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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 275
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Question about additional ships and planes!!
Moin:
I see lots of new ships and aircrafts that can be added via JSGME and downloaded most of them. Once I enable these, will they appear in the game if I am using GWX? I ask this because I am confused with some things i read saying that if the ship/Aircraft is not scripted it will not show up in the game, others say that it has to be "generic" and stuff like that... :hmm: It's kind of confusing and would be very glad if someone could please clarify this for me. Thanks a lot and sorry for my ignorance... ![]() CapZap
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![]() Last edited by CapZap1970; 11-22-07 at 05:33 PM. |
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#2 |
Sea Lord
![]() Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
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I too share your confusion,when I unzip the ship/plane,where do I send it and then get it to show up in campaign if its not JSGME enabled.I know if it is JSGME it will show up
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#3 | |
Commodore
![]() Join Date: Apr 2005
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![]() Quote:
Two things need to happen before a new ship or aircraft appears in the game:
![]() Pablo
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#4 |
Sea Lord
![]() Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 275
Uploads: 51
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Thanks a lot Pablo for your explanation.
![]() Well, anyway, it clears the road and I suppose I will understand more of it in the process. CapZap
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#5 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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As a general rule allied merchants\tankers\destroyers and patrol boats will show with no further campaign work as there are plenty of generic campaign entries for the major nations
There are also a few generic entries for allied liner\troopships\light cruisers and battleships New axis units generally wont show ingame without additional work on the campaign files Aircraft will ALWAYS need either adding to an airbase ( best method ) or scripting on the SCR for them to show Non - generic entry [RndGroup 129.RndUnit 1] Class=KSQ <---- ship to be picked by game Type=102 <----- indicates merchant Origin=SouthAfrica <---From the South African roster Side=0 CargoExt=1 CargoInt=0 CfgDate=19430101 No=1 Escort=false SpawnProbability=100 CrewRating=4 Generic entry [RndGroup 1630.RndUnit 1] Type=102 < --- Indicates type of ship Origin=SouthAfrica <---From South African roster Side=0 CargoExt=1 CargoInt=0 CfgDate=19390101 No=1 Escort=false SpawnProbability=100 CrewRating=2 In the non generic RND entry the game will always pick a KSQ ( Tramp Steamer ) as that is the class name entered In the generic entry no class name is shown so the game is free to choose ANY type=102 ( merchant ) in the South African roster folder Hope that helps |
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#6 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
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Thanks for explanation. Are these rules suitables for individual missions?
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#7 |
Sea Lord
![]() Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 275
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BBW, thanks for the explanation, now I get it!!
![]() ![]() Thanks a lot for all the fforts to make m eunderstand this!! CapZap
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#8 | |
Gunner
![]() Join Date: Mar 2007
Location: Los Angeles
Posts: 99
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![]() Quote:
Another basic question for you... Can you change the campaign files in port between patrols or do you have to wait until you start a new campaign?? As a Non Generic example, I'd like to remove some KGN and OTMS2 entries & swap those ships with others, like say...the new Akita or OLNippon type ships. Any problem with doing that? |
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#9 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Changing the ship model in port shouldnt be a problem
Altering campaign entries can sometimes lead to a career not working after Make a back up of the files first just in case A couple of other things to bear in mind Try to replace ships with a unit with similar speeds For instance the OTMST2 has a top speed of 16.5 The OLNippon has one of 12 kts When the game comes across a scripted T2 that has a waypoint speed of say 15 kts it can throw a wobbly and CTD as the new unit cannot do 15 kts And always make sure you swop a like for like Type=101 ( tanker ) for another type=101 |
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#10 |
Helmsman
![]() Join Date: May 2005
Location: periscope depth
Posts: 110
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good topic...
![]() this is something i was working on for a full day Tuesday as i had downloaded a lot of ships and seen some had entries for the Englishname folder and some didn't. so i went back and cross reference the hole sea folder with the englishname folder and added the ship names to the englishname folder. after i did that the ships began to show up regularly as far as the merchant shipping go's. as for the war ships i haven't seen a one yet so im not so clear on that part... example seeing as there is battleships in SH3 like King George V Battleship, and in the englishname folder its named BBKingGeorgeV=King George V Battleship, and you added a battleship lets say the Battle Ship Iowa and made it a British battle ship and added the englishname folder as BBIowa=Battle Ship Iowa Class, since both are BB's will the game just go grab a battleship and maybe there is a chance it could be the Iowa or is it scripted to go find the King George in a task force only... |
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#11 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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SCR entries would use the KGV as scripted entries have to have a named unit class
As in [Group 61.Unit 2] Name=King George V Class=BBKingGeorgeV <----Game HAS to pick this unit from available battleships Type=11 Origin=British Side=1 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19400501 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19410527 GameEntryTime=325 GameExitDate=19410601 GameExitTime=2359 RND entries can be more generic and use no class names As in [RndGroup 140.RndUnit 17] Type=11 <---- Game can pick ANY battleship as long as in British roster Origin=British Side=0 CargoExt=-1 CargoInt=-1 CfgDate=19390101 No=1 Escort=false SpawnProbability=50 CrewRating=2 ANY Type=11 ( Battleship ) in the British roster can be picked for the second example - even the Iowa if you added it If you added the Bismark to the British roster it would have a chance to show |
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#12 | |
Helmsman
![]() Join Date: May 2005
Location: periscope depth
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![]() Quote:
are there generic entries for air craft carriers. |
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#13 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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There is in GWX 2.0 for both Escort and Fleet carriers for the US and UK
Not sure about previous GWX or other mods as dont have on comp at the mo |
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#14 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
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@bigboywooly:
Are these rules suitables for individual missions? Thanks in advance. |
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#15 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Do you mean single missions ?
Single\Multi missions are scripted so all unts are named ones You can however replace those named class types with new ones |
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