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-   -   [REL]: Q-Ship-Mod for GWX3 - Reloaded (https://www.subsim.com/radioroom/showthread.php?t=170984)

h.sie 06-13-10 10:19 AM

[REL]: Q-Ship-Mod for GWX3 - Reloaded
 
================================================== ===================
Q-Ship Mod for GWX3 - Reloaded
================================================== ===================

Requires: SH3-Commander 3.2

Jimbuna gave me the permission to share my modifications on his great Q-Ship Mod:

http://www.subsim.com/radioroom/showthread.php?t=149513

My modifications are:

* Randomization: 90% behaviour as unarmed freighter, but 10% armed and equipped with searchlights.
(these values can be changed to fit your personal taste).

* Ship skins taken from Tramp Steamer, so that Q-Ship cannot be identified by its unique rusty skin.

* Darker Image for Recognition manual. The brighter original one would betray the Q-ship.

* More Hitpoints and slightly enlarged armor level compared to original Q-Ship.
It is now harder to sink with the deck gun. Original value (250 HP) was
too low compared with a tramp steamer (about 500 HP). So I gave him 600 HP.


================================================== ===================
Installation
================================================== ===================

1) Install via JSGME

2) Copy & Paste the following lines into SH3-Commanders \Cfg\Randomised events.cfg

; ----------------------------------------------------------------
; Reactivates Q-Ships searchlights & waepons by a chance of 10%
; (by moving them back to their original positions).
[0:data\Sea\NLOV\NLOV.dat]
ChooseFrom=10
RndMidPat=1
0_x157117=0.5087599 ; Node M02, Translation Y vALUE
0_x12CACD=0.523451 ; Node M03, Translation Y vALUE
0_x12C911=0.889125 ; Node A01, Translation Y vALUE
0_x12C980=0.889125 ; Node A02, Translation Y vALUE
0_x13FF16=0.203238 ; Node L01, Translation Y vALUE
0_x148802=0.6855269 ; Node L02, Translation Y vALUE
; ----------------------------------------------------------------


3)
Copy and paste the following line into your \data\Sea\EnglishNames.cfg:
SCF=Tramp Steamer
Copy and paste the following line into your \data\Sea\GermanNames.cfg:
SCF=Trampdampfer
Copy and paste the following line into your \data\Sea\FrenchNames.cfg:
SCF=cargo côtier


4) Copy and paste the following into your SH3 Commander's \Cfg\Ship names.cfg:

[LOV]
0001=Q Ship HMS Chatsgrove
0002=Q Ship HMS Maunder
0003=Q Ship HMS Prunella
0004=Q Ship HMS Lambridge
0005=Q Ship HMS Edgehill
0006=Q Ship HMS Brutus
0007=Q Ship HMS Cyprus
0008=Q Ship HMS Looe
0009=Q Ship HMS Antoine
0010=Q Ship USS Atik
0011=Q Ship USS Captor
0012=Q Ship USS Asterion
0013=Q Ship Uss Big Horn
0014=Q Ship USS Irene Forsyte


================================================== ===================
Some words about the randomization
================================================== ===================
All weapons & searchlights of the Q-Ship have been moved out of the visible range
by setting the Y position of the appropriate Nodes to 1e8 in the .dat file.
This is not a nice, but the only method, because changing the ships equipment
(eqp-file) between save and reload leads to a crash.
When starting Sh3 via SH3-Commander, the weapons and searchlights are
moved back to their original positions by a chance of 10%.


================================================== ===================
Fine Tuning
================================================== ===================
The probablility that the Q-Ship will be armed and equipped with searchlights
is determined by the value "ChooseFrom" in Randomised events.cfg.

The Probability can be calculated: P = 100 / ChooseFrom %

So if you e.g. want a Probability of 20%, set ChooseFrom = 5.


================================================== ===================
Important
================================================== ===================

* SH3 must be launched via SH3-Cmdr, otherwise searchlights & weapons
will not be randomly activated.

* NEVER save/reload during a battle action. Otherwise the Q-ships
searchlights and weapons will have weird behaviour after reload.


================================================== ===================
Known Problems
================================================== ===================

1) When the Q-Ship's weapons are moved out of the visible range, you don't hear them
and they don't harm you. But your crew anyway warns you: "We are attacked by a ship".
But when the Q-Ship is part of a convoy, there will surely be other ships shooting,
so that this issue will probably not be noticeable. It will only be noticed when the
Q-Ship is alone.

2) 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
================================================== ===================
GWX-Team: For GWX.
Jimbuna: For permission to modify his Q-Ship Mod
Rowi58: For a good idea I finally couldn't use.

Hope you like it,
h.sie

SquareSteelBar 06-13-10 11:22 AM

:DL:up:

STEED 06-13-10 12:35 PM

I got jims one...Hmm I wonder what this was all about. :hmmm:

h.sie 06-13-10 02:20 PM

first post updated. error fixed.

