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-   -   Unified Campaig for GW, NYGM and Vanilla installations. (https://www.subsim.com/radioroom/showthread.php?t=91204)

Rubini 03-26-06 09:08 PM

Unified Campaig for GW, NYGM and Vanilla installations.
 
march 27, 2006
============================================
Unified Campaign for GW, NYGM TW and Vanilla installations.
============================================

I start to work on the Unified Campaign (UC) project just after NYGM Tonnage War mod release and even before GW release. My goal is to have in the same campaign files all the goodies from the campaign of these two great mods. I'm in contact with Teddy Bär and team and also with Kpt. Lehmann in the last 3 weeks to meet an agreement from boths. This is a beta, but it is in test in the last 3 weeks and works pretty well. Stiebler and NYGM team will probably release a "gold" version in the next days, after adds the waypoint speed variation on all HT and GW units present in UC.

We have 3 versions: for GW installations, for NYGM installations and for Vanilla installations. (If you are using the merged GW+NYGM+Extended UC then you don't need any of these files). I also provide a without minefield&subnets and friendly air patrol SCR for solve FPS issues. Just rename it. More info on the readme inside.

================================================== =====================
Here the links (choose one of them):
http://rapidshare.de/files/16503258/...anilla.7z.html
http://rapidshare.de/files/16604018/...n_NYGM.7z.html
http://rapidshare.de/files/16508507/...ign_GW.7z.html
================================================== =====================

Install using JSGME.
-Just restart your last patrol on port. Not needed to restart a career.
-SH3Cmdr compatible


**UC don't modify any "way to play" of the GW or NYGM or Vanilla. It's only Campaign files.**

==============================================
march 29, UPDATE:
Here the SCR without minefields&subnets/friendly airpatrol for NYGM and Vanilla (It's the same for the 3 versions, I just forgotten to put in the file structure for NYGM and Vanilla).
http://rapidshare.de/files/16754229/...gn_SCR.7z.html
==============================================


Here a concise readme:
Quote:

I use the NYGM SCR, LND and RND as a base. These additions below are from HT/GW and are not in NYGM (if you notice some inconsistence on this description please feel free to correct me).

1. HT mod with all his features, all with the most possible historical approach: Traffic and docked units on all stock SH3 ports plus ~54 new ports in all the SH3 world. The milk cow solution hold the Stiebler's one plus Spanish ports from HT with their charts, radio calls and dolphins. I also hold the Stiebler Tanker (Ship) on Indic Ocean. A correction on radio calls and F1 help screen to fitted these Milk Cow changes. HT also have Bismarck, Tirpitz, Prinz Eugen, Admiral Hipper, Scharnhorst and Gneisenau docked, in trial trips and in Operations: Weserübung, Berlin, Rheinübung and Cerberus.
HT also have scripted new german and Italian ships: DDType 36A, Flottenbegleiter and Vorpostenboot - used as escort ships; Tirpitz with his unique textures, new Scharnhorst Class Battlecruiser - what is used for Scharnhors and Gneisenau ships and a exclusive MAS Torpedo boat for Italian /RSi.
Also Late war allied air attacks on axis ports with B24 Level Bombersin high altitude (for SH3) and with only one pass.
I also hold the F1 more useful help screen (with milk cow update) and FLB's Navmap mod. Also the nice friendly minefields maps, RSi .pdf docs and others readmes are on documentation folder only to reference. Colorblind solution is also available.

2. A lot of improvements for the Western, South America and Africa campaigns: ~20 new ports on America countries plus all the RUb's ones with docked and traffic units. Some small adjusts on America's airbases to a better air cover. A small adjust on spawn probabilities for these empties areas on RND. Some new small random groups for these areas too. Perhaps this way we can now have fun with long range patrols using the milk cows features and also Operation Drumbeat is quite more complete now.

3. Some new ships on the SCR too (not part of the HT mod): Hospital ship with RedCross flag, Essex class carrier into trial trips going to Pacific Campaign by Panama canal and Old liner ship. All docked and in traffic.

4. New italian's big Warships: Italian BB, Italian Heavy Cruiser, Italian Light cruiser. These are only clones of Scharnhorst, Admiral Hipper and Dido class with new textures and some adjusts on eqp file. The main goal here is to temporarily fix the RUb's original flaws: german ships with german flags are scripted with Italian Task forces on Mediterranean. The result is now quite good. The ships really seems different with the new textures and Italian flags. These ships are only replacing the already scripted ones by RUb campaing. All the others Mediterranean improvements are from NYGM files.

