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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
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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
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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
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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
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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 05-19-13, 11:44 PM   #9
Stew U-582
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I think I have generated some uncalled for excitement.

Im am verry sorry.

I will explain.

I am running on an older machine that cant hack the
full version of open horizons, even the base version
is too unstable so im running amongst other mods
open horizon lite v3.
I was just interested in adding a couple of merchants
from other mods to my game as im sick of convoys
with literly two or maybe three ship types. I Had noticed
the expanded navies mod adds ships without touching
the campain files and was thinking of a similar experiment
with merchant ships to add variety to the convoys.


I apolagise to anyone who believed Ive been constructing
new models.

For anybody interested im running a

3.2Ghz dual core
4Gb Ram only 3 works due to Win XP
two ATI HD5750 1Gb graphics cards only one works with sh5 engine

and ive a verry stable mod list only yesterday I played over 4 hrs
withput a crash. As far as the mod list goes ive gone mainly
for function not eye candy.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_3_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision
NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_3_0_jimimadrids_map_tools
NewUIs_TDC_7_3_0_RadCapTools_0_2_alpha
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch1
IRAI_0_0_39_Inertia_Damage
FX_Update_0_0_21_ByTheDarkWraith
Emtgufs Aspect ratio 5_4
Updated_Depth_Scales_by_gap_for_v7_2_0
Accurate German Flags
OPEN HORIZONS II Light v3
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
SH5Lifeboat_Wooden ver. 0.2
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Speech fixes and additions (english version)
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Expanded Navies by Cybermat47 v.1.0.01
beats sensors fix
AI_sub_crew_1_0_2_TheDarkWraith
Cerberus62 Corrected Depth Charge Projector 1.0
SH5 Longer Repairs v.1
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
User Options
Carotio_IntercontinentalRadioPack
forgot rad ini
AntiLag
No Logo Intro Menu_Animation v. 01.00 by AvM


TDW Patcher has been used too

there are a few weird ones on the list nothing special just tweaks
for my system.

Stew
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Old 05-20-13, 05:09 PM   #10
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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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Old 05-21-13, 01:14 PM   #11
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Quote:
Originally Posted by gap View Post
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?
The skins are controlled by the grouptypedef files in the same way as senors and crew etc (early, mid and late war) - this does work


Quote:
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
Cooldown is used where units are told to move from a to b from date to date. It sets how often this should happen (ie every day etc)



Quote:
One last



Quote:
You said "planes are set by country and class name", but I cannot see any mention to nationality in the above code...
The country is from the roster where the airfields are controlled.
So only the USA has the one I posted
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Old 05-21-13, 02:21 PM   #12
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Quote:
Originally Posted by Trevally. View Post
The skins are controlled by the grouptypedef files in the same way as senors and crew etc (early, mid and late war) - this does work
Does it mean that start/end dates are ignored? I remember having been told by Uekel that only the first three skins set in an unit cfg file are used; three like the categories you are listing: early, mid and late. Is this a cohincidence?

Quote:
Originally Posted by Trevally. View Post
The country is from the roster where the airfields are controlled.
So only the USA has the one I posted
So, an US airfield can spawn only US planes?
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Old 05-21-13, 02:35 PM   #13
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Quote:
Originally Posted by gap View Post
Does it mean that start/end dates are ignored? I remember having been told by Uekel that only the first three skins set in an unit cfg file are used; three like the categories you are listing: early, mid and late. Is this a cohincidence?
Without having tested this fully - I am not sure.
I have checked using this in convoys and for the escorts. The skins did change. Nice camo on ecsorts etc



Quote:
So, an US airfield can spawn only US planes?
No - only those planes defined in the airfield cfg
These are from the land folder within the roster. So only Germany has the "LargeAirBaseGe"
When you then check the data/land - you will see the folder "LAB_LargeAirBaseGe" and within -


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

[AirGroup 1]
StartDate=19380101
EndDate=19451225
Squadron1Class=FBf109
Squadron1No=48
Squadron2Class=DBJu87Stuka
Squadron2No=24
Squadron3Class=LBJu88
Squadron3No=12
Squadron4Class=LBSFW200
Squadron4No=4

So here we see that there is only one air group to cover the whole war, what planes it will use and how many they have.
New air groups can be added to evolve this by date
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Old 05-21-13, 04:36 PM   #14
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Quote:
Originally Posted by Trevally. View Post
No - only those planes defined in the airfield cfg
These are from the land folder within the roster. So only Germany has the "LargeAirBaseGe"
When you then check the data/land - you will see the folder "LAB_LargeAirBaseGe" and within -

...

So here we see that there is only one air group to cover the whole war, what planes it will use and how many they have.
New air groups can be added to evolve this by date
I see, but what should I do if I wanted an Italian airfield to spawn German planes? As far as I can see Squadron/Groups are set by classes and number of units composing them, but I don't see any nation setting
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Old 05-22-13, 07:27 AM   #15
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Quote:
Originally Posted by gap View Post
I see, but what should I do if I wanted an Italian airfield to spawn German planes? As far as I can see Squadron/Groups are set by classes and number of units composing them, but I don't see any nation setting
For this - you would place an Italian airfield ontop of the German one.
Or you could make a new airfield that lists the German and Italian planes you want.
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