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Wyld45
August 22nd, 2009, 10:42
If any of you Gents could pass on any of the big name ships from Germany
or Britain,I would be so grateful.

Didnt know if Greg Laws ships worked in CFS3 or not so I havent even
tried those.

BeauBrummie
August 22nd, 2009, 10:50
Hi mate,

Allof Greg's Groundcrew ships work in CFS3, they are now based at Reg's Hanger (http://www.regshanger.com/). Oddly the German Battlewagons fare better than the British as there aren't any custom made battleships only a generic British battleship. Ther cruisers are better represented. I have a ship pack to down load at Beau'sCFS3 (click link in sig) which feature many Greg and non-Greg ships.

Beau

Wyld45
August 22nd, 2009, 11:31
Thank you BB,your the man! My new 'puter' is getting worked on and cleaned out so I was trying
to beef things up on the old one a little. Had those off of Netwings a while back on this one untill
I got wiped out.

Still fiddling with the campaign and noticed more of the smaller boats,(instead of cargos,etc) kept
spawning with my destroyer groups. Turned spawns off on those and began to miss those big-action
ships and realized what I was missing!

Brings me to this question though, anyone have the "formula" for getting the carriers to spawn, or
to spawn more often?

ndicki
August 23rd, 2009, 00:37
Simple answer is build your own spawns.

Open up ship.spawns and you'll see this:

<?xml version="1.0"?>
<SpawnControl Stop="n" Priority="1000">
<Spawns Roll="1D6">
<Spawn ID="1" FormationType="Destroy_ships"/>
<Spawn ID="2" FormationType="Destroy_ships1"/>
<Spawn ID="3" FormationType="Destroy_ships2"/>
<Spawn ID="4" FormationType="Destroy_ships3"/>
<Spawn ID="5" FormationType="Destroy_ships4"/>
<Spawn ID="6" FormationType="Destroy_ships5"/>
</Spawns>
</SpawnControl>


If you change it to this:

<?xml version="1.0"?>
<SpawnControl Stop="n" Priority="1000">
<Spawns Roll="2D6">
<Spawn ID="1" FormationType="Destroy_ships"/>
<Spawn ID="2" FormationType="Destroy_ships1"/>
<Spawn ID="3" FormationType="Destroy_ships2"/>
<Spawn ID="4" FormationType="Destroy_ships3"/>
<Spawn ID="5" FormationType="Destroy_ships4"/>
<Spawn ID="6" FormationType="Destroy_ships5"/>
<Spawn ID="7" FormationType="Destroy_ships6"/>
<Spawn ID="8" FormationType="Destroy_ships7"/>
<Spawn ID="9" FormationType="Destroy_ships8"/>
<Spawn ID="10" FormationType="Destroy_ships9"/>
<Spawn ID="11" FormationType="Destroy_ships10"/>
<Spawn ID="12" FormationType="Destroy_ships11"/>
</Spawns>
</SpawnControl>

You can add 6 new spawn types without disrupting the existing ones.

Destroy_ships.xml looks like this inside:

<?xml version="1.0"?>
<GroundFormation Country="#enemy" FormType="trail" OffsetScaleFactor="50" Points="1" DamagePercent="20" GoalID="generated">
<Unit Repeat="2" Type="#destroyer" />
<Unit Repeat="5" Type="#auxiliary"/>
<Route>
<Waypoint Type="turn" PositionType="ground" Position="ocean" Speed="-1" GroundType="shippinglane"></Waypoint>
<Waypoint Type="turn" PositionType="ground" Position="ocean,distant" Speed="-1" GroundType="shippinglane"></Waypoint>
</Route>
</GroundFormation>


In other words, when the dice roll falls on this one, you get 2 Destroyers and 5 support ships. All you do now is play about with the categories, numbers, etc, until you get what you want. Save it as the following "Destroy_ships" until you've got your full quota of 12.

The # symbol tells the sim that it is free to select any of the following type of ship according to the nationality required (any enemy). To determine the category of ship, open the xdp file of the ship, and copy the category name in, for example: Category="Carrier" will give you <Unit Repeat="1" Type="#carrier" />

Make sure in the ship's xdp you set AllowSpawn="y" - if you leave it as AllowSpawn="n" then obviously it won't work. If you make any changes to an xdp, delete the corresponding bdp. It'll regenerate with the new information.

You will need to ensure the Germans have at least one carrier available... That's the down side. However, you can cheat by cloning a destroyer or something, and changing the xdp to see it as a carrier...

All colours have been used only to illustrate the point - use notepad to edit all the filetypes mentioned.

Wyld45
August 23rd, 2009, 02:22
Holy Aces Ndicki!, better put some bandaids on those fingers, thats an awful lot of typing! (lol)

Thank you sir, I do appreciate your efforts alot! <<S>>

:ernae:

Foute Man
September 13th, 2009, 02:34
I'm planning to release some standalones I made of some Greg Law ships (with the kind permission by Greg Law himself) and some stock CFS 3 ships. I added (several) picktypes in the xdp file:

Example: HMS Clarkia

Category="Destroyer" PickType="corvette,flower,clarkia,de"

Corvette stands for the type of destroyer, flower stands for the type of corvette, clarkia stands for the shipname itself and de stands for escort destroyers

Using such picktypes you can have your convoys escorted by de's only or a mix of de and dd type destroyers

I haven't figured out spawns etc, so it's something that should be worked out.......

Various ships will be available soon, visit my website www.fouteman-goes-cfs3.tk (http://www.fouteman-goes-cfs3.tk) for a preview of what to come

groeten!!!!

http://members.lycos.nl/defouteman/pics/screen/hms_clarkia.jpg

Example: HMS Berwick

Category="Cruiser" PickType="county,berwick,ca"

County stands for the type of cruiser (county class),berwick stands for the shipname itself and ca stands for heavy cruiser

http://members.lycos.nl/defouteman/pics/screen/hms_berwick41.jpg

Wyld45
September 13th, 2009, 10:06
That will be great Foute Man, Cant wait to see them!