Jimbuna 06-13-10 02:46 PM

Hi H....I'll give this a spin, I'm intrigued http://www.psionguild.org/forums/ima...s/thumbsup.gif

nemo7 06-13-10 03:53 PM

Yeah. It seems pretty immersive...

Reece 06-13-10 08:20 PM

I assume you still don't see any guns firing?:hmmm:

h.sie 06-14-10 12:52 AM

no, they are hidden in the containers as in the original Q-ship.

@Jim: Hope you like it. BTW: I always have a weird feeling when "reloading" existing mods. but my intention behind my modifications is not to replace these existing mods, but much more to have one more alternative. people who can live with the side-effects of the randomisation can now use "my" mod. people who don't like it, can still use your mod.

Magic1111 06-15-10 01:20 AM

Hello h.sie !

Thank you very much for this MOD !

But I´ve a two questions: Is this MOD compatible with LivingSilentHunter V5 or only for GWX (I have a GWX Installation too) ?

And must I put the Q-Ships via Editor into the Campaign Files ?

Best regards,
Magic

h.sie 06-15-10 01:58 AM

Hi Magic,

1) I am not sure (because not tested), but I think it should work with other supermods, too.

2) No need to script it via MissionEditor. It will randomly appear in convoys that are scripted into the RND layer. But only for a certain time period that is determined in the .cfg files in the Roster folder.

h.sie

Magic1111 06-15-10 12:37 PM

Quote:

Originally Posted by h.sie (Post 1419575)
Hi Magic,

1) I am not sure (because not tested), but I think it should work with other supermods, too.

2) No need to script it via MissionEditor. It will randomly appear in convoys that are scripted into the RND layer. But only for a certain time period that is determined in the .cfg files in the Roster folder.

h.sie

Hi h.sie !

Thank you very much for your Reply ! :up: I´ll test the MOD with LSH v5 and see what happens :D !

Best regards,
Magic:salute:

h.sie 06-15-10 02:44 PM

hi magic,

good luck. but be patient, my changes cause the Q-ship to appear not very often.

h.sie

Magic1111 06-15-10 04:21 PM

Quote:

Originally Posted by h.sie (Post 1420042)
hi magic,

good luck. but be patient, my changes cause the Q-ship to appear not very often.

h.sie

Hello h.sie !

My new patrol during my career in LSH v5 starts with your MOD without any problems, it´s a good sign.......! :ping:

But can you please post me an setting that the Q-ships more often appear ? Many thanks for that help !!! :D

Best regards,
Magic:salute:

h.sie 06-16-10 01:20 AM

Hi Magic,

If in the Campaign_RND.mis a ship Type=102 without Class is scripted, SH3 searches the Roster folder and the according nationality (British/American) for all ships available for the current time. Randomly, one of these ships is chosen and spawned. I think this mechanism can't be changed. The chance that the Q-Ship is spawned is about 5 - 10% depending on the total amount of type 102 ships aqvailable in the Roster/Nationality-Folder for the given time. If the Q-ship is spawned, the probability is 10% that it is armed and equipped with searchlights. This probabilty can be set to 100% by setting ChooseFrom=1 in the RandomisedEvents.cfg. Then the Q-ship is always armed.

For testing purposes I would create a single mission and dirctly script the Q-ship in it.

For my tests I created a whole testing campaign with a test convoy. if you like I can send it to you, but I cannot guarantee that it will work with LSH3.

h.sie

Magic1111 06-16-10 05:42 AM

Quote:

Originally Posted by h.sie (Post 1420424)
Hi Magic,

If in the Campaign_RND.mis a ship Type=102 without Class is scripted, SH3 searches the Roster folder and the according nationality (British/American) for all ships available for the current time. Randomly, one of these ships is chosen and spawned. I think this mechanism can't be changed. The chance that the Q-Ship is spawned is about 5 - 10% depending on the total amount of type 102 ships aqvailable in the Roster/Nationality-Folder for the given time. If the Q-ship is spawned, the probability is 10% that it is armed and equipped with searchlights. This probabilty can be set to 100% by setting ChooseFrom=1 in the RandomisedEvents.cfg. Then the Q-ship is always armed.

For testing purposes I would create a single mission and dirctly script the Q-ship in it.

For my tests I created a whole testing campaign with a test convoy. if you like I can send it to you, but I cannot guarantee that it will work with LSH3.

h.sie


Hi h.sie !

Many thanks for your explain ! :up:

Do I understand you correctly, I have, that the Q-ship is 100% armed, at this point setting a "1", see the red entry:

; ----------------------------------------------------------------
; Reactivates Q-Ships searchlights & waepons by a chance of 10%
; (by moving them back to their original positions).
[0:data\Sea\NLOV\NLOV.dat]
ChooseFrom=1 <--------- here entry 1 for 100 % armed, is that right ?
.
.
.


And yes, please send me the Test Campaign :yeah:! Many thanks in forward ! :up:

Best regards,
Magic :salute:


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