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Old 03-07-20, 05:23 PM   #1
vonCrandall
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Default Help looking for a mod I used to use

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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Old 03-07-20, 05:46 PM   #2
Fifi
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LSH3 have it too
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Old 03-07-20, 06:10 PM   #3
FUBAR295
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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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