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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 | |
Silent Hunter
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I seconded this !
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#77 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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This ship is definitely not for GWX users as there is already an excellent KM Prinz Eugen model in GWX and it has been scripted into the GWX campaign. If you try and add this .mis file to GWX you'll end up with two KM Prinz Eugen (and two Bismarcks).
For anyone not using GWX here is HanSolo78's KM Prinz Eugen: ![]()
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#78 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#79 |
Silent Hunter
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Hi WB !
Wonderful new .mis Files, many thanks !!! ![]() I´ve another suggestion: What about rowi´s "Whale_Flottilla" ? Link: http://www.mediafire.com/?nd2g7v2cpeau6i8 What do you mean ? Best regards, Magic ![]() |
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#80 | |
Argentinian Skipper
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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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#81 | |
Silent Hunter
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![]() Best regards, Magic ![]() |
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#82 | |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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I've also found out that Testpilot created the wonderful Bf110 model so I've given proper credit in the Readme and uploaded the new Readme to MediaFire. Tonight's offering is VonDos' SS Rex: ![]()
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#83 | |
Argentinian Skipper
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Is there a model of V1 and V2 flying bombs for SH3? And some ship with sails? (a frigate, corvette, galeon, the Nelson´s Victory, etc). Best regards. Fitzcarraldo ![]()
__________________
My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#84 | |
Silent Hunter
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![]() Best regards, Magic |
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#85 | |
Argentinian Skipper
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Regards. Fitzcarraldo ![]()
__________________
My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#86 | |
Silent Hunter
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![]() Best regards, Magic ![]() |
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#87 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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Both merchants and warships will automatically appear in the game through the _RND layer. I like to script the larger merchants (mainly VonDos') and unique warships on their historic courses so that, with a little research, people can intercept them and sink them.
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#88 | |
Argentinian Skipper
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![]() For example, the Maiale. If you install the Maiale in SH3, without scripting: Is the Maiale controlled by RND Layer and can it appear in any location? (a Maiale in the coast of Miami or in the Indian Ocean??). And the planes? Without scripting the RND layer put they in any location? (the middle of the Atlantic, for example?). Ever I have this question in my mind, but never I obtain a positive and definitive resolution. Best 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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#89 | |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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If you install the Maiale in SH3 without scripting it you will not see it as the RND layer scripts by ship/aircraft type (in the case of the Maiale it is type 200) and by nation. If you search the _RND layer you won't find any reference to an Italian type 200 as there was only one type of Italian submarine (the Scuka) and they were only scripted into the SCR file. Aircraft are scripted into the RND layer by specific aircraft (e.g. FBWildcat) so you won't see new planes for the same reasons as above. I've already released a mod that randomly scripts Turkish and Spanish aircraft into the campaign so here is another one that will script British aircraft around the UK coast - http://www.mediafire.com/?fvi4swlejchj5fo
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#90 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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I think it's time to share a little knowledge
![]() There are three scripting layers in SH3: _LND. This is for land based units such as coastal defences, air bases and ports. I haven't delved into the _LND layer so that's about all I can tell you! _SCR. This is for scripting named ships into the campaign, so if you want the RMS Aquitania to follow her historic routes you can research the Aquitania's history and input it's route into the _SCR layer. You can also create groups around the Aquitania to allow it to sail with, for example, a modern tanker and four destroyers. The only randomisation available to the _SCR layer is around each waypoint. If you randomise the size of the waypoints you also randomise the ships routes. _RND. This is the clever layer as there are a number of ways you can randomise: 1. Randomise groups. You can tell SH3 to randomise the content of convoys. The group leader (e.g Aquitania) must have a 100% chance of spawning, but you can then add a V&W destroyer at 100% and four V&W destroyers at 50% each. This means that each time Aquitania spawns SH3 will roll a dice and produce a group with between 1 and 5 destroyers. 2. Randomise ships within a group. There are a number of options for ships in a group so you can either specify a specific ship type (e.g. V&W destroyer) or a type such as GENERIC Destroyer which will search for all destroyers of that nation and pick them at random. 3. Randomised chance of a group spawning. You can also tell SH3 that there is a 75% chance of this group spawning, therefore it will appear three times out of four. 4. Timed group spawning. If, for example, convoys moved from Alexandria to Greece every three days then you can use the _RND layer to spawn a group every 72 hours over a discrete time period. 5. You can also randomise the size of the waypoints to change the ships routes. Merging all of these possibilities, you can script a convoy with a 75% chance of spawning, following a route from Alexandria to Greece every three days with any number of ships and escorts from one upwards following a different route each time, and all in a 5KB file. The only piece you have to specify is the nation, so you can randomise neutral ships into a convoy but need to beware your spawn dates. ![]()
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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