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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Weps
![]() Join Date: Nov 2006
Location: London, England (Usually in a pub...)
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Guys,
Just to say I have now added the Empire Class Freighter and was able to sink it in a custom mission!! - 2 torps amidships! Excellent model by the way. Once again, thanks for the help. Now I have this one added I will try with others in anticipation of the ship pack. Cheers!! Px3000 |
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#17 | |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
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![]() I also forgot the Admiralty V&W class DD in the non-GWX list. @ Phoenix3000 - You're welcome. ![]() |
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#18 |
Samurai Navy
![]() Join Date: Oct 2006
Location: Salamis Base
Posts: 567
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Guys I don't want to be boring but I would really suggest for anyone who is intrested in to follow the procedure that I described. You will notice the difference directly to the first convoy you will intercept, even in GWX. You will see many types of merchants that you have installed! In 2-3 convoys you will have met all of them!
Phoenix be careful! Dont do it manualy. Use the menu Replace-With of the "Edit". The "With" box live it blank!This will replace the entire 2nd raw which designates the class, with a completley empty one. For the game code that empty line does not exist and jumps to the third line which designates the type exactly as the original generic ships of the game in which the line of the type is 2nd instead of 3rd with no class line at all! The Replace-With function will help you do it once and for all for every class that you choose, thus not having to do it manually searching all the RND file for KSSs, KLSs etc ![]() A tip: If you want the extremelly beautiful Norfolk type Heavy Cruiser to appear in your game, change its designation "type=7" to "type=6" in both .cfg files of Roster and Sea folder. The game has no prediction (which is normal) for british heavy cruisers "7" but only for light cruisers "6" in both RND/SCR files. Last edited by geosub1978; 03-14-07 at 07:00 PM. |
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#19 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
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I too 'genericized' many merchant entires in my old stock campaign - it really does make a great difference if you like seeing new ships in convoys.
![]() On the subject of British CA entries, you could also change one or two entries to type 7 (changing the class entry as well, either by making it null as with the merchants ( ![]() ![]() |
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#20 | |
Seaman
![]() Join Date: May 2007
Location: Italy
Posts: 32
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#21 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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There is only one real problem with that method if using GWX or any mod that includes the lit ships
If you use it and leave the class name blank then any ship of that type= in the named countries roster will appear IE [RndGroup 80] GroupName=HX40Convoy Category=0 CommandEntry=0 Long=-7619130.000000 Lat=5344140.000000 Height=0.000000 DelayMin=60 DelayMinInterv=10080 SpawnProbability=90 RandStartRadius=0.000000 ReportPosMin=720 ReportPosProbability=60 Heading=138.606003 Speed=8.000000 ColumnsNo=6 Spacing=1000 DeleteOnLastWaypoint=true CurrentInstanceID=0 GameEntryDate=19400104 < note the date GameEntryTime=240 GameExitDate=19401226 GameExitTime=0 NextWP=0 [RndGroup 80.RndUnit 1] Class=KSS < Small merchant will spawn Type=102 Origin=Norway Side=0 CargoExt=3 CargoInt=1 CfgDate=19390801 No=1 Escort=false SpawnProbability=50 CrewRating=3 [RndGroup 80.RndUnit 2] Class=NCVW < Whaler will spawn Type=101 Origin=Norway Side=0 CargoExt=5 CargoInt=0 CfgDate=19390801 No=1 Escort=false SpawnProbability=50 CrewRating=3 [RndGroup 80.RndUnit 8] < No class name so any type=102 in Br roster can show Type=102 Origin=British Side=0 CargoExt=1 CargoInt=0 CfgDate=19390801 No=2 Escort=false SpawnProbability=100 CrewRating=3 Now if you remove the class name the game has a choice of any ship of that type= from Norways roster [RndGroup 80.RndUnit 1] Class= ( C3Cargo\KBL\KCA\KLS\KSS\KSQ\KGN\LLS\LSQ\LSs ) Type=102 Origin=Norway Side=0 CargoExt=3 CargoInt=1 CfgDate=19390801 