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Old 05-18-13, 08:46 PM   #1
Stew U-582
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Default Adding Ships

Hi guys,

I was interested in adding some more ships to sh5.
In the case of adding a merchant ship is it just
a matter of adding the apropriate files to the roster and sea
folders or do you need to add them to the campain files.

thanks

stew
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Old 05-18-13, 09:29 PM   #2
Fifi
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Don't forget to add all new boat spec. for identification manual (stock and NewUIs)
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Old 05-19-13, 04:06 AM   #3
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I hope you'll do it, I'd love to see more ship types!
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Old 05-19-13, 11:37 AM   #4
gap
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Quote:
Originally Posted by Stew U-582 View Post
I was interested in adding some more ships to sh5.
In the case of adding a merchant ship is it just
a matter of adding the apropriate files to the roster and sea
folders or do you need to add them to the campain files.
better waiting for an answer by Trevally, but I think that your new merchant ships would be spawned within "generic" traffic
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Old 05-19-13, 12:49 PM   #5
Trevally.
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Quote:
Originally Posted by gap View Post
better waiting for an answer by Trevally, but I think that your new merchant ships would be spawned within "generic" traffic

Yes - if your ships are working for SH5 - their unit type will add them to convoys etc
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Old 05-19-13, 01:14 PM   #6
gap
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Quote:
Originally Posted by Trevally. View Post
Yes - if your ships are working for SH5 - their unit type will add them to convoys etc
@ Trevally

as we are at it, I have a couple of questions:

- does unit's nationality matter for their spawning in generic traffic?
- for warships and planes, does it work the same as for merchaant ships? In particular, would new aircraft need to be added to each base for them to be deployed by it?
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Old 05-19-13, 01:34 PM   #7
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Quote:
Originally Posted by gap View Post
@ Trevally

as we are at it, I have a couple of questions:

- does unit's nationality matter for their spawning in generic traffic?
Yes - convoys/traffic/taskforce etc that are spawned by the node gen within a campaign layer are controlled by country.

So a typical convoy will be from a gen node that states the convoy/traffic name speed etc
This convoy name is built up of random or strict settings. Here is convoy AX3:-

Code:
 
[AX3_]
Role=1
Doctrine=0
EscortPosition=1
EscortSpacing=900.000000
ConvoyRowSpacing=900.000000
ConvoyColSpacing=900.000000
Columns=0
IsWolfPack=false
 
[AX3_.EscortUnit 1]
Type=4
CountryName=Italian
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=50
GroupLinkId=0
 
[AX3_.EscortUnit 2]
Type=4
CountryName=Italian
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=3
SpawnProbability=20
GroupLinkId=0
 
[AX3_.ConvoyUnit 1]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0
 
[AX3_.ConvoyUnit 2]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=3
SpawnProbability=50
GroupLinkId=0
 
[AX3_.ConvoyUnit 3]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0
 
[AX3_.ConvoyUnit 4]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0
 
[AX3_.ConvoyUnit 5]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0
 
[AX3_.ConvoyUnit 6]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0
 
[AX3_.ConvoyUnit 7]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0
 
[AX3_.ConvoyUnit 8]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0
 
[AX3_.ConvoyUnit 9]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0
 
[AX3_.ConvoyUnit 10]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0
 
[AX3_.ConvoyUnit 11]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0
 
[AX3_.ConvoyUnit 12]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0
Here is unit 12

[AX3_.ConvoyUnit 12]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

As you can see there are some areas where it will follow rules - it will be German and a type 102 - cargo and rcrew rating are set.
Spawn prob will ensure that the convoys change if they are used more than once.

Here is the gen node :-

[LanesGraph.Node 63.NodeGroup 2]
Type=AX3_
Name=AX3
Country=German
Speed=9.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=-1
ReportPosProbability=0

[LanesGraph.Node 63.NodeGroup 2.NGMission 1]
Name=Tobruk
ObjectiveType=0
TargetNode=Tobruk
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=16.000000
CrtCooldownHours=12.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19420622
EndDate=19420901

So - add new ships and the type will suck them into the convoy system if the country roster has them

Quote:
- for warships and planes, does it work the same as for merchaant ships? In particular, would new aircraft need to be added to each base for them to be deployed by it?
The planes are set by country and class name - here is an airfield and how it uses planes:-

[Unit]
ClassName=CapeMayNAS_US
3DModelFileName=data/Land/LAB_LargeAirBaseUS/LAB_LargeAirBaseUS
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1

[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=LBSUSMedWar
Squadron1No=3
Squadron2Class=SUSFloatEarlyWar
Squadron2No=20

So here we can add new air groups by date to bring in new planes or we can use the campaign layers to add new airfields
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Old 05-19-13, 03:08 PM   #8
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And more colours too please. I'm getting bored
with the rust look lol Some rust is good.....
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Old 05-20-13, 05:09 PM   #9
gap
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Quote:
Originally Posted by Trevally. View Post
Yes - convoys/traffic/taskforce etc that are spawned by the node gen within a campaign layer are controlled by country.

...

Here is unit 12

[AX3_.ConvoyUnit 12]
Type=102
CountryName=German
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

As you can see there are some areas where it will follow rules - it will be German and a type 102 - cargo and rcrew rating are set.
Spawn prob will ensure that the convoys change if they are used more than once.
Thank you for your detailed answer Trevally. Everything is more or less clear here. Something drew my attenction though: it is the Camouflage setting. Does it mean that additional skins need to be activated for the game to use them in campaign? can this be the reason that only the first skin set in roster cfg files is applied duing test missions?

Quote:
Originally Posted by Trevally. View Post
Here is the gen node :-

[LanesGraph.Node 63.NodeGroup 2]
Type=AX3_
Name=AX3
Country=German
Speed=9.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=-1
ReportPosProbability=0

[LanesGraph.Node 63.NodeGroup 2.NGMission 1]
Name=Tobruk
ObjectiveType=0
TargetNode=Tobruk
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=16.000000
CrtCooldownHours=12.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19420622
EndDate=19420901

So - add new ships and the type will suck them into the convoy system if the country roster has them
One more question: how cooldown settings are used? I know you explained them many times in OH's forum, but I was inattentive and I can't find your explainations anymore

Quote:
Originally Posted by Trevally. View Post
The planes are set by country and class name - here is an airfield and how it uses planes:-

[Unit]
ClassName=CapeMayNAS_US
3DModelFileName=data/Land/LAB_LargeAirBaseUS/LAB_LargeAirBaseUS
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1

[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=LBSUSMedWar
Squadron1No=3
Squadron2Class=SUSFloatEarlyWar
Squadron2No=20

So here we can add new air groups by date to bring in new planes or we can use the campaign layers to add new airfields
One last

You said "planes are set by country and class name", but I cannot see any mention to nationality in the above code...
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