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Old 08-06-05, 04:07 PM   #31
Gammel
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Rubini, i just want to say your mod is amazing.
An hour ago i did a no time compressin run out of Kiel in my type II. Of cause i did follow my escort.
A great experience, as usual with your mod installed.
Compared to the first versions you have made big improvements and finetuning. So much little things to discover there, and sometimes funny stuff happens as well. So i saw a patrol craft dangerously near to a fishing vessel, it changed course very late. I guess he checked out the cargo, didn´t he? :P
The planes are much better scripted as they were in earlyer versions.

It must be a hell of work to do all that stuff with that "great" editor, thanks very much for all you´ve done so far!

What´s the future of your mod? I saw you started scripting some out of port action, like german naval operations.
The upcoming Ops Mod will feature such stuff as well.
Will Harbour traffic be included in the Ops mod?
I´m afraid of the day where i have to make a decision between those mods. Both mods have a focus on the SCR layer.

Are you part of the Ops mod team? If not, why you arn´t?

If it isn´t already done so far, i would vote for merging yours and the Ops mod together. I don´t want great operations but boring harbours. :hmm:
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Old 08-06-05, 09:38 PM   #32
Rubini
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Lane,

The HT1.45 is a big update for version 1.44 (you need to download and install HT1.44 first and then download and install HT1.45). Yes, this is a stand alone version, you don't need other mod to run with it.


NZ_Wanderer,

The ships/escorts go aground if you save and later reload the game while in the harbours. This is a SH3 big fault. Take a look on the readme file.


Gammel,

That patrol craft (schnellboots) is not in the mod, they are in the stock SH3 1.4b SCR...but I will take a look.
For the future of the mod I will tell you some words. In the last days I made more traffic in other harbours and increase the docked warships and ships in Wilhelmshaven and Kiel because they had been very important shipyards for Germany. And I intend to still add more traffic for other ports.
The Ops mod will be in the next Rub release (very soon) and without the Harbour Traffic Mod. After a few chats with the Ops team I realise that is better to make a compatible version of traffic mod for OPs/Rub 1.43 (if you guys want it!) what I intend to release in few days after they arrive. The SCR layer of Ops don't have traffic in ports (at least in this first release) but it comes with a single escort ship in each harbour.
Let's awaiting how the things are going in the next days. I think that still much more will come for SH3. Perhaps a merge SCR layer with Ops and the traffic mod...

Thank you guys!

Rubini.
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Old 08-06-05, 10:01 PM   #33
NZ_Wanderer
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Bows head in shame for skipping through the readme and not reading it properly
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Old 08-06-05, 10:34 PM   #34
Stavinsky
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I just downloaded it and tried.
Only one comment : Very nice job

And i'm also lucky, will not have too much job to do
on my Campaign_LND.mis to be compatible with your mod .

I only share one of the sub pen with one of your subs lol in
La Spezia. I'm going to change it Asap.
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Old 08-06-05, 11:14 PM   #35
Lane
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Rubini,

Thank's for the info about your Harbor traffic mod's 1.44 and 1.45
I am waiting for RUB 1.43 I get confused about the Harbor traffic
Are there Harbor traffic with the RUB 1.42 and SH3 Ver 1.4b?
I know last patrol leaving St Nazaire I had Harbor traffic I was
Running RUb 1.42 with Ver 1.4b did not have your Harbor traffic 1.42
installed. I get confused about Harbor traffic. I like it, And follow the escort
to sea used the file with out mines Thank's for any info.
Lane
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Old 08-07-05, 12:10 AM   #36
Rubini
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Lane,

Rub 1.42 already have a special version of harbour traffic mod. But if you install the HT1.44/1.45 all is ok too. They are also compatible with RUB 1.42 (they only replace the Campaign_SCR.mis file).


Stavinsky,

What Campaign_LND.mis file your are speaking for? (to run the traffic mod you don't need to modifie anything else...) :hmm:

Edit**: I read your thread about sub pens and LND layer. So, all understood, sir!

Greetings,

Rubini.
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Old 08-07-05, 10:35 AM   #37
Stavinsky
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Old 08-08-05, 04:49 PM   #38
Syxx_Killer
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Well, today I had the chance to actually play SH3 again in a long time. Anywho, I was sailing out of Lorient in my IXD2 and saw some real wonky AI behavior. It was the funniest thing I saw in a long time. :rotfl: I think there may be too much traffic in the Lorient channel.

I don't know what this skipper was thinking, but he made a complete loop and ended up in the sub pen. :rotfl:



The second incident was the AI type VII heading up the channel towards Lorient. It veered off and run aground on one of the little "peninsulas" sticking out in the channel.



I don't know what this guy was drinking, but I want some! :rotfl: This happened at the end of the channel.



I never seen these two run aground before, but they managed to this time. They ran into that island just south of the channel.



I had to exit mid-patrol because I changed some files around (got rid of a mod). When I restarted the patrol, the armed trawler then crashed into the breakwall the lighthouse is on. I swear, this guy isn't right. :rotfl:



The AI sub beached itself again as well as the type 34 DD and commerce raider.

I left the dials up to display the timestamps.
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Old 08-08-05, 06:13 PM   #39
Rubini
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Sixx_killer,

Are you advised about the stock SH3 save/reload bug in the SCR layer?
These strange behaviours are a old known issue that happens in any point of the game where you have a scripted unit and save the game. The SH3 don't save the waypoints of the scripted units, it's not a traffic mod fault. It's described on the readme file...

Rubini.
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Old 08-08-05, 06:45 PM   #40
NZ_Wanderer
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This may sound like a real silly question Rubini, so feel free to clobber me if it is...

After reading everything I can find about the new Rub, I have decided to not bother installing parts of it to work with my setup cause to me it's got TOO realistic and is taking away my enjoyment..

My question is.. - You have said you are altering harbour mod to be compatiable with Rub, does this mean things will be taken out of harbour mod at all??

Told ya it was a silly question :rotfl:
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Old 08-08-05, 06:56 PM   #41
Rubini
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The only things I will delete in Harbour Traffic are these suicidal units that you see in the Sixx_Killer post! :rotfl:


Rubini.
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Old 08-08-05, 07:13 PM   #42
Syxx_Killer
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Quote:
Originally Posted by Rubini
Sixx_killer,

Are you advised about the stock SH3 save/reload bug in the SCR layer?
These strange behaviours are a old known issue that happens in any point of the game where you have a scripted unit and save the game. The SH3 don't save the waypoints of the scripted units, it's not a traffic mod fault.

Rubini.
I never knew about that bug. When I start a patrol with the IXD2, I usually save it immediately, then reload to make sure the save works. With my game anyway, it seems that if I use the IXD2, the save game will sometimes be bugged. Maybe from now on I will sail outside the harbor before trying the save. :rotfl:

Quote:
It's described on the readme file...
Oh my. Is it?! :rotfl: :rotfl:

I must have forgot.
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Old 08-08-05, 07:24 PM   #43
Rubini
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Sixx,

How could you forget this type of thing, man?

You are the guy who revised the readme file....


Rubini.
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Old 08-08-05, 07:31 PM   #44
NZ_Wanderer
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Quote:
Originally Posted by Rubini
Sixx,
How could you forget this type of thing, man?
You are the guy who revised the readme file....
Rubini.
Hehehehe the proof-reader/reviser missed it, now I don't feel soo bad about missing that little bit of info myself.. :rotfl: :rotfl:
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Old 08-08-05, 07:38 PM   #45
Rubini
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:rotfl: :rotfl: :rotfl: :rotfl:


Rubini.
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