No=1 Escort=false SpawnProbability=50 CrewRating=3 [RndGroup 80.RndUnit 2] Class= ( NCVW\OTMS\OTSF\OTSFT2\NECT\LTMS\LTSF ) Type=101 Origin=Norway Side=0 CargoExt=5 CargoInt=0 CfgDate=19390801 No=1 Escort=false SpawnProbability=50 CrewRating=3 now as said earlier note that convoys date 19400104 At that date Norway is still neutral and as such all above classes in blue are still available to be picked from the roster The ships are lit So you can end up with lit ships in a convoy ![]() After Norways date of occupation those ship classes in blue are unavailable to the Norway roster so any convoy entry can be generic ie no class names as the only ships left are the yellow classes which arent lit Here endeth the first lesson :rotfl: Last edited by bigboywooly; 05-15-07 at 03:36 PM. |
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#22 | |
Medic
![]() Join Date: Apr 2007
Location: Cornwall, UK
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#23 |
Seaman
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Location: Italy
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How I should edit the campaign files if I would add new airplanes? Thanks.
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#24 | |
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
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#25 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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C:\Program Files\Ubisoft\SilentHunterIII\data\Land And pick an airbase of the country you want to add the aircraft to Open the cfg file in that airbase folder [Unit] ClassName=LargeAirBaseGe UnitType=406 MaxSpeed=0.000000 MinSpeed=0.000000 Length=1 Width=1 [AirGroup 1] StartDate=19380101 EndDate=19451231 Squadron1Class=LBSFW200 Squadron1No=4 Squadron2Class=LBJU88 < aircraft class name Squadron2No=3 < number of aircraft in that airbase of that type You can add a new squadron of the new aircraft by adding it underneath ie [AirGroup 1] StartDate=19380101 EndDate=19451231 Squadron1Class=LBSFW200 Squadron1No=4 Squadron2Class=LBJU88 Squadron2No=3 Squadron3Class=xxxxxx < New squadron added Squadron3No=? |
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#26 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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#27 |
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
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many thanks BIgBoyWooly
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#28 | |
Seaman
![]() Join Date: May 2007
Location: Italy
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Now I have another question to submit you. I would add a new airplane, with appareance date at 12-01-1940, in a group of this type: [AirGroup 1] StartDate=19380101 EndDate=19411225 As you can see the air group appearence date is precedent to the aircraft entry date. My question is this: will the aircraft spawn before its entry date? or I will see it only after the appearence date? Thanks.
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#29 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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I would assume it will spawn only after the entry date but SH3 does some strange things
You can always insert a new airgroup ie [AirGroup 1] StartDate=19380101 EndDate=19401130 [AirGroup 2] StartDate=19401201 EndDate=19411225 Keepin the aircraft the same and adding your new one into group 2 Renumber the original group 2 to 3 etc |
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#30 |
Seaman
![]() Join Date: May 2007
Location: Italy
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OK, thanks... I'll try.
Now I have new question. I tryed to add a warship in the Campaign_SCR file, useing the SH3 Mission Editor. I added this ship in harbour and docked it, as you can see from the pics here, with a speed of 0 km/h. But when I load the campaign patrol the ship crashed itself in the dock as it's showed here. There is something I did wrong? Have I forgotten something? The code from the scr file is: Code:
[Unit 1943] Name=FLAK-Kreuzer#1 Class=NPTA Type=13 Origin=German Side=2 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=false DockedShip=true GameEntryDate=19431001 GameEntryTime=0 GameExitDate=19440224 GameExitTime=0 EvolveFromEntryDate=false Long=-535833.000000 Lat=5805727.000000 Height=0.000000 Heading=0.000000 Speed=0.000000 CrewRating=2 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0
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