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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 | ||
Mate
![]() Join Date: Feb 2006
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For adding of the Scripted Layer units i recommend to merge them as describe in the tutorial. If u did it manually, u have to check all blocks of this unit for any space at the end of each parameter in block. this includes all waypoints belonging to this unit too. I know theres a Problem in locations.cfg if u have at least one single space behind a parameter. example: [Unit 9]<<<<direkt return, no space behind Name=Type VIIA#1Helgoland<<<<direkt return, no space behind Class=SSTypeVIIA<<<<direkt return, no space behind Type=200<<<<direkt return, no space behind Origin=German<<<<direkt return, no space behind Side=0<<<<direkt return, no space behind ..... ... ... .. If u did a merge of Campaign_scr.mis and Helgoland_SCR.mis as desrcibe in tutorial and do have this problem, please send your Campaign_scr.mis, which caused this problem, packed to the contact email addy of pdf and i'll have a look on it. Otherwise delete in editor all units for Helgoland or copy your backup campaign_scr.mis back and do a merge of both *.mis files and test again. greetz TKT |
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#137 |
Weps
![]() Join Date: Sep 2002
Location: SW France
Posts: 361
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has anyone any tips on how to do the second part of the manual (Height of land) using Paint Shop Pro, please. I'm OK with the first part (cutting up the land mass) but cannot get results with the second bit.
MLF
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Je pense donc je fuis! |
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#138 |
Medic
![]() Join Date: Mar 2005
Location: North Atlantic
Posts: 162
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Just a sitrep.
Followed ref's directions and it worked perfectly...and on my first try. Thanks to all.
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Theres nothing wrong with a little shooting as long as the right people get shot |
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#139 | |
XO
![]() Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
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Just a couple of points though....I ended up using copy/paste for the _SCR.mis part because I couldn't get the editor merge to work correctly. In doing this, I copied only the unit details, thereby omitting the Mission/Briefing and Editor parameter lines from your file. Does this have any any undesirable effects in game? I mention this because I am having difficulties with the Ship view < > keys when I am in the Helgoland area. When I press these keys I don't always get a view of the ships...instead I see the Sea ( from above and below!), the camera rolling with the sea swell? Would appreciate your advice. Tks. |
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#140 |
Stowaway
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Well, I finally got it installed right (took me long enough) and it's GREAT! Transitted the Canal last night, and loved it.
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#141 | ||
Commodore
![]() Join Date: Apr 2005
Posts: 641
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Unfortunately this is the default external cam behavior when land units are present...will happen in any other area whith land units around. No mod related issue. Helgoland has some costal defence at when using TigerKatziTatzi´s mod. |
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#142 | |
XO
![]() Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
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Nice to know Sailor Steve enjoyed his canal transit last night. More than I did! Did a fairly sharp right hand turn when exiting, at 12 kts, into the estuary at the Brunsbuttel ( southern ) end. Problem being that I was on map view at 125 TC. Died very quickly ....along with the rest of the crew ![]() Many thanks (again) to ref, TKT and all those involved in developing this enhancement area. It certainly does add an extra element to the game experience. |
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#143 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
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#144 | |
XO
![]() Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
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Still, don't you feel bad about it....you might have dug the channel .....but it was CCIP who did the ****** construction work ![]() |
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#145 | |
Sailor man
![]() Join Date: Feb 2006
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Also the editor crashes if I select "properties" in the context menu of the specific unit. |
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#146 | ||
Stowaway
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#147 |
Mate
![]() Join Date: Feb 2006
Posts: 57
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Out of the hospital, right into the forum
![]() 'bout the not present of the docks displayed on map. Theres three things: 1.) to have the docks layout displayed in map ( only zoomed in close at the location), the block in locations.cfg needs one parameter more at the end of the block: - LocationName=********* Code:
[Location 213] ; Harbours Long=9.145131 Lat=53.909206 Heading=140 OnLand=false ShowOnMap=true FileName=La_Spezia LocationName=Brunsbuettel 3.) cause this displays only the Layout in close zoomed in mode, you can add a NavalBase in Campaign_lnd.mis to these locations too. So its being displayed in map like other harbours. this should cover unwanted collisions with the docks ![]() greetz TKT |
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#148 | |
Mate
![]() Join Date: Feb 2006
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adding only the units into ur campaign_scr.mis is fine and won't effect your current gameplay, same for landunits. the Mission/Briefing parts comes auto when creating a new *.mis in editor. anyways, those layers only a candyeye build like the canal.mis by CCIP for the Nord-Ostsee Kanal. the sea units need a rework either. ![]() greetz TKT |
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#149 | ||
Mate
![]() Join Date: Feb 2006
Posts: 57
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if u select properties of the unit in Editor and get a CTD, u may try for urself after deleting it, a new add of this unit type in ur campaign_scr.mis. till now i never read about a CTD in Editor or made own expierences with it. might be based on same like a CTD inGame when heading up to e.g. a lighthouse without having the lighthouse.dat in .../locations -folder. who knows ........ but i'll check your *scr.mis asap. greetz TKT |
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#150 | |
XO
![]() Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
Downloads: 47
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Gammel kindly advised me that this is usual program behaviour when land units are in close proximity! I also had the problem with the Sub causing the editor to crash...until I realised that I didn't have a type V11A in my program. Changed it to a type V11B and it works just fine! Cheers, Cheapskate. |
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