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#1 |
Kapitän zur See
Join Date: Jun 2007
Location: San Diego, CA
Posts: 93
Downloads: 264
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![]() Now with support for LSH3-2015 CAREER mode Having seen endless videos and photos of the real Keramon bunkers at Lorient, I just couldn’t take the trek to and from Lorient any more. So, using a limited set of tools (Silent 3ditor, SH3MissionEditor, pencil and paper), I … (a) trimmed down the base to just that section that includes the bunkers; (b) raised two bunkers and paved the ground and made them land-based like the real Lorient bunkers Keroman I and II; (c) transposed the U-Boat under construction and all the people from the deleted section of old Lorient to the area in between the land-based bunkers; (d) moved the base to it’s more accurate location near the entrance of Lorient harbor; (e) moved the bunker AA guns, searchlights, a few ships and a green buoy to the new Lorient location; (f) moved the U-Boat departure point to be Pen K20 of Keramon III; and (g) scripted the escort to come up the Lorient main channel as your U-Boat is departing. New Lorient v1.5 (All Inclusive Download) All issues through Post #109 of this thread are addressed in this release. I have made NINE variants of New Lorient -- all nine are included as separate MODs in the 7z file (~6 MB). You can pull out and install whichever versions you want or need …
Files Utilized in this MOD: -- data\MissionEditor\Locations\HB_Lorient.tga -- updated the 2D base footprint shown on maps in SH3MissionEditor. -- data\Terrain\Locations\Lorient.tga -- updated the 2D base footprint shown on maps in SH3. -- data\Terrain\Locations\Lorient.dat -- redefined the base in terms of its individual components. Eliminated that portion of base unrelated the Lorient bunkers (about half the base). Elevated land-based bunkers and laid foundation under them. Move U-Boat under construction and people to between land-based bunkers. -- data\Terrain\Locations.cfg -- changed the location of Lorient base, city and industry. -- data\Campaigns\Campaign\Campaign_LND.mis -- this file includes a marker that determines where the U-Boat actually departs from; moved and heading change. -- data\Campaigns\Campaign\Campaign_RND.mis -- NOT CHANGED but retained for compatibility with other mission files. -- data\Campaigns\Campaign\Campaign_SCR.mis -- repositioned the AA guns and searchlights that sit on top of the bunkers; moved some static U-Boats and ships; moved some anchored ships out of the way for the new base; and moved one of the Green channel buoys from further east to mark the center of the channel for departures and returns at night; move start point for escorts closer to new base for U-Boat departures. Download here (~6 MB): http://prussianempire.com/New_Lorient_v1.5.7z All NINE Mods include a similar PDF document: http://prussianempire.com/New_Lorient_v1.5.pdf SUPPORTING FILES: GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6: http://prussianempire.com/GWX3_Wilhelmshafen_et_al_V6.7z GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7: http://www.gamefront.com/files/21474149/GWX_3_Wilhemshafen_St_Naz_Schluese_and_xtra_ships_ V7_7z WAC4.1 SubPen_animated_18.02.2010: http://prussianempire.com/WAC4.1_SubPen_animated_18.02.2010.7z ----- Nothing fancy or frilly here. No bands or waving people to see you off in the bunker – they are all over in the Rail Transport Yard celebrating Oktoberfest (unless you are using GWX 3 Wilhemshafen..V7 with Aces' animated sub pens) – but it sure beats the old Lorient base. ![]() Behind the base looking South. Yup, that's the entrance to Lorient harbor right in front of the base. ![]() Seaward entrance bunker to Keroman I ![]() Land based bunkers Keroman I and II ![]() Keroman Bunkers I, II and III ![]() Moved the town and industrial center of old Lorient to the new; added a few more ships; and it's open for business. ![]() Last edited by Alfred Keitzer; 05-30-15 at 04:18 AM. Reason: added prefix |
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#2 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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That must have been quite a workload. Thanks a lot.
![]() I've visited Trondheim and seen the old U-boat bunkers and the harbour area, and it is really an experience to sail from Trondheim in the game and get the same kind of feeling about the environment as in real life. Hopefully I get to visit Lorient one day. I'm playing NYGM, and time's limited right now, but I'm hoping I'll get this edited in as soon as possible.
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#3 |
Pacific Aces Dev Team
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Super job, well done
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One day I will return to sea ... |
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#4 |
Torpedoman
![]() Join Date: Mar 2010
Posts: 112
Downloads: 1474
Uploads: 0
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@ Alfred Keitzer
Congratulations, It´s a brilliant job !! Thanks a lot
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#5 |
Argentinian Skipper
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Great work. It seems a must have....
Many thanks! Regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#6 |
Captain
![]() Join Date: Jun 2005
Location: Near La Rochelle - On board U-205
Posts: 540
Downloads: 679
Uploads: 0
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This is looking great! I will download asap and install it.
Thank you for this work ![]()
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Borgneface ![]() |
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#7 |
Eternal Patrol
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Have just downloaded. It will be awhile before I ever get to see in the game, but the pictures look great!
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“Never do anything you can't take back.” —Rocky Russo |
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#8 | ||
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,484
Downloads: 878
Uploads: 0
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I reworked NEW LORIENT+WBs USAM v69.61+Undersea_mod _Reworked by Rubini (http://www.subsim.com/radioroom/show...71&postcount=1) ![]() DOWNLOAD: http://www.mediafire.com/download/y9...AM+Undersea.7z PS. WBS USAM v69.61 first set! Last edited by Anvar1061; 02-08-15 at 08:36 AM. |
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#9 |
Kapitän zur See
Join Date: Jun 2007
Location: San Diego, CA
Posts: 93
Downloads: 264
Uploads: 0
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Anvar1061 --
Nice job! How's it looking? I have a good friend who just did a GWX + USAM v69.61 + New Lorient, but does NOT include Rubini's Undersea Rework. Will try to get that version up here as well. Dani & Fubar2Niner -- Should have a "NEW LORIENT - GWX Merged Campaign" up here soon. Cheers! /AK |
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#10 | |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
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#11 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,175
Downloads: 279
Uploads: 0
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#12 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
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Hmm, I thought about "GWX + USAM v69.61 + New Lorient, but does NOT include Rubini's Undersea Rework".
Can't see it in post #1. |
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#13 | |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
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#14 |
Kapitän zur See
Join Date: Jun 2007
Location: San Diego, CA
Posts: 93
Downloads: 264
Uploads: 0
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None -- this was a mod done from the original implementation by Anvar1061. Send him a PM and check with him.
Last edited by Alfred Keitzer; 09-05-15 at 02:21 AM. |
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#15 |
Navy Seal
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Would anyone be interested in having a combined, JSGME ready, file of GWX 3 Wilhelmshaven,St Naz, Schluese and xtra ships V7, New Lorient V1.4 GWX3 Merged Campaign + Wilhelmshaven_et_al V7, WB's USAM v69.61.1 Part 1, & Rubini's Undersea Mod Reworked? This would be the Merged Campaign version. I have run this in my WAW campaign for several patrols, and it worked fine for me. I should warn you this is a big file 405.32MB zipped (provided Mediafire allows me to upload that big of a file).
Edit: here is the link http://www.mediafire.com/download/5d...ination_Mod.7z You will still have to have WB's USAM v69.61.1 Part 2, which is all the ships, so it can be enabled separately without any problems. All original documentation is included in the documentation folder, and all credit goes to the original modders. All I did was follow their instructions for putting the mods together.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() Last edited by HW3; 09-05-15 at 04:17 AM. |
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