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Old 10-15-11, 06:59 AM   #16
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Are you going to build an island?
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Old 10-15-11, 07:47 AM   #17
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.
Ya but where do you plug it in and where's the on switch?

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Old 10-15-11, 06:54 PM   #18
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.


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There's a tutorial included:

ref's SH3 Terrain Extractor
I downloaded from Maik's archive already, is there something else at this URL? Because the tutorial that came with what I've got now refers to too many things I don't know anything about on the apparent assumption that anyone reading it will know something about them. I feel like a monkey looking at the back of a watch. A very, very, confused monkey.

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Are you going to build an island?
Yes, and then I'm going to put you and Jim on it where your impending romance will be allowed to blossom in all its inevitable glory without the rest of us having to watch.

Seriously, though, all I want to do is put sea instead of land under the darn subpen I'm in when I start a patrol from Kiel. I realize that there are probably several ways to accomplish this, and I don't know how to do any of them. Overall I would prefer not to have the subpens situated partly on dry land, since that looks funky when you zoom in on the map, but I would settle for just moving the spot on the map that the game recognizes as the start/finish point for a patrol from that base. Which I would think would be the easiest and not involve anything more than editing a few files.
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Old 10-15-11, 07:01 PM   #19
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Yes, and then I'm going to put you and Jim on it where your impending romance will be allowed to blossom in all its inevitable glory without the rest of us having to watch.
Please!!...he does not need any further encouragement

You were near to an answer or failing that an offer of access to those who know...you naughty person you
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Old 10-15-11, 07:03 PM   #20
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Old 10-16-11, 02:11 AM   #21
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Originally Posted by frau kaleun View Post
...I downloaded from Maik's archive already, is there something else at this URL?...
Yep there's a more helpful tutorial* included than in Maik's link. Maybe it terminates your 'monkey looking into clockwork' being...


Cheers




*done by Roberto Fernandez
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Old 10-16-11, 03:01 AM   #22
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...but I would settle for just moving the spot on the map that the game recognizes as the start/finish point for a patrol from that base. Which I would think would be the easiest and not involve anything more than editing a few files.
I think that's the less difficult way.

You have to fiddle with the 'Long' and 'Lat' [and possibly 'Heading'] values in ...data\Terrain\Locations.cfg for Kiel harbor to move the subpen [+ all coupled buildings]:

[Location 1]
Long=10.152396
Lat=54.344944

Heading=50
OnLand=false
ShowOnMap=true
FileName=Kiel
LocationName=Kiel

Helpful in this regard is to load Campaign_LND.mis into MissionEditor and using the values ['Long' & 'Lat' in degrees] shown in status bar when hovering the cursor above the black spot:





CAUTION:
there're many 'Kiel' entries in Locations.cfg. Be sure to get the right one...


...and don't forget to also move your sub's start point in Flotilla.cfg otherwise it will stick in the quay wall.



.

Last edited by SquareSteelBar; 10-16-11 at 02:57 PM.
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Old 10-16-11, 04:13 AM   #23
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...your impending romance will be allowed to blossom in all its inevitable glory without the rest of us having to watch. ...
Great news !



Congrats !!!
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Old 10-16-11, 10:23 AM   #24
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@SSB: Thanks.

If I move the subpens, though, won't that affect all the ships that are scripted in and around the whole area in addition to my boat?

I think it might just be easier to change the start point for my boat.
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Old 10-16-11, 10:56 AM   #25
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I think you'll have to check both.

For the scripted ships in the area load Campaign_SCR.mis into MissionEditor and check their positions [after editing Locations.cfg].
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Old 10-16-11, 02:04 PM   #26
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I think it might just be easier to change the start point for my boat.
A lot easier...I am sitting in my office here at work because I can't remember the two files off the top of my head.

You need to match exactly the long and nat coordinates in each.

One file is the Flotilla CFG but I'm unable to remember the other (possibly the SCR).

You physically move your boat using ME in the SCR (if that is in fact the correct one) and make a note of lat and long, then go to the Flotilla CFG and change said figures for each type of boat that ran out of said Flotilla to exactly the same coordinates.

Don't take that as gospel but if you can find my mod U-boats start in Sub Pens for GWX both files are contained within.

Still find yourself stuck, PM me and I'll look up the files when I return home tomorrow afternoon.
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Old 10-16-11, 02:14 PM   #27
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Thanks, Jim, I'll keep this in mind for future reference. Right now I'm still fine tuning some GUI stuff and just about have that where I want it (I think).

I use the Wac Animated Sub Pens interior start for GWX, would that mod be one that has the necessary files in it?
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Old 10-16-11, 02:18 PM   #28
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Please!!...he does not need any further encouragement

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Old 10-16-11, 02:26 PM   #29
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Originally Posted by frau kaleun View Post
Thanks, Jim, I'll keep this in mind for future reference. Right now I'm still fine tuning some GUI stuff and just about have that where I want it (I think).

I use the Wac Animated Sub Pens interior start for GWX, would that mod be one that has the necessary files in it?
Almost definitely....open up the Campaign SCR in ME and hover your cursor over the precise centre of the U-boat starting point inside the pen.

At the bottom of the screen will be displayed the long and lat to 4 or 6 decimal places iirc....write them down.

Go into your game folder and open up the Flotilla CFG file and you should find the exact same figures for each U-boat in each year and base they were stationed at (again iirc).

That will confirm what you have to do to your installation.

I'm bloody frustrated here at work with no access to my mod files or SH3 even, trying to remember what to do but if I am wrong I can guarantee I'll get the correct info to you tomorrow....even with suggested coordinates if need be.
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Old 10-16-11, 03:00 PM   #30
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Originally Posted by frau kaleun View Post
...Wac Animated Sub Pens interior start for GWX, would that mod be one that has the necessary files in it?
Yep it has.


Note:
there are two Kiel entries - one for 1st flotilla, one for 7th flotilla

The start point coordinates for Kiel are:

DeparturePointLong0_0=1218523.000000
DeparturePointLat0_0=6521677.000000 <- 1st flotilla


DeparturePointLong2_1=1218523.000000
DeparturePointLat2_1=6521677.000000 <- 7th flotilla
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