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Old 01-31-21, 09:17 AM   #1
Fifi
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Hi,

Quick question: do you know what file exactly makes the lights on or off on light houses?

Thanks in advance

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Old 01-31-21, 09:29 AM   #2
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Hi Fifi ive flaged your post to Blueduck of the LSH2020 Team
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Old 01-31-21, 10:00 AM   #3
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Hi Fifi ive flaged your post to Blueduck of the LSH2020 Team
Thank you very much Blackswan
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Old 01-31-21, 01:05 PM   #4
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Look in Harbor_kit.dat

Generic_light_hoouse

You'll find a ParticleGenerator
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Old 01-31-21, 01:13 PM   #5
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Quote:
Originally Posted by Jeff-Groves View Post
Look in Harbor_kit.dat

Generic_light_hoouse

You'll find a ParticleGenerator
Thanks Jeff, i will

My goal was to deactivate French lighthouses lights from 1941 to end of war, as all French lighthouses were black out by Germans
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Old 01-31-21, 02:00 PM   #6
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That could be done.
You would need to change the light houses to a different file then use eqp.cfg to control when the ParticleGenerator is used.

THEN search all location dats for Light_hoouse so you can change the Placement Node information.

SweetScape 010 can do that in seconds instead of doing a manual search.

In stock SH3....
There are 95 occurrences in 35 files out of 97 files searched.
Granted not all of those will be French areas.

010 can also do a mass replacement of ID numbers/names once you build the new files.

Last edited by Jeff-Groves; 01-31-21 at 02:13 PM.
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Old 01-31-21, 02:55 PM   #7
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Quote:
Originally Posted by Jeff-Groves View Post
That could be done.
You would need to change the light houses to a different file then use eqp.cfg to control when the ParticleGenerator is used.

THEN search all location dats for Light_hoouse so you can change the Placement Node information.

SweetScape 010 can do that in seconds instead of doing a manual search.

In stock SH3....
There are 95 occurrences in 35 files out of 97 files searched.
Granted not all of those will be French areas.

010 can also do a mass replacement of ID numbers/names once you build the new files.
Other idea would be to use the Commander Date feature, as Rowi did it in Ccom...
At a certain date in commander date folder, i put harbor kit dat (where the lighthoose is), with all particules set to zero, so the generic lighthouse doesn’t light anymore...and on other later date, i do the inverse...with stock harbor kit dat back again
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Old 01-31-21, 03:00 PM   #8
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If one uses Commander that's a good way to do it.

010 would still make your work much faster.
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Old 02-01-21, 02:06 AM   #9
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This French lighthouses question brought me to read a little more about...
And at my surprise, they were not all black out!
Only the far ones, not lighting harbor entrance, but lighting coasts for navigation were off.
The others for harbor entrance were partially black out, only lighting when Germans needed them...
So it’s way too complicated to bring this feature ingame, as it was in reality.
At least for me. No big deal anyway.
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Old 02-01-21, 08:55 AM   #10
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Good idea anyway Fifi. Instead how about getting rid of the escorts hydrophones and have them continuously doing asdic searches as was the case historically vs. the silly way Sh3 is set up ?

(Can't be done but have to have dreams, eh ?)
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Old 02-01-21, 09:05 AM   #11
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Originally Posted by John Pancoast View Post
Good idea anyway Fifi. Instead how about getting rid of the escorts hydrophones and have them continuously doing asdic searches as was the case historically vs. the silly way Sh3 is set up ?

(Can't be done but have to have dreams, eh ?)
Dunno how to do this...but best would be to let them the hydrophone!
Just a constantly ASDIC running (or sonar for Americans guys)
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Old 02-01-21, 09:08 AM   #12
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Quote:
Originally Posted by Fifi View Post
Dunno how to do this...but best would be to let them the hydrophone!
Just a constantly ASDIC running (or sonar for Americans guys)
Problem is the game is coded so that asdic doesn't get used until there is a hydrophone contact (completely ahistorical) so it would probably require an .exe edit.
H.sie where are you !
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Old 02-01-21, 04:28 PM   #13
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Quote:
Originally Posted by John Pancoast View Post
Problem is the game is coded so that asdic doesn't get used until there is a hydrophone contact (completely ahistorical) so it would probably require an .exe edit.
H.sie where are you !

Hi John,


I have often read similar comments, but I have no idea on what facts these comments are based. Is it just that you don't hear a sonar sound?


I think SH3 takes the ASDIC sensor into account all the times when it calculates the probability that you are detected. However, to decide whether you are detected it only takes the sensor with the highest probability into account. And that is usually the hydrophone.


What is completely unrealistic in SH3 is that the hydrophone sensor also provides the depth of the u-boat and thus can be used for a depth-charge attack In real life you needed ASDIC for this and that's why having only a hydrophone was basically useless for hunting. In SH3 the hydrophone is therefore just an ASDIC sensor which reacts to noise instead of exposed area.


Best, LGN1

Last edited by LGN1; 02-01-21 at 05:22 PM.
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Old 02-01-21, 05:06 PM   #14
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What puzzled me in AI sensors dat, is hydrophone and sonar sensors are mixed up! (Inversed)...in all mods.


Last edited by Fifi; 02-01-21 at 05:21 PM.
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Old 02-01-21, 05:21 PM   #15
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Quote:
Originally Posted by Fifi View Post
What puzzled me in AI sensors dat, is hydrophone and sonar sensors are mixed up! (Inversed)...in all mods.

I think this is a bug in S3D. There should be old threads about this issue.


Best, LGN1
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