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Old 12-16-13, 09:46 AM   #13
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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Quote:
Originally Posted by sober View Post
I would just like to be able to enable a mod with the trawlers with lights that replaces the current trawlers .
As I told before, there is no need to give up unlit trawlers: we can have lit and unlit ones at the same time

Quote:
Originally Posted by sober View Post
Also where would I find the file for the lighthouse light that TDW made . The light should be able to be seen from 10 kilometres away in game . Exactly the way it is now but seen further out .
I think it is TDW_FXU_Lighthouse_flare.dat, in the library folder of FX Update. Anyway I am 99% sure that British lighthouses were obscured during WWII, and German Vichy-French beams were only lit when an Axis convoy/taskforce was know to be close by.

Quote:
Originally Posted by sober View Post
I am sure that we could have lit ships just in the first Total Germany campaign . Isnt there some sort of Traffic editor in the Traffic layer ( Lit_Ships layer) , maybe Trevally knows .
Yes, possible. I think that a mix of lit and unlit vessels would be a reasonable compromise for Total Germany

Quote:
Originally Posted by Trevally. View Post
It is possible to have ships (clones with lights) for some campaigns and not others.
I think we can also use Appearance/Disappearance dates in roster cfg files for the same purpose.

Quote:
Originally Posted by Trevally. View Post
This can be done by editing the id for the roster and campaign layers (fishing, traffic and convoy)
I am curious to know which unit Id's are used in OH for each of the three campaign layers you have mentioned, Trevally.

Also, do you think it possible getting a few units in some nation's rosters to be only used as docked ships? It would be cool having some ships to only display their masthead lights while doscked in neutral ports, and to have full illumination when underway.
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