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#1 |
Mate
![]() Join Date: May 2009
Posts: 57
Downloads: 94
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A few years back I remember using a mod that had a chance for some of the merchant ships you encountered to be a armed variety of it. It also made some of them shoot up starburst flares and turn on spotlights looking for you if you attacked or they thought there was a threat.
Unless its in GWX and I just haven't come across it yet, I can't seem to find what mod this was. Anyone have an idea? Thanks |
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#2 |
Navy Seal
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LSH3 have it too
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#3 |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,450
Downloads: 493
Uploads: 0
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You are looking for the Q ship mod.
Here's the link and the read me. http://www.mediafire.com/file/avvg246r74z56jd/Q_Ship_mod_GWX3.0.7z/file ================================================== =================== Q-Ship Mod for GWX3 - Reloaded ================================================== =================== Requires: SH3-Commander 3.2 Jimbuna gave me the permission to share my modifications on his great Q-Ship Mod: http://www.subsim.com/radioroom/showthread.php?t=149513 My modifications are: * Randomization: 90% behaviour as unarmed freighter, but 10% armed and equipped with searchlights. (these values can be changed to fit your personal taste). * Ship skins taken from Tramp Steamer, so that Q-Ship cannot be identified by its unique rusty skin. * Darker Image for Recognition manual. The brighter original one would betray the Q-ship. * More Hitpoints and slightly enlarged armor level compared to original Q-Ship. It is now harder to sink with the deck gun. Original value (250 HP) was too low compared with a tramp steamer (about 500 HP). So I gave him 600 HP. ================================================== =================== Installation ================================================== =================== 1) Install via JSGME 2) Copy & Paste the following lines into SH3-Commanders \Cfg\Randomised events.cfg ; ---------------------------------------------------------------- ; Reactivates Q-Ships searchlights & waepons by a chance of 10% ; (by moving them back to their original positions). [0:data\Sea\NLOV\NLOV.dat] ChooseFrom=10 RndMidPat=1 0_x157117=0.5087599 ; Node M02, Translation Y vALUE 0_x12CACD=0.523451 ; Node M03, Translation Y vALUE 0_x12C911=0.889125 ; Node A01, Translation Y vALUE 0_x12C980=0.889125 ; Node A02, Translation Y vALUE 0_x13FF16=0.203238 ; Node L01, Translation Y vALUE 0_x148802=0.6855269 ; Node L02, Translation Y vALUE ; ---------------------------------------------------------------- 3) Copy and paste the following line into your \data\Sea\EnglishNames.cfg: SCF=Tramp Steamer Copy and paste the following line into your \data\Sea\GermanNames.cfg: SCF=Trampdampfer Copy and paste the following line into your \data\Sea\FrenchNames.cfg: SCF=cargo côtier 4) Copy and paste the following into your SH3 Commander's \Cfg\Ship names.cfg: [LOV] 0001=Q Ship HMS Chatsgrove 0002=Q Ship HMS Maunder 0003=Q Ship HMS Prunella 0004=Q Ship HMS Lambridge 0005=Q Ship HMS Edgehill 0006=Q Ship HMS Brutus 0007=Q Ship HMS Cyprus 0008=Q Ship HMS Looe 0009=Q Ship HMS Antoine 0010=Q Ship USS Atik 0011=Q Ship USS Captor 0012=Q Ship USS Asterion 0013=Q Ship Uss Big Horn 0014=Q Ship USS Irene Forsyte ================================================== =================== Some words about the randomization ================================================== =================== All weapons & searchlights of the Q-Ship have been moved out of the visible range by setting the Y position of the appropriate Nodes to 1e8 in the .dat file. This is not a nice, but the only method, because changing the ships equipment (eqp-file) between save and reload leads to a crash. When starting Sh3 via SH3-Commander, the weapons and searchlights are moved back to their original positions by a chance of 10%. ================================================== =================== Fine Tuning ================================================== =================== The probablility that the Q-Ship will be armed and equipped with searchlights is determined by the value "ChooseFrom" in Randomised events.cfg. The Probability can be calculated: P = 100 / ChooseFrom % So if you e.g. want a Probability of 20%, set ChooseFrom = 5. ================================================== =================== Important ================================================== =================== * SH3 must be launched via SH3-Cmdr, otherwise searchlights & weapons will not be randomly activated. * NEVER save/reload during a battle action. Otherwise the Q-ships searchlights and weapons will have weird behaviour after reload. ================================================== =================== Known Problems ================================================== =================== 1) When the Q-Ship's weapons are moved out of the visible range, you don't hear them and they don't harm you. But your crew anyway warns you: "We are attacked by a ship". But when the Q-Ship is part of a convoy, there will surely be other ships shooting, so that this issue will probably not be noticeable. It will only be noticed when the Q-Ship is alone. 2) This mod leads to a "camera out of sectors"-error when using the "," and "." keys of the external camera to show the next/previous ship. But there is a simple workaround for that: Don't use these keys. ================================================== =================== Credits ================================================== =================== GWX-Team: For GWX. Jimbuna: For permission to modify his Q-Ship Mod Rowi58: For a good idea I finally couldn't use. Hope you like it, h.sie ================================================== =================== Changes to the original Q-Ship-Mod ================================================== =================== 1) /data/Sea/NLOV/NLOV.dat: Set Translation Y value=1e8 for the following Nodes: -cfg#A01_NKSQ (Searchlight Node) -cfg#A02_NKSQ (Searchlight Node) -cfg#L01_NKSQ (Searchlight Node) -cfg#L02_NKSQ (Searchlight Node) -cfg#M02_NKSQ (Weapon Node) -cfg#M03_NKSQ (Weapon Node) 2) /data/Sea/NLOV/NLOV.dat: Using a Hex-Editor to remove the text, that has been added by S3Ditor to the AutorInfo chunk (first chunk). This must be done to assure, that the byte positions of the data do not change in the .dat file. The bytes to remove can be identified by comparing with the original .dat file. 3) /data/Sea/NLOV/NLOV.zon: -> CollisionableObject: Hitpoints = 600 ArmorLevel = 15 4) /data/Sea/NLOV/NLOV_sil.tga: Took darker NKSQ__sil.tga and renamed to NLOV_sil.tga 5) /data/Sea/NLOV/NLOV_T01.tga to NLOV_T03.tga: Removed Took all 6 skins from ship type NKSQ_ and renamed accordingly. ================================================== =================== Original Readme --------------------------------------------- Q Ship mod for GWX3.0 This mod is an attempt to portray the Q Ships used by Britain and the US during WWII into SH3. Do not expect to come across a Q Ship every patrol because there were not that many in service and those that were are few and far between: Britain (commencement of hostilities - 31st March 1941) HMS Chatsgrove HMS Maunder HMS Prunella HMS Lambridge HMS Edgehill HMS Brutus HMS Cyprus HMS Looe Hms Antoine US 1st January 1942 - 30th November 1943 USS Atik USS Captor USS Asterion USS Big Horn USS Irene Forsyte Enable with JSGME Copy and paste the following line into your C:\Program Files\Ubisoft\GWX3.0\data\Sea\EnglishNames CFG: SCF=Small Coastal Freighter For German players (GermanNames CFG): SCF=kleiner Küstenfrachter For French players (FrenchNames CFG): SCF=petit cargo côtier Copy and paste the following into your C:\Program Files\SH3 CommanderGWX3.0\Cfg\Ship names Cfg: [LOV] 0001=Q Ship HMS Chatsgrove 0002=Q Ship HMS Maunder 0003=Q Ship HMS Prunella 0004=Q Ship HMS Lambridge 0005=Q Ship HMS Edgehill 0006=Q Ship HMS Brutus 0007=Q Ship HMS Cyprus 0008=Q Ship HMS Looe 0009=Q Ship HMS Antoine 0010=Q Ship USS Atik 0011=Q Ship USS Captor 0012=Q Ship USS Asterion 0013=Q Ship Uss Big Horn 0014=Q Ship USS Irene Forsyte Special thanks to: Denis_469 without whose initial file, this mod would never have materialised. GWX Devs Privateer and bigboywooly GWX Testers TarJak, irish1958, Alex and KeptinCranky Independant tester Koondawg This mod is not to be used for commercial purposes. If used as freeware, please give the appropriate credits. Good Hunting Jimbuna Good hunting, FUBAR295
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