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AC: Brotherhood Multiplayer: Ep.30 MANHUNT on San Donato (Gameplay/ ...
User reviews and opinions
|fioul||7:08pm on Tuesday, August 31st, 2010|
|"Great graphics and great gameplay! Very addicticting game... Cannot wait for Killzone 3!!! Great graphics and great gameplay "An absolutely amazing game from a technical standpoint. Graphics and sound are simply unbelievable. Story is good though not outstanding.|
|jason||12:58am on Tuesday, June 8th, 2010|
|This game is far from anything special, and h... Good graphics You can only carry one weapon|
|homaquebec_bis||2:42am on Wednesday, May 26th, 2010|
|I was a bit skeptical about getting this game, but after research i decided to buy. The graphics are downright amazing. There are rarely any moments of screen tearing or texture pop-in.|
|zyurph||10:33am on Tuesday, March 30th, 2010|
|Bring the fight to the Helghast! Killzone 2 had over two years of hype to live up to.|
|tnomail||6:10am on Tuesday, March 23rd, 2010|
|Overall a decent shooter for the PS3. i should have waited for this thing to be on sale..when i saw it on sale, it was so much cheaper.. free shipping the price|
|Nelson1379||12:05pm on Sunday, March 14th, 2010|
|I only have few words to describe this game, Awesome GFX, Sound and you will find yourself in-action most of the time. One Game you Should buy this year is KillZone 2. Online Play is worth the purchase No Online Co-op|
|wdoa||12:44am on Thursday, March 11th, 2010|
|This is probably one of the better FPS i have played in a while. I loved it but like any other good game there are its goods and bads.|
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Silent Hunter III
Users Guide DRAFT COPY ONLY !
v0.6, 25 September 2006 Dietrich@34thflotilla.com
Table of Contents
Table of Contents....Introduction...5 1.1 Important sections...Acknowledgements...Updates....Creating a Single-player mission...7 4.1 Building the mission...7 4.1.1 Setting up....7 4.1.2 Navigating about the map...7 4.1.3 Placing a target ship...8 4.1.4 Placing additional ships...11 4.1.5 Placing the U-Boat...13 4.1.6 Setting the mission parameters..14 4.2 Installing the mission...16 4.3 Playing the mission...Creating a Multi-player mission...Mission editor concepts....20 6.1 Distance and speed....20 6.2 The Simulator....20 6.3 Files....How to implement....22 7.1 Removal of ships...22 7.2 Ships that patrol in loops...22 7.3 Ships that can take different routes..22 7.4 How to spawn a Random Generated Group..23 7.5 Aeroplanes....25 7.5.1 How to ensure that aeroplanes attack...25 7.6 Capital ship battles....26 7.7 Docked and stationary ships..26 7.8 Icebergs....27 7.9 Missions in different languages..27 7.10 Placing minefields...28 7.11 Adding radio messages...29 7.12 German characters....30 7.13 Different background loading screens..30 7.14 Different types of victory conditions...30 7.15 Changing victory conditions during the game..Troubleshooting....33 8.1.1 Vanishing units in the editor...33 8.1.2 Convoys breaking formation...Tips on creating good missions...34 9.1 Prevailing conditions...34 9.2 The right start....34 9.3 Historically feasible...34 9.4 Balanced game-play...34 9.5 Timing considerations....35
Dont overdo it!....35 Test it!....35 Professional finish...Mission ideas....Mission Editor Reference...39 11.1.1 SH3 Mission Editor Window...39 11.2 Menu bar....39 11.2.1 File...40 11.2.2 Edit...41 11.2.3 Mission....41 11.2.4 Tools....48 11.2.5 View....48 11.2.6 Performance....49 11.2.7 Help....50 11.3 Controls tool bar...50 11.3.1 File controls....50 11.3.2 Mode controls...51 11.3.3 Simulator controls...51 11.4 Tools Panel....52 11.5 The map interface...52 11.5.1 Add Map Note...53 11.5.2 Add Map Zone...53 11.5.3 Add Random Generated Group...54 11.5.4 Centre View....54 11.6 Individual unit icons...55 11.6.1 Add Waypoint...55 11.6.2 Unit Properties...55 11.6.3 Create Group from Unit...58 11.6.4 Join Group....58 11.6.5 Head to Waypoint...58 11.6.6 Centre View....58 11.7 Group leader icons....58 11.7.1 Add Waypoint...58 11.7.2 Group Properties....58 11.7.3 Unit Properties...60 11.7.4 Head to Waypoint...60 11.7.5 Pivot to Heading....60 11.7.6 Centre View....60 11.7.7 Arrange Group...60 11.8 Group member icons...62 11.8.1 Properties...63 11.8.2 Detach from Group...63 11.8.3 Centre View....63 11.9 Random Group icons...63 11.9.1 Add Waypoint...63 11.9.2 Head To Waypoint...63 11.9.3 Group Properties....63 11.9.4 Define Group Contents..65 11.9.5 Centre View....66 11.10 Waypoint icons...66
