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Old 01-07-20, 09:27 AM   #1
Doolar
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Default Little Help Please

I'm hope'n someone will get me pointed in the right direction here. I would like to make my resupply ships behave like the U-Tankers so if I need to resupply at these resupply ships, I won't lose my current patrol stats and start a new patrol from them. S.hie's readme states ….Also, you can only pseudo-dock at U-tankers, not at surface tankers (e.g. Brake), nor at land bases. You can still choose to dock in the old way, if you wish. If you want this mod to also work with surface tankers, these must be renamed e.g. from "Brake" into "U-Brake" in the campaign files.... I would like to pseudo-dock at these surface tankers, but I'm not sure where to find the tankers to rename. The be clear I would rename :
Max Albrecht to U-Max Albrecht
Bessel to U-Bessel
Thalia to U-Thalia
Corrientes to U-Corrientes
Charllote Schliemann to U-Charllote Schliemann
Brake to U-Brake
Maybe I'm not looking in the correct folders. Any assistence here would really be appreachated
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Old 01-07-20, 11:00 AM   #2
Nicolas
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SilentHunterIII\data\Campaigns\Campaign\Campaign_S CR.mis
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Old 01-07-20, 11:39 AM   #3
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Hi Doolar have you tried just placing a German Naval Base from Land Menue of the SH3 Mission Editor then Placing a German suface ship or AI IXB Uboat from Sea and Sub Roster Geman in the SCR Leyer of your Campaign Map Milk Cows and Resuply Ships like U-469 U-487 Thor Widder Orion ect.
Thats how I did it when I wrote the Steel Sharks GWX SH3 Campaign






Having the Uboat loop round (Hiden Naval Base at -200Mtrs) at 1 knot




hope this helps Chief Doolar keep up the good work Sir

Last edited by blackswan40; 01-07-20 at 12:13 PM.
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Old 01-07-20, 01:42 PM   #4
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Default Re:

Thanx for the quick responses. Blackswan40. I have already edited the names in the SHIII/Data/Campaigns/Campaigns/Campaign_SCR.mis file. I'll test it tonight.
I've edited :
The Maxx Albrecht
The Bessel
The Thalia
The Corrientes
The Charlotte Schliemann
The Brake
The Python
I believe this list is complete. If anybody know of anything I've missed, please let me know. Again thanx
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Old 01-07-20, 05:28 PM   #5
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Quote:
Originally Posted by Doolar View Post
Thanx for the quick responses. Blackswan40. I have already edited the names in the SHIII/Data/Campaigns/Campaigns/Campaign_SCR.mis file. I'll test it tonight.
I've edited :
The Maxx Albrecht
The Bessel
The Thalia
The Corrientes
The Charlotte Schliemann
The Brake
The Python
I believe this list is complete. If anybody know of anything I've missed, please let me know. Again thanx
There are no U-Tankers or Resupply-ships in original SH3.
So you use GWX? Yes?
Then look in the en/de_help.txt in Menu-folder at line 165/164.

Its "Belchen", 2 entries.


Greetings.
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Old 01-07-20, 06:56 PM   #6
Doolar
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Yes I do use GWX3, and thank you
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Old 01-08-20, 08:37 AM   #7
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Hi Doolar how did the testing go I hope all went well
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Old 01-08-20, 09:10 PM   #8
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Blackswan40, Been kind'a busy the last day or so. Haven't had a chance to try it out. I have 3 identical installs, or thought I did. I was able to locate all the surface resupply ships using the "find" in the Campaign_SCR.mis file, but only on one of the installs, not the other two installs, I couldn't find the Brake and the Max Albrecht. Not sure why because the installs are copies of the same mod setups. I would think all the Campaign_SCR.mis files would be the same across all 3 installs. Also. All 3 install had multiple Unit #'s on some if not all the resupply ships. For example ( this is just an example now ). say the Bessel had a unit # of 425, there would also be one for the Bessel at Unit # 426 too. So I changed both. I don't think thats any big deal because the dates were different. I would guess because of different appearances at different times. Please correct me if I'm wrong on that. I would like to find the Brake and the Max Albrecht though, to complete my pre patrol setups. I use GWX3, MFM 3.3, GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships v6, and Extras for the Wilhelmshaven campaign v2.4c, if that helps.

Last edited by Doolar; 01-08-20 at 10:50 PM.
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Old 01-09-20, 01:16 AM   #9
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Modified file .Place SCR in the new mod and activate it on the other installations via JSGME. Sometimes a simple "find" search doesn't work.
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Old 01-09-20, 06:57 AM   #10
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Default Re: Anvar1061

sorry Anvar1061, I'm not sure I understand your instructions. I'm not too computer literate. I was wondering if the "find" was working properly. If you would be so kind, I could use a little more details on how to do this, that would really, help. thanx friend
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Old 01-09-20, 10:39 AM   #11
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First of all, it's not my business why you keep 3 identical installations. If the order of mods is the same everywhere, then there should be no differences in the Campaign files. You don't have to be a computer genius to make your own mod. Just stick to the NameMod*/data/Campaigns/Campaign/Campaign_SCR.mis structure JSGME ready.
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Old 01-09-20, 12:05 PM   #12
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At one time I was planning to use 2 other mega-mods but changed my mind because GWX3 was running perfectly and never crashing, so over time I started using them for other things. One I sorta use for a tester, for tactics, single missions and new mods. The other is kind'a siting there, retired for the moment. I would think they would be identical but they aren't.
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Old 01-09-20, 04:08 PM   #13
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Mega-Mods often do not have the same units in the Roster, and Sea Folders, as each author takes the sim beyond vanilla in their own preferred way by adding new, or available modded units( air, sea, land ) This causes CTDs if using a mega-mods scripted and random campaign outside of their structured mod. If a coder could script a mini-program that would check a scripted and random campaign for missing units, and the option to replace those units with what IS in the players folders, with the correct entries for the new unit, and deletion of the old units load out parameters, this would be a great tool to have. I use note tab light to search for and replace a unit that is in a campaign and is just wrong, or spawns way too many times to be challenging, or to replace a vanilla unit or a unit I do nor posses with something better or suitable as a stand in, like any ship by The Frog ( Royal Navy Escort and Cruiser Specialist as well as the correct weaponry ) the biggest drawback to this kind of editing is having to analyze the unit to see if it has a specific load out. If a unit thus replaced does not use the same load out entries, a random spawned replacement may have no AA weapons or turrets. Just my two cents ( might be only worth one cent these days )
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Old 01-09-20, 05:15 PM   #14
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What about SH Validator and sh3 tool? They don't solve everything. but the main tasks of verification.
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Old 01-18-20, 07:35 PM   #15
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Just'a update here. I did get all the surface resupply ships changed so that I can pseudo-dock with them as I can with U-Tankers. Thanx Anvar1061 for the help.
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