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Old 06-13-10, 10:19 AM   #1
h.sie
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Join Date: Jul 2008
Posts: 2,192
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Default [REL]: Q-Ship-Mod for GWX3 - Reloaded

================================================== ===================
Q-Ship Mod for GWX3 - Reloaded
================================================== ===================

Requires: SH3-Commander 3.2

Jimbuna gave me the permission to share my modifications on his great Q-Ship Mod:

http://www.subsim.com/radioroom/showthread.php?t=149513

My modifications are:

* Randomization: 90% behaviour as unarmed freighter, but 10% armed and equipped with searchlights.
(these values can be changed to fit your personal taste).

* Ship skins taken from Tramp Steamer, so that Q-Ship cannot be identified by its unique rusty skin.

* Darker Image for Recognition manual. The brighter original one would betray the Q-ship.

* More Hitpoints and slightly enlarged armor level compared to original Q-Ship.
It is now harder to sink with the deck gun. Original value (250 HP) was
too low compared with a tramp steamer (about 500 HP). So I gave him 600 HP.


================================================== ===================
Installation
================================================== ===================

1) Install via JSGME

2) Copy & Paste the following lines into SH3-Commanders \Cfg\Randomised events.cfg

; ----------------------------------------------------------------
; Reactivates Q-Ships searchlights & waepons by a chance of 10%
; (by moving them back to their original positions).
[0:data\Sea\NLOV\NLOV.dat]
ChooseFrom=10
RndMidPat=1
0_x157117=0.5087599 ; Node M02, Translation Y vALUE
0_x12CACD=0.523451 ; Node M03, Translation Y vALUE
0_x12C911=0.889125 ; Node A01, Translation Y vALUE
0_x12C980=0.889125 ; Node A02, Translation Y vALUE
0_x13FF16=0.203238 ; Node L01, Translation Y vALUE
0_x148802=0.6855269 ; Node L02, Translation Y vALUE
; ----------------------------------------------------------------


3)
Copy and paste the following line into your \data\Sea\EnglishNames.cfg:
SCF=Tramp Steamer
Copy and paste the following line into your \data\Sea\GermanNames.cfg:
SCF=Trampdampfer
Copy and paste the following line into your \data\Sea\FrenchNames.cfg:
SCF=cargo côtier


4) Copy and paste the following into your SH3 Commander's \Cfg\Ship names.cfg:

[LOV]
0001=Q Ship HMS Chatsgrove
0002=Q Ship HMS Maunder
0003=Q Ship HMS Prunella
0004=Q Ship HMS Lambridge
0005=Q Ship HMS Edgehill
0006=Q Ship HMS Brutus
0007=Q Ship HMS Cyprus
0008=Q Ship HMS Looe
0009=Q Ship HMS Antoine
0010=Q Ship USS Atik
0011=Q Ship USS Captor
0012=Q Ship USS Asterion
0013=Q Ship Uss Big Horn
0014=Q Ship USS Irene Forsyte


================================================== ===================
Some words about the randomization
================================================== ===================
All weapons & searchlights of the Q-Ship have been moved out of the visible range
by setting the Y position of the appropriate Nodes to 1e8 in the .dat file.
This is not a nice, but the only method, because changing the ships equipment
(eqp-file) between save and reload leads to a crash.
When starting Sh3 via SH3-Commander, the weapons and searchlights are
moved back to their original positions by a chance of 10%.


================================================== ===================
Fine Tuning
================================================== ===================
The probablility that the Q-Ship will be armed and equipped with searchlights
is determined by the value "ChooseFrom" in Randomised events.cfg.

The Probability can be calculated: P = 100 / ChooseFrom %

So if you e.g. want a Probability of 20%, set ChooseFrom = 5.


================================================== ===================
Important
================================================== ===================

* SH3 must be launched via SH3-Cmdr, otherwise searchlights & weapons
will not be randomly activated.

* NEVER save/reload during a battle action. Otherwise the Q-ships
searchlights and weapons will have weird behaviour after reload.


================================================== ===================
Known Problems
================================================== ===================

1) When the Q-Ship's weapons are moved out of the visible range, you don't hear them
and they don't harm you. But your crew anyway warns you: "We are attacked by a ship".
But when the Q-Ship is part of a convoy, there will surely be other ships shooting,
so that this issue will probably not be noticeable. It will only be noticed when the
Q-Ship is alone.

2) This mod leads to a "camera out of sectors"-error when using the
"," and "." keys of the external camera to show the next/previous ship.
But there is a simple workaround for that: Don't use these keys.

================================================== ===================
Credits
================================================== ===================
GWX-Team: For GWX.
Jimbuna: For permission to modify his Q-Ship Mod
Rowi58: For a good idea I finally couldn't use.

Hope you like it,
h.sie
__________________
My Mediafire page: http://www.mediafire.com/hsie

Last edited by h.sie; 06-13-10 at 02:17 PM.
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