9.6 9.7 9.8
11.10.1 Add Waypoint....66 11.10.2 Properties....67 11.10.3 Centre View...68 11.11 Status Bar....68 11.12 Keyboard shortcuts....Further reading....70
This manual describes how to create missions for the U-Boat game/simulator called Silent Hunter III (SH3). It assumes that you have this game, patched to version 1.4b, and the mission editor that comes with it. One of the great things about SH3 is that the publisher shipped the game editor, allowing players to create their own missions. Thus the playability of the game is greatly increased, and the community can share ideas, scenarios and even campaigns with each other. What you are now reading is my attempt at a Users Guide to help you get started with creating your own missions with this tool. It acts as both a tutorial and a reference manual. This guide deals only with creating missions, not campaigns. It has been written so that it is readable when printed it is often easier to have a printed version, than to constantly be switching between windows while actually trying to create a mission. (I have no intention of creating a cross-linked hypertext version, so dont bother asking.) It also collates as much information as possible into a single document. While all of this material is available on the Internet, it is widely scattered, making it difficult to use for general work.
The manual is split into several sections, and I will not go through them all here check the Table of Contents for the full list. However, the important sections if you are new to the editor are these ones: Creating a Single-player mission If you are new to the mission editor, this chapter will explain how to create a simple mission. It assumes no prior knowledge. The idea of this section is to get you making missions as quickly and simply as possible. Creating a Multi-player mission This chapter describes how to create a multi-player mission for LAN or online play. It builds on the single player version, and tells you what extra things you need to do to make a multi-player mission. Mission editor concepts Here, the basic concepts used in the editor are explained. How to implement This section gives step-by-step instructions on how to put certain mission features into your game.
Mission Editor Reference This section goes through all the menus, buttons and icons that you will find in the Mission Editor. If you are wondering what something means or how to use it, this is the place to look. The SH3 Mission Editor is a bit rough in places, and there are a few quirks which can easily catch the novice unawares. If there is something important to note, it will be marked with a warning sign like the one shown here.
This manual was created in response to the needs of the online mission design workshops given for members of www.34thflotilla.com. It has been created by drawing on the experience of the community and various pieces of documentation. In particular, the author has used some material from RedDevil, Drebbel, edpet23, Gizzmoe, Neal Stevens, and other contributors to www.subsim.com and www.silenthunteriii.co.uk. He is also grateful to members of www.34thflotilla.com, members of www.sturmgruppewulf.co.uk and everyone on the Silent Hunter III Community Manual project. Silent Hunter III is 2005 Ubisoft Entertainment. Silent Hunter, Ubisoft and ubi.com are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. This manual is provided for free as a service to the community. Feel free to distribute it, copy it, host it, print it, or whatever, as you wish. I do not ask for any money, credit or thanks, but if you would like to offer me a job as a technical writer, then let me know!
This manual is being actively worked on. If you have comments, suggestions, requests or anything else pertaining to this document, please let me know. The sections below that are highlighted in cyan, and are marked TBD are sections that I am working on at the moment, so I know about them, and will get to them as soon as I can. Thanks for your patience.
Now, using the view-pan function and the zoom function, scroll to a portion of the map where you would like the mission to take place and zoom in. Note that your mission will take place against the backdrop of the full SH3 campaign. This is good in that the world is already populated, but you do need to be careful that your mission is disrupted by prowling destroyers, other convoys, the Luftwaffe, and so on.
