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#1 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,701
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Campaign Questions!
Hi, been working on Campaign files & have started off with HT146 SCR layer & incorporated the various Canals & Helgoland etc, & merged with parts of other mods that I like [see * below], I also removed some locations as they were doubled in the LND layer, that is HT147 based, with much of the 'WarAce' files merged, and I manually added a dozen new ports as well. Also the RND layer is HT147 based with adjustment to respawning & reporting to produce more capital ships.
![]() So far all is going well but very time consuming as the locations given aren't the same as when manually editing the LND file. ![]() 1) What uses the Locations.cfg ? 2) Will there be a problem not entering the Ports/Cities? When Playing the game the new Ports are there even though not entered in the Locations.cfg file, If anyone can shed some light here I would appreciate it? Many Thanks. ![]() * WarAce, Tonnage War, NOK, HT146 & 7. Many thanks to the creators of these campaing files & hope that they do not mind me using them in parts rather than in whole.
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Sub captains go down with their ship! |
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#2 | |
Eternal Patrol
![]() Join Date: Jun 2006
Location: Karlsruhe
Posts: 679
Downloads: 56
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![]() Quote:
all the ports/harbours, industry, cities and lighthouses are allocated via the Locations.cfg. The entries in the Locations.cfg refer to the files in the roster data/Terrain/Locations. There you find the DAT-files of all the bases/harbours, the industry, cities and lighthouses. For example: [Location 347]; Stralsund Ostsee-Erweiterung Long=13.104657; geographical data Lat=54.313184 Heading=0 OnLand=false ShowOnMap=true FileName=Djakarta; used layout LocationName=Stralsund; shown name on map I added the harbour of Stralsund (Baltic Sea) to the Location.cfg and therfore i'm using the Djakarta-layout - as you can find in the roster above. To minimise confusion, i make remarks in each (important) line i added in the Locations.cfg (text after the semicolon) Without the Locations.cfg, you will not see any "location" in the game. In the Campaign_LND.mis you define for example wich harbour become a naval base, where your airfields (airbases) and your costal defence/air defence (i.e. bunker) are located. This job you can do with the SH3-MissionEditor. So if you want new ports/cities in your game, you must edit the Locations.cfg (see example above) or you will not see them. When you did this, you can make a new naval base in this port via editing rhe Campaign_LND.mis with SH3-MisionEditor. Hope this will help you. rowi58 |
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#3 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,701
Downloads: 171
Uploads: 0
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That's a big help,
![]() When opening the LND layer some of the Ports (a greater part) are marked in black but do not show in the game, so I added the Ports via notepad to the file such as: [Unit 1108] Name=Konigsberg Class=NavalBase Type=407 Origin=German Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19440804 GameExitTime=0 EvolveFromEntryDate=false Long=2446748.000000 Lat=6560270.000000 Height=5.850000 Heading=180.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 And [Unit 1114] Name=Malmo Class=NavalBase Type=407 Origin=Sweden Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=1554898.000000 Lat=6672000.000000 Height=5.850000 Heading=0.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 These Ports were existing in the LND layer (in black) but not shown in the game now they do but not sure what to put in the Locations.cfg, if I were to guess I'd put: [Location xx1] Long=20.3846 Lat=54.6716 Heading=330 OnLand=false ShowOnMap=true FileName=Konigsberg LocationName=Konigsberg [Location xx2] Long=12.9549 Lat=55.60009 Heading=250 OnLand=false ShowOnMap=true FileName=Malmo LocationName=Malmo Is this correct? ![]() Thanks for your help. ![]()
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Sub captains go down with their ship! Last edited by Reece; 08-12-06 at 09:36 PM. |
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#4 | |
Eternal Patrol
![]() Join Date: Jun 2006
Location: Karlsruhe
Posts: 679
Downloads: 56
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![]() Quote:
Hi Reece, this is nearly correct. Take a look at your entries "FileName=Malmo" in your Locations.cfg. Are you sure that you have a "Malmo.dat" i your folder data/Terrain/Location? If not, this will not work (see the following screenshot) ![]() This is standard SH3. If "Malmo.dat" (or Konigsberg.dat) is not in this folder choose another one. For example the "defaulf"-harbours of SH3 - called Large_harbor_type_II.dat or Large_harbor_type_III.dat or for small harbours Djakarta.dat. Take a look at the *.tga-files in this folder to check the layout of the harbour. So edit the line in the lLocations.cfg "FileName=Large_harbor_type_II". The line "LocationName=Malmo" is correct, if you want this name shown on the map. Your are absoluty corrct with the "dimensions/values" of long. and lat.. I do not know why SH§ is using two different methods in the LND.mis and the cfg-file to specify long. and lat. values. 1. HINT: How to get the values for long. and lat. You can search i google earth or just open the *LND.mis or even a single-mission.mis file in the SH3-MissionEditor. Go to the coordinates where you want to have a new "location", zoom up and move the curor/mouse to the point you want as the center of the "location". Look at the screenshot: ![]() You will find both values of long. and lat. in the left corner on the bottom as marked above (also activate in SH3-MissionEditor nemu "View - Render accurate shore line"). 2. HINT I can't check your values for the NavalBase in Malmo or Konigsberg. To be sure that you can start without problems from your new base, proceed as follow: open your *LND.mis in the SH3-MissionEditor, go to your new harbour/base, zoom up to max, drag and drop "NavalBase" from the rigth bar to the place where you want to start (bunker or basin), plot a (fictive) course out of the bunker/basin with one waypoint, mark your "NavalBase", rigthklick on your mouse, select "Properties" and "Headig to waypoint" - finish and save (but don't forget the other values). So you can sail out of your new base without any collision. greetig rowi58 |
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#5 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,701
Downloads: 171
Uploads: 0
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Ahh fitting the pieces together!
Ah I see the light, I knew the Longitude/Latitude were, but completely ignored the left values & it is these that appear in the LND file & the right values in the cfg file.
![]() ![]() ![]() Many thanks.
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Sub captains go down with their ship! Last edited by Reece; 08-13-06 at 03:41 AM. |
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#6 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,701
Downloads: 171
Uploads: 0
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Well I thought I got it figured out!
This is turning into a nightmare!!
![]() Locations.cfg: [Location 507] Long=12.937448 Lat=55.606365 Heading=350 OnLand=false ShowOnMap=true FileName=Soerabaja LocationName=Malmo Campaign_LND.mis: [Unit 1114] Name=Malmo Class=NavalBase Type=407 Origin=Sweden Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=1552500.000000 Lat=6672790.000000 Height=5.850000 Heading=0.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 Then ran SH3 editor & I now have the original port showing with the new added Port miles out to sea, in a NW direction, nowhere near the pointer values. ![]() I placed the left values to the LND file & the right ones to the Locations.cfg! Don't know what to do at this point, should the Port already exist and if so should I create over the top? Totally confused! Please advise. ![]() Reece.
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