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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Admiral
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Just discovered this one. If I understand right this is a heavily armed ship which looks like a poor merchant?
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#17 |
Weps
![]() Join Date: Dec 2009
Location: Averof's bunk
Posts: 357
Downloads: 389
Uploads: 0
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Great mod.
Check one of these bloody demons from my periscope view. ![]()
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Deep into that darkness peering, long I stood there wondering, fearing, Doubting, dreaming dreams no mortal ever dared to dream before... Last edited by nemo7; 05-26-10 at 11:24 AM. |
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#18 | |
Chief of the Boat
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![]() http://www.filefront.com/13494151/Q_Ship_mod_GWX3.0.7z |
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#19 | |
Rear Admiral
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They're especialy fun since my preferred tactic with lone merchants (unless other factors make a guns-only attack possible, or use of guns impossible) is to line up a submerged attack and put one eel in 'em and then surface to finish 'em off with the deck gun. Really gets the adrenalin going when you've just hit the surface and suddenly get the "we're under attack" message and hear their guns start firing! Which they WILL do even if they're in the process of sinking, the buggas. |
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#20 |
Admiral
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if that ship really appears too often, what about using SH3-Cmdr's. random folder function to randomize the presence of the file SCF.cfg in the Roster/British and Roster/American folder on each start of SH3?
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#21 | |
Rear Admiral
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Of all the grids in all the oceans in all the world, they have to sail into mine... |
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#22 |
Chief of the Boat
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Good idea but what I'd really think was more worthwhile would be if it was possible to randomise the actual merchant mod.
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#23 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
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Ran into one at 50m in the dark (My tactic for early war merchants) , got my luetenant killed
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#24 | |
Chief of the Boat
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#25 |
Admiral
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Hi Jim,
I am still working on the actual merchant mod (you mean the saerchlight thing, right?) but before publishing it there are some things to be tested. I have only 1-2 hours in the evenings for SH3. Will be ready maybe this weekend. h.sie |
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#26 | |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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AFAIK you can use SH3 COmmander to add lines and replace lines but not to delete them.
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#27 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
I guess you can just copy a file without the line. However, I guess you run into save-game problems. I doubt randomizing ships during a patrol would be save-game compatible. Using the randomization of SH3Commander means basically activating and deactivating mods during patrols. So, one should be really careful about what can be changed out of port and what not. Would love to get precise information about that. Best, LGN1 |
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#28 |
Admiral
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Hi WB,
F_ck, i fear you are right.... but maybe it could work to replace an existing text file by an empty one? To be tested.... Or to replace the *.cfg file by a file with references to a different merchant ship type? But not a nice workaround. EDIT: LGN1 is right. No good idea. I forgot about the savegame problem. The random folder function in SH3Cmdr. is very good, but not very flexible I think. For my randomize searchlight mod e.g. I need 100 folders to achieve a probability of 1% for a single ship. If one now additionally wants to randomize something different with a probability of, let's say, 50%, one has to add the appropriate files in 50 of these 100 folders. |
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#29 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
I agree: the random folder feature is nice, but not very flexible. If you want to have several different aspects randomized, but not correlated, the number of required folders becomes very quickly very large ![]() It would be great if Commander had the following three features: 1) Copy specified files with a certain probability (similar to the 'Randomized event.cfg' way) 2) Randomize only in port and keep over complete patrol (I guess difficult because of missing 'memory' feature and several Kaleuns in parallel) 3) Correlated events in Randomized events.cfg, i.e., several files are changed together with some probability (would allow to issue warnings via menu...txt about malfunctions made in *.sim files). Anyway, Commander is already great and I am not sure whether these features are worth the work for JScones. Best, LGN1 |
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#30 | |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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@jimbuna - may we have permission to use your Q-ship mod to create a randomisation effect so there are less of them out there?
__________________
![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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