Placing a target ship
On the right hand side of the Mission Editor you will find the Tools Panel. There are six tabs there; the first five are categories of objects you can place in the mission, and the sixth Explorer is used to examine units that have already been placed. The categories are as follows: Sea these are surface ships, allied and axis, merchants and warships. Sub these are the German U-Boats (in other words, the player-units) Air these are individual aeroplanes (not air-bases, which generate aircraft) Land these are ground-based installations (AA-guns, air-bases, and so on) Ordnance special objects (anti-submarine nets and minefields)
To place an object, select the appropriate tab, then open the Roster, by clicking on the little + icon, and then do the same for the country you want to use. You will then see a list of all available units for that country. Click-and-hold on the unit you 8
want, and then drag the unit to the position where you want it on the map and release the mouse button. When choosing units, make sure that their availability is appropriate for the date on which the mission is set. Also bear in mind that some nations may be neutral or may change sides at various stages during the war. For our example, lets place a British Auxiliary Cruiser.
Click on the Auxiliary Cruiser text and drag it out over the map (as you do so, a little black ship icon will appear). Place it somewhere out in the open ocean. When you release the mouse button to place the unit on the map, a new window will appear.
Units default by travelling at 5 knots, heading north. It is possible to change this here, but we shall set the speed and heading in another way, so just leave it for now. The other parameters may also be tweaked, but the defaults are perfectly reasonably for the purposes of this exercise. So just click Accept. You can return to the unit properties by left-clicking on the icon to select it (the icon will go from white to green) and then right-clicking on it to bring up the unit menu. If the unit is not selected youll only get the map-options menu (adding a map note, and so on). The reason why it is green is because the time filter in the control bar at the top is set to 1938, when Britain was still neutral. When Britain enters the war, the
icon will change to red. By changing the time filters in the control bar at the top of the window, you can control the displayed time. But well discuss that in a later section, as it is no important just at the moment. We now need to add a waypoint to the ship. Select the unit and then right-click to show the unit menu. Select the Add Waypoint option, and then move the mouse cursor to where you want the ship to go. Left click to place way points as necessary and then right-click to stop. Note that all units must have at least one way point. That means ALL units, including stationary ships, land bases, the players U-boat everything. If there are any units without waypoints, the mission will not work. (The Mission Editor will not let you save such games.) Waypoints must be located at least 1000 m away from the previous waypoint (or the ship itself, in the case of the first waypoint). This is so the ships have a chance of being able to make the turn. Again, the Mission Editor will not let you save games that violate this rule. Having placed the waypoints, right-click on the selected unit again and select Head to Waypoint. This will make the unit start off heading in the correct direction.
Placing the U-Boat
In addition to any shipping, you must also place the players U-Boat. The selection of U-Boats can be found in the Sub tab of the Tools Panel. Just like the ships, drag one out of the German Roster and onto the map. The unit properties will appear, and we should set a few things here. Most importantly, the Human Control check box must be ticked. This lets the game know that this is the unit that the player will run. You can set the speed if you like, but the mission will start with the U-Boat engines All Stop, so it will just slow down to zero anyway. The Height parameter can be set to 0 for a boat on the surface, or a negative number for a submerged boat. A good value to start with is 15 m, as this is just below periscope depth, so there is no risk of the U-Boat being out of the water, even in rough weather. Of course you could make it deeper or shallower, as you see fit. Also change the Unit Name to something more appropriate. This will be displayed to the player on their Crew Management screen and in any received radio messages. Accept the changes and then create a waypoint for the U-Boat. Set the heading of the U-Boat to match the direction to the waypoint.
The targets and the U-Boat are now in place, and we are ready to move onto the final stage of the mission construction.
Setting the mission parameters
The final part of the mission construction, is setting the overall mission parameters. These can be found in the Mission menu. First, select Mission Parameters. This will bring up an editing window for the missions description, date/time and weather conditions.
The Title is not actually used the players never see it. However it can be used as a way of injecting a comment about the mission or something similar. On the other hand, Briefing is very important. Make it informative! This is what the player reads when deciding whether or not to play the mission. It is also what he or she would read while the mission is loading (which takes a while, so make it
something more than just a few words). The Briefing should instruct the player on what he or she should do when the mission starts. Dont leave the player guessing! If you want, you can change the date/time here. You can also set the weather. The conditions of the atmosphere and sea have a big impact on the game. They will determine at what range visible contact will be possible, alter the chances of the UBoat being detected underwater, govern whether or not Flak- and deck-guns may be used and alter the mood of the mission (see Section 9.1). Once satisfied, select Accept. Now select Mission Objectives. This is where you can set what the player actually needs to do in the mission. Click on Add Objective and give it a name. This will be printed on the orders screen in the game, so word it carefully.
