10-24-14, 12:42 PM
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#1
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Kapitän zur See
Join Date: Jun 2007
Location: San Diego, CA
Posts: 93
Downloads: 264
Uploads: 0
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New Lorient -- permissions needed
Having seen endless videos and photos of the real Keramon bunkers at Lorient, I just couldn’t take the trek to and from Lorient any more. So, using a limited set of tools (Silent 3ditor, SH3MissionEditor, pencil and paper), I … (a) trimmed down the base to just that section that includes the bunkers; (b) raised two bunkers and paved the ground and made them land-based like the real Lorient bunkers Keroman I and II; (c) transposed the U-Boat under construction and all the people from the deleted section of old Lorient to the area in between the land-based bunkers; (d) moved the base to it’s more accurate location near the entrance of Lorient harbor; (e) moved the bunker AA guns, searchlights, a few ships and a green buoy to the new Lorient location; (f) moved the U-Boat departure point to be Pen K20 of Keramon III; and (g) scripted the escort to come up the Lorient main channel as your U-Boat is departing.
So far, I have made three variants of New Lorient, but before I can share them here at Subsim, I need permissions from folks …
New Lorient v1 – SH3 v1.4b Standard Missions – for the stock version of Silent Hunter III. Note that the stock version of SH3 does not include the escort, ships, channel buoy, or outer harbor lighthouses found in other super-mods.
New Lorient v1 – GWX3 Standard Missions – as the name implies, runs with the default missions of GWX3 and probably only needs permission from the Grey Wolves Development Team.
New Lorient v1 – GWX3+Wilhelmshafen_et_al_V6 – this one is a little harder considering it is a mod to a mod to a mod. At a minimum, I have already identified the Grey Wolves Development Team; harbors, schleuses and ship data files created or modified by thfeu58, Trainer42, Mikhayl, Von Dos, Iambecomelife, AOTD_Max and no doubt countless others as part of bigboywooly's “GWX 3 Wilhelmshafen,St Naz,Schluse and xtra ships V6” mod together.
Note: I would have done this for “GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7", but several people (including myself) noticed that in this version many of the bunker walls at Lorient were missing.
Files Utilized in this MOD:
-- data\MissionEditor\Locations\HB_Lorient.tga -- update the 2D base footprint shown on maps in SH3MissionEditor.
-- data\Terrain\Locations\Lorient.tga -- update the 2D base footprint shown on maps in SH3.
-- data\Terrain\Locations\Lorient.dat -- redefine the base in terms of its individual components. Eliminated that portion of base unrelated the Lorient bunkers (about half the base). Elevated land-based bunkers and laid foundation under them. Move U-Boat under construction and people to between land-based bunkers.
-- data\Terrain\Locations.cfg -- change Lorient base, city and industry location.
-- data\cfg\Flotilla.cfg -- change the location start point and heading for base Lorient.
-- data\Campaigns\Campaign\Campaign_LND.mis -- this file includes a marker that determines where the U-Boat actually departs from; moved and heading change.
-- data\Campaigns\Campaign\Campaign_RND.mis -- NOT CHANGED but retained for compatibility with other mission files.
-- data\Campaigns\Campaign\Campaign_SCR.mis -- reposition the AA guns and searchlights that sit on top of the bunkers; moved some static U-Boats and ships; moved some anchored ships out of the way for the new base; and moved one of the Green channel buoys from further east to mark the center of the channel for departures and returns at night; move start point for escorts closer to new base for U-Boat departures.
For those using SH3 MODS other than those listed above (like NYGM or LSH3, etc.), I will be provided a step-by-step document that explains how to create your own version of New Lorient in the near future once this is released. There are no copyrights placed on this MOD for my part and you are free to enhance it in any way you like.
Nothing fancy or frilly here. No bands or waving people to see you off in the bunker – they are all over in the Rail Transport Yard celebrating Oktoberfest – but it sure beats the old Lorient base.
Behind the base looking South. Yup, that's the entrance to Lorient harbor right in front of the base.
Seaward entrance bunker to Keroman I
Land based bunkers Keroman I and II
Keroman Bunkers I, II and III
Moved the town and industrial center of old Lorient to the new; added a few more ships; and it's open for business.
Last edited by Alfred Keitzer; 01-27-15 at 03:56 PM.
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