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Old 06-24-06, 06:21 AM   #1
bigboywooly
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Default ship releases over at the german ubi forum

Hi just having a trawl thru the german ubi forum and spotted these

http://forums-de.ubi.com/eve/forums/...9831054534/p/6

2 releases on that page and 1 on the page below

http://forums-de.ubi.com/eve/forums/...9831054534/p/7

My german is not all it should be:rotfl:
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Old 06-24-06, 09:22 AM   #2
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The Marineversorger and the Sperrbrecher are both designated as type 12 which is a minesweeper - IIRC someone is making a minesweeper on here so I have redesignated both of mine to type 100 which is a supply ship so just need to add them to a few ports now
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Old 06-24-06, 10:39 AM   #3
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Good find. I will do the same adding them to ports and changing the designation.

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Old 06-24-06, 11:05 AM   #4
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I saw a screenshot of a Russian Novak class destroyer as well - probably a type 6. It has been clonned from a Clemson (with only three stacks and with different armament). I have already downloaded and installed it.
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Old 06-24-06, 01:12 PM   #5
bigboywooly
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perhaps they could be included in the next GW or NYGM release as depot ships


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Old 06-24-06, 03:51 PM   #6
Wulfmann
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I added the Sperrbrecher to a few ports I work from; Bergen (screen) St Nazaire and Kiel.
Wulfmann

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Old 06-24-06, 03:58 PM   #7
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great minds


Even added a couple to British sub bases - one day I may pay them a visit
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Old 06-25-06, 01:07 PM   #8
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Wulfmann & BigBoyWooly, please excuse my ignorance on this matter, but how do you add these supply ships to specific ports? Can they also become part of convoys and/or single ships, if designated british ships? Thx
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Old 06-25-06, 02:35 PM   #9
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Yes you can add these ships to ports through the mission editor

Quick lesson if you have never used it:
Open the mission editor in the SilentHunterIII folder and click on the file top right then select new



You should then have a map with nothing on, zoom in and move with the hand icon till you get to where you want to go - we will use Kiel
When you zoom in close enough to the port use the menu buttons on the right - select Sea then the country you put the ships in then roster



Scroll down to the ship you want and drag the name onto the map where you want
You are then faced with this screen

[

Make any changes you want - the one on screen is for a docked ship with ammunition cargo - when you have made your changes Accept and your map now looks like this



Now go back to File - top right and scroll down to save scripted layer as





give it a name different to the one you are using such as trial - congratulations you have now added a docked ship

If you go to C:\Program Files\Ubisoft\SilentHunterIII\data\Campaigns\Campa ign and open the file you just created with notepad



you will see you have started your own .scr layer
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Old 06-25-06, 02:57 PM   #10
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Default Part 2

For ships that move - add a unit as you did before only this time make sure it has a speed and is not docked



Now right click on the unit you added and select add waypoint



Now add your waypoints



Now you have a route
Click on the Play button top right



You can now watch your ship move along its route





Save as you did before and your .scr now looks like this




When you are happy with your new additions you can merge with the game .Scr
First make a copy of the Campign.Scr in case you dont like anything

With your own .SCR loaded in mission ed click file then merge it will then ask you for the other file you want to merge with - point it towards the Campaign.Scr


Tick the savable box and OK


Now you can save,,Click file\ Save scripted layer as Campaign.Scr
And overwrite the Campaign.scr that already exists
Now when you start your game your new additions will appear
Hope that of some help - I am not an expert and no doubt someone will come up with something better but its a start
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Old 06-25-06, 05:35 PM   #11
Wulfmann
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Thanks , I have added a Sperrbrecher on a trip to Penang. I did forget to make that early 42 so it will likely find an unfriendly welcome in 1941!

What I noticed is this defaults to Unit#1 and then replaces unit #1 in the SCR when merged.

I will do another and take note of the last unit number in the SCR and try and make it that number. If not I simply take that one from the original SCR and put it on the bottom.

It is just for fun as German items are just not seen to any real effect by player. I might try a RND.mis but do not want to get too into this and make it work!
This does help better understand how things work.

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Old 06-25-06, 06:36 PM   #12
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Quote:
Originally Posted by Wulfmann
Thanks , I have added a Sperrbrecher on a trip to Penang. I did forget to make that early 42 so it will likely find an unfriendly welcome in 1941!

What I noticed is this defaults to Unit#1 and then replaces unit #1 in the SCR when merged.

I will do another and take note of the last unit number in the SCR and try and make it that number. If not I simply take that one from the original SCR and put it on the bottom.

It is just for fun as German items are just not seen to any real effect by player. I might try a RND.mis but do not want to get too into this and make it work!
This does help better understand how things work.

Wulfmann
Glad it did
Not sure about the merge part - I know it works but didnt take notice of what numbers were moved where
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Old 06-26-06, 12:32 PM   #13
Wulfmann
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When one makes a new unit or a new group and then saves it to his own SCRXXX.mis file it defaults to unit #1 unless you first name it something else (at least in the group name) Even the single unit can be easily added manually by opening your new SCR, changing the number to a new one that does not overwrite an existing one.
When I merged the first SCR Sperrbrecher (Unit 1) it eliminated a static U-Boat at Lorient which I then retrieved from a stock GW SCR and added to the end of the SCR making it the last number.
What I think is easier and safer (let me know if you have a better idea) is to make the unit in a new SCR then change the number and just copy and paste it in notepad to the game’s SCR.

As for doing it in the RND.mis file when I save it to a new RNDXXX.mis it does not show up when I open that RND so I must be missing a point that is different than the SCR.

I have noticed a bunch of British minefields and wonder why there is no mine map (or is there and I am just ignorant) as I have often read where Kaleuns get new mine maps with each patrol.
Wulfmann.
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Old 06-26-06, 03:05 PM   #14
bigboywooly
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Quote:
Originally Posted by Wulfmann
When one makes a new unit or a new group and then saves it to his own SCRXXX.mis file it defaults to unit #1 unless you first name it something else (at least in the group name) Even the single unit can be easily added manually by opening your new SCR, changing the number to a new one that does not overwrite an existing one.
When I merged the first SCR Sperrbrecher (Unit 1) it eliminated a static U-Boat at Lorient which I then retrieved from a stock GW SCR and added to the end of the SCR making it the last number.
What I think is easier and safer (let me know if you have a better idea) is to make the unit in a new SCR then change the number and just copy and paste it in notepad to the game’s SCR.

As for doing it in the RND.mis file when I save it to a new RNDXXX.mis it does not show up when I open that RND so I must be missing a point that is different than the SCR.

I have noticed a bunch of British minefields and wonder why there is no mine map (or is there and I am just ignorant) as I have often read where Kaleuns get new mine maps with each patrol.
Wulfmann.
Thanks for heads up on Scr - didnt realise that,as when I merged the 2 I used the size dramatically increased so I assumed it just added it at the end

Your idea of numbering starting at last number of the other scr and pasting is probably the best

Not worked on rnd yet as quite happy with mine - only to alter to accomadate Anvarts lit C2.

Yes there are plenty of British minefields and no map - so to counter that I use SH3gen which then marks them on the map for me
Accuracy is depending on where I have the intel slider - it does work as had one marked on map and ignored it in chase of a target and was destroyed:rotfl:
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Old 06-26-06, 03:53 PM   #15
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This should be a sticky I have been trying to figure this out forever
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