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