The easiest mission objective is simply to sink something. The default objective is to sink some tonnage, which is perfect for most missions, so simply leave the defaults as they are. The final step is to validate the mission. This is where the Mission Editor performs a range of internal checks on the mission, to check it for consistency, playability and so on. To do this, select Mission Validate Mission. A window will pop up. Simply click on check mission, and examine the results.
If the mission passes the tests, then the only message that will appear will be the Mission Title. If there are warnings or errors, you will need to deal with them before you can save the mission. Typically it is better to validate your mission as you go along. That will make it easier to figure out to which part the messages apply. It will also mean you can save as you go along. Now save the mission. We shall call this mission Encounter.mis.
Installing the mission
The mission file needs to be placed in a folder with the same name as the mission file, located in the appropriate language of the data\SingleMissions folder. In our example, this would be: \SilentHunterIII\data\SingleMissions\English\Encounter\Encounter.mis Typically you would save the mission directly to this location, but you can move it in as well. You can also save it to the equivalent German (or other language) directory. Ideally, you will have translated all the text and made a separate version, but the only difference between to the two folders is that if the player has their language set to German, only the missions in the German folder will show up in the list. 16
Note that the file name is the name that will appear in the missions list in the game, so choose a suitable filename, Encounter is okay file_1 is not so good.
Playing the mission
Now it is time to play your new mission either for you own enjoyment or because you are testing it before you let your friends loose on it. Start-up Silent Hunter III and go to the Single-Player missions. Your new creation should now appear in the list. Notice that for a Single Player mission, the U-Boat type is that specified in the mission, by the type of U-Boat that you deployed. The name displayed in the list is the filename (not the title in the mission parameters window). Also, the description shown here (and on the following loading screen, as well as on the in-boat mission orders) is the same as what you typed into the Briefing in the mission parameters window.
Then set your difficulty level, press start and your (hopefully!) loading. If all has gone well, youll soon be playing your newly created mission. Of course, when you do so, it is wise to have a piece of paper and a pencil to hand, in case you notice any minor problems in your creation. Jot them down and go back to fix them later.
Have a lot of fun!
5 Creating a Multi-player mission
Making a multi-player mission is as easy as creating a single player mission. The only difference is that you need to add more human-playable U-Boats! When playing a multiplayer mission, the player is often allowed to choose the U-Boat type that he or she plays. That means that the U-Boat type that you put into the mission may be over-ruled when the mission is played. Multiplayer missions may have up to eight players. Therefore, unless you wish to limit the number of players to an exact number, you must put in a total of eight UBoats, even if all of them are not necessarily going to be used. Each U-Boat should have its own waypoint and starting direction. These need to be set so that U-Boats dont easily collide (so try not to make the U-Boat routes cross each other). The U-Boats should also be arranged such that no one U-Boat has a major advantage in position over the others (unless you are specifically trying to do such a thing). Bear in mind that mission objectives are shared between the players. This means that what works for a single player mission may not be suitable for a multi-player mission and vice versa.
6 Mission editor concepts
This section discusses how a mission is put together and what the basic concepts are. It is not a how-to, but rather a look at the overall structure, which will help you get a feel for how the system works.
Units and waypoints
All ships, U-Boats, aeroplanes, subnets, minefields, aerodromes, and so on are units. Every unit must have at least one waypoint, regardless as to whether it can move or not (yes, even a shore-emplacement needs a waypoint!) Waypoints for moving units may be specified as circular areas, thus randomising the paths somewhat. Speeds can also be changed at the waypoint. Waypoints must be separated from each other by at least 1000 metres.
Distance and speed
In general, distances within the Mission Editor (and the game) are in either metres or kilometres. The rule is: 1 kilometre (km) = 1000 metres (m)
For those more familiar with the old Imperial system, 1 km = = = 3280.8399 feet 1093.6133 yards 0.621371192 miles
Speeds are given in knots (kt). A knot is one nautical mile per hour, and a nautical mile is defined as being exactly 1852 m. That means: 1 kt = = = = 1.852 km/h 0.5144444 m/s 1.687810 foot/second 1.150779 mph
Note that the world map is planar. Thus, the shortest distance between two points is actually a straight line, and not a great circle. As one approaches the poles, the land masses distort, but from the perspective of a U-Boat, this is not a major issue.
