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-   -   Generic Ships are not so desirable (https://www.subsim.com/radioroom/showthread.php?t=93776)

Ducimus 05-30-06 10:08 AM

Quote:

Originally Posted by Wulfmann
D, there is only one DE in the stock game and GW added a Brit version of a US DE so you would not notice anything odd with DEs. It is DDs that are AFU.


Ahhh, i see. Good thing i only used generic DD once or twice in my RND layer editing. I always thought DE's were better candidates to pummel me with depth charges so i always used those. Although i used Geneic cargo, generic tanker, generic troop ship on every entry i edited. Seemed like a great way to save time at the time. :roll:

Wulfmann 05-30-06 01:01 PM

Boog-05, the KSO is a cargo not a tanker. It is the small merchant and IMO, you should not edit that one at all. Tankers are 101, Cargos are 102.
One thing I wish one of the modders would make is a small cargo out of the armed trawler. There were 500-600ton cargo ships.
These would be perfect for coastal convoys around England.
Mid war on even small groups of merchants received escorts around the coast. Like in the US ships needed to move from smaller ports to main convot assemle areas and this is missing.
In mt GW modded RND I changed all the England traffic to small convoys that can vary from 2-5 ships and escorst vary from 2-4. here I use elite armed trawlers or various corvettes and DEs.
As for DDs as escorts most do not have K-Guns (Tribal gets them in 1943 but I have not seen any reference to that historically and if it happened it was an odd case) so DDs would be less able to kill U-Boats. Since that was not their function they would want to get a U-Boat down to get the big warshipsaway from it then leave it to continue their escorting from AA etc. DEs, Sloops, Corvettes and Frigates were actually much more heavily armed to kill U-Boats.
You could add the names of the 3 sloop classes to the Black Swan for NYGM and use them as primary convoy escorts for the first year.

Here is the listing for those that want to add these to the Black Swan cfg file in roster. This will give you many proper early escorts. These classes were what the Black Swan is based and they look nearly the same.

Wulfmann

[Unit 31]
Name=HMS Aberdeen
DOC=19361103
DOD=19460101

[Unit 32]
Name=HMS Deptford
DOC=19360127
DOD=19460101

[Unit 33]
Name=HMS Fleetwood
DOC=19360426
DOD=19460101

[Unit 34]
Name=HMS Grimsby
DOC=19360830
DOD=19421110

[Unit 35]
Name=HMS Leith
DOC=19351201
DOD=19460101

[Unit 36]
Name=HMS Londonderry
DOC=19361214
DOD=19440227

[Unit 37]
Name=HMS Lowestoft
DOC=19340113
DOD=19460101

[Unit 38]
Name=HMS Wellington
DOC=19360204
DOD=19460101

[Unit 39]
Name=HMS Paramata
DOC=19360301
DOD=19440821

[Unit 40]
Name=HMS Swan
DOC=19370311
DOD=19460101

[Unit 41]
Name=HMS Egret
DOC=19391103
DOD=19460101

[Unit 42]
Name=HMS Pelican
DOC=19400127
DOD=19460101

[Unit 43]
Name=HMS Auckland
DOC=19410426
DOD=19460101

[Unit 44]
Name=HMS Ibis
DOC=19410830
DOD=19421110

[Unit 45]
Name=HMS Bittern
DOC=19341103
DOD=19460101

[Unit 46]
Name=HMS Enchantress
DOC=19360127
DOD=19460101

[Unit 47]
Name=HMS Stork
DOC=19370426
DOD=19460101

[Unit 48]
Name=HMS Ibis
DOC=19380830
DOD=19421110

[Unit 49]
Name=HMS Cygnet
DOC=19421201
DOD=19460101

[Unit 50]
Name=HMS Woodpecker
DOC=19421214
DOD=19440227

bigboywooly 05-30-06 04:49 PM

Quote:

Originally Posted by Wulfmann
D, there is only one DE in the stock game and GW added a Brit version of a US DE so you would not notice anything odd with DEs. It is DDs that are AFU. Making type 4 generic allows for DDs that would never escort convoys to do so and allow DDs that would never escort a task force to do so.
So, Type 4 should not be generic, IMO in the RND.

In fact, SH3 devs should have made what was what by dividing them into warship escorts and convoys escorts to allow more accurate placement. Since they did noy bother to place the ships in the correct classes anyway.

Making the coastal stuff type 104 means they only appear in coastal waters. There are no type 104 in convoys. The RND file ask for type 104 generic in almost every case.
Nothing else need be done to make that coastal tanker a 104.

Unfortunately, that is not the case for changing the Hunt class from a type 4 to a type 3.
Can someone explain why warships can not be easily reclassed whereas the coastal tanker can by the simple edit?