5. Ref's barricade ships also added on all departure ports, Kiel canal and on outskirts of Scapa flow.

LND:
1. Naval bases for all these new ports, some NB adjusts on dates side during the war, some new missing NB like Merthyr, Firth of Clyde, Firth of Forth, corrections on german departure point (open dock/subpen) and some others changes that are from HT mod. The NYGM main changes are all intact.

2. New german airbases over Europe and an Italian air base on Mediterranean.These are poor implemented or totally absent on RUB campaign. They are at the botton of the LND file, so it's easy to locate and analyse.

RND:
1. Double check with all the ports traffic and defences to avoid spawn problems and even to not blockade the Random traffic.
2. Some few additions on South America and Africa traffic. Also hospital ship complement random Traffic in Halifax/Baltimore route.
3.As already said above: some raised on spawn probabilities only (not radio contact) for some traffic on South America, Africa coast and Gulf of Mexico.

Others:
-Small adjusts on defside file like the addition off the RSI, Panama and Red Cross.
-Added flotillas grids for special long range patrols when a milk cow unit will be vailable. Also hold the NYGM modifications on flotillas files.
-Adjusts on locations to reflect the new ports and a lot of small corrections like double ports on Liverpool, Reykjavick, etc.
-New Radio calls for all the events on HT mod are also done. They can be added on the botton of the standard messages files. It's just a copy and paste job on the botton of the messages files.
-All Hospital ship occurrences changed to RedCross "neutral country".


Please see the other readme - File_structure_directions.txt - with all the files structure directions.
Enjoy!
Rubini.

VonHelsching 03-27-06 12:23 AM

Rubini, a big THANK YOU for all your hard work.

Just some questions:

1) For the people that do not use GW or NYGM, but only HT 1.47, I suppose that there is no problem using the "vanilla" version. This release is actually a new version of Harbour Traffic, right?
2) Did you incorporate any campaign episodes from the Uboat War Ace Campaign by Travinski / HanSolo78?
3) What was your basis for the RND layer? The stock (vanilla) RND or a version of Improved Convoys?
4) Spawn probabilities for single merchant traffic is that (or close) to the stock (vanilla) game or that of Improved Convoys (or 20/20 mod)?

Thanks again for all your efforts for the community! :rock:

Anachronous 03-27-06 12:28 AM

Wow!

vodkajello 03-27-06 12:40 AM

UC_nominefield_campaign_scr.mis is the campaign_scr.mis that has no friendly air traffic around the ports?

no mines, no subnets(enemy and friendly removed)?
or no friendly mines/subnets (enemy still has theirs)?

mikaelanderlund 03-27-06 02:14 AM

Incredible work!!

Mikael

Tikigod 03-27-06 02:20 AM

AWESOME!!! I have soooooooooooo been waiting for this!!!! :D

Thank you for giving us a choice of what we want as a base install....it makes it so much easier to apply and adapt to new mods when the releases are modular like this....supermods just take up way too much space/bandwidth/and excess resources for people that just want simple changes to various layers of their install...and you have done it....thanks again for all your hard work!

tedhealy 03-27-06 02:27 AM

Very much appreciated. It's great to see all my old friends when entering or leaving port again when using NYGM :-j

If you try out the NYGM version of this mod, be aware the torpedo tube selector switch has gone back to the stock setting for multiple shots - it went back to 1 & 3, 2 & 4 instead of NYGM's 1 & 2, 3 & 4.

It's not a big dea, but I got used to 1 & 2 instead of 1 & 3. It can come into play when you've got different torpedo types in tubes 1 & 3 which you usually get by default out of port.

I'm assuming just changing the cfg file in the sub folder under data/submarine would fix it?

KptnLt Eric Karle 03-27-06 03:07 AM

Rubini, thanks again for the work you have put into this merge. I love HT and would dearly like to try this, sadly for me this also shows the problem with so many wonderful mods being available. Apart form HT and the Jungmann's Ai Sensor fix plus a couple of other mods my current SHIII installation is largely modded for what many would term "eye candy". I find this term to be unhelpful as it tends to give the impression that mods, so termed, are not important but I disagree.

For me a massive amount of my enjoyment of this sim comes from the level of immersiveness. When I sit down and boot it up, my long-suffering wife describes me as being "...at periscope depth and out of contact". For me the blurring effect as the periscope breaks the surface is every bit as important as whether map contacts have directional tails or not.

