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Old 02-01-15, 01:28 AM   #1
Alfred Keitzer
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Join Date: Jun 2007
Location: San Diego, CA
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Default NEW LORIENT

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 …
  • New Lorient v1 – SH3 v1.4b Standard Missions – for the stock version of Silent Hunter III. Note that the stock version of SH3 is very plain and does not include the escort, ships, channel buoy, or outer harbor lighthouses found in other super-mods.
  • New Lorient v1 – GWX3 Standard Missions – runs with the "default" campaign missions files of GWX3.
  • New Lorient v1 – GWX3 Merged Campaign runs with the "Merged Campaign" mission files of GWX3.
  • New Lorient v1 – GWX3+Wilhelmshafen_et_al_V6 – runs with GWX3 standard campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V6" installed.
  • New Lorient v1 – GWX3+Wilhelmshafen_et_al_V7 runs with GWX3 standard campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7" installed. *
  • New Lorient v1 – GWX3 Merged Campaign+Wilhelmshafen_et_al_V6 runs with GWX3 Merged Campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V6" installed.
  • New Lorient v1 – GWX3 Merged Campaign+Wilhelmshafen_et_al_V7 runs with GWX3 Merged Campaign mission files with "GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7" installed. *
  • New Lorient v1 – NYGM 3.6F runs with NYGM 3.6F and most optional Mods except "Harbor Traffic Add-In" and "Mediterranean Campaign Only"
  • New Lorient v1 – LSH3-2015_BunkerStart – New Lorient base plus all the functionality of "_LSH3-2015_BunkerStart". For CAREER mode only; does NOT support MultiMission_NoCareer and SingleMission_NoCareer.
* NOTE: Running with GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7 also requires WAC4.1 SubPen_animated_18.02.2010 installed. DO NOT INSTALL Aces' Super Pens v4 GWX Version or you will lose the Lorient bunkers again (see documentation).


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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