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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 914
Downloads: 360
Uploads: 0
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I'm hope'n someone will get me pointed in the right direction here. I would like to make my resupply ships behave like the U-Tankers so if I need to resupply at these resupply ships, I won't lose my current patrol stats and start a new patrol from them. S.hie's readme states ….Also, you can only pseudo-dock at U-tankers, not at surface tankers (e.g. Brake), nor at land bases. You can still choose to dock in the old way, if you wish. If you want this mod to also work with surface tankers, these must be renamed e.g. from "Brake" into "U-Brake" in the campaign files.... I would like to pseudo-dock at these surface tankers, but I'm not sure where to find the tankers to rename. The be clear I would rename :
Max Albrecht to U-Max Albrecht Bessel to U-Bessel Thalia to U-Thalia Corrientes to U-Corrientes Charllote Schliemann to U-Charllote Schliemann Brake to U-Brake Maybe I'm not looking in the correct folders. Any assistence here would really be appreachated |
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#2 |
Commander
![]() Join Date: Jun 2007
Location: Uruguay
Posts: 453
Downloads: 196
Uploads: 4
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SilentHunterIII\data\Campaigns\Campaign\Campaign_S CR.mis
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#3 |
GWX - KC Crash Test Dummy
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Hi Doolar have you tried just placing a German Naval Base from Land Menue of the SH3 Mission Editor then Placing a German suface ship or AI IXB Uboat from Sea and Sub Roster Geman in the SCR Leyer of your Campaign Map Milk Cows and Resuply Ships like U-469 U-487 Thor Widder Orion ect.
Thats how I did it when I wrote the Steel Sharks GWX SH3 Campaign Having the Uboat loop round (Hiden Naval Base at -200Mtrs) at 1 knot hope this helps Chief Doolar keep up the good work Sir ![]()
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Someone Had to Make the Tea Last edited by blackswan40; 01-07-20 at 12:13 PM. |
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#4 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 914
Downloads: 360
Uploads: 0
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Thanx for the quick responses. Blackswan40. I have already edited the names in the SHIII/Data/Campaigns/Campaigns/Campaign_SCR.mis file. I'll test it tonight.
I've edited : The Maxx Albrecht The Bessel The Thalia The Corrientes The Charlotte Schliemann The Brake The Python I believe this list is complete. If anybody know of anything I've missed, please let me know. Again thanx |
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#5 | |
Lieutenant
![]() Join Date: Jun 2010
Location: Germany
Posts: 269
Downloads: 3
Uploads: 1
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So you use GWX? Yes? Then look in the en/de_help.txt in Menu-folder at line 165/164. Its "Belchen", 2 entries. Greetings. |
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#6 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 914
Downloads: 360
Uploads: 0
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Yes I do use GWX3, and thank you
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#7 |
GWX - KC Crash Test Dummy
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Hi Doolar how did the testing go I hope all went well
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Someone Had to Make the Tea |
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#8 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 914
Downloads: 360
Uploads: 0
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Blackswan40, Been kind'a busy the last day or so. Haven't had a chance to try it out. I have 3 identical installs, or thought I did. I was able to locate all the surface resupply ships using the "find" in the Campaign_SCR.mis file, but only on one of the installs, not the other two installs, I couldn't find the Brake and the Max Albrecht. Not sure why because the installs are copies of the same mod setups. I would think all the Campaign_SCR.mis files would be the same across all 3 installs. Also. All 3 install had multiple Unit #'s on some if not all the resupply ships. For example ( this is just an example now ). say the Bessel had a unit # of 425, there would also be one for the Bessel at Unit # 426 too. So I changed both. I don't think thats any big deal because the dates were different. I would guess because of different appearances at different times. Please correct me if I'm wrong on that. I would like to find the Brake and the Max Albrecht though, to complete my pre patrol setups. I use GWX3, MFM 3.3, GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships v6, and Extras for the Wilhelmshaven campaign v2.4c, if that helps.
Last edited by Doolar; 01-08-20 at 10:50 PM. |
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#9 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
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Modified file .Place SCR in the new mod and activate it on the other installations via JSGME. Sometimes a simple "find" search doesn't work.
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#10 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 914
Downloads: 360
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sorry Anvar1061, I'm not sure I understand your instructions. I'm not too computer literate. I was wondering if the "find" was working properly. If you would be so kind, I could use a little more details on how to do this, that would really, help. thanx friend
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#11 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
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First of all, it's not my business why you keep 3 identical installations. If the order of mods is the same everywhere, then there should be no differences in the Campaign files. You don't have to be a computer genius to make your own mod. Just stick to the NameMod*/data/Campaigns/Campaign/Campaign_SCR.mis structure JSGME ready.
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#12 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 914
Downloads: 360
Uploads: 0
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At one time I was planning to use 2 other mega-mods but changed my mind because GWX3 was running perfectly and never crashing, so over time I started using them for other things. One I sorta use for a tester, for tactics, single missions and new mods. The other is kind'a siting there, retired for the moment. I would think they would be identical but they aren't.
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#13 |
Engineer
![]() Join Date: Mar 2012
Location: Kalifornia
Posts: 211
Downloads: 162
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Mega-Mods often do not have the same units in the Roster, and Sea Folders, as each author takes the sim beyond vanilla in their own preferred way by adding new, or available modded units( air, sea, land ) This causes CTDs if using a mega-mods scripted and random campaign outside of their structured mod. If a coder could script a mini-program that would check a scripted and random campaign for missing units, and the option to replace those units with what IS in the players folders, with the correct entries for the new unit, and deletion of the old units load out parameters, this would be a great tool to have. I use note tab light to search for and replace a unit that is in a campaign and is just wrong, or spawns way too many times to be challenging, or to replace a vanilla unit or a unit I do nor posses with something better or suitable as a stand in, like any ship by The Frog ( Royal Navy Escort and Cruiser Specialist as well as the correct weaponry ) the biggest drawback to this kind of editing is having to analyze the unit to see if it has a specific load out. If a unit thus replaced does not use the same load out entries, a random spawned replacement may have no AA weapons or turrets. Just my two cents ( might be only worth one cent these days )
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#14 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
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What about SH Validator and sh3 tool? They don't solve everything. but the main tasks of verification.
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#15 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 914
Downloads: 360
Uploads: 0
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Just'a update here. I did get all the surface resupply ships changed so that I can pseudo-dock with them as I can with U-Tankers. Thanx Anvar1061 for the help.
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