Now, right-click on the RGG icon again and choose Group Properties. Firstly, set the Repeat Interval to how often a new RGG should appear. For example, 1 means that a new group will spawn every hour. Now look at the Entry Date. It should be set to exactly the same as your mission date except for one setting. Depending on Repeat Interval setting, you need to
subtract that amount of time from the Entry Date. This will cause the RGG to spawn right at the start of the mission. To check on group generation, use the simulator, by settings the Time Filter Start to the correct month and year of the mission start (the day itself is irrelevant it automatically adjusts to adapt). Then click on the Start icon to get the simulator going, and you can watch them being created and moving towards their waypoints. Speed up the time a little and you should see another group spawn some time later according to the repeat interval. For additional randomness, stop the simulator and go back to Group Properties. Set the Random Area Radius to, say, 10 km. You will now see a white circle around your RGG and when a new group is generated, it will appear anywhere within that circle. If you keep clicking stop and start, you will see the RGG spawn in random locations within the 10 km circle. (Remember that the radius is measured from the centre to the edge, so the circle is actually 20 km in diameter.) Dont forget that the minimum distance between the RGG and the players UBoat must be 20 km. If you use random spawning locations, ensure that this rule is held by the circumferences of the random spawn areas. Obviously, this needs to be done because the units can spawn anywhere within the Random Area Radius but the 20 km minimum still needs to be observed. You can also add random areas to the waypoints themselves (see Section 11.10.2). And, finally, you can also randomise whether an RGG even spawns. To do this, go back to Group Properties and adjust the Group Spawn Probability(%). This setting is for the RGG group itself. If you set this to 40%, the RGG will only spawn a group 40% of the time. Try it and use the simulator with time acceleration to see how what happens.
Air units may be placed in the game, the same as any other unit. You can drag air units from the Air section of the Tools Panel to the game map, the same as you would for a ship or U-Boat. Note however, that an aeroplane needs a reasonable height and speed, otherwise it will crash as soon as it makes any attempt at manoeuvring.
A lot of the mood of the scenario comes from the sea and weather conditions. A good range of wind, rain and visibility conditions are possible, but choose something appropriate. But the weather can also make play prohibitive. In the case of a storm, visibility may be next to zero, and the U-Boat could be rocking so much that targeting becomes a nightmare. Dont forget that the weather should not only match the location, but the seasons and even the time of day. Storms are less likely to occur at dawn, for instance. Here are some examples of how weather conditions could be used. Mediterranean taskforce attack parching sun, high in a cloudless sky with a glassy-flat sea. Arctic convoy attack clear skies and midnight sun, but heavy seas and the occasional iceberg. Irish Sea operations calm seas and little wind, but poor visibility and lots of rain. Storm on the high Atlantic reasonable visibility, but heavy rain and high winds.
Make a point of choosing a suitable time of day too. The position of the sun and moon and the lighting conditions can do a lot to help.
The right start
Pay attention to how the game commences for the player. Make sure the U-Boat starts at an appropriate depth. Ensure that it is heading towards its first waypoint and make that waypoint reasonable.
Playing out some what-if scenarios is always fun, but if taken to extremes, it detracts from the game. For example, attacking a task force comprising eleven Nelson-class battleships may actually be so contrived that the game loses its appeal. Read some books, check some websites and plan a mission accordingly.
Make sure that the mission is possible, but not too easy. It should be able to challenge the players, and give them a sense of accomplishment when they succeed. And there 34
are more factors to consider than simply the number of destroyers in the area. Also allow for the prevailing weather, lighting conditions, depth of the sea (the escape route!), visibility, expected type of U-Boat, and so on. The depth is particularly important. While ships fight or flee in two dimensions, the U-Boat operates in three. Make sure there is enough water under the keel for the UBoat to manoeuvre. You can find out the depth in any given place by pressing H while the cursor is over the map. The depth of the water will be displayed in the status bar at the bottom of the map. Of course, if your cursor is over land, it will display the height.
competition, or publish them in an online archive. If the mission has been decently made, and have been named and stored well, then this will be easy. If not, youll need to actually play test.mis to find out if it was that cool battleship mission that you vaguely remembered playing a year ago.
