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Old 06-13-10, 10:19 AM   #1
h.sie
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Default [REL]: Q-Ship-Mod for GWX3 - Reloaded

================================================== ===================
Q-Ship Mod for GWX3 - Reloaded
================================================== ===================

Requires: SH3-Commander 3.2

Jimbuna gave me the permission to share my modifications on his great Q-Ship Mod:

http://www.subsim.com/radioroom/showthread.php?t=149513

My modifications are:

* Randomization: 90% behaviour as unarmed freighter, but 10% armed and equipped with searchlights.
(these values can be changed to fit your personal taste).

* Ship skins taken from Tramp Steamer, so that Q-Ship cannot be identified by its unique rusty skin.

* Darker Image for Recognition manual. The brighter original one would betray the Q-ship.

* More Hitpoints and slightly enlarged armor level compared to original Q-Ship.
It is now harder to sink with the deck gun. Original value (250 HP) was
too low compared with a tramp steamer (about 500 HP). So I gave him 600 HP.


================================================== ===================
Installation
================================================== ===================

1) Install via JSGME

2) Copy & Paste the following lines into SH3-Commanders \Cfg\Randomised events.cfg

; ----------------------------------------------------------------
; Reactivates Q-Ships searchlights & waepons by a chance of 10%
; (by moving them back to their original positions).
[0:data\Sea\NLOV\NLOV.dat]
ChooseFrom=10
RndMidPat=1
0_x157117=0.5087599 ; Node M02, Translation Y vALUE
0_x12CACD=0.523451 ; Node M03, Translation Y vALUE
0_x12C911=0.889125 ; Node A01, Translation Y vALUE
0_x12C980=0.889125 ; Node A02, Translation Y vALUE
0_x13FF16=0.203238 ; Node L01, Translation Y vALUE
0_x148802=0.6855269 ; Node L02, Translation Y vALUE
; ----------------------------------------------------------------


3)
Copy and paste the following line into your \data\Sea\EnglishNames.cfg:
SCF=Tramp Steamer
Copy and paste the following line into your \data\Sea\GermanNames.cfg:
SCF=Trampdampfer
Copy and paste the following line into your \data\Sea\FrenchNames.cfg:
SCF=cargo côtier


4) Copy and paste the following into your SH3 Commander's \Cfg\Ship names.cfg:

[LOV]
0001=Q Ship HMS Chatsgrove
0002=Q Ship HMS Maunder
0003=Q Ship HMS Prunella
0004=Q Ship HMS Lambridge
0005=Q Ship HMS Edgehill
0006=Q Ship HMS Brutus
0007=Q Ship HMS Cyprus
0008=Q Ship HMS Looe
0009=Q Ship HMS Antoine
0010=Q Ship USS Atik
0011=Q Ship USS Captor
0012=Q Ship USS Asterion
0013=Q Ship Uss Big Horn
0014=Q Ship USS Irene Forsyte


================================================== ===================
Some words about the randomization
================================================== ===================
All weapons & searchlights of the Q-Ship have been moved out of the visible range
by setting the Y position of the appropriate Nodes to 1e8 in the .dat file.
This is not a nice, but the only method, because changing the ships equipment
(eqp-file) between save and reload leads to a crash.
When starting Sh3 via SH3-Commander, the weapons and searchlights are
moved back to their original positions by a chance of 10%.


================================================== ===================
Fine Tuning
================================================== ===================
The probablility that the Q-Ship will be armed and equipped with searchlights
is determined by the value "ChooseFrom" in Randomised events.cfg.

The Probability can be calculated: P = 100 / ChooseFrom %

So if you e.g. want a Probability of 20%, set ChooseFrom = 5.


================================================== ===================
Important
================================================== ===================

* SH3 must be launched via SH3-Cmdr, otherwise searchlights & weapons
will not be randomly activated.

* NEVER save/reload during a battle action. Otherwise the Q-ships
searchlights and weapons will have weird behaviour after reload.


