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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lieutenant
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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
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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
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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
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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 |
Lieutenant
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Location: Adelaide Australia
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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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Captain Stu from Down Under , Down Under ![]() |
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#10 | |||
Navy Seal
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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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#11 | ||||
Navy Seal
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So only the USA has the one I posted ![]() |
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#12 | |
Navy Seal
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![]() So, an US airfield can spawn only US planes? |
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#13 | ||
Navy Seal
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I have checked using this in convoys and for the escorts. The skins did change. Nice camo on ecsorts etc Quote:
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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#14 | |
Navy Seal
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#15 | |
Navy Seal
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Or you could make a new airfield that lists the German and Italian planes you want. |
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