[QUOTE=TheDarkWraith;1782402]
Quote:
Originally Posted by kylania
I think he's looking for something like this. That was supposed to be a feature in SH5, but don't think they ever finalized it.
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Quote:
Originally Posted by TheDarkWraith
Got it. From that I see something that I could add to my mod though. I know the ship's name (as I encode it into the contact) so when weps tells you via the message box that a ship was destroyed I can have the ship name added to it. But that begs the question: how would he know the ship's name? How would the captain know the ship's name to put into his log book? This seems a little unrealistic to me the more I think about it  I think that's why I never added the ship's name to the message box.
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Sometimes (not often, but ocassionally) the captain would surface and interview survivors. What happened all the time is that a division of OKM kept a record of all Allied transmissions of ships lost or missing, And BdU would put two and two together, which is why you can look at
www.uboat.net and see exactly who sank what. Of course after the war it became more accurate, but overall they had a pretty good idea of what was going on. This is why I actually prefer Commander's method of not giving the names until after the patrol is finished. This is also one of the reasons I still play SH3 after all this time.
Anyone who follows SH3 knows that I've been researching my Ship Names mod for SH3 Commander for several years, and it now contains almost 12,000 names of merchants, divided by type, so when you sink, say, a 7200-ton Empire ship it gets the name of an actual Empire ship. As I said, SH4 would have made it easier to also guarantee that the name was from the same nationality as the ship you sank, whereas SH3 made that virtually impossible. I'm sure SH5 has the same functionality as SH4 did in that department. If that is true I have the information and the willingness to ensure that if a player sinks an 8000-ton tanker flying a greek flag it will be given the name of an actual 8000-ton Greek tanker.
Quote:
Originally Posted by Trevally.
The cerberus mod adds ship names in the roster
here is the NKLEhrenfels :-
[UnitClass]
ClassName=NKLEhrenfels
UnitType=102
AppearanceDate=19360101
DisappearanceDate=19451231
DisplayName=GE Ehrenfels Type Freighter
[Texture 1]
TextureName=
LightmapTextureName=data/Sea/NAMC_Penguin/NAMC_Penguin_AO01.dds
NormalmapTextureName=
StartDate=19391001
EndDate=19451231
Frequency=1
[Texture 2]
TextureName=
LightmapTextureName=data/Sea/NAMC_Penguin/NAMC_Penguin_AO03.dds
NormalmapTextureName=
StartDate=19360101
EndDate=19451231
Frequency=1
[Unit 1]
Name=MS Ehrenfels
DOC=19360101
DOD=19431231
[Unit 2]
Name=MS Reichenfels
DOC=19360101
DOD=19421231
[Unit 3]
Name=MS Kandelfels
DOC=19370101
DOD=19391231
[Unit 4]
Name=MS Kybfels
DOC=19370101
DOD=19411231
[Unit 5]
Name=MS Goldenfels
DOC=19370101
DOD=19391231
etc
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Yes, I've looked at that. SH3 did it the same way, but it didn't work and had to be forced from the outside (via SH3 Commander). If SH5 can be made to apply those names to ships you sink I have the capability to assign all the names you could imagine, and probably more, to every class of ship that could possibly be put in the game. If someone were to make a 250-ton coaster work in the game, I have the names. If someone can make any of Iambecomelife's 70-odd merchant types work in the game, I already have the names ready to go. I already have names for all the ship types in SH5. All I need is a way to make it work.