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[REQ]Q-Ships Mod
Is there a mod that simulates Q-ships in SH5? If not, does anyone think they would like to make one. I did love the one that was made for SH3. It really makes approaching lone merchants in the early war years much more interesting.
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You mean those heavily armed warships in merchants clothing?
I know Q-ships were armed with Depth Charge racks and large guns, but hiding them in SH5 would be difficult, I myself, do not know how to hide ships weapons. But maybe other modders might have more input. It is a good idea though. I could add DC racks to a Merchant ship, but he will have difficulty find anyone without a sonar, but I could add a sonar. |
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In the negative, creating dummy but fully working weapons wouldn't be a big problem :yep: Quote:
On a side note, there were so few of these ships, that the chance to come along one of them should be very low anyway. |
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P.S. I had a look into stock SH5 armed merchants, and I didn't see any special setting/controller attached to their main gun bones. But the bones themselves are placed in some underdecks not immediately visible to the observer, or they are well within the hull :yep: Has anyone seen these ships firing in game? :hmmm: Moreover, someone in Jimbuna's Q Ship thread suggested using SHIII's trap container, though this method wasn't flawless. In any case, after solving the puzzle of how to conceal armaments, creating proxy copies of any merchant featured in game, and converting them into Q-ships is really easy :know: |
Guys.. just my experience.. Open Horizons II.. Autumn, 1939.. armed merchants..
I think these ships are armed enough to not try to attack them from the surface position using the deck gun.. I have seen what may happen after.. |
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I am just having an interesting discussion with you and Stoli151, which will probably lead to nothing or, who knows, to some nice new idea. Is this in your mentality a waste of time? :03: :hmm2: |
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:har:
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P.S: our crazy discussion induced Stoli to run away. One more potential SH5 modder lost forever due to your usual "friendliness" :dead: |
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PS: if so.. 'he will be back' (almost verbatim quote :)).. soon.. PPS: my usual 'friendliness' :oops: http://s19.postimg.org/qbw15hmgv/facepalm.gif |
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The Rawalpindi ships guns are visible from large distances, also they have the Naval jack on their flag pole, and that tells me to keep clear unless I have a good torpedo course plotted.
The Auxiliary cruiser for the Germans always spawn in convoy defense in the OHII campaign and their guns as gap said, are hidden within the hull, but in the Goblin editor, the doors they hide behind, look like they could be coded open up, but as we know, the SH5 devs left lot's of content out, so the guns just clip through the side of the ship. |
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I had a look at the FLG bone of several units, but unfortunately I couldn't spot any special format which may tell the game wether to use the naval or the civil ensign. The usage of miltary/merchant flags must be hardcoded, and connected with the unit type. Armed merchants use a special type: Type13=Auxiliary Cruiser, and they were grouped by devs together with warships in Names.cfg. This is a indirect evidence of them using the naval ensign. We could change their type to Type102=Cargo (or any other merchant type), but then they woudn't attack enemy ships, and they would use their guns just for self defence :hmmm: Quote:
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better moving their guns on deck then: the stupid AI ships wouldn't notice their armaments anyway (I think they only react to the type of foe units they meet, and to possible attacks). As for Allied armed merchants / Q ships, it is another matter, because their guns would betray them to the (wise) eye of the human captain. Yesterday I had a look into SHIII's trap containers, which can be used for concealing armaments on deck. They got special doors which open/close intermittently. In SHIII there was no controller to trigger their animation, so they weren't a big help either. I wonder if, since SHIII, new animation triggers have been added to the pool of available controllers. If not, there's at least one workaround that I could think of: giving each of the trap container doors a damage box, and giving them a zone with extremely low HP and AP. Should the gun concealed behind them start firing, they would blow ip in the air, thus making space for gun's barrel. What do you think? :hmm2: |
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Yep, definitely should be cfg# node related (from my notes):
cfg#E01_ ... = Sub Emblema 1 cfg#E02_ ... = Sub Emblema 2 cfg#A01_ ... = A-A Armament cfg#A02_ ... = A-A Armament cfg#ALB_ ... = Submarine Ballast Launch cfg#B01_ ... = Bomb Armament cfg#BLD_ ... = Submarine Bold Decoy Launch cfg#C01_ ... = Radar RWR cfg#D01_ ... = RadioDF cfg#FLG_ ... = Flag cfg#FLGC ... = Flag civil. cfg#FLS_ ... = Flag (small) cfg#FLSC_ ... = Flag (small) civil. cfg#TXR_ ... = External texture cfg#H01_ ... = Hydrophone 1 cfg#H02_ ... = Hydrophone 2 cfg#SNK_ ... = Snorkel cfg#K01_ ... = Cargo cfg#L01_ ... = Search Light cfg#M01_ ... = Main Armament cfg#N01_ ... = Sonar cfg#O01_ ... = AI_Visual (Lookout on conning tower) cfg#O02_ ... = Periscope/Attack cfg#O03_ ... = Periscope/Observ cfg#R01_ ... = Radar cfg#S01_ ... = Secondary Armament cfg#S02_ ... = Secondary Armament cfg#S03_ ... = Secondary Armament cfg#T01_ ... = Torpedo Armament cfg#TAR_ ... = Submarine Torpedo Armament cfg#W01_ ... = ASW Armament (KGun, YGun, Hhog, DCRack) cfg#Z01_ ... = Submarine Turm |
I also think the ships should be something inconspicuous. In other words something that would not look odd travelling alone and are very commonly encountered. I remember the small coastal freighter was used in the mod for SH3, so something similar to that should suffice. The way the cfg was written for that ship seemed to make it either a standard ship or a Qship(very small random chance). I could be wrong. Of course it would be much cooler if they were their own ships that looked exactly like a common ship, that way if sunk you wouldn't encounter that particular one again.
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