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05-28-07, 06:49 PM | #61 |
Watch
Join Date: Apr 2005
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antisub net
hi guys does anybody know how to put a antisub net with the mission editor
i can put them on the map but when i try to test the mission i made lets say its a multiplayer map , i lose my connection on ubi can anybody help me thanks |
05-28-07, 09:24 PM | #62 |
Canadian Wolf
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Bump Someone will get this.
RDP |
06-02-07, 11:37 PM | #63 | |
Sparky
Join Date: Jul 2006
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Quote:
Then, put a waypoint for the net. The net is NOT the unit, nor is it the waypoint, but it is instead placed allong the path between the two. With multiple waypoints, you can have different net shapes (they don't have to be straight lines). |
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02-07-10, 11:11 AM | #64 |
Frogman
Join Date: May 2005
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Location of Naval Bases & Campaign Question
I am currently working on a campaign for GWX based around the Med theater of operations. Scripted activity begins in October
41, the time uboats started arriving in the Med. It's designed in a manner that expects the player to start using SH3 Commander in Salamis/October '41. I had an idea this morning and I am hoping you experienced guys could tell me if its possible... I would ideally like the player to begin his career passing the Straits of Gibralter in October and then arriving at Salamis just as the early uboats did when arriving in the Med. Is it possible to place the Naval Base marker for Salamis 150 KM west of the Straits of Gibralter with an end date of say 7 October and then place a new Naval Base marker in Salamis after 7 October? Or do I need to edit the Flotilla file to make this work? Any advice that saves me time in playing with this idea is greatly appreciated. |
03-01-10, 12:32 AM | #65 |
Rear Admiral
Join Date: Apr 2006
Location: Swindon, England
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Yes is possible to add a marker outside of Gib and have it disappear but you will need to alter Flotilla cfg to add this new marker as a start point
Simple to do Shout if you get stuck |
03-09-10, 06:30 AM | #66 |
Sea Lord
Join Date: Nov 2007
Location: In sight of Stonehenge
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Have you spoken to Hitman yet? He released a Mediterranean campaign that could be of use to you.
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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... |
04-19-10, 12:43 PM | #67 |
Frogman
Join Date: May 2005
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WB,
No, I haven't yet. It's my intention to check out his work soon. I am still plugging away on each month. I'm in 1943 now. It's very tendious. Before I start e ach new month, I spend at least a week researching and writing up every naval action I can find reference to. Then I script them. |
05-02-10, 12:34 PM | #68 |
Frogman
Join Date: May 2005
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Thanks to BBW's advice, its now working just great. If the user starts the campaign in September or October 1941, they start about 400km west of Gibralter and receive a radio message issuing them their new orders to report to Salamis.
The only downside is that if they arrive in Salamis before November '41, the game will order them to return to their original "port" (Titled in the mod as "Report to Salamis"). I wish I could find a way to override that. Otherwise its now working perfectly! |
05-04-10, 11:00 AM | #69 |
Rear Admiral
Join Date: Apr 2006
Location: Swindon, England
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Cant recall what date you had Salamis set for but you can try altering its start date to Oct if your Gib base starts Sept
Or the Gib base to run from Oct will give the player 30 days to wait which you can always warn of by a message Glad its all working ok |
10-30-10, 06:26 PM | #70 |
Frogman
Join Date: May 2005
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For what its worth, I got it working. If a player now starts the campaign in October 1941 using SH3 Commander, the player's U-boat is on patrol west of Gibralter. Later that day, a radio message gives a change of orders and issues instructions to report to Salamis.
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03-22-13, 06:31 AM | #71 |
Watch
Join Date: Mar 2012
Location: Queensland Australia
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Bouys in Harbours?
When creating a mission in early 1942, Is it realistic to mark anti-sub nets with red and green flashing light buoys in harbours and ports?
Or did they use some thing else to stop passing traffic from running into them, like charts or escorts? thanks... Last edited by gb027; 03-23-13 at 09:17 PM. |
03-28-13, 08:02 AM | #72 |
Engineer
Join Date: May 2010
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From what I know the big buoys have flashing lights on it, color of these lights can vary. This was normal so as to prevent ships from colliding with them at night, whether they were nets or not, which were usually on the ends of nets, or mid-sections. The smaller buoys holding the net were not given lights as the larger buoys at the ends would naturally act as markers.
Historically, ships were normally given charts as to the proper course needed to navigate around these buoys, nets or even in some occasions, mines. For ships without these charts, escorts were assigned. Anyway, hope this helps on a historical note. Cheers,
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-Kapitänleutnant Richard L. Römer |
11-25-13, 10:33 AM | #73 |
Officer
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New Harbours
Hello,
I play de Schnellboot mod so I wonder if I place a new harbour in the locations file and make it a Navelbase do I have to to change anything in the Layer files ? Thanks for an anser Dutchie-one |
01-16-14, 11:37 AM | #74 | |
Watch
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Quote:
/Campaigns/Campaign/Campaign_land.mis to place it correctly. |
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01-17-14, 04:50 PM | #75 |
Officer
Join Date: Jan 2007
Location: the Netherlands
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Thanks Mate, I will check it out
Dutchie-one |
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