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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
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================================================== ===================
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 Last edited by h.sie; 06-13-10 at 02:17 PM. |
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#2 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
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![]() ![]() ![]() Last edited by SquareSteelBar; 06-13-10 at 03:26 PM. |
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#3 |
Lucky Jack
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I got jims one...Hmm I wonder what this was all about.
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Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
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#4 |
Admiral
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first post updated. error fixed.
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#5 |
Chief of the Boat
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Hi H....I'll give this a spin, I'm intrigued
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#6 |
Weps
![]() Join Date: Dec 2009
Location: Averof's bunk
Posts: 357
Downloads: 389
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Yeah. It seems pretty immersive...
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Deep into that darkness peering, long I stood there wondering, fearing, Doubting, dreaming dreams no mortal ever dared to dream before... |
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#7 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,696
Downloads: 171
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I assume you still don't see any guns firing?
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Sub captains go down with their ship! |
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#8 |
Admiral
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no, they are hidden in the containers as in the original Q-ship.
@Jim: Hope you like it. BTW: I always have a weird feeling when "reloading" existing mods. but my intention behind my modifications is not to replace these existing mods, but much more to have one more alternative. people who can live with the side-effects of the randomisation can now use "my" mod. people who don't like it, can still use your mod. Last edited by h.sie; 06-14-10 at 01:05 AM. |
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#9 |
Silent Hunter
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Hello h.sie !
Thank you very much for this MOD ! But I´ve a two questions: Is this MOD compatible with LivingSilentHunter V5 or only for GWX (I have a GWX Installation too) ? And must I put the Q-Ships via Editor into the Campaign Files ? Best regards, Magic |
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#10 |
Admiral
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Hi Magic,
1) I am not sure (because not tested), but I think it should work with other supermods, too. 2) No need to script it via MissionEditor. It will randomly appear in convoys that are scripted into the RND layer. But only for a certain time period that is determined in the .cfg files in the Roster folder. h.sie |
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#11 | |
Silent Hunter
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Thank you very much for your Reply ! ![]() ![]() Best regards, Magic ![]() |
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#12 |
Admiral
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hi magic,
good luck. but be patient, my changes cause the Q-ship to appear not very often. h.sie |
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#13 | |
Silent Hunter
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My new patrol during my career in LSH v5 starts with your MOD without any problems, it´s a good sign.......! ![]() But can you please post me an setting that the Q-ships more often appear ? Many thanks for that help !!! ![]() Best regards, Magic ![]() |
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#14 |
Admiral
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Hi Magic,
If in the Campaign_RND.mis a ship Type=102 without Class is scripted, SH3 searches the Roster folder and the according nationality (British/American) for all ships available for the current time. Randomly, one of these ships is chosen and spawned. I think this mechanism can't be changed. The chance that the Q-Ship is spawned is about 5 - 10% depending on the total amount of type 102 ships aqvailable in the Roster/Nationality-Folder for the given time. If the Q-ship is spawned, the probability is 10% that it is armed and equipped with searchlights. This probabilty can be set to 100% by setting ChooseFrom=1 in the RandomisedEvents.cfg. Then the Q-ship is always armed. For testing purposes I would create a single mission and dirctly script the Q-ship in it. For my tests I created a whole testing campaign with a test convoy. if you like I can send it to you, but I cannot guarantee that it will work with LSH3. h.sie |
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#15 | |
Silent Hunter
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Hi h.sie ! Many thanks for your explain ! ![]() Do I understand you correctly, I have, that the Q-ship is 100% armed, at this point setting a "1", see the red entry: ; ---------------------------------------------------------------- ; 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=1 <--------- here entry 1 for 100 % armed, is that right ? . . . And yes, please send me the Test Campaign ![]() ![]() Best regards, Magic ![]() |
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