Hi,
This is the new 1.44 release of the Friendly Harbour Traffic mod:
Changes in this 1.44 release:
1. AI uboats traffic with correct entry dates for more realistic purposes. Now the AI VIIc entry date is the same of the unmodded game VIIC uboat. Thanks JBClark!
2. A spawn bug correction on ALL enemy ports in the stock game! (So, no more burning ships in enemy ports I hope!)
3. A new full revision on the dates (entrys and exits) to all units on the mod for a more historical approach.
4. More reduction on traffic/warships to reflect the poor germany naval forces in late war. Thanks Egan!
5. No more DDs as a escort ship in late war. Armed Trawlers are making the job to reflect the week germany navy force after 1943/44. Thanks again Egan!
6. La Spezia and Bergen spawn bug corrected. Thanks Hitch, thanks Sixx_killer!
7. New dat file for AI VIIc uboat. Thanks "FLB sale U-999" and of course you Sergei!
8. Include the "More Useful F1 Help Screen" mod. See the readme.
9. New Rub 1.42 compatible SCR layer is included with this version. Look in the ...data\campaigns\campaign folder. Just rename the desire file to "Campaign_SCR.mis".
The great Operations mod is coming. Now is time to play the game after 2 or 3 months of the hard work with the traffic stuff. It's time to take a better look in all these great mods here in this community. So, many thanks to tommyk and Nilas for the first step on the traffic (where are you guys?). Thanks to Sergei "sergbuto" for his great work on AI uboats. Thanks to Beery, Shadow9216, Sixx_Killer, Catfish and The Avon Lady for their comments and support and for all you guys that have post feedbacks and use the mod.
To Install:
Unzip in MODS folder (JSGME ready) and install it. (There are a version without minefields and subnets in the campaigns\campaign folder, just rename it).
Download link

~12MB, sorry for the big one, it's about the AI uboats)
http://rapidshare.de/files/3390792/H...c_144.zip.html
Enjoy (and, please, post feedbacks)!
Rubini.
arubinig@ig.com.br
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Changes in version 1.43:
1. AI uboats traffic. Now you will see anothers uboats docked, living the port or arriving from a patrol.(No more that dial gauges bug!)
2. French/british ships before and after germany forces in french harbours.
3. Subnets are back and without that annoying sound bug!
4. A correction on Scapa and Loch Ewe - this is a SH3 1.4b stock campaign spawn bug. (So, no more burning ships there I hope!)
5. A full revision on the dates (entrys and exits) to all units on the mod for a more historical approach.
6. I made a reduction on traffic/warships to reflect the poor germany naval forces in late war.
Known issues:
1. Only two types of AI uboat are ready for now. A IIA and VIIC type. Some people will asking me about why only a few AI uboats are in the traffic. It's for two reasons: first if you have a lot of units your FPS drops a lot, second if you have a large amount of traffic the AI evasion maneuvers becoming erratic. But, please, let's do a more discussion on this stuff here in this topic.
2. The IIA uboat type are usefull only for near harbours patrols or for instructions purposes after 1940/41. Then they have only these functions on the mod too.
3. AI uboats don't have crew on watch tower, don't move while submerge and don't fire torpedos. But they follow waypoints in surface and engage enemys with deck/flack guns.They only have a early war tower too.
4. So, if you install this mod then you will have the Sergei's AI uboats on your submarines folder too. Then it's easy to do some wolfpacks missions at night with mission editor...
5. To stop that annoying sound bug related to the subnets I only lower the "Collision_AntiSubmarineNet_int.wav" sound file. This is good for all of us because even if you don't use the traffic mod the subnets (and this sound bug) still will be there in the stock campaign (enemy ports).
6. If somebody makes a new realistic escort ship then I will replace the DDs ( for escort job) to have more historical accuracy.
7. Later I will add a complete Bismarck presence in this mod. Please if you have informations or a work around with this stuff please post here to be discuss and add in the (near) next release. It's my actual work with Sixx_Killer!
8. The friendly air patrols will not be there when you arrive few days/weeks later. This is a SH3 bug, no fix until now. If you save a game while you are in port then when you reload the friendly air patrol also will be not there anymore. The airplanes are not well implemented in SH3.
9. If you go to close of your escort the AI evasion "suicidal" maneuvers will be lead it aground. Then it's better to keep a safe distance (~450 to 1500m).
10. When you return days/weeks later sometimes you see a burning or over the harbour structure ships. It's about that "moving docked ships" bug. No fix until now.
11. Friendly air patrols and latest years allied air attacks on ports are also in this mod. The air attacks are more realistic and with more historical accuracy with B24's esquadrons dropping bombs in one pass and in high altitude. The stand alone mod is not compatible with Jace's Airpower because Jace's mod modifies the AI of B24's ( no more dropping bombs) but it still will work. (The Rub compatible version don't have these scripted air attacks, so, no problem here).
12. If you play with minefields & subnets then follow your escort (DD or Armed Trawler) until they turn and return, mark that point and when you arrive, some days later, await your escort to guide you into the harbour.
13. This mod adds a ~350 new units, then if you notice some strange behaviour please contact me.
14. This mod is only compatible with the stock campaign with patch 1.4b. It's compatible with RUb 1.42 too. See the version release changes above.
15. I hope that the next release will be only about SCR layer again, then no more this heavy file for download.