SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-13-06, 10:21 AM   #1
Trollus
Seaman
 
Join Date: Mar 2006
Location: Poland
Posts: 35
Downloads: 10
Uploads: 0
Default New ships in campaign

Hi
I've downloaded some of the new cargos available, but I don't know if they even appear in the campaign. What files should be modified (except for adding entry to englishnames.cfg)? How should I change it? There's a mod which adds some new ships to convoys, but I cannot use GW due to my hardware configuration.
Is there a way to edit the files and have new ships in convoys?
Thanks
Trollus is offline   Reply With Quote
Old 04-13-06, 10:57 AM   #2
jasonb885
Samurai Navy
 
Join Date: Mar 2002
Posts: 580
Downloads: 0
Uploads: 0
Default Re: New ships in campaign

Quote:
Originally Posted by Trollus
Hi
I've downloaded some of the new cargos available, but I don't know if they even appear in the campaign. What files should be modified (except for adding entry to englishnames.cfg)? How should I change it? There's a mod which adds some new ships to convoys, but I cannot use GW due to my hardware configuration.
Is there a way to edit the files and have new ships in convoys?
Thanks
Not with Improved Convoys, at least. I specifically hard code ships to ensure the convoys are realistic in composition.

New ships came out long after I'd done that.

I'll add new ships if someone wants to present a list of those with some realistic chance of showing up in convoys.

A new generic merchant or tanker would be nice, though in IC as a rule around 90% of the ships in the majority of convoys are cargos, as that is fairly realistic.

__________________
X1 = Thieves

Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh?

Improved Convoys mod!
jasonb885 is offline   Reply With Quote
Old 04-13-06, 11:28 AM   #3
Boris
Sea Lord
 
Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
Default

Yeah, there aren't many new cargo ships out... we'll have to wait till AG124 and iambecomelife start releasing their merchants. Most of the new ships at the moment are'nt ones that would commonly appear often in convoys.

Trollus, the way I put the new ships in into the convoys was to open the campaign_rnd, in the data/campaigns/campaign folder with notepad, and manually change some of the most common ship types at random.

You can open your enlishnames cfg file to refernce the ship letters and replace the one's you want. Make sure you have the right cargo on board, or you will get a crash when loading: ie. if you change a 102 (cargo) to a 103 (transport) you have to change the cargo values to match (just compare to existing entries to make it easy...
Put in whatever feels realistic to you.
Boris is offline   Reply With Quote
Old 04-13-06, 11:46 AM   #4
AG124
Sea Lord
 
Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
Default

Quote:
Yeah, there aren't many new cargo ships out... we'll have to wait till AG124 and iambecomelife start releasing their merchants. Most of the new ships at the moment are'nt ones that would commonly appear often in convoys.
I may be releasing a 4,100 GRT freighter on Sunday. If not, then it will definitely be released next Thursday. There really need to be more generic 102's in the game, so I hope this one will help.
__________________


DOWNLOAD GWX HERE:
http://www.thegreywolves.com/index.html
AG124 is offline   Reply With Quote
Old 04-13-06, 12:00 PM   #5
Boris
Sea Lord
 
Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
Default

Quote:
Originally Posted by AG124
Quote:
Yeah, there aren't many new cargo ships out... we'll have to wait till AG124 and iambecomelife start releasing their merchants. Most of the new ships at the moment are'nt ones that would commonly appear often in convoys.
I may be releasing a 4,100 GRT freighter on Sunday. If not, then it will definitely be released next Thursday. There really need to be more generic 102's in the game, so I hope this one will help.
Great news!
Boris is offline   Reply With Quote
Old 04-13-06, 12:41 PM   #6
Wulfmann
Ace of the Deep
 
Join Date: May 2005
Location: Florida
Posts: 1,010
Downloads: 1
Uploads: 0
Default

A long time ago I realized making a new RND file when new ships were released was not the way to go.
I made my RND file so all the warships and many 102 (cargo) ships were not asked for by named class. So, when I get a new 102, it is automatically available to join the war with no modification.
But, since this is made to my taste of SH3 there are 2 to 3 times the escorts in every convoy and no escort is less than a 3 rated crew.
That means it is very hard!.
Perhaps I should make a light version which would make all the new warships and 102 cargoes available to anyone.
Or, Jason, why not make a version of yours that removes a number of the class named entries?
Then I can just play!:rotfl:

