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#1 |
Engineer
![]() Join Date: Apr 2005
Posts: 206
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Hi guys!
rowi58 in the german UBI Forum postet something interresting. He found a way to make Ships looking like they are heavy loaded or unloaded by changing their height in the mis files. On this way u could simulate a tnanker which is running back to USA, without Loaded Oil... ![]() It is very easy to built that in: Here the his Text: zum richtigen Schiffsverkehr gehören auch entladene, leere Frachtschiffe. Mit einem einfachen Trick, ohne neue Schiffstypen, kann man das leicht realisieren. Einfach den Wert "Height=0.000000" ändern auf z.B. "Height=5.000000" (unter "Unit properties" in den *.mis-Dateien). Geht mit einem normalem Editor oder mit dem MissionEditor von SH3. Dabei sollte die Höhe aber nicht mehr als 2/3 des Tiefgangs betragen, sonst sieht es recht merkwürdig aus. Bei den beiden T3-Tankern habe ich die Höhe auf 5 m festgelegt. Der andere Weg, die "Tieferlegung", geht natürlich auch. Dadurch wirkt der Frachter besonders schwer beladen bis überladen. Bei beiden Varianten gilt: U-Boot-Kommandanten aufpassen mit der Magnetzündung - Tiefgang ist verändert! Da man das für jedes einzelne Schiff einstellen kann, hat man qausi unendlich viele Variationsmöglichkeiten - in einem Konvoi, im Hafen, als Einzelfahrer. Vor allem kann man damit leerfahrende Rückkonvois von England nach Amerika basteln! Gruß rowi58 And here the english translation by me: Just change the Height factor in the responsible *mis files under "Unit Properties" "Height=0.000000" for example (tanker on the Screen above) to "Height=5.000000" So the Ship will be 5 meter higher then original. The same way u can make it deeper. On that way u could simulate a Konvoy with different loadings on his Ships, some higher and som deeper Bows..... Maybe interresting for someone.... Greetings Sale |
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#2 |
Silent Hunter
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This is EXCELLENT. I already knew you could do this another way, but the method would have applied to all units in all convoys - not good.
Now we can simulate outward-bound convoys much more accurately than we could in the past. |
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#3 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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Amazing and so simple
![]() The depth in gameplay will be soooo much deeper by this simple change, just amazing. |
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#4 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
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We had given up on the idea of having different drafts for ships as the MB size was so large and it had side effects like many different entries of the same ship in the manual.
I can hardly wait to put this into the NYGM Campaign. |
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#5 |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
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WOW, nice find! Thanks FLB!
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#6 | |
Navy Seal
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#7 |
Electrician's Mate
![]() Join Date: Apr 2005
Location: Aachen, Germany
Posts: 133
Downloads: 0
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That would really be more immersive ehm I mean it will get more in depth
![]() Just some amateur considering: Any sense in randomizing this values? I´ve seen a lot topics about randomisation and SH3 commander - any chance? |
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#8 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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SH3Cmdr will support randomisation of the value(s) in question (although the additions to "Randomised events.cfg" would need to be mod specific to cater for the different .mis files floating around). Whether it's a good idea...I've leave that up to others to decide...
Last edited by JScones; 06-20-06 at 03:01 AM. |
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