu
09-18-06, 05:49 AM
BBW and Wulfman thanks for the info and many thanks for the walk through tutorial BBW:up: . After reading this thread, i finally started tinkering with the editor to add ships. Rescripted certain ports with some of the newly availuable ships for certain time frames in my SCR file and everything worked perfect!! (might not be a big deal to most but it's opened up a whole new aspect of SH3 for this layman who is still finding his way around a computer). Makes me appreciate (more) the work involved of the modders. I have a few more questions regarding scipting ships and campaign files for anyone who has the time to answer.
1. While scripting certain harbors, I set a few ships (during a given time period-i.e. 1942 to june 43 ) in a loop pattern of waypoints out at sea near the harbor entrance which i set not to delete upon reaching the last waypoint. Also placed a few stationary ships near land but out of the port area. Do these changes have to be made near harbors or will they work in other areas?? (plan on eventually redoing my SCR's us eastern seaboard and want to script a few sail cutters and local costal traffic near the outer banks and sound areas for certain time frames)
2. Will the same method BBW showed used for the ships work for aircraft flights? I'm using a base GW/U-warace campaign file so i already have certain flights of friendly aircover but I wanted to chang a few and have different entry areas and waypionts.
3. Without adding anything but just wanting to delete existing ships or air flights-Is it as simple as just deleting them from the existing SCR file then saving in the editor or will that cause problems in other data such as RND, roster file,etc?
4. Is it correct to say that this same method is all that is used to script historic operations?
5. finally last one--im a little confused on what wuffman was talking about changing ship #s in the notepad aspect--did the changes that I made in the editor and saving them to my scr file (without re-numbering them in notepad) delete other ships from my campaign?example adding a few new ships to lorient worked perfect and i did not notice any missing ships from an earlier pre-changed load but could it be that I overwrote and deleted other ships from other ports by not numbering the new scripted ships at the end of the scr file in notepad?
bigboywooly
09-18-06, 09:44 AM
U-snafu
1, No you can do them anywhere - you can dock a ship in the middle of the atlantic if you so wanted too
2,Yes roughly the same for aircraft - you can set heights etc
3, Yes delete in the mission ed and then save as - that way the units are still in number order - the rnd and scr run seperate from each other
4,I use the SCR to script historical events as most are over a short time span
I thing to remember is does where you are adding your new event conflict with anything else - rnd traffic for instance
If you have say a convoy spawning at a certain spot and you script your event at the same spot it could get a bit messy
5, Adding ships to your existing scr\rnd causes no problems whatso ever - they are added at the end of the existing .mis
Merging 2 seperate scr will add one at the front of the other - thereby moving the numbers up - I have had no problems merging this way
Use the merge function on the mission ed and make sure you put a tick in the box that pops up allowing it to be saveable
Hope thats of some use
Wulfmann
09-18-06, 11:47 AM
Anytime you add a new ship in the SCR.mis file it automatically defaults to a non-used number designation. Add this way without fear.
But, if you were to add one by hand editing with notepad in the SCR you could cause a problem.
If you want to expand a group in the SCR add it in the Mission editor.
In the RND.mis file they do not ask for specific ships so if you were to add more escorts to a convoy by editing in Notepad it would be fine.
An easy way to do that without taking any editing error chances would be to increase the number for exsisting escorts like:
[RndGroup 88.RndUnit 13]
Type=4
Origin=British
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=1 change this number to a higher one andd save it
Escort=true
SpawnProbability=100
CrewRating=3
Once again as always before you do any editing make a copy of the RND.mis file as back up outside the game folder so any mistakes are easily solved by deleting the new file and restoring the old.
Wulfmann
Hmmm, with NYGM, when I try to zoom all the way into the map in the mission editor, it says it could not be loaded and crashes. Any ideas as to what is happening? Also, for any ship to appear in the game, is it enough to just copy the data, or do you have to do all this rnd "crap" for every ship you add?
What message does the ME give you (what can't be loaded?).
Ref
U-snafu
09-18-06, 04:21 PM
bbw and wulfmann, Thanks again for the clear concise answers:up: . That cleared it up for me.
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