Wulfmann
__________________
"The right to keep and bear arms should not be infringed upon, if only to prevent tyranny in government"
Thomas Jefferson,; Constitutional debates
Wulfmann is offline   Reply With Quote
Old 04-13-06, 02:25 PM   #7
Trollus
Seaman
 
Join Date: Mar 2006
Location: Poland
Posts: 35
Downloads: 10
Uploads: 0
Default

Hey thanks for reply, It seems to be a bit hard to do... For now I've changed a displacement for a 'large cargo' (from 17.600 to 10.300 BRT, it was too much i think). Also during the last patrol I spotted three large cargoes in the North Channel. There sholud not be such a situation so I've chagned unit's type to 'tanker' in .cfg file in hope it will not to often. Hope I didn't mess up anything. Just started to modify any files in sh3.
Trollus is offline   Reply With Quote
Old 04-13-06, 02:25 PM   #8
Trollus
Seaman
 
Join Date: Mar 2006
Location: Poland
Posts: 35
Downloads: 10
Uploads: 0
Default :)

Hey thanks for reply, It seems to be a bit hard to do... For now I've changed a displacement for a 'large cargo' (from 17.600 to 10.300 BRT, it was too much i think). Also during the last patrol I spotted three large cargoes in the North Channel. There sholud not be such a situation so I've chagned unit's type to 'tanker' in .cfg file in hope it will not to often. Hope I didn't mess up anything. Just started to modify any files in sh3.
Trollus is offline   Reply With Quote
Old 04-13-06, 02:54 PM   #9
AG124
Sea Lord
 
Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
Default

That shouldn't mess up anything at all, and the ship will indeed appear more often. But no one will have to make such fixes when there are a greater number of smaller freighters released.

Looking back at the first four ships which I released, I now realize that they are not as decisively useful as new freighters (type 102) I will try to work on some of those next. Also, Dan and Der Teddy Bar are fixing the .zon file for the Lake Ship, which is a type 102, although it is not a very typical design.

This is a list of the rest of my ships, and what needs to be done before they are released (tonnages are approximate):

Heavy Merchant (102- 4,100 GRT): Minor adjustment to position of two vents.

Rose Castle (102 - 7,000 GRT): Minor edit of hull. Was causing a CTD but not anymore for some reason.

Belize (102 - 2,300 GRT): Flag needs to be moved; cranes need to be moved again with Pack3d to fix damage model.

Caribou (102 - 2,200 GRT): Should work, but hasn't been tested.

USS Pyro (102 - 7,800 GRT): Working fine, but zones are wrong.

Empire Celt (101 - 8,300 GRT): Working fine, but zones are wrong.

Meigle (102 - 800 GRT): Not tested; keel below waterline using superstructure textures.

E.G. Seubert (101 - 9,800 GRT): CTD.

"Generic Tanker": (101 - 8,100 GRT): Looks like crap; to be rebuilt.

"Troop Transport Hospital Ship Clone": (103) Just clone of transport with new skin; not planning to release. Also, has landing crafts instead of lifeboats.

Lake Ship (102 - 1,700 GRT): Needs new zones; in progress.

Lord Strathcona (102 - 7,800 GRT): Incomplete.

Granville (102 - 5,100 GRT): Should be working, but not tested.
__________________


DOWNLOAD GWX HERE:
http://www.thegreywolves.com/index.html
AG124 is offline   Reply With Quote
Old 04-13-06, 06:33 PM   #10
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

The problem with all modified ships are that the zones are still in the original location etc.

The issue of old zones and zone location may become more obvious at the release of the NYGM Ship Damage Mod Ver2. This is due in part to zone values being re-assigned and then customised to a specific vessel. I say 'may' as the current zone values were not configured with these new ships in mind and probably are just as 'out of place' as the new values that the ship will pick up.
Der Teddy Bar is offline   Reply With Quote
Old 04-13-06, 07:29 PM   #11
jasonb885
Samurai Navy
 
Join Date: Mar 2002
Posts: 580
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by AG124
That shouldn't mess up anything at all, and the ship will indeed appear more often. But no one will have to make such fixes when there are a greater number of smaller freighters released.

