Este famoso mod de tráfico para los puertos ya va por su versión 1.45b. Yo tengo la 1.42. ¿Alguien tiene ya la última versión? Es que el enlace que dan en subsim dice que debido al exceso de descargas no se me permite descargarlo.
Gracias, en todo caso, nenes.
HARBOUR TRAFFIC 1.45b
Moderador: MODERACION
HARBOUR TRAFFIC 1.45b
BACKMAN, OAW, 24ª FLOTILLA
Re: HARBOUR TRAFFIC 1.45b
Hola Backman:Backman escribió:Este famoso mod de tráfico para los puertos ya va por su versión 1.45b. Yo tengo la 1.42. ¿Alguien tiene ya la última versión? Es que el enlace que dan en subsim dice que debido al exceso de descargas no se me permite descargarlo.
Gracias, en todo caso, nenes.
Dispongo de ese parche (a ver si me envías un privado y te digo cómo hacértelo llegar).
Son 5,70 megas de nada, así que te lo enviaré troceado junto con la herramienta para volverlo a montar.
Un saludo.
Hola Funken. Muchisimas gracias por el ofrecimiento, pero acabo de encontrarlo aquí:
http://u-boot.realsimulation.com/
La verdad es que no me resultó facil encontrarlo.
Un saludete y gracias de nuevo.
http://u-boot.realsimulation.com/
La verdad es que no me resultó facil encontrarlo.
Un saludete y gracias de nuevo.
BACKMAN, OAW, 24ª FLOTILLA
Yo lo probé pero me dió problemas. No sé si porque hay diferentes versiones adaptadas al mod world de Rubini.
Ya has visto que en nuestras descargas, hay un mod de tráfico de puertos oficial. Es la versión 1.42 que tú tienes.
Si lo pruebas, cuéntanos que tal va.
Un saludo.
Ya has visto que en nuestras descargas, hay un mod de tráfico de puertos oficial. Es la versión 1.42 que tú tienes.
Si lo pruebas, cuéntanos que tal va.
Un saludo.
Comandante en Jefe de la 24 Flotilla
¡Larga vida a la 24!

¡Larga vida a la 24!

He probado la versión 1.45b (antes tenía la que tenemos en nuestra sección de descargas, es decir, la 1.42, como bien dices), y por ahora no detecto ningún problema. Una de las modificaciones que uno ve nada más empezar es que ahora en los puertos con bunkeres para los subs, empiezas con tu sub dentro de uno de estos bunkeres. En lo demás, ya te digo, por ahora no detecto ninguna anomalía. Si quieres que me fije en algo en concreto dímelo.
Aquí te pongo el readme del HT 1.45b:
August 13, 2005
Harbour Traffic mod 1.45b update
This mod is a 'add on' for Silent Hunter III to increase the immersion feeling in the game.
News, changes and fix:
-Now you will start the patrols on sub pens where they are available. (idea and mod by Stavinsky)
-New German ships in traffic