What I'm saying is, I have spent quite some time getting my installation into a condition that I am happy with and sadly many mods like GW and NYGM alter files such as the menu_1024_768.ini, which some of my favorite mods like "Integrated Orders" featuring Ace's new slide out orders and Crulls smaller orders ect, also have changed. The sad thing is that for those of us who are not programmers or comfortable editing such files, we are left with an either or option. It would be wonderful if someone could come up with a utility that analyses and merges mods like these automatically.

VonHelsching 03-27-06 04:21 AM

Quote:

Originally Posted by KptnLt Eric Karle
Rubini, thanks again for the work you have put into this merge. I love HT and would dearly like to try this, sadly for me this also shows the problem with so many wonderful mods being available. Apart form HT and the Jungmann's Ai Sensor fix plus a couple of other mods my current SHIII installation is largely modded for what many would term "eye candy". I find this term to be unhelpful as it tends to give the impression that mods, so termed, are not important but I disagree.

For me a massive amount of my enjoyment of this sim comes from the level of immersiveness. When I sit down and boot it up, my long-suffering wife describes me as being "...at periscope depth and out of contact". For me the blurring effect as the periscope breaks the surface is every bit as important as whether map contacts have directional tails or not.

What I'm saying is, I have spent quite some time getting my installation into a condition that I am happy with and sadly many mods like GW and NYGM alter files such as the menu_1024_768.ini, which some of my favorite mods like "Integrated Orders" featuring Ace's new slide out orders and Crulls smaller orders ect. The sad thing is that for those of us who are not programmers or comfortable editing such files, we are left with an either or option. It would be wonderful if someone could come up with a utility that analyses and merges mods like these automatically.

Well put, KptnLt

The only solution to this, since I have a heavily modded game, and some of the actual mods I'm using are mods of mods :-j , is to have multiple SH3 installations. I am going to do this myself also to test GW. There is a post somewere with JScones giving instructions on how to do it...Be right back...
.
.
.
OK. Found it:
http://www.subsim.com/phpBB/viewtopic.php?p=476322

Tikigod 03-27-06 04:50 AM

Quote:

\Terrain: GW/HT locations. I put a semicolon before all harbours 3D files that don't have docked/traffic units. The cities still will be there and change colours during the war. But no more empty harbours. If someone really wants a specific harbour it's just a matter to remove that semicolon.
Wow...holy @#$! thanks!!! :D

Rubini 03-27-06 08:05 AM

ok guys,

I'm just trying to enable my translator to begin to reply all the questions...just a minute! :-j

Rubini.

slipper 03-27-06 08:31 AM

Is there any chance these files could be hosted somewhere else, unable to access rapidshare.

thanks in advance

slipper 03-27-06 08:37 AM

OOps! My fault, just found it at real U-Boat.

AG124 03-27-06 08:54 AM

I am going to have a look at this, as I have been wanting a new campaign for quite some time now. However, I would like to know; does this campaign have any generic ships scripted in or have they all been pre-chosen so that the same ones will always appear for each contact? (I am referring to both convoys and single contacts). It is better to use at least some generic entries, as there are extra ships which could be added manually and there will be more released as time goes on. :cool:

Rubini 03-27-06 09:10 AM

VonHelsching,
-The Vanilla version is aimed for the people who want to build your own modded game. You can called it HT 1.48...No, I don't add any Operation form UboatWar, but UC have news operations on it like Op.Berlin, Cerberus, and others. The RND is from NYGM, this means that this is a Improved Convoy with Waypoint's speed variations and also all the goodies from NYGM RND camapaign. And like I said, this is a work in progress, NYGM team will add the speed variation on all HT and GW units soon.

vodkajello,
-The SCR without minefield&subnets and Friendly air patrols applies only to departure places. All enemy territory are untouched.

tedhealy,
-You are right. I will correct this for the final version. But this is a little detail only for NYGM version. To corrected it now, just copy all the NYGM's uboat cfg's files (submarine folder) over UC.


KptnLt Eric Karle,
-Nice to see you again. The UC have some adiitions to the menu_1024 file. Specifically the FLB's NavMap mod and JonZ dragable chronometer. To add Integrated Orders will be needed to work on it again. Just follow Chomu's directions, it's not difficult.

And for all you guys, thanks for kind of good words!

Rubini.


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