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Old 12-14-13, 06:51 PM   #1
THE_MASK
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Default [TEC] Adding Lights on Ships SH5

[TEC] Adding Lights on Ships SH5
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Old 12-14-13, 06:52 PM   #2
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What about starting off having lights just on fishing vessels . Just navigation lights .
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Old 12-14-13, 07:46 PM   #3
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Quote:
Originally Posted by sober View Post
What about starting off having lights just on fishing vessels . Just navigation lights .
Like these?

Fishing Vessel (underway, not engaged in fishing)

aft


forward


starboard


fishing vessels general rules:
http://www.bosunsmate.org/seamanship...oad.php#rule26
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Old 12-14-13, 08:10 PM   #4
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In addition to the link I had posted in the other thread...
http://www.bosunsmate.org/seamanship/lights.php

...I have also found this other interesting web page:
http://www.marineinsight.com/misc/ma...tion-lighting/

According to it, current marine navigation lighting regulations were adopted internationally in 1897, and were therefore valid during the 40s
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Old 12-14-13, 09:04 PM   #5
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http://www.transportsafety.vic.gov.a...Chapter-11.pdf
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Old 12-14-13, 09:52 PM   #6
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OT , I read that a captured uboat has luminous paint to enable crew to move around inside without lights .
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Old 12-15-13, 09:01 AM   #7
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OT , I read that a captured uboat has luminous paint to enable crew to move around inside without lights .
...for a limited amount of time, I guess?
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Old 12-15-13, 06:01 PM   #8
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I have already started creating some sketchy meshes for use as navigation lanterns on boats and small ships. For bigger ships we can use the lights from OH's hospital ship
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Old 12-15-13, 06:17 PM   #9
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Quote:
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I have already started creating some sketchy meshes for use as navigation lanterns on boats and small ships. For bigger ships we can use the lights from OH's hospital ship
Can we just start off with the trawlers . I wouldn't want nav lights on cargo etc . What would be handy is the nav lights on trawlers for real navigation purposes . NF_boat found in OH2 .
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Old 12-15-13, 06:49 PM   #10
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Quote:
Originally Posted by sober View Post
Can we just start off with the trawlers .
Yes, this is the plan

Quote:
Originally Posted by sober View Post
I wouldn't want nav lights on cargo etc .
Why not?

I would create lit-up proxy copies of all the units in game (stock and OH), and put them in the roster of neutral nations. Lit and unlit copies of the same unit, would still be recognized as one class in SOAN and ERM.

For neutral nations which at some point entered into war, we can limit the availablity of lit-up and unlit units through start/end date settings.

Moreover, there were some officially neutral nations whose merchant ships were sailing within allied convoys at times, or occasionally smuggled goods to England. For most of those nations I had set (back in the days I worked on OH's defsides file) two separate entries with different diplomatic positions (e.g. Panama and FreePanama), so it will be easy creating separate rosters for them, "lit" for non-valid targets, i.e. neutral ships and "unlit" for valid ones, i.e. allied ships.

Last: I would expect nations who have just entered war not to have issued a naval war policy yet (this was surely true for the USA). This is to say that some mixing of lit and unlit units during the first days from their war declaration, would have been normal and we can do the same in game.

What do you think?

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What would be handy is the nav lights on trawlers for real navigation purposes . NF_boat found in OH2 .
Would allied fishing boats have switched their navigation lights on during war?
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Old 12-15-13, 07:29 PM   #11
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Nav lights for neutral ships . Good idea , I never thought about that . They would have to have nav lights around ports I guess . I don't have aproblem with trawlers having nav lights on all the time . Who is going to shoot trawlers with there AA gun
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Old 12-15-13, 08:13 PM   #12
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Quote:
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Nav lights for neutral ships . Good idea , I never thought about that .
According to some of New UI/OH's radio messages, which I think are based for the most part on actual KTBs and BdU orders, at least during the first month of the conflict lit/unlit navigation lights were one of the discriminants for deciding if a ship was a valid target. We can follow the same method in SH5

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They would have to have nav lights around ports I guess .
That's likely, and ships at anchor would have had a different illumnation scheme than ships underway. Unfortunately this level of realism is much harder to achieve in game, if possible at all. We can only decide which nations get illuminated ships, and when, but to the best of my knowledge we cannot determine where they will spawn, unless we give up random traffic...

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I don't have aproblem with trawlers having nav lights on all the time . Who is going to shoot trawlers with there AA gun


yes, but I wonder what the Admiralty would think about those brave fishermen giving up Her Majesty's coastline. They would probably send the RAF for wiping them out before too late
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Old 12-15-13, 09:54 PM   #13
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I would just like to be able to enable a mod with the trawlers with lights that replaces the current trawlers . Also where would I find the file for the lighthouse light that TDW made . The light should be able to be seen from 10 kilometres away in game . Exactly the way it is now but seen further out . I am sure that we could have lit ships just in the first Total Germany campaign . Isnt there some sort of Traffic editor in the Traffic layer ( Lit_Ships layer) , maybe Trevally knows .

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Old 12-16-13, 06:13 AM   #14
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Quote:
Originally Posted by sober View Post
I would just like to be able to enable a mod with the trawlers with lights that replaces the current trawlers . Also where would I find the file for the lighthouse light that TDW made . The light should be able to be seen from 10 kilometres away in game . Exactly the way it is now but seen further out . I am sure that we could have lit ships just in the first Total Germany campaign . Isnt there some sort of Traffic editor in the Traffic layer ( Lit_Ships layer) , maybe Trevally knows .
It is possible to have ships (clones with lights) for some campaigns and not others.
This can be done by editing the id for the roster and campaign layers (fishing, traffic and convoy)
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Old 12-16-13, 09:46 AM   #15
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Quote:
Originally Posted by sober View Post
I would just like to be able to enable a mod with the trawlers with lights that replaces the current trawlers .
As I told before, there is no need to give up unlit trawlers: we can have lit and unlit ones at the same time

Quote:
Originally Posted by sober View Post
Also where would I find the file for the lighthouse light that TDW made . The light should be able to be seen from 10 kilometres away in game . Exactly the way it is now but seen further out .
I think it is TDW_FXU_Lighthouse_flare.dat, in the library folder of FX Update. Anyway I am 99% sure that British lighthouses were obscured during WWII, and German Vichy-French beams were only lit when an Axis convoy/taskforce was know to be close by.

Quote:
Originally Posted by sober View Post
I am sure that we could have lit ships just in the first Total Germany campaign . Isnt there some sort of Traffic editor in the Traffic layer ( Lit_Ships layer) , maybe Trevally knows .
Yes, possible. I think that a mix of lit and unlit vessels would be a reasonable compromise for Total Germany

Quote:
Originally Posted by Trevally. View Post
It is possible to have ships (clones with lights) for some campaigns and not others.
I think we can also use Appearance/Disappearance dates in roster cfg files for the same purpose.

Quote:
Originally Posted by Trevally. View Post
This can be done by editing the id for the roster and campaign layers (fishing, traffic and convoy)
I am curious to know which unit Id's are used in OH for each of the three campaign layers you have mentioned, Trevally.

Also, do you think it possible getting a few units in some nation's rosters to be only used as docked ships? It would be cool having some ships to only display their masthead lights while doscked in neutral ports, and to have full illumination when underway.
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