10 Mission ideas
In case you are wondering what to create with all of the tips and techniques described in this document, here are some ideas to get you going. Arctic convoy attack a convoy in Arctic Ocean north of Nord Kapp (Norway). Fill the convoy with lots of C2-Cargo ships, loaded with tanks and planes on their way to Murmansk. Put an extra Luftwaffe base in northern Norway to assist in the assault against the convoy. Intercept a passenger liner than is making a course through iceberg infested waters off the coast of Greenland. Make it at night for the extra challenge; icebergs are not plotted on the U-Boats map! Put a special target in the Bristol Channel, perhaps a battleship or liner. There is already some traffic in the campaign for that area, so there is no need to add more. Make the weather calm, but with very poor visibility. Generate an invasion fleet for the Allied invasion of Sicily. Include landing craft and troop transports, and set them as the primary targets. Make the players intercept this fleet. Try a South Atlantic convoy attack, but have a German commerce raider turn up to join in the action. Rescue another U-Boat. Put a stranded U-Boat somewhere and use area objectives for the player(s) to find it and simulate a rescue of the crew or cargo. Use a second area objective for the port, so that the player(s) need to make it back to port (or wherever) to have succeeded. Dont limit yourself to short patrols either. How about a mission to escape from the collapse of the Reich? Can the player take a Type-XXI and make it to a target area in South America or flee with a IXD2 to Japan? Such a mission would last weeks at least! (Single-player only if anyone manages a threeweek multi-player game. !) Hunt down a supply ship. While there were Milchkuhe for the Germans, why not supply ships for the Allied forces too? Hunting down a stationary ship in the open seas may not be easy when there is no hydrophone to help, but you could assist the player by feeding him or her radio reports of suspected positions. Design some training missions to improve your skills. For example, the Flak mission in the Naval Academy in the game is a bit limited. Try something in 1945, with a VIIC/41 with a Flakvierling. Do the same for the other Academy missions. Deck gun practice could be more interesting when the merchant can fire back! For January 1941, assist the German commerce raider PINGUIN operate in the Antarctic Ocean against a Norwegian whaling fleet. Dont forget lots of icebergs! Secret agent drop-off. Various U-Boats (U-202, U-213, U-584, U-1229 and U1230) were used to attempt to drop off secret agents on the enemy coast; some of them succeeded. Use area objectives to recreate similar missions. Recreate some other famous sinkings or near-sinkings by the deutsche UWaffe. Examples include the sinking of HMS ARK ROYAL by U-81 or the damage dealt to HMS MALAYA by U-106. Do some research and make them
historically accurate, and then let the players see if they can match or beat the historical result. Spice up a harbour; put U-boats in pens and have C-3 cargo ships under those large cranes. Add a fishing ship leaving the piers and then stopping to fish in an area off to the side or have a patrol boat or "Schnellboot" prowl around the entrance to the harbour and be there upon your arrival. And then put in the airraid by the RAF. (See Section 7.7 for information about placing docked ships.)
11 Mission Editor Reference
This section works through the entire Mission Editor as the software is presented. It is not really a useful place to learn how to create missions, but if you are wondering about a particular feature or what some icon or menu means, then it should be all systematically documented here.
11.1.1 SH3 Mission Editor Window
There is only one window for the Mission Editor, although there are several smaller windows that pop-up every now and then for data entry. These will be covered later. The main interface is split into the window border itself, the menu bar, the controls tool bar, the Tools Panel, the map itself and the unit icons that are placed on it. The title bar of the window will show the name of the current mission and, in square brackets after it, will be the working mode. This indicates the types of data to be written when the file is saved and the requirements needed for validating the file. Possible working modes are: [Normal mission]: The mission must have human-controlled units. The save operation saves everything in the scene and validates triggers, objectives and so on. [Random data layer] No validation is performed and only random groups are saved. [Scripted data layer] No validation is performed and everything is saved with the exception of random groups. [Land Units Layer] No validation performed and only land units are saved. [Map notes layer] No validation is performed and only map notes are saved. Normal missions are designed to be single engagements with a limited duration in time. They should focus on limited areas of the map, but there are no limits imposed to the designer. Missions are run over the campaign engine, so you do not need to cover the whole world with shipping and units. The campaign engine itself comprises three layers: The Random Layer includes all the naval traffic, from convoys to local fishing boats The Scripted Layer includes all the warship patrols, hunter-killer groups, military task forces and the mine fields. The Land Unit Layer includes the naval bases, the air bases and the coastal defenses
11.2 Menu bar
The menu bar is normally found at the top of the window, under the window title bar. It has seven menus.
