![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Swabbie
![]() Join Date: Feb 2003
Location: MIKE
Posts: 10
Downloads: 0
Uploads: 0
|
![]()
Thankyou
![]() |
![]() |
![]() |
![]() |
#2 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
![]()
To stop the notepad informing you that you went over a ship, the English.cfg (and German etc) was edited to remove the ship class names, so for example, Type0=Patrol Craft was changed to Type0=-
This causes the Mission Editor to not have the 'generic Ship Class' option for use in the random group selection. So instead of having a Generic Battleship, Generic Fleet Carrier, Generic Destroyer, Generic Cruiser and so on, you will only get a single entry Generic. Images.... With Generic Ship Class - http://img80.imageshack.us/img80/7729/image18qc.jpg Without Generic Ship Class - http://img233.imageshack.us/my.php?image=image28iz.jpg So for editing, just have a copy of the file, drop it in when you are editing and drop the other one back when playing. In this file, this... ;Warships Type0=Patrol Craft Type1=Corvette Type2=Frigate Type3=Destroyer Escort Type4=Destroyer Type5=Minesweeper Type6=Light Cruiser Type7=Heavy Cruiser Type8=Escort Carrier Type9=Fleet Carrier Type10=Battlecruiser Type11=Battleship Type12=Minelayer Type13=Auxiliary Cruiser Has been changed to this ;Warships Type0=- Type1=- Type2=- Type3=- Type4=- Type5=- Type6=- Type7=- Type8=- Type9=- Type10=- Type11=- Type12=- Type13=- |
![]() |
![]() |
![]() |
#3 |
Engineer
![]() Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
|
![]()
Well, that didn't take very long...thank you! :rotfl:
![]() |
![]() |
![]() |
![]() |
#4 |
Sailor man
![]() Join Date: May 2006
Posts: 48
Downloads: 0
Uploads: 0
|
![]()
I Have Made 25 Mission With NO Problem's ~BUT~ Now Have Installed The V103 Patch ~N~ Have Tried Making A NEW Mission By The Italy Cost ~N~ Have Ship's From Italy On The Map That I DID NOT Put On Mission Edit Map
Found This In Manual ~ Making A NEW Mission Already Have filled with all the shipping and planes ect that make up the game. So its living already (clever hey!) ~ IF I WANTED Their DAM MISSION ~ I WOULD NOT BE MAKING MY OWN MISSION's ~ I Want ONLY The Ship's I Put On A NEW Mission Map ~ NOT ALL THOSE OTHER DAM SHIP"S THAT ONLY USE UP MEMORY WTF ~ A NEW Mission Map ~ Mean's A NEW Mission MAP ~ NOT ALL The Programers Sucken Other Ship's When I Play The Game Those Italy Ship's Show Up??? WTK ~ AGAIN A NEW Mission Map Means A NEW Map ~BUT~ These ubi Programs DO NOT Understand What The Word NEW Means ALSO ~ The Ship's Do Not Show Up In The Mission Editor Program ~ I Do Not C Them To Delete The DAM Unwanted Italy Ship's That Are Put On A NEW Mission Map That I DO NOT WANT |
![]() |
![]() |
![]() |
#5 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
|
![]()
The campaign is fully active even in single player missions. It´s a feature that we have to live with. The only thing you can do about it is to remove all units from the random and scripted campaign layer.
|
![]() |
![]() |
![]() |
#6 |
Swabbie
![]() Join Date: Jun 2006
Posts: 5
Downloads: 8
Uploads: 0
|
![]()
dont do that!!!! "removing units from random and scripted layer" I did it, then found on multi player games that as my scripted and random layers did not match other players, my game kept crashing, so had to uninstall and re-install to start playing multi missions again, I'm not 100% sure this is what caused the problem, but pretty sure.
I would suggest looking at the random layer map, then create a new mission where there is no random shipping present. |
![]() |
![]() |
![]() |
#7 |
Watch
![]() Join Date: Jun 2006
Posts: 21
Downloads: 0
Uploads: 0
|
![]()
I have created a mission but getting some strange effects
1. Ships and planes appearing where I havent put any 2. Hydrophone/sonar not functioning when mission initializes You can clearly see below that there is a ship where I have not put one and it happens at start of the mission. http://www.castlewarbitz.com/stuff/me.jpg http://www.castlewarbitz.com/stuff/noship.jpg
__________________
![]() ![]() |
![]() |
![]() |
![]() |
#8 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
|
![]()
The campaign is fully active even when you play single player missions. Every ship, aircraft and land object is there.
Why the hydrophone doesn´t work I don´t know. |
![]() |
![]() |
![]() |
#9 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
|
![]()
Hi UST,
can remember that there were issues with modded AI Uboats and hydrophone/gauges. Do you use AI Uboat mods? Do the gauges work properly? Or are they all on 12 o'clock position? Greetz, SSB |
![]() |
![]() |
![]() |
#10 |
Watch
![]() Join Date: Jun 2006
Posts: 21
Downloads: 0
Uploads: 0
|
![]()
Hi SSB and Gizzmoe -- thx for replying Herr Kaleuns
![]() ![]() they are 12 oclock and when I press F7 and check the boat it says they are destoyed. My crew tell me just as the map is initialized. ![]() ![]()
__________________
![]() ![]() |
![]() |
![]() |
![]() |
#11 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
|
![]()
This seems like AI_Uboats are in the environment of player's sub. Load the 'Campaign_SCR.mis' into MissionEditor, zoom in your Single mission scenario location and look for them. I'm sure you have mods in use which include AI_Uboats.
If they are created by Sergbuto, download the latest versions and replace the faulty subs. I think he fixed these sonar/gauges issues recently. Serg's page Greetz, SSB Last edited by SquareSteelBar; 07-18-06 at 09:48 AM. |
![]() |
![]() |
![]() |
#12 |
Grey Wolf
![]() Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
Downloads: 0
Uploads: 0
|
![]()
Whats sup with starting a NEW!!! map and finding mine fields, other boats...in the harbor and out of it...
If its a NEW map shouldn't it be clean of anything else? Im finding crap I never added in a map thats supposed to be new. Koon |
![]() |
![]() |
![]() |
#13 |
The Old Man
![]() Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
Uploads: 0
|
![]()
???
![]()
__________________
"Some ships are designed to sink… others require our assistance." ![]() |
![]() |
![]() |
![]() |
#14 |
Grey Wolf
![]() Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
Downloads: 0
Uploads: 0
|
![]()
I cant edit units out of the 'NEW' mission as they are in but dont show...like in the mine fields that I didnt add that are in the mission (upon creating a NEW map) already and ships in the harbor... on the map.
I had to redock two ships...and adding flotilas in the path I have had probs with them spawing under the ships i placed...ghost ships...any remedy? |
![]() |
![]() |
![]() |
#15 |
Grey Wolf
![]() Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
Downloads: 0
Uploads: 0
|
![]()
Well thanks I got the opens seas crap down...my bud and I play many a mission on the open seas. But what is funner and keeps you on your toes is trying to crawl into a harbor and sink key ships and make it out...this becomes frustrating when hearing the guitar riffs and knowing something aint right. Then I have to fly around and find just why this happened...open seas maps kewel...harbor raids...very kewel..We have made over 15 maps between us but time spent making mods once this happens becomes tiresome and not that much fun.
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|