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-   -   Q Ship mod (https://www.subsim.com/radioroom/showthread.php?t=138229)

Hunter 06-18-08 01:29 AM

Q ships are possible in SH3 from the very begining as there is trap container among cargo loads. You can place ordinary guns incide and when ship will become engaged by enemy the container will become opened showing the gun with its crew. I used to test them in the time when discussion - Creasy graphic glitch was active two years ago. Possibly there is still download with such Q-ship. The only problem that gave name to the discussion was in the fact that containers repeats openning and closing animation for all the time. Though Denis469 told me recently that there is no problen with animation itself but just a lack of performans of our old singlecore PCs.

Jimbuna 06-18-08 02:41 AM

Quote:

Originally Posted by FIREWALL
There is a touching part about them in " Torpedo Junction ".

They came here in leaky coal burnig rust buckets with , no tools and a couple of guns a DC rack and alot of HEART.

At first they were laughed at but, when they went out on convoy duty they went after a sighted u-boat with the tenastidy of a Bulldog. :arrgh!:Grrrr They didn't have much but their courage.

Sadly one got blown out of the water to pieces.
Much later some bodys were recovered.

They were laid to rest in a small cemetry in a small south east coast town.

Their remains were never reclaimed. And to this day that town considers them THEIR OWN.

The graves are regularly tended and fresh flowers.
To these people these hero's won.t be forgotten.

I would love to have these in the fray.

And make them TOUGH and DANGEROUS.

Because the men manning them were.:up:


Nice piece that....the Allied seamen were really a special breed. :rock:

@Reece...I think so mate, just about ready for a few testers to ensure it works as it should.

@Hunter...I've not attempted to go that far (containers opening and closing-way out of my league).

This mod would not have been possible without Denis 469.

@Koondawg...If your still interested in assisting let me know mate.

A couple more would be nice....any offers.

Koondawg 06-18-08 02:59 AM

You have a PM Jimbo....:know:

bigboywooly 06-18-08 05:12 AM

James

You will need to re add to trap containers to the cargodef

C:\Program Files\Ubisoft\SilentHunterIII\data\Sea

Open the CargoDef cfg

[CargoEntry 9]
NodeName=Freight Crates
LinkName=WoodCratesL
StartDate=19380101
EndDate=19451231
CargoType=0

Needs to revert back to

[CargoEntry 9]
NodeName=Trap Container
LinkName=TrapContainer
StartDate=19380101
EndDate=19451231
CargoType=0

Make sure in mission ed your unit has the trap container selected in cargo

http://i60.photobucket.com/albums/h2...Hunter_670.jpg

Jimbuna 06-18-08 08:05 AM

Will check tonight mate :up:

chripsch 06-18-08 08:42 AM

Hi guys!

I am looking very forward to the q-ships! At this place I must leave my compliments
to all the modders which are making SH III the game which you can play for ever!

Real great work guys!!! :up: :up: :up:

Go on this way and I think I`ll never stop playing SH III!

Thanks a lot,

Christian

Klaus_Doldinger 06-18-08 08:53 AM

New ships are always welcome!:yep: :up:

Vader 1 06-18-08 12:11 PM

This addidtion would be off the hook as it would really make one wary of unescorted convoys....very nice

Vader

FIREWALL 06-18-08 01:14 PM

Quote:

Originally Posted by Vader 1
This addidtion would be off the hook as it would really make one wary of unescorted convoys....very nice

Vader

That was my thinking too Vader 1 .

It will add tension to the stalking of convoy.

What do you really have ? Do you surface and not waste a torp on a unarmed small ship ?

That is the question .:hmm:

bigboywooly 06-18-08 01:37 PM

Hunter was spot on

http://www.youtube.com/watch?v=6VdUBDuVzNo

Jimbuna 06-18-08 02:22 PM

Quote:

Originally Posted by bigboywooly
James

You will need to re add to trap containers to the cargodef

C:\Program Files\Ubisoft\SilentHunterIII\data\Sea

Open the CargoDef cfg

[CargoEntry 9]
NodeName=Freight Crates
LinkName=WoodCratesL
StartDate=19380101
EndDate=19451231
CargoType=0

Needs to revert back to

[CargoEntry 9]
NodeName=Trap Container
LinkName=TrapContainer
StartDate=19380101
EndDate=19451231
CargoType=0

Make sure in mission ed your unit has the trap container selected in cargo

http://i60.photobucket.com/albums/h2...Hunter_670.jpg

Making the above changes results in the containers dissapearing and the guns on view as (permanently) as below.

Placing the Q Ship dat into the express freighter folder is currently causing a CTD :hmm:

The only working method thus far is using the ship as pictured earlier with gun muzzle flashes viewable.

I wonder if this problem is why nothing has been released previously.

I'm certainly open to suggestions.

http://img112.imageshack.us/img112/8...9585998yn8.jpg

bigboywooly 06-18-08 02:29 PM

See the video post before your last

I added in the LOV and gave it the trap containers as cargo
As you can see they drop then go up continuously
Maybe able to be fixed
I know a couple of animation genuissssss
lol

Jimbuna 06-18-08 03:09 PM

Quote:

Originally Posted by bigboywooly
See the video post before your last

I added in the LOV and gave it the trap containers as cargo
As you can see they drop then go up continuously
Maybe able to be fixed
I know a couple of animation genuissssss
lol

LMAO :rotfl:

Surely not the two reprobates I have in mind :hmm: .....no never :p

Yeah, the repeated actions of the containers is obviously the reason for the lack of use in the past.

You pass the file over at The Lair to both if you'd be so kind (wasn't aware you had it, but shoulds known) ;) and I'll crack on with 'appearance' testing......just in case it's non fixeable http://www.psionguild.org/forums/ima...s/thumbsup.gif

dcb 06-18-08 03:14 PM

Quote:

Originally Posted by jimbuna
I'm certainly open to suggestions.

Well, here goes mine: If no solution comes to the crate/gun animation, I think you should still release the ships with just muzzle flashes viewable. I think this is close to what uboat crews actually saw - a crate opening fire on them, given that those guns were well camouflaged enough so that they did not look 100% like guns even after they started firing. Maybe put some sort of net and ropes on the crate picture, so that it becomes even more believable that a gun could fire when camouflaged under a net - as it was often the case IRL.
The first thing that comes to my mind is the fish pile on the new trawler brought in GWX 2.1 - something looking like this, but with a more appropriate texture instead of fish.
Anyway, you've done a great job on these Q-ships and they will make a most interesting addition to SH3. Congrats:up:

denis_469 06-18-08 03:48 PM

What is continue with Fidelity?


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