================================================== ===================
Known Problems
================================================== ===================

1) When the Q-Ship's weapons are moved out of the visible range, you don't hear them
and they don't harm you. But your crew anyway warns you: "We are attacked by a ship".
But when the Q-Ship is part of a convoy, there will surely be other ships shooting,
so that this issue will probably not be noticeable. It will only be noticed when the
Q-Ship is alone.

2) This mod leads to a "camera out of sectors"-error when using the
"," and "." keys of the external camera to show the next/previous ship.
But there is a simple workaround for that: Don't use these keys.

================================================== ===================
Credits
================================================== ===================
GWX-Team: For GWX.
Jimbuna: For permission to modify his Q-Ship Mod
Rowi58: For a good idea I finally couldn't use.

Hope you like it,
h.sie
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Last edited by h.sie; 06-13-10 at 02:17 PM.
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Old 06-13-10, 11:22 AM   #2
SquareSteelBar
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Last edited by SquareSteelBar; 06-13-10 at 03:26 PM.
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Old 06-13-10, 12:35 PM   #3
STEED
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I got jims one...Hmm I wonder what this was all about.
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Old 06-13-10, 02:20 PM   #4
h.sie
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first post updated. error fixed.
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Old 06-13-10, 02:46 PM   #5
Jimbuna
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Hi H....I'll give this a spin, I'm intrigued
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Old 06-13-10, 03:53 PM   #6
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Yeah. It seems pretty immersive...
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Old 03-12-11, 08:45 PM   #7
irish1958
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The link is dead; does anybody have this mod? And if so, can you upload it to Subsim?
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Old 03-12-11, 10:50 PM   #8
irish1958
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I got it. Medaifire was playing games; I kept getting a message that the file was missing. On the forth try, I got the DL
Go figure!
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Old 06-25-11, 01:20 PM   #9
rudewarrior
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ARRRRGGGHHHH!!!! For some reason this mod is causing a CTD when I reload saved games. I really cannot figure out what the conflict is.

Here are some things that bother me:

1. Sailor Steve's Ship Names mod from 04/11 has the Q-ship names already in the file under [SCF] rather than [LOV] ([LOV] is called for in the Q Ship readme). However, this is definitely not causing the crash anyway, as this is in an SH3 Cmdr file and not interfering with game play. (I have separate JSGME mods to enable the SH3 Cmdr files and the regular game play files for this mod. With both enabled or just the game play files enabled I get CTD, with just the SH3 Cmdr files, it loads just fine.) I have also noticed that the [LOV] listing in the readme does not have a crew quantity range line, but the [SCF] listing in the Ship Names mod does (CrewRange=60|80).

2. OTOH, NLOV.cfg in the Sea/NLOV folder has ClassName=SCF, and the SCF.cfg files under the roster folder also has ClassName=SCF. However, it also lists DisplayName=small coastal freighter, which does not match the EnglishNames.cfg file edit which, according to the readme should read SCF=Tramp Steamer (It matches the old readme, which does call for it to say SCF=small coastal freighter in the Ship Names). Taking an example for another common ship the A&B class destroyer: NDD_A&B.cfg from the Sea file gives ClassName=DDA&B, which matches with the listing in the DDA&B.cfg file in the roster, ClassName=DDA&B. This also matches the listing in Ship Names.cfg as [DDA&B].

After discovering it was causing the problem, I corrected the DisplayName line to DisplayName=Tramp Steamer for consistency, and made sure that SCF was called for everywhere else, but I still get the CTD!!!

The only other edit I have made is that I have replaced NLOV_shp.tga with an empty file for the purposes of "realistic plotting," and I have replaced NLOV_sil.tga with the file from Ricks Rec Manual, so it won't "give it away."

Any help?
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Old 06-25-11, 01:26 PM   #10
Jimbuna
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Take out the two replaced files and put the originals back and see if the outcome is a working mod.
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Old 06-25-11, 01:42 PM   #11
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Quote:
Originally Posted by jimbuna View Post
Take out the two replaced files and put the originals back and see if the outcome is a working mod.
No dice, still doesn't work. Thanx for the tip, tho.
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