As one might expect, the File menu allows the loading and saving of mission files. 184.108.40.206 New This starts a new mission. No confirmation is asked before doing so, so make sure your work from any previous mission editing was saved. 220.127.116.11 Open (Normal Mission) This opens a mission that you have already created. 18.104.22.168 Open Rnd Layer This is used for building campaigns a topic that is not covered by this User Guide. Basically, it opens only the Random Groups into a new mission editing session. 22.214.171.124 Open Scripted Layer This is the same as above, but for the non-random units. 126.96.36.199 Open MapNotes Layer Same as above, but for map notes only. 188.8.131.52 Open LandUnits Layer Same as above, but for the land units (ports, aerodromes, and so on). 184.108.40.206 TBD Merge
11.7.3 Unit Properties
This is the same as that of an individual unit (see Section 11.6.2), but with a few options not datable, as they have been deferred to the group level.
11.7.4 Head to Waypoint
Causes all units in the group to begin pointing in the direction of the first waypoint.
11.7.5 Pivot to Heading
11.7.6 Centre View
11.7.7 Arrange Group
This option causes all the units in the group to be arranged in a box-convoy formation with escort ships scattered about it. There are two control parameters: number of columns and separation between columns. Superficially, the Arrange Group is easy to understand, but there are some nasty traps and getting to grips with ship placement within the group can be perplexing. Warning: If you set the number of columns to be more than the number of ships in the group, the Mission Editor will crash to desktop. To avoid problems with ships jostling for position, you should generally set the separation between columns to at least 500 metres. See Section 8.1.1 on how to avoid ships breaking formation. So, how is the group actually arranged? The next two subsections will discuss this, although it should be noted that these rules do not always apply. 220.127.116.11 Merchants The following rule usually applies for groups with 10 or more merchants. The ships are divided into two groups: those that fit into a full box and the left overs (that is, ships that cant fit into a full row). The ships in the group, in the order that they were added to the group, fill the columns one at a time. When the first column is filled, the second column is started to the right of it. Subsequent columns are added to alternating sides of the group. Oddnumbered columns on the left, even-numbered columns to the right. Once the full box is filled, the left-overs are added in a row by themselves at the back of the convoy, following the same rules.
As that is all very complicated in text, here is an example of 11 ships in groups with varying numbers of columns. The ship numbers refer to the order in which they were added to the group the leader (from which the group was created) is number 1. The groups direction of travel is up the page.
Crew Rating: Defines how competent the crew is. The more experienced the crew, the better they will be at repairing damage, firing the deck guns, and so on. Units Version Date: Some units come with multiple version, improving as the war went on. This allows you to control this aspect of the unit. Internal Cargo: See Section 11.6.2. External Cargo: See Section 11.6.2. Loadout: (air units only) What bombs are carried. Aeroplanes with the basic loadout will only act as reconnaissance or machine gun strafing. Position as escort: For destroyers and some other ships, there is a choice between putting the unit in the convoy proper or locating it outside the columns in the traditional escort position.
Group Settings These control the placement of the convoy units and define the group leader. The Group Leader will always spawn, regardless of its spawn probability. Game behaviour is undefined if there are not enough ships to fill all the columns. The formation spacing must be large enough to accommodate a safe distance between ships. 300 metres is not enough for larger ships like T3 Tankers or Passenger Liners. To be safe in all circumstances, use 500 metres.
11.9.5 Centre View
The last item in the waypoint menu is Centre View, which will cause the map to shift so that this waypoint is in the centre. The keyboard shortcut for this is X.
11.10 Waypoint icons
Waypoint icons, when selected will either be red (for intermediate waypoints) or black-and-white-cheques for the final waypoint. They will be numbered WP1, WP2, and so on. If you click on a waypoint and the right click, there are three options.
11.10.1 Add Waypoint
This will allow you to place an additional waypoint. If you select this for the final waypoint, you will get a black line between it and your mouse cursor. When you left click, you will put a new waypoint at that location, and another black line will appear. Thus, you can string way points out as much as you want to draw the path for the object. Note that waypoints must be at least 1000 metres apart from one another. If they are not, the mission validation process will warn you. Once you have finished adding waypoints, right click to stop.
If you select Add Waypoint for an intermediate waypoint, a new waypoint will be inserted exactly halfway between that waypoint and the next one. If you are zoomed out, and you click on a group of waypoints, then you may not get the last one. If this happens, when you select Add Waypoint, it will just add another into this cluster, rather than giving you the black line allowing to place new ones at the end. Superficially it looks like its not working but it is, and not in the way you intended!
If you select the waypoint Properties menu item, a window will appear which will show you the parameters that are set when the unit reaches that waypoint.
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