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Old 01-21-13, 07:34 PM   #16
Illyustrator
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Keep in mind that there are Captains who cherish "Missions" and "Grid coordinates".
Probably have to make two versions of the "OH".
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Old 01-21-13, 07:48 PM   #17
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Quote:
Originally Posted by Illyustrator View Post
Keep in mind that there are Captains who cherish "Missions" and "Grid coordinates".
Probably have to make two versions of the "OH".
Personally I like missions, as long as they are designed according to historical U-boat orders: they make the game more varied, and you are set free to accept them or not.

And if our mission area is designated through grid coordinates rather than by long/lat, much better
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Old 01-21-13, 07:53 PM   #18
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Originally Posted by gap View Post
Personally I like missions, as long as they are designed according to historical U-boat orders: they make the game more varied, and you are set free to accept them or not.

And if our mission area is designated through grid coordinates rather than by long/lat, much better
Yes. You are right. The Game will only gain.
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Old 01-21-13, 10:03 PM   #19
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Yes I see, but are they always shown on the map?

Usually I missed those reports, and when I read them, they were long been removed

Indeed, converting those reports in MQK format would be the best option, supposed that it is going to be possible...
Can you explain how SH4 does this. I'm a computer programmer and I've been looking for something to mod as a project. I would be willing to at least check it out.
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Old 01-21-13, 10:05 PM   #20
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At least with grid coordinates you have a larger area to patrol. Or at least is seems that way.

Could missions and grid areas to patrol be combined together? If you look at dropping a spy off at a certain point then I'd think you still have to keep missions involved in the simulation. Other mission types along this line could also be added to make things more interestiing. Photo recon, picking up a spy or downed pilot. Even capturing an enemy ship.
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Old 01-22-13, 02:13 AM   #21
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Can you explain how SH4 does this. I'm a computer programmer and I've been looking for something to mod as a project. I would be willing to at least check it out.

A programmer's skill is what many of us need. If I had the patience to read hex, I would give it a go.

I am particularly interested in creating a dynamic campaign for silent hunter 3. Or any SH game for that reason.

There is a mod created dynamic campaign generator for for IL-2, CF3 and Strike Fighters here:http://www.lowengrin.com/news.php

Perhaps something could be worked out to figure this out. If SH3 Commander can read the Campaign files to give us a sunken ships report, I don't understand why it would be difficult to create a program that deletes a sunken ship from the SCR campaign layer via program. It would just have to delete the ship entry from the campaign layer.
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Old 01-22-13, 10:55 AM   #22
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So the short of it is that people want radio reports in MQK format instead of lat./long. for historical accuracy?
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Old 01-22-13, 11:44 AM   #23
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So the short of it is that people want radio reports in MQK format instead of lat./long. for historical accuracy?
As long as people do not want. MQK is not over. However, after the release they will need it.
Must be prepared in advance.
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Old 01-22-13, 11:55 AM   #24
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Quote:
Originally Posted by GT182 View Post
At least with grid coordinates you have a larger area to patrol. Or at least is seems that way.

Could missions and grid areas to patrol be combined together? If you look at dropping a spy off at a certain point then I'd think you still have to keep missions involved in the simulation. Other mission types along this line could also be added to make things more interestiing. Photo recon, picking up a spy or downed pilot. Even capturing an enemy ship.
This is a good suggestion. But then we have to solve this problem.
Although this is not a problem. But, it is better to solve it. Then it will be professionally.
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Old 01-22-13, 01:25 PM   #25
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Quote:
Originally Posted by machiavelli View Post
A programmer's skill is what many of us need. If I had the patience to read hex, I would give it a go.

I am particularly interested in creating a dynamic campaign for silent hunter 3. Or any SH game for that reason.

There is a mod created dynamic campaign generator for for IL-2, CF3 and Strike Fighters here:http://www.lowengrin.com/news.php

Perhaps something could be worked out to figure this out. If SH3 Commander can read the Campaign files to give us a sunken ships report, I don't understand why it would be difficult to create a program that deletes a sunken ship from the SCR campaign layer via program. It would just have to delete the ship entry from the campaign layer.
the campaign can do this already
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Old 01-22-13, 01:26 PM   #26
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Quote:
Originally Posted by Illyustrator View Post
This is a good suggestion. But then we have to solve this problem.
Although this is not a problem. But, it is better to solve it. Then it will be professionally.
Yes - a toggle button lat/long off/on would be the best option.
Otherwise - 2 versions may be required
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Old 01-22-13, 03:48 PM   #27
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Originally Posted by Trevally. View Post
the campaign can do this already
Hi Trevally,

You mean ships are deleted from the SH5 campaign file when they are sunk? Capital ships, etc...

This cannot be done in SH3.
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Old 01-22-13, 05:46 PM   #28
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Yes - with each save or campaign adv, all ships marked "Unique" are checked by the campaign and if dead, they are dead:-

This is the roster cfg where unique ships are stated

[UnitClass]
ClassName=BBRoyalSovereign
UnitType=11
AppearanceDate=19160316
DisappearanceDate=19480301
DisplayName=BR BB Royal Sovereign (proxy)
IsUnique=yes
[Texture 1]
TextureName=
LightmapTextureName=data/Sea/NBB_QueenElizabeth/NBB_QE_O01.tga
NormalmapTextureName=
StartDate=19390101
EndDate=19461231
Frequency=1
[Unit 1]
Name=HMS Revenge
DOC=19160316
DOD=19480901
[Unit 2]
Name=HMS Royal Oak
DOC=19160616
DOD=19391014
[Unit 3]
Name=HMS Royal Sovereign
DOC=19160616
DOD=19490401
[Unit 4]
Name=HMS Resolution
DOC=19161216
DOD=19480501
[Unit 5]
Name=HMS Ramillies
DOC=19170916
DOD=19480301

;************* THE END ***************

And here is the campaign profile for that ship:-

[CampaignProgress.MisResult 15.MisKill 6]
Name=HMS Royal Oak
ClassName=BBRoyalSovereign
Type=11
Side=1
KillDate=19390930
Tonnage=31000
Long=-356980.218750
Lat=7070345.000000
Height=-12.800246
IsFromSingleMis=false

[CampaignProgress.UniqueShipsStatus 16]
Name=HMS Royal Oak
ClassName=BBRoyalSovereign
Active=false
Dead=true

As you can see - I sank this ship 30/09/39 and the campaign knows it and will not use it again

Many people here state facts about the campaign engine for SH5, but they have not taken the time to look and thus get it wrong.
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Old 01-23-13, 02:57 AM   #29
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so... Still no megamod yet?? Meaning 1 file, 1 thing to install??

I'm waiting till that happens to give it another go..

thanks
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Old 01-23-13, 02:27 PM   #30
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so... Still no megamod yet?? Meaning 1 file, 1 thing to install??

I'm waiting till that happens to give it another go..

thanks
Hi, fastfed.
Donate 5$ Subsim and get Mega Mod in one file.
Sorry. If I understand you correctly.
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