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Kapitän zur See
Join Date: Jun 2007
Location: San Diego, CA
Posts: 93
Downloads: 264
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![]() Now with support for LSH3-2015 CAREER mode Having seen endless videos and photos of the real Keramon bunkers at Lorient, I just couldn’t take the trek to and from Lorient any more. So, using a limited set of tools (Silent 3ditor, SH3MissionEditor, pencil and paper), I … (a) trimmed down the base to just that section that includes the bunkers; (b) raised two bunkers and paved the ground and made them land-based like the real Lorient bunkers Keroman I and II; (c) transposed the U-Boat under construction and all the people from the deleted section of old Lorient to the area in between the land-based bunkers; (d) moved the base to it’s more accurate location near the entrance of Lorient harbor; (e) moved the bunker AA guns, searchlights, a few ships and a green buoy to the new Lorient location; (f) moved the U-Boat departure point to be Pen K20 of Keramon III; and (g) scripted the escort to come up the Lorient main channel as your U-Boat is departing. New Lorient v1.5 (All Inclusive Download) All issues through Post #109 of this thread are addressed in this release. I have made NINE variants of New Lorient -- all nine are included as separate MODs in the 7z file (~6 MB). You can pull out and install whichever versions you want or need …
Files Utilized in this MOD: -- data\MissionEditor\Locations\HB_Lorient.tga -- updated the 2D base footprint shown on maps in SH3MissionEditor. -- data\Terrain\Locations\Lorient.tga -- updated the 2D base footprint shown on maps in SH3. -- data\Terrain\Locations\Lorient.dat -- redefined the base in terms of its individual components. Eliminated that portion of base unrelated the Lorient bunkers (about half the base). Elevated land-based bunkers and laid foundation under them. Move U-Boat under construction and people to between land-based bunkers. -- data\Terrain\Locations.cfg -- changed the location of Lorient base, city and industry. -- data\Campaigns\Campaign\Campaign_LND.mis -- this file includes a marker that determines where the U-Boat actually departs from; moved and heading change. -- data\Campaigns\Campaign\Campaign_RND.mis -- NOT CHANGED but retained for compatibility with other mission files. -- data\Campaigns\Campaign\Campaign_SCR.mis -- repositioned the AA guns and searchlights that sit on top of the bunkers; moved some static U-Boats and ships; moved some anchored ships out of the way for the new base; and moved one of the Green channel buoys from further east to mark the center of the channel for departures and returns at night; move start point for escorts closer to new base for U-Boat departures. Download here (~6 MB): http://prussianempire.com/New_Lorient_v1.5.7z All NINE Mods include a similar PDF document: http://prussianempire.com/New_Lorient_v1.5.pdf SUPPORTING FILES: GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6: http://prussianempire.com/GWX3_Wilhelmshafen_et_al_V6.7z GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7: http://www.gamefront.com/files/21474149/GWX_3_Wilhemshafen_St_Naz_Schluese_and_xtra_ships_ V7_7z WAC4.1 SubPen_animated_18.02.2010: http://prussianempire.com/WAC4.1_SubPen_animated_18.02.2010.7z ----- Nothing fancy or frilly here. No bands or waving people to see you off in the bunker – they are all over in the Rail Transport Yard celebrating Oktoberfest (unless you are using GWX 3 Wilhemshafen..V7 with Aces' animated sub pens) – but it sure beats the old Lorient base. ![]() Behind the base looking South. Yup, that's the entrance to Lorient harbor right in front of the base. ![]() Seaward entrance bunker to Keroman I ![]() Land based bunkers Keroman I and II ![]() Keroman Bunkers I, II and III ![]() Moved the town and industrial center of old Lorient to the new; added a few more ships; and it's open for business. ![]() Last edited by Alfred Keitzer; 05-30-15 at 04:18 AM. Reason: added prefix |
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