Looking back at the first four ships which I released, I now realize that they are not as decisively useful as new freighters (type 102) I will try to work on some of those next. Also, Dan and Der Teddy Bar are fixing the .zon file for the Lake Ship, which is a type 102, although it is not a very typical design.
Indeed.

Whenever those ship (pun intended), I'll excitedly look into adding them in some fashion to ImprovedConvoys, the standalone version. The ships with corrected zones will probably eventually get picked up by NYGM TM as well I suspect.

Currently I walk a list and grab a random ship for each tonnage class, those being small, medium, and large cargo. Right now only small has more than one entry, those being KSQ and KSS. More of the medium and large variety are certainly welcome. Of course, as the war progresses into 1943, an increasingly large number of ships are of type LL and eventually VV, so generic cargos get phased out. That's part of a Liberty ship adoption curve that Observer came up with and I implemented as best I could in the convoy generation process for IC.

Anyway, I look forward to seeing these. The other ships didn't seem general enough to be realistically included in convoys. (And tankers only make up around 10% or so of a typical convoy in the NA -- IC convoys are almost boringly accurate.)
__________________
X1 = Thieves

Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh?

Improved Convoys mod!
jasonb885 is offline   Reply With Quote
Old 04-14-06, 12:00 AM   #12
booger2005
Engineer
 
Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
Default

Having the new cargo ships appear in convoys is a change that can be made in 5 minutes. Pick one ubiquitous convoy ship, for example the C2 (which represents a rarther rare ship type with an unusual configuration) and turn all the entries to generic:

1) Open the RND file with WordPad
2) Do Edit, Replace, Class=KLS with ;Class=KLS and click Replace All

And there you go. All C2s are now generic cargo entries.

Personally, I don't care if convoy tonnage breakdowns are perfect. I think that it is much more important to finally see a convoy with more than 4 types of cargo ships other than the Liberty.
booger2005 is offline   Reply With Quote
Old 04-14-06, 12:56 AM   #13
jasonb885
Samurai Navy
 
Join Date: Mar 2002
Posts: 580
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by booger2005
Having the new cargo ships appear in convoys is a change that can be made in 5 minutes. Pick one ubiquitous convoy ship, for example the C2 (which represents a rarther rare ship type with an unusual configuration) and turn all the entries to generic:

1) Open the RND file with WordPad
2) Do Edit, Replace, Class=KLS with ;Class=KLS and click Replace All

And there you go. All C2s are now generic cargo entries.

Personally, I don't care if convoy tonnage breakdowns are perfect. I think that it is much more important to finally see a convoy with more than 4 types of cargo ships other than the Liberty.
Obviously IC isn't targeted at you, then.

__________________
X1 = Thieves

Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh?

Improved Convoys mod!
jasonb885 is offline   Reply With Quote
Old 04-14-06, 03:48 AM   #14
Trollus
Seaman
 
Join Date: Mar 2006
Location: Poland
Posts: 35
Downloads: 10
Uploads: 0
Default

I totally agree with you, more types of ships in convoy means more fun:] I use one of the newest version of improved convoys. Good mod, it's harder to find anything, game becomes more difficult and interesting. The man who wrote this mod should really consider adding new ships or, at least, describe how to do it. One question: are the westbound convoys modelled? (I mean those who return to New York/Halifax)
Thanks
Trollus is offline   Reply With Quote
Old 04-14-06, 07:37 AM   #15
booger2005
Engineer
 
Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
Default

Quote:
Originally Posted by jasonb885
Quote:
Originally Posted by booger2005
Having the new cargo ships appear in convoys is a change that can be made in 5 minutes. Pick one ubiquitous convoy ship, for example the C2 (which represents a rarther rare ship type with an unusual configuration) and turn all the entries to generic:

1) Open the RND file with WordPad
2) Do Edit, Replace, Class=KLS with ;Class=KLS and click Replace All

And there you go. All C2s are now generic cargo entries.

Personally, I don't care if convoy tonnage breakdowns are perfect. I think that it is much more important to finally see a convoy with more than 4 types of cargo ships other than the Liberty.
Obviously IC isn't targeted at you, then.

Sorry, I didn't mean to offend you, but its my opinion.
booger2005 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:27 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.