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For anyone to beta-test!
For anyone who would like to beta-test a Repositioned Lorient for CCoM.
See here: https://ibb.co/rGL6XNh download here: https://mega.nz/file/2qpjiArC#Fj2a0Z...xtXGbSZwsYKgZs I've done a quick alteration to the terrain at Lorient a bit like in WAC and moved the port to a more realistic location. All the original units are the same I've just moved some of them around slightly for the change in position and alteration of the terrain. The mod is enabler ready, Inside you can find 2 flotilla.cfg's - both with the new starting position, 1 with an altered start date for testing purposes, the other with the original CCoM date. Please let me know if you find anything wrong!! Rick |
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Thanks! Quick questions: Is there an Installation Guide available? Will it also work with CCoM10.0? |
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I don't think this mod will work with CCoM 10 as the campaign layers could have extra ships/aircraft added to it that are not in CCoM 10. I never got round to trying out CCoM 10 so really not sure, You could try adding it via mod enabled and if the game crashes take it out again. Rick |
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Something went wrong. ATBAvenger not defined in \data\Roster\American correctly TBAvenger and ATBSSwordfish not defined in \data\Roster\British correctly TBSSwordfish were added to RND. Fix it. |
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Please keep in mind that Rowi58 from CCoM Version 11 or 11.1 had divided up the Hafen.dat if I read the manual correctly.
mfG a-kermit ps: First in port facilities, houses, docks, cranes etc and secondly in the units, sea, land etc |
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download beta2 here: https://mega.nz/file/fzg3CCTI#WEL4i4...2fejh1DaxSy6jQ Thanks Rick |
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You added Torpedobomber from another mod. https://sun1-92.userapi.com/fnGTJ2LO...J7Jm7fNXuI.jpg |
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Rick |
New map requires route adjustments
https://sun1-29.userapi.com/WVqdiJ1N...x78sL7pEZ4.jpg |
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I've adjusted some of the traffic in the SCR layer from your picture. As far as I can tell the only traffic travelling across land are aircraft now. Can you explain why you circled the nets? Not sure why they would be wrong!? Rick |
Hey Rick, sorry to pollute your thread :oops: , but as you seems good at that, after you will finish new Lorient for Ccom...could you try to do the same for NYGM? :D
NYGM (with its add on traffic mod) is badly missing Right harbor places and eventually locks and gates... Sure plenty people would be interested also :yep: Good job! :salute: |
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KUrtz |
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Have you used the Alfred Kietzer's New Lorient version 1.3. Readme has; NYGM 3.6F Note: Verson 3.6F of NYGM appears to include the “Harbor Traffic Add-In” for the most part and did move the Lorient base outside the harbor, so whether you will consider this Mod useful is a matter of choice. “New Lorient v1 – NYGM 3.6F” is not compatible with “NYGM3.3 Mediterranean Campaign Only”, but is compatible with most other NYGM Mods including 3rd Flotilla Mod, All Air Torpedoes, FuMB37XXIIINYGM, MFM-Interim-Beta_NYGM, Stiebler4C SubFlag, Stiebler4C_V16B1, IABLShipsforNYGM New Thomsen, Hitman GUI NYGM, Hitman Optics NYGM 3.6 (Fixed), and NYGM HiRes Submarines 3.6F. You will not have the GREEN buoy in the channel, but you will have bunker AA guns, additional ships and the escort ship. The move seems to be already done. Am I not correct? Or are you looking for more precision in location?? Good hunting, FUBAR 295 |
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