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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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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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#2 |
GWX - KC Crash Test Dummy
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Hi Fifi ive flaged your post to Blueduck of the LSH2020 Team
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#3 | |
Navy Seal
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#4 |
GLOBAL MODDING TERRORIST
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Look in Harbor_kit.dat
Generic_light_hoouse You'll find a ParticleGenerator |
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#5 | |
Navy Seal
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![]() 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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#6 |
GLOBAL MODDING TERRORIST
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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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#7 | |
Navy Seal
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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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#8 |
GLOBAL MODDING TERRORIST
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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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#9 |
Navy Seal
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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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#10 |
Ocean Warrior
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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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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#11 | |
Navy Seal
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Just a constantly ASDIC running (or sonar for Americans guys)
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#12 | |
Ocean Warrior
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H.sie where are you ! ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#13 | |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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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 ![]() Best, LGN1 Last edited by LGN1; 02-01-21 at 05:22 PM. |
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#14 |
Navy Seal
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What puzzled me in AI sensors dat, is hydrophone and sonar sensors are mixed up! (Inversed)...in all mods.
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Last edited by Fifi; 02-01-21 at 05:21 PM. |
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#15 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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