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Old 11-22-07, 05:19 PM   #1
CapZap1970
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Question about additional ships and planes!!

Moin:
I see lots of new ships and aircrafts that can be added via JSGME and downloaded most of them. Once I enable these, will they appear in the game if I am using GWX?
I ask this because I am confused with some things i read saying that if the ship/Aircraft is not scripted it will not show up in the game, others say that it has to be "generic" and stuff like that... :hmm: It's kind of confusing and would be very glad if someone could please clarify this for me.
Thanks a lot and sorry for my ignorance...
CapZap
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Old 11-22-07, 05:24 PM   #2
nikbear
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I too share your confusion,when I unzip the ship/plane,where do I send it and then get it to show up in campaign if its not JSGME enabled.I know if it is JSGME it will show up
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Old 11-22-07, 09:05 PM   #3
Pablo
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Quote:
Originally Posted by CapZap1970
Moin:
I see lots of new ships and aircrafts that can be added via JSGME and downloaded most of them. Once I enable these, will they appear in the game if I am using GWX?
I ask this because I am confused with some things i read saying that if the ship/Aircraft is not scripted it will not show up in the game, others say that it has to be "generic" and stuff like that... :hmm: It's kind of confusing and would be very glad if someone could please clarify this for me.
Thanks a lot and sorry for my ignorance...
CapZap
Hi!

Two things need to happen before a new ship or aircraft appears in the game:
  • 1. A modder assembles the 3D model(s), skin(s), configuration files, national roster files, etc., and (hopefully) puts them in a JSGME-compatible file structure, which JSGME then drops into the appropriate folders in the SH3 (or GWX) setup. You can generally tell if this has been done successfully for a new ship or aircraft if the new ship or aircraft appears in the Museum being operated by the correct countries.

    2. The campaign must include the new ships and aircraft if a new model is to appear anywhere other than the Museum. It can be added via scripted ("campaign.scr") or random ("campaign.rnd") components in the campaign, or in separate single player or multi-player missions. Modders generally do not modify the campaign or write new missions for their units - that is your job (or, on the GWX team, bigboywooly's job - ). Some ships or aircaft may appear if the campaign calls for a generic class (of which the new ship or aircraft happens to be a member); otherwise, the new units will not appear.
Hope this helps...

Pablo
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Old 11-22-07, 11:23 PM   #4
CapZap1970
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Thanks a lot Pablo for your explanation. It helps a lot, but still some things remain in the air. What you are saying is that unless the new units are "generic" they won't show up in game if they are not scipted?
Well, anyway, it clears the road and I suppose I will understand more of it in the process.
CapZap
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Old 11-23-07, 12:34 AM   #5
bigboywooly
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As a general rule allied merchants\tankers\destroyers and patrol boats will show with no further campaign work as there are plenty of generic campaign entries for the major nations

There are also a few generic entries for allied liner\troopships\light cruisers and battleships

New axis units generally wont show ingame without additional work on the campaign files

Aircraft will ALWAYS need either adding to an airbase ( best method ) or scripting on the SCR for them to show

Non - generic entry

[RndGroup 129.RndUnit 1]
Class=KSQ <---- ship to be picked by game
Type=102 <----- indicates merchant
Origin=SouthAfrica <---From the South African roster
Side=0
CargoExt=1
CargoInt=0
CfgDate=19430101
No=1
Escort=false
SpawnProbability=100
CrewRating=4

Generic entry

[RndGroup 1630.RndUnit 1]
Type=102 < --- Indicates type of ship
Origin=SouthAfrica <---From South African roster
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390101
No=1
Escort=false
SpawnProbability=100
CrewRating=2

In the non generic RND entry the game will always pick a KSQ ( Tramp Steamer ) as that is the class name entered
In the generic entry no class name is shown so the game is free to choose ANY type=102 ( merchant ) in the South African roster folder

Hope that helps
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Old 11-23-07, 07:29 AM   #6
coronas
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Thanks for explanation. Are these rules suitables for individual missions?
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Old 11-23-07, 08:25 AM   #7
CapZap1970
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BBW, thanks for the explanation, now I get it!!
Thanks a lot for all the fforts to make m eunderstand this!!
CapZap
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Old 11-23-07, 09:43 AM   #8
Hellraiser
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Quote:
Originally Posted by bigboywooly
As a general rule allied merchants\tankers\destroyers and patrol boats will show with no further campaign work as there are plenty of generic campaign entries for the major nations
Thanks for shedding light on this.

Another basic question for you...

Can you change the campaign files in port between patrols or do you have to wait until you start a new campaign??
As a Non Generic example, I'd like to remove some KGN and OTMS2 entries & swap those ships with others, like say...the new Akita or OLNippon type ships. Any problem with doing that?
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Old 11-23-07, 11:36 AM   #9
bigboywooly
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Changing the ship model in port shouldnt be a problem
Altering campaign entries can sometimes lead to a career not working after

Make a back up of the files first just in case

A couple of other things to bear in mind
Try to replace ships with a unit with similar speeds
For instance the OTMST2 has a top speed of 16.5
The OLNippon has one of 12 kts

When the game comes across a scripted T2 that has a waypoint speed of say 15 kts it can throw a wobbly and CTD as the new unit cannot do 15 kts

And always make sure you swop a like for like
Type=101 ( tanker ) for another type=101
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