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Old 03-14-07, 06:22 PM   #16
Phoenix3000
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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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Old 03-14-07, 06:34 PM   #17
AG124
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Quote:
Originally Posted by Bigboywooly
You forgot the Captains class AG
lol
Yes, I did. I will update the list now.

I also forgot the Admiralty V&W class DD in the non-GWX list.

@ Phoenix3000 - You're welcome.
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Old 03-14-07, 06:37 PM   #18
geosub1978
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Default I insist!

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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Old 03-14-07, 07:49 PM   #19
AG124
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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 ( or changing it to the Norfolk's class name.
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Old 05-15-07, 10:48 AM   #20
Dilust
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Quote:
Originally Posted by geosub1978
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
Hi geosub, does this procedure work with warship task forces too?
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Old 05-15-07, 11:24 AM   #21
bigboywooly
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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:
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Last edited by bigboywooly; 05-15-07 at 03:36 PM.
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Old 05-15-07, 03:32 PM   #22
Spytrx
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Quote:
Originally Posted by Phoenix3000
Anyone else tried this, editing the RND file? Should I be setting all vessels as 'class= (blank)', or just merchants?
I have tried it when I stumbled across that idea on Ubi but only with the 102's and it works fine - didn't try any more though since it wasn't what I wanted to do at the time...
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Old 05-17-07, 09:10 AM   #23
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How I should edit the campaign files if I would add new airplanes? Thanks.
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Old 05-17-07, 10:10 AM   #24
bruschi sauro
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Quote:
Originally Posted by Phoenix3000
Hi guys,

I've been reading through some of the new/additional ship posts, and most recently the excellent Empire Class Freighter by iambexomelife:

http://www.subsim.com/radioroom/showthread.php?t=107351

Thing is, if I install them (I assume via JSGME), will they appear in the campaign mode of the sim, or only in single player-created missions?

I have seen some great new ships in development, but haven't yet added them if I can't see them when out on patrol.

Thanks guys. If I am able to see them when out on patrol (currently my 5th patrol in a type VII), I will be downloading them like mad!

Cheers!

Px3000

PS - Running GWX with latest updates, SH3 Commander 2.7 and plenty of
mods......
WHERE I CAN DL THE EMPIRE CLASS FREIGHTER BY IAMBEXMELIFE? TKS:hmm:
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Old 05-17-07, 01:56 PM   #25
bigboywooly
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Quote:
Originally Posted by Dilust
How I should edit the campaign files if I would add new airplanes? Thanks.
Aircraft can either be scripted on the SCR or added to airbases

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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Old 05-17-07, 01:59 PM   #26
bigboywooly
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Quote:
Originally Posted by bruschi sauro
WHERE I CAN DL THE EMPIRE CLASS FREIGHTER BY IAMBEXMELIFE? TKS:hmm:
http://files.filefront.com/Empire_Fr...einfo.html/1/1

Here
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Old 05-18-07, 01:09 AM   #27
bruschi sauro
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many thanks BIgBoyWooly
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Old 05-18-07, 03:06 AM   #28
Dilust
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Quote:
Originally Posted by bigboywooly
Aircraft can either be scripted on the SCR or added to airbases
Thank you for your prompt reply and the clear explaination.
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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Old 05-18-07, 07:32 AM   #29
bigboywooly
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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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Old 05-18-07, 10:57 AM   #30
Dilust
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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
Thank you again for you great effort.
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