![]() |
Quote:
Pls send me a email if you can - that'll remind me and then I'll explain how to get the grids. It's easy, just a bit fiddly and prone to errors if care is not taken. |
I've tried PM but it keeps bouncing back.
If I send one to JoneSoft for your attention will it bounce up to you? |
Quote:
|
JScones has cracked it!
He has deciphered the grid code in flotilla.cfg which has allowed patrol grids to be allocated to the XXI. This uncovers new ground for SH3, ground that goes way beyond just the scope of this mod. This means that modders will finally be able to provide grids relevant to, and based on, sub type as well as the previously known variables. I spent two months banging my head against a brick wall trying (and failing) to allocate patrol grids. JScones has finally allowed this mod to be complete. JScones and evan82 both helped in making this mod happen. This mod belongs to them as much as to me - thank you guys. I'm leaving it as a BETA for the time being as it still needs further testing. My next development will be changing the grids so they are relevant to a Type XXI - they are currently the same as those given to a Type IX. BETA v1.2 is at: http://hosted.filefront.com/WrefordBrown |
Yes, to echo WB's words, SH3 does consider sub type when allocating grids - always has. If you understand its logic, then you can set unique grids for each sub type in each flotilla, meaning (for example) that your VIIC Kaleun can be sent to totally different parts of the world than your XXI Kaleun, despite them being in the same flotilla at the same time. This is the piece of the puzzle that is always missing from the "XXI in 1939" solutions found in this forum, hence the usual "NULL" grid allocations.
TBH I totally forgot about this finding - I worked it out over 18 months ago (it's quite straight forward) and had even started building a new Flotilla.cfg file for GWX2.0. But when I left the GWX team I simply shelved all my unfinished work (although it was no secret to the team), including this and the nearly completed "Fantasy Flotilla" mod that gave players an option of either having all boats and equipment at war's start, or boats and equipment roughly 1 or so years earlier than historically available, all under the "story" of the player being attached to a "secret testing flotilla" based in Hamburg. Anyway, glad to see you got it working with your mod. :up: @WB: I had a quick look at your files; you need to set valid grids for Jan0130 through July0134 and Jan0130 through July0134. ;) |
:oops: Missed that one.
v1.3 en route! |
WHOOO-HOOOO! Way to go, Jaesen!! :rock:
Thank you so much for this mod, WB! Historical accuracy is good but sometimes you just want to let your hair down and have some frivolous fun. :D Quote:
|
Thank You Wreford-Brown, Thank You JScones. This is great news.:rock:
|
Just a reminder - this is still a Beta so it hasn't been fully tested. All testing was done with GWX 2.1, bbw's fix and only the GWX mods installed. No testing has been completed with any other mods.
If you have any problems or comments, please post on this thread with the usual information: Date and time in game Location What you were doing at the time Whether there were any other ships nearby What other mods you have installed etc. The scope of this mod is the full campaign, so I'm relying on feedback from you. Thanks, WB |
Title updated.
|
Thank you, Neal.
|
Think I might be missing something here as I can't seem to get a XXI in any flotilla in 1939 after installing this. Can only seem to get it at its correct start date and it costs the usual reknown. Mods I have active at the moment are:
GWX w/16k atmnosphere, Open hatch, lite harbour traffic, alternate load screen Torpedo damage final Q ship mod Can anyone help? EDIT: Ignore me. You'd think I bought my PC yesterday!!! Just unzipped the whole thing directly to my mods folder and forgot to look at what was actually in there. D'oh. |
Always the little things ;) Enjoy your new Elektroboot!
|
Does this work with GWX 3.0?? Sounds like it would be fun just to play around with the XXI for more than 4 short months or so in game. :up:
|
See 'The Magnificent Mishaps of U-1337' ;) So far no problems that I can see. Although being that it's 1939 the late war sensors don't quite work out. :hmm:
|
Quote:
Quote:
|
I tried applying the LWS patch overtop of the Type XXI mod, and that seemed to jack it up. Or maybe the LRT sensors patch just overwrote something important...
Well, it's not like I need radar or radar warning yet anyways. :p |
How very bizzare.
Sept 1939 on station as the war started at BF13, weather ther worst possible. Crew calls out ship spotted and I take a look. British destroyer at 180 deg. Hah, I think, he's neutrel. First time I've sat and watched a british DE sail past while sittting on the surface. Then I thought, wouldn't it be funny if the war started right now? Then it did! So I turned to face her, the first victim of the secret german weapon. Aimed a zaunkonig in her general direction, LOS!. Emmm come on guys, do some LOSing here. No, flipping well LOS!. My WE was still insistant however that there was "No torpedo solution for tube 1, Sir". Same for all the tubes, including those loaded with TIII's. Never seen that message before in SH3... So I thought I'd post and see if anyone else had the same problem but figured I may have missed something, like my realism settings maybe. So I came back out of the patrol, checked and they were 90% as usual. Loaded up again and we were happlily able to fire the torps. Weird. |
Probably just some bugs in the firing computer. :smug:
|
In which case all I need to do is wait around until 1941 until TDC 3.1 and "WE who does what he's told 2.1" are released for the XXI by the german equivalent of the GWX crew and I'll be fine!:D
|
All times are GMT -5. The time now is 06:34 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.