Wulfmann

Well not sure I know what I did but have managed to clone the DDHunt1 into a DEHunt1
Works in the museum ok and worked in a single player mission too in fact was the only ship in the Bismark mission to attack me lol
http://img280.imageshack.us/img280/4...mall3el.th.pnghttp://img280.imageshack.us/img280/8...mall3tl.th.pnghttp://img280.imageshack.us/img280/9...mall5ve.th.pnghttp://img173.imageshack.us/img173/4...mall5ld.th.png
Only tested it in the stock game so far will test further in GW if ok will do the others

booger2005 05-31-06 02:42 AM

Quote:

Originally Posted by Wulfmann
Boog-05, the KSO is a cargo not a tanker. It is the small merchant and IMO, you should not edit that one at all. Tankers are 101, Cargos are 102.

That's what we were talking about, coastal merchant ... He didn't want it in convoys...:-?


What would have been really great is if we could have had biased spawn probabilities for generic entries.

A 500 tonner would be quite cool. I think someone attempted it once, but the trawler type was not really well suited to being modded. I would like to see the armed trawler transformed into an unarmed trawler. That should be easy. Finally, coastal traffic worth sinking. :lol:

bigboywooly 05-31-06 09:32 AM

Quote:

Originally Posted by booger2005
A 500 tonner would be quite cool. I think someone attempted it once, but the trawler type was not really well suited to being modded. I would like to see the armed trawler transformed into an unarmed trawler. That should be easy. Finally, coastal traffic worth sinking. :lol:

Ummm the fishing boat 2 in your Sea folder is a Trawler unarmed:o

AG124 05-31-06 09:42 AM

I think that you were talking about my Meigle Coastal Merchant, but I did not use the Trawler. I used the .dat of the Coastal Merchant, and the hull of the Tugboat. The ship turned out to be pretty good, but the UV Mapping below the waterline uses the texture of the superstructure. Also, the tonnage was 800 GRT.

Wulfmann 05-31-06 12:32 PM

I have not seen that one and will hurry off to get it as I am sure it is a worthy addition.
I like the coastal tanker, I just thought making it a 101 was not as advantageous as a 104.

I think the referred to merchant might also be released as a separate 104 to further vary the coastal trafffic.

I didn't mean you on converting the armed trawler.
It was SW I asked. They dtook so many of my suggestions but sometimes so many things were being tossed around a few got lost.
I just think the hull would make a good merchant ship as many were converted to such use after the was and it looks similar to war time small merchants.I have a book called S-Boote and it seems many coastal merchants were sunk in the 400-800 ton range by them. Since SW did not do it I thought someone else might consider it.

Wulfmann

Wulfmann 05-31-06 12:41 PM

Quote:

Originally Posted by bigboywooly
Ummm the fishing boat 2 in your Sea folder is a Trawler unarmed:o

Big difference comparing a 95 tonner that can not be torpedoed with a 500 ton ship, IMO.

The KSQ is not a coastal merchant (its name coastal merchant is inaccurate as it is certainly a sea going vessel at 2,000 tons)

However, that is certainly personal choice if one wants to edit that out or somewhere else as a 104.
I would be more inclined to add a 104 version of NSQ as well as the armed trawler conversion to merchant as a 104 to spruce up the in close traffic.

Wulfmann

bigboywooly 05-31-06 02:26 PM

Quote:

Originally Posted by Wulfmann
Big difference comparing a 95 tonner that can not be torpedoed with a 500 ton ship, IMO.
Wulfmann

OOPS:oops: my bad
Have never bothered with the unarmed trawler ( sinking it that is ) so didnt know the tonnage
Didnt realise they were that different:o

Will get back to my DE Hunts lol

booger2005 06-07-06 06:30 AM

Quote:

Originally Posted by bigboywooly
Ummm the fishing boat 2 in your Sea folder is a Trawler unarmed:o

but under 100 tonnes

bigboywooly 06-07-06 07:37 AM

yeah Wulfmann put me right a week ago
Like I said didnt realise the tonnage difference as never had a crack at one
Have had a go at cloning trawler but keeps failing for some reason -have cloned other ships inc an inshore merchant type 104 from the coastal merc and changed my DDHunts to DEHunts - the ships were easy the .RND and SCR wasnt
Will keep tying tho as think can remove guns but not the platform or radar as that a bit too advanced for me lol
If manage it will let you know

bigboywooly 06-07-06 06:17 PM

Quote:

Originally Posted by booger2005
A 500 tonner would be quite cool. I think someone attempted it once, but the trawler type was not really well suited to being modded. I would like to see the armed trawler transformed into an unarmed trawler. That should be easy. Finally, coastal traffic worth sinking. :lol:

Well its a WIP but here a couple of screenshots so far
Just need to alter the .en text and find out how to delete nodes

http://img64.imageshack.us/img64/938...mall9iv.th.png
http://img169.imageshack.us/img169/7...mall5xh.th.png

Wulfmann 06-07-06 07:01 PM

May I suggest you "add" Hunt DEs and not delete Hunt DDs.
That way you keep the SCR as it is and the Hunt DEs will spawn with using the type 3 without asking for a class. This will allow for variation and make it harder to predict convoys by their known escort make up.
IMO, using the 102 type for cargos does the same thing, change the convoy make up each time. but, again, IMO that is a good thing.
Wulfmann


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