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#1 |
Lieutenant
![]() Join Date: Apr 2007
Location: Adelaide Australia
Posts: 266
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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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Captain Stu from Down Under , Down Under ![]() |
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#2 |
Navy Seal
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Don't forget to add all new boat spec. for identification manual (stock and NewUIs)
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#3 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
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I hope you'll do it, I'd love to see more ship types!
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#4 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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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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#5 | |
Navy Seal
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Yes - if your ships are working for SH5 - their unit type will add them to convoys etc ![]() |
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#6 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() Quote:
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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#7 | ||
Navy Seal
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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 [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:
[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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#8 |
Chief
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And more colours too please.
![]() with the rust look lol Some rust is good..... |
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#9 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() 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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