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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Samurai Navy
![]() Join Date: Mar 2002
Posts: 580
Downloads: 0
Uploads: 0
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Transports only show up a couple of times in HX42 and HX44 in the campaign, since they generally sailed in military convoys only. I'm still not sure what a converted whale factory ship is? If it can be considered a tanker, only around 10% of the ships in convoys are usually tankers. I'm primarily interested in two or three cargo ships of various sizes that warrant inclusion in Improved Convoys. Actually, the original issue was the new ships weren't included in stock SH3 and IC was targeted at stock users initially, though I always used it in conjunction with RuB. Now that most people that care about mods are running either GW or NYGM, I can technically a) Include the new ships directly in convoys and make IC only usable for those already running a version of GW / NYGM b) Include the ships in my mod itself and make it available as a larger download for those using stock SH3; it may conflict with NYGM as it will have the improved damage module files I won't have So, including ships gets complicated. Thus I've always avoided it while waiting for additional merchants, the real 'killer addition' in my opinion, since realistic convoys are usually 80% cargo anyway. But for those who don't care, you can always open up Campaign_RND.mis in Wordpad and delete all the lines in the file that say Class=KLS and magically you'll start seeing the new merchants, sometimes. If you delete Class=OTMST2 you may even see a new tanker class eventually if one exists. You can do the same for Class=TR for new transports. Kind of a hack, though, and the realism goes away. ![]()
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#2 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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It all comes down to waht the individual user wants, I guess. Of course, you could always delete a few of the entries and leave the rest so that you will continue to get a combination of scripted stock ships and random new ships. :hmm:
As for the Converted Whale Factory Ship - This type of ship represents the large whale processing ships which used to be used for harvesting large species of whales. The one which I have built is not a purpose-built factory ship, but one converted out of an old ocean liner. Converted whale factory ships could have varied appearances, and others were converted out of old freighters or tankers. Converted Japanese whale factories often seemed to have been converted tankers - US, UK, Norwegian, and German ones most often appeared to have been large freighters or medium liners. It seems to me that these ships often travelled independently, or hunted for whales in groups away from other merchant ships. However, I have read of instances in which they were included in convoys. Therefore, they would not have appeared in too many convoys historically. |
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#3 |
Navy Seal
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Is this compatible with NYGM+Unified Campaign as well?
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#4 | |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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Basicly this mod makes updates by adding new ship folders into the selected Nations inside Roster folder and the same goes to the Sea folder, the only text file i really alterd was the English names files, i do however understand that this way and without introducing the ships into the mod( another way that i really don't had time to learn yet) they can or not show up during game play however they enter automaticly into the Recon Book and Museum! ![]() |
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