SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-26-11, 02:12 PM   #1
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
Default

Hi,

thanks for your replies!

I have some ideas I want to test to see whether I can include mine-laying missions in the SH3 campaign. I'm aware of all the limitations, but I think (like andqui) that it would still be great if you could get orders for laying mines during a career. Especially early in the war there were quite a few mine laying operations. These operations were very dangerous (i.e., thrilling in a simulation ) and in most cases did not lead to any recognizable success for the u-boats (what made these missions even more annoying).

One might argue that because the mines have no real effect in SH3, being able to lay mines in SH3 is not crucial for implementing mine-laying missions in SH3. That's true, however, I think it would add considerably to the immersion.

@Canovaro: All links I've found are dead Does anyone still have some files in his private archive?

Cheers, LGN1
LGN1 is offline   Reply With Quote
Old 07-26-11, 02:25 PM   #2
pditty8811
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by LGN1 View Post
Hi,

thanks for your replies!

I have some ideas I want to test to see whether I can include mine-laying missions in the SH3 campaign. I'm aware of all the limitations, but I think (like andqui) that it would still be great if you could get orders for laying mines during a career. Especially early in the war there were quite a few mine laying operations. These operations were very dangerous (i.e., thrilling in a simulation ) and in most cases did not lead to any recognizable success for the u-boats (what made these missions even more annoying).

One might argue that because the mines have no real effect in SH3, being able to lay mines in SH3 is not crucial for implementing mine-laying missions in SH3. That's true, however, I think it would add considerably to the immersion.

@Canovaro: All links I've found are dead Does anyone still have some files in his private archive?

Cheers, LGN1
Well good luck to you. If you get it figured out I would love to add it to my game.

If you can figure out how to change the career mission objective parameters, and say there completed when you lay mines in certain areas perhaps we can take it to another level. Like recon missions, or rescue missions, or enigma missions. Stuff like that. I'm not sure where to start on how to change mission objectives in the career game. I know Flotilla.cfg has the grids for the flotillas. But just changing those to whatever you want wont mean they'll get completed when you lay mines.

-pditty8811
  Reply With Quote
Old 07-26-11, 03:22 PM   #3
Hitman
Pacific Aces Dev Team
 
Hitman's Avatar
 
Join Date: Sep 2002
Location: Spain
Posts: 6,110
Downloads: 109
Uploads: 2


Default

Quote:
have some ideas I want to test to see whether I can include mine-laying missions in the SH3 campaign. I'm aware of all the limitations, but I think (like andqui) that it would still be great if you could get orders for laying mines during a career. Especially early in the war there were quite a few mine laying operations. These operations were very dangerous (i.e., thrilling in a simulation ) and in most cases did not lead to any recognizable success for the u-boats (what made these missions even more annoying).

One might argue that because the mines have no real effect in SH3, being able to lay mines in SH3 is not crucial for implementing mine-laying missions in SH3. That's true, however, I think it would add considerably to the immersion.
I agree with you, minelaying was an important, but also dangerous and much hated task for uboats in WW2. It should somehow make its way into the game, and because real commanders (And BdU) only rarely learned about ships sunk by their laid mines and got credit for them, leaving the area afterwards and having the mine dissapear is not a big issue.

That said, you can make the mines stay there for all the time you want it, even if they won't explode unless you are closeby (40km, the are where units are physically spawned and not just traced as abstract entities) and will not get any credit for anything they sink. How? Well, opening SH3 mission editor and adding a german minefield exactly where you accomplished your mission, with the number of mines and spacing you put them.

It can be done, it just will require some manual input from the player, though it could theoretically be automated by a Perl script that asks you for the parameters (Latitude/Longitude, number of mines, spacing) and then writes the minefield into the LND campaign layer for you.

In fact, what the script would ask you is what the real commander would fill in the report to BdU.
__________________
One day I will return to sea ...
Hitman is offline   Reply With Quote
Old 07-26-11, 03:33 PM   #4
SquareSteelBar
Sea Lord
 
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
Default

Mine Layer
SquareSteelBar is offline   Reply With Quote
Old 07-27-11, 04:15 AM   #5
Canovaro
Ace of the Deep
 
Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
Downloads: 34
Uploads: 0
Default

Quote:
Originally Posted by SquareSteelBar View Post
That's the one.
Well I really would like it to work out, would be great.
Good luck!!
Canovaro is offline   Reply With Quote
Old 07-27-11, 01:50 PM   #6
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
Default

Thanks for all your replies

Quote:
Originally Posted by Hitman View Post
That said, you can make the mines stay there for all the time you want it, even if they won't explode unless you are closeby (40km, the are where units are physically spawned and not just traced as abstract entities) and will not get any credit for anything they sink. How? Well, opening SH3 mission editor and adding a german minefield exactly where you accomplished your mission, with the number of mines and spacing you put them.

It can be done, it just will require some manual input from the player, though it could theoretically be automated by a Perl script that asks you for the parameters (Latitude/Longitude, number of mines, spacing) and then writes the minefield into the LND campaign layer for you.
I agree it would be easy. You could even mark the mines' positions on the map and later automatically extract these from a savegame and add the mines to the campaign layer. However, I don't think the effort is justified because you probably will never go back and see any effect.

Quote:
Originally Posted by SquareSteelBar View Post
Great Thanks a lot. It's not the first time that your archive saves me, SSB! BTW, do you also have this old mod:

http://www.subsim.com/radioroom//sho...d.php?t=147445

Quote:
Originally Posted by pditty8811 View Post
Do you have knowledge of Perl script editing? If so that would be awesome.

