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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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This is the new release of the Friendly Harbour Traffic 1.45 with more goods:
1. Traffic in other friendly harbours: Danzig, Hamburg, and Trondheim. 2. Bismarck, Prinz Eugen, and Tirpitz docked at the harbours during the correct historical dates. 3. The Tirpitz trip to Trondheim; Bismarck trial trips. 4. Operation Sportpalast: Tirpitz task force in pursuit of the Iceland PQ-12 convoy. 5. Operation Rheinübung, the Battle of Denmark Strait, and the Bismark Final Battle 6. All these Operations include radio messages. 7. Updated dates for the "More useful F1 help screen" Many thanks to Syxx_Killer who made and tested these Operations and all the historical stuff. Thanks to jaxa to make corrections on the dates for F1 help screen. I contacted irishred to add the radio calls to her great Radiolog mod. To Install: Unzip in MODS folder (JSGME ready) and install it. (There are a version without minefields and subnets in the campaigns\campaign folder, just rename it). Download link for the new 1.45 version (~500kB) http://rapidshare.de/files/3651122/H...c_145.zip.html Download link for 1.44 version ![]() http://rapidshare.de/files/3390792/H...c_144.zip.html Obs1.: Download and install the version 1.44 before to install this new version (it's because the Serg's Ai UBoats).With JSGME just overwrite HT 1.44. Obs2.: This is not the upcoming Ops mod of Egan and team. When the Ops mod is released I will make a compatible version if possible and needed. Obs3.: If you save the game near scripted units, when you reload it the ships and planes will be all aground. This is a SH3 bug. It's present in the unmodded SH3, too so, this bug is more observed in populated areas like harbours, the British coast, etc. Obs4.: I made a standard messages file with the radio calls (the stock ones plus seven new calls) - this is enough to function with the mod. But if you prefer these messages are also in a txt file to be possible to simple add them (cut and paste) in the finish of your own radio messages file. I also contact irishred to add them to their great mod. Obs5.: It's not easy in the career to arriving in time to see that Battles of Titans because they are in real time. I will post here in the forum the dates and time of these events (a little cheat!!) so you may stay there in time. Enjoy! Rubini. arubinig@ig.com.br ================================================== ======================== Changes and fixes in version 1.44: 1. AI U-boat traffic with correct entry dates for more realistic purposes. Now the AI VIIc entry date is the same of the unmodded game VIIC U-boat. Thanks JBClark! 2. A spawn bug correction on ALL enemy ports in the stock game! (So, no more burning ships in enemy ports I hope!) 3. A new full revision on the dates (entry and exit) to all units on the mod for a more historical approach. 4. More reduction on traffic/warships to reflect the poor German naval forces in the late part of the war. Thanks Egan! 5. No more DDs as an escort in the later parts of the war. Armed Trawlers are making the job to reflect the week German naval force after 1943/44. Thanks again Egan! 6. La Spezia and Bergen spawn bug corrected. Thanks Hitch! Thanks Syxx_Killer! 7. New dat file for AI VIIc U-boat. Thanks "FLB sale U-999" and of course you Sergei! 8. Included the "More Useful F1 Help Screen" mod. See the readme. 9. New Rub 1.42 compatible SCR layer is included with this version. Look in the ...data\campaigns\campaign folder. Just rename the desired file to "Campaign_SCR.mis". Changes and fixes in version 1.43: 1. AI U-boat traffic. Now you will see other U-boats docked, living in the the port, or arriving from a patrol.(No more dial gauges bug!) 2. French/British ships before and after German forces in French harbours. 3. Subnets are back and without that annoying sound bug! 4. A correction on Scapa Flow and Loch Ewe - this is a SH3 1.4b stock campaign spawn bug. (So, no more burning ships there I hope!) 5. A full revision on the dates (entry and exit) to all units on the mod for a more historical approach. 6. I made a reduction on traffic/warships to reflect the poor German naval forces in later parts of the war. ================================================== ======================== Known issues: 1. Only two types of AI U-boats are ready for now. A Type IIA and VIIC. Some people will be asking me about why only a few AI U-boats are in the traffic mod. It's for two reasons: first if you have a lot of units your FPS drops a lot; second if you have a large amount of traffic the AI evasion maneuvers become erratic. Please, let's discuss this stuff more here in this topic. 2. The Type IIA U-boat is useful only for near harbour patrols or for training purposes after 1940/41. They then have only these functions in the mod too. 3. AI U-boats don't have a crew on the conning tower, don't move while submerged, and don't fire torpedoes. But they follow waypoints on the surface and engage enemies with their deck/flak guns. They only have an early war tower, too. 4. If you install this mod then you will have Sergei's AI U-boats in your submarines folder, too. It is then easy to do some wolfpack missions at night with the mission editor... 5. To stop that annoying sound bug related to the subnets I only lowered the "Collision_AntiSubmarineNet_int.wav" sound file. This is good for all of us because even if you don't use the traffic mod the subnets (and this sound bug) will still be there in the stock campaign (enemy ports). 6. If somebody makes a new realistic escort ship then I will replace the DDs (for escort duty) to have a more historical accuracy. 7. Be warned about the SH3 save/reload bug. See the observations above. 8. The friendly air patrols will not be there when you arrive a few days/weeks later. This is a SH3 bug; there is no fix right now. If you save a game while you are in port, then reload, the friendly air patrol will not be there anymore. The airplanes are not well implemented in SH3. 9. If you get too close to your escort, the AI evasion "suicidal" maneuvers will lead it to run aground. It is then better to keep a safe distance (~450 to 1500m). 10. When you return some days/weeks later, sometimes you see burning or smoke over the harbour structure ships. It's about that "moving docked ships" bug. No fix right now. 11. Friendly air patrols and later year allied air attacks on ports are also in this mod. The air attacks are more realistic and with more historical accuracy with B24 squadrons dropping bombs in one pass and in high altitude. The stand alone mod is not compatible with Jace's Airpower because Jace's mod modifies the AI of B24's ( no more dropping bombs) but it still will work. (The Rub compatible version don't have these scripted air attacks, so, no problem here). 12. If you play with minefields and subnets, then follow your escort (DD or Armed Trawler) until they turn and head back. Mark that point and when you arrive, some days later, wait for your escort to guide you into the harbour. 13. This mod adds about 400 new units. If you notice some strange behaviour please contact me. 14. This mod is only compatible with the stock campaign with patch 1.4b. It is also likely compatible with RUb 1.42. I don't will release a totally Rub 1.42 compatible version because the RUb 1.43 is coming. |
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