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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
A-ganger
![]() Join Date: Nov 2012
Posts: 79
Downloads: 50
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For anyone who would like to beta-test a Repositioned Lorient for CCoM.
See here: https://ibb.co/rGL6XNh download here: https://mega.nz/file/2qpjiArC#Fj2a0Z...xtXGbSZwsYKgZs I've done a quick alteration to the terrain at Lorient a bit like in WAC and moved the port to a more realistic location. All the original units are the same I've just moved some of them around slightly for the change in position and alteration of the terrain. The mod is enabler ready, Inside you can find 2 flotilla.cfg's - both with the new starting position, 1 with an altered start date for testing purposes, the other with the original CCoM date. Please let me know if you find anything wrong!! Rick Last edited by RickSarg; 06-15-20 at 10:56 AM. |
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#2 | |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
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![]() Quote:
Thanks! Quick questions: Is there an Installation Guide available? Will it also work with CCoM10.0?
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KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
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#3 | |
A-ganger
![]() Join Date: Nov 2012
Posts: 79
Downloads: 50
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I don't think this mod will work with CCoM 10 as the campaign layers could have extra ships/aircraft added to it that are not in CCoM 10. I never got round to trying out CCoM 10 so really not sure, You could try adding it via mod enabled and if the game crashes take it out again. Rick |
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#4 | |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
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KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
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#5 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
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![]() ![]() Something went wrong. ATBAvenger not defined in \data\Roster\American correctly TBAvenger and ATBSSwordfish not defined in \data\Roster\British correctly TBSSwordfish were added to RND. Fix it.
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#6 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
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Where can I park?
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#7 |
Helmsman
![]() Join Date: May 2011
Posts: 107
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Please keep in mind that Rowi58 from CCoM Version 11 or 11.1 had divided up the Hafen.dat if I read the manual correctly.
mfG a-kermit ps: First in port facilities, houses, docks, cranes etc and secondly in the units, sea, land etc Last edited by a-kermit; 06-18-20 at 05:23 AM. |
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#8 | |
A-ganger
![]() Join Date: Nov 2012
Posts: 79
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download beta2 here: https://mega.nz/file/fzg3CCTI#WEL4i4...2fejh1DaxSy6jQ Thanks Rick |
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#9 | |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
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![]() Quote:
You added Torpedobomber from another mod. ![]()
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#10 |
A-ganger
![]() Join Date: Nov 2012
Posts: 79
Downloads: 50
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#11 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
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Downloads: 875
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New map requires route adjustments
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#12 |
A-ganger
![]() Join Date: Nov 2012
Posts: 79
Downloads: 50
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Download Version Beta3 here: https://mega.nz/file/6yAyAY6Y#t0ViYm...5RCF_Rf94mDFfs
I've adjusted some of the traffic in the SCR layer from your picture. As far as I can tell the only traffic travelling across land are aircraft now. Can you explain why you circled the nets? Not sure why they would be wrong!? Rick |
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#13 |
Navy Seal
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Hey Rick, sorry to pollute your thread
![]() ![]() NYGM (with its add on traffic mod) is badly missing Right harbor places and eventually locks and gates... Sure plenty people would be interested also ![]() Good job! ![]()
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#14 | |
Samurai Navy
![]() Join Date: Aug 2008
Location: U-30
Posts: 596
Downloads: 908
Uploads: 12
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![]() KUrtz
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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#15 | |
Krusty Krab
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,450
Downloads: 493
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Have you used the Alfred Kietzer's New Lorient version 1.3. Readme has; NYGM 3.6F Note: Verson 3.6F of NYGM appears to include the “Harbor Traffic Add-In” for the most part and did move the Lorient base outside the harbor, so whether you will consider this Mod useful is a matter of choice. “New Lorient v1 – NYGM 3.6F” is not compatible with “NYGM3.3 Mediterranean Campaign Only”, but is compatible with most other NYGM Mods including 3rd Flotilla Mod, All Air Torpedoes, FuMB37XXIIINYGM, MFM-Interim-Beta_NYGM, Stiebler4C SubFlag, Stiebler4C_V16B1, IABLShipsforNYGM New Thomsen, Hitman GUI NYGM, Hitman Optics NYGM 3.6 (Fixed), and NYGM HiRes Submarines 3.6F. You will not have the GREEN buoy in the channel, but you will have bunker AA guns, additional ships and the escort ship. The move seems to be already done. Am I not correct? Or are you looking for more precision in location?? Good hunting, FUBAR 295
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