I was thinking something that would require a script also. But I have never done stuff like that before though I manually mod all the time. Here is a thread I started concerning an idea I had.

http://www.subsim.com/radioroom/showthread.php?t=185828

If you have knowledge of script editing or could point me in the right direction I could do it myself.

-pditty8811
Hi pditty8811,

what exactly do you want the perl script to do? Remove a certain type, class, name,...? From what I understand at the moment it seems to me that the whole programming effort is not justified (in many years playing SH3 I've seen only one carrier and maybe five battleships in career mode)

Cheers, LGN1
LGN1 is offline   Reply With Quote
Old 07-27-11, 02:00 PM   #7
pditty8811
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by LGN1 View Post
Thanks for all your replies



I agree it would be easy. You could even mark the mines' positions on the map and later automatically extract these from a savegame and add the mines to the campaign layer. However, I don't think the effort is justified because you probably will never go back and see any effect.



Great Thanks a lot. It's not the first time that your archive saves me, SSB! BTW, do you also have this old mod:

http://www.subsim.com/radioroom//sho...d.php?t=147445



Hi pditty8811,

what exactly do you want the perl script to do? Remove a certain type, class, name,...? From what I understand at the moment it seems to me that the whole programming effort is not justified (in many years playing SH3 I've seen only one carrier and maybe five battleships in career mode)

Cheers, LGN1

Hi,

Perhaps you should beef up your SCR layer a bit and add some models to your Sea folder, never hurts to add ships. I have many ships and I know mods like GWX took the time to add particular ships to the SCR layer for historical accuracy. I like to add historical routes to these new ship models too.

Basically I would like to have a button in SH3 Commander, or not even, just a script to be triggered when a patrol is finished or before a patrol starts. This script would search the patrol log or captian's log for the class of ships that were sunk. This script would then use this information to tell the Campaign Editor program to delete these ships. Only classes like the Warspite or Elizabeth or something like that.


So, essentially this script would be the communication or link from the Captian's log, or patrol log, to the Campaign Editor. The editor would do the rest of the work.

-pditty8811
  Reply With Quote
Old 07-26-11, 03:34 PM   #8
pditty8811
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Hitman View Post
I agree with you, minelaying was an important, but also dangerous and much hated task for uboats in WW2. It should somehow make its way into the game, and because real commanders (And BdU) only rarely learned about ships sunk by their laid mines and got credit for them, leaving the area afterwards and having the mine dissapear is not a big issue.

That said, you can make the mines stay there for all the time you want it, even if they won't explode unless you are closeby (40km, the are where units are physically spawned and not just traced as abstract entities) and will not get any credit for anything they sink. How? Well, opening SH3 mission editor and adding a german minefield exactly where you accomplished your mission, with the number of mines and spacing you put them.

It can be done, it just will require some manual input from the player, though it could theoretically be automated by a Perl script that asks you for the parameters (Latitude/Longitude, number of mines, spacing) and then writes the minefield into the LND campaign layer for you.

In fact, what the script would ask you is what the real commander would fill in the report to BdU.

Do you have knowledge of Perl script editing? If so that would be awesome.

I was thinking something that would require a script also. But I have never done stuff like that before though I manually mod all the time. Here is a thread I started concerning an idea I had.

http://www.subsim.com/radioroom/showthread.php?t=185828

If you have knowledge of script editing or could point me in the right direction I could do it myself.

-pditty8811
  Reply With Quote
Old 07-26-11, 04:45 PM   #9
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Hitman has a good idea.

Any scripting program would work.
Python, Perl, Lua, etc.

With Python you can create a stand alone exe that does not require a full install of Python also.
It's free, and easy to set up the whole thing.
I wrote a Python exe that converts specific 3D models to the Collada format in about a day when I first started with Python.
  Reply With Quote
Old 07-26-11, 04:53 PM   #10
pditty8811
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by privateer View Post
Hitman has a good idea.

Any scripting program would work.
Python, Perl, Lua, etc.

With Python you can create a stand alone exe that does not require a full install of Python also.
It's free, and easy to set up the whole thing.
I wrote a Python exe that converts specific 3D models to the Collada format in about a day when I first started with Python.
Thanks I'll take a note of this program. I am currently busy at the momment but I will try to implement it with my dynamic campaign idea.
  Reply With Quote
Old 12-19-13, 02:38 PM   #11
bjorn
Swabbie
 
Join Date: Nov 2013
Location: Belgium
Posts: 6
Downloads: 28
Uploads: 0
Default

In Battle for the Baltic (SH4) there is a playable minelayer vessel...

But also many minefields....eventualy stopped playing BFB because of the large amount of time u hav to put in avoiding these killing fields....
__________________
[SIGPIC][/SIGPIC]U-Boat
bjorn is offline   Reply With Quote
Old 12-19-13, 02:48 PM   #12
Sepp von Ch.
Sea Lord
 
Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
Default

Quote:
Originally Posted by LGN1 View Post
Hi,


- Does anyone ever released a mod for mine laying for SH3?


Hello, yes, Dietrich´s Uboat Armaments mod and Tomi_099’s VIID minelayer mod.
__________________
U-552
Tiger
IDF

Last edited by Sepp von Ch.; 12-19-13 at 03:24 PM.
Sepp von Ch. is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:02 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.