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[REL]: Randomised Searchlights
Randomised Searchlights for GWX3
-------------------------------- Requires: SH3-Commander 3.2 About this mod (package) ------------------------ In GWX, most of the convoy merchant ships (even unarmed ones) use their searchlights (SL) when in U-boat alarm state at night. Following some discussions in the subsim forums about this topic, I came to the conclusion, that it would be historically more correct, if the merchants hide in the darkness and try to evade instead of showing their position with the SL. A guy called schlechter_pfennig already made a great mod which totally removes the SL from all merchants and all big warships without anti-submarine weapons: http://www.subsim.com/radioroom/showthread.php?t=169499 With his mod, all merchants keep dark. But I wanted a little bit of uncertainty, a little remaining chance that one or two merchants use their SL. I want to be surprised. This is now possible, I think. I made the mod time-dependent. The later the war, the higher the probability, that at least one merchant uses his SL. How this mod works ------------------ This mod package consists of 4 parts (2 required and 2 optional) 1. Remove Searchlights from Merchants.7z. (Required). This mod at first disables all SL from all merchants. Install via JSGME. 2. Random.7z (Required). This file must be extracted to the "Random"-folder of Sh3-Commander, so that after extracting, the "Random"-Folder contains 200 subfolders called "0" to "199". Most of these subfolders are empty but some of them contain the necessary files to re-activate the SL for a few armed (and one unarmed) merchants. Everytime SH3 is launched via Sh3-Commander, the contents of one of these 200 folders is copied into the SH3 game and thus pseudo-randomly some SL are re-activated by a certain chance. The time-dependence of SH3-Commanders Random function is used to achieve, that the probability for a ship to use his SL rises from the early to the late years of the war. Optional mods: 3. Remove Searchlights from Warships.7z (Optional). If you also don't want those big warships without anti-submarine weapons (battleships, cruisers) to use their SL, then install this mod. Install via JSGME. 4. Demo Campaign.7z (Optional) Campaign files for testing and demonstration purposes only. Contain only a single random-generated unescorted convoy. - Start a new career and choose a year. - Abort the patrol if daytime and try again until it's dark. - Don't move your U-Boat - Set time compression to 128 and wait - You'll soon see the convoy. - Every 1-2 hours a new convoy is spawned. - Attack the convoy with the Deckgun or Flak and see what happens. Fine-Tuning ----------- "P_dark" here is the probability, that all merchants of the convoy stay dark, no use of SL. I made P_dark dependent of the war period. In the default configuration, the probabilities are as follows: 1939: P_dark > 95% 1944: P_dark > 80% Delete the Random-Subfolders 100 - 199 if you prefer the following probabilities: 1939: P_dark > 90% 1944: P_dark > 60% Compatibility ------------- * GWX3: YES * GWX3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6 from BigBoyWooly: YES * Wreford-Browns "Extra ships for Wilhelmshaven campaign v2.4": YES, BUT ONLY if you install the Compatibiliy Patches on top of the mods. There is 1 Compatibiliy Patch for Remove Searchlights from Merchants and 1 Compatibiliy Patch for Remove Searchlights from Warships (optional). Important --------- * SH3 must be launched via SH3-Cmdr, otherwise no SL will randomly activated. * Don't save/reload the game when enemy in render range (approx. 30km?). Otherwise (according to my observations) the enemy, at least the merchants, are totally dumb and defenseless after reload. This is a SH3 bug and not related to this mod. * NEVER save/reload during a battle action at night. Otherwise the ships SL will malfunction after reload. This is related to this mod but unavoidable. Known problems -------------- This mod leads to a "camera out of sectors"-error when using the "," and "." keys of the external camera to show the next/previous ship. But there is a simple workaround for that: Don't use these keys. Credits ------- schlechter_pfennig: For permission to use some files of his mod. Furthermore: I don't know where to begin. The list is endless. Many people helped me with discussions, mods, ideas. Thank you all. Hope you like it! h.sie Detail information ------------------ For most of the ships the SL are removed permanently. This has been done by replacing "LinkName=Ref_xxx" with "LinkName=NULL" in the .eqp files of the ship. 19 merchants (18 armed and 1 unarmed) take part in the SL randomisation. The nearby idea, to use SH3-Commander to randomly change the LinkName in the .eqp files for those ships, does not work, because changing equipment between save and reload of a patrol may lead to a crash. Workaround: Instead of that, I simply moved the SL out of the visible range by setting the Translation Y value of the L0x nodes to 1E6 in the ships .dat file. The Random function of Sh3-Cmdr is used to randomly put back some ships original .dat files and thus activate the SL. Merchant ship types that take part in the SL randomisation: -NAMM -NCOT -NGRA_ -NHA_Boat1 -NKBL_ -NKC3 -NKGN -NKLK_ -NKSEF -NKSQ_ -NLL_ -NLOL -NLST -NPTB -NPTR -NRC_ -NSCT_ -NTR -NVV |
Looks good. Do we have a download link? (sorry I couldn't find it :oops:)
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yup. see my mediafire page.
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Thanks :up:
I'll download it asap |
This sounds good, h.sie.
Anyone using my 'Random Loading Screens' mod be aware that if you want to use this mod as well you will have to eliminate the '100-199' folders as well, or else only half the folders will have the random screens. |
Hello SailorSteve,
thank you. I forgot to mention this aspect, because I didn't know about your mod. So if one already uses the Sh3-Cmdr. Random folder function for some other mod, one of course has to merge the contents of the random folders (which results in a strong but unavoidable correlation). Instead of deleting the folders 100-199 one could also duplicate the loading screen data from folders 0 to 99 to the folders 100 to 199. h.sie |
I think it would be nice to have a patch that covers WBs ships as well
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Yes I think that too. Will create a compatibility patch for WBs extra ships during the next days.
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Thanks a lot for that. I look forward to try it |
I'll certainly try this H when a compatability patch is released http://www.psionguild.org/forums/ima...s/thumbsup.gif
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new version uploaded , it now contains compatibility patches for WB's extra ships.
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Bitte! :salute:
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Another essential mod from the great h.sie! Thank you :up:
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Thanks for that reply.
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