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#346 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
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Yes, working on .dat files. No, I did not change the ID values. I thought about it but I had no basis to believe that would actually work. I changed the names of the nodes in the .dat but not the ID's themselves.
Changing the ID's would be incredibly tedious would it not?
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#347 | |
Sea Lord
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Actually reamapping the IDs is very easy. Just load the .dat file in your S3D version and then go to "tools" -> "remap Id's" maybe choose "random" and then automatically all IDs from the .dat file are changed. greetings Han |
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#348 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#349 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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SteelViking, the Z ships need to be removed from merchant type and use them as enviro units. This is needed to to make sure the game will not use them in any way under the generic term. Can you do this please?
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#350 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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I will look into it.
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#351 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Okay Zedi, I finally got around to testing the latest build of the campaign mod. And, the zombie ships are working perfectly.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#352 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Ye, had this problem on first load, never since. I reworked the hospital ship texture but is black, pls check pm. Thanks.
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#353 |
Sea Lord
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@zedi
I have s small queston to the harboru traffic.. you´re reworking the stoc harbour traffic too, right? I ask because I think the traffic around Kiel is a little bit too much! There are always around 10-12 ships moving...I think about 5-7 would be enough. What do you think? |
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#354 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
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Too much? In stock game is never more than 5 spawn point + those who arrive in port. But even 10 is not much for a port like Kiel.
Actually this was one of the thing that bothered me very much. Kiel was like an abandoned port, no docked ships, no traffic, no smokes, no nothing but seagulls. So I kinda fail to understand why 10 ships or more passing through such a large and beautiful port is bad... |
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#355 | |
Sea Lord
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And actually I have good pc hardware. Maybe I need to test your campaign... Then I could also determine how the performance would be with my harbour mod. Do you have populated all german harbours? |
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#356 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#357 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
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Han, maybe Im missing something here.. do you talk about the stock game? Because I dont have the same image you have when talking about Kiel in stock game.
Yes, now Kiel is reworked.. Graf Zep, Bismarck, Tirpitz will pass the port on their historical date.. overall the port is very different. Im using the Z ships made by SteelViking, brainless ships that will not eat you fps. I have now over 50 docked Z ships + new ship and traffic, planes and no fps loss at all. All ports are reworked and that means a lot of traffic nodes fixed, added bigger radius to patrol points.. and thanks to Trevally, buoys. There are many new features, too long list to talk about. But nothing exaggerated or without historical background. |
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#358 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() not only they would do it; they did! "On 10 April 1941 Niblack dropped depth charges aimed at a German U-boat, the first hostile action between American and German forces during the Second World War." from: http://en.wikipedia.org/wiki/USS_Niblack_(DD-424) Anyway, I've another amletic doubt now and I hope tha someone of you can help me to sort it out: as far as you know, is the side set in DefSide.cfg file affecting only the behaviour of naval and merchant units, or more in general it affects also the possibility to refit in some ports, depending on the "friendliness" of the correspinding nation? I ask so because in stock game, after its defeat (from oct 1939 on) Poland is set as an Axis nation. This is logical if only land control is conseidered, as Germany had full control on Polish territory. Though, Polish government-in-exile never surrendered to Axis power, and its army and navy partecipated extensively into the war effort alongside Allied nations (http://en.wikipedia.org/wiki/Polish_...ces_.28West.29). Same goes for Netherlands and Belgium. By taking in consideration this fact, we should set these countries as Allied for the whole duration of the conflict. Do you think we can safely do it? ![]() |
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#359 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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There is a trick can be used, same as is for the french now... there is a roster entry called FreeFrench and they are set as allied. Same can happen with the polish, belgian and other occupied nations.
Anyway the defside.cfg need to be fixed because after 43 its not much accuracy because the stock game end in 43. And Poland is listed as axis until end of 45, which is wrong. Thats why I need you Gap to fix this cfg, please. The nation colors are controlled in the campaign by the PoliticalTerritory1939 layer where the colored shapes of the nations are set to spawn or despawn at a defined date. For example, France blue color is set to spawn at 24.06.1940, same date as in the defside.cfg .. but will last until end of 45. Wish there could be another way to control this because this part was a pain for me in the extended OH campaign.. had to search for every nation war status.. wasted a lot of time with this. Same apply for the port trafic, ships spawn and despawn at certain dates and this is controlled also only in the campaign. Another reason why I need a good historical accurate defside cfg so I can keep everything on the same page. Is anyone good in working with the menu editor and can set me up a new campaign entry in the campaign selection menu? |
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#360 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Gap, I added the following new entries in the roster. Please see if they are alright and if is anything to change.
[SideEntry 74] Country=Egypt Side=1 StartDate=19360101 EndDate=19451231 [SideEntry 75] Country=Turkey Side=0 StartDate=19360101 EndDate=19451231 [SideEntry 76] Country=Algeria Side=0 StartDate=19360101 EndDate=19400623 [SideEntry 77] Country=Algeria Side=2 StartDate=19400624 EndDate=19451231 [SideEntry 78] Country=Uruguay Side=0 StartDate=19360101 EndDate=19451231 [SideEntry 79] Country=Venezuela Side=0 StartDate=19360101 EndDate=19451231 [SideEntry 80] Country=Nicaragua Side=0 StartDate=19360101 EndDate=19451231 [SideEntry 81] Country=Angola Side=0 StartDate=19360101 EndDate=19451231 [SideEntry 82] Country=Namibia Side=1 StartDate=19380101 EndDate=19451231 [SideEntry 83] Country=Libia Side=2 StartDate=19360101 EndDate=19451231 [SideEntry 84] Country=Morocco Side=0 StartDate=19360101 EndDate=19451231 [SideEntry 85] Country=Morocco Side=2 StartDate=19400625 EndDate=19451231 [SideEntry 86] Country=Israel Side=1 StartDate=19400625 EndDate=19451231 [SideEntry 87] Country=Lebanon Side=0 StartDate=19360101 EndDate=19411125 [SideEntry 88] Country=Lebanon Side=2 StartDate=19411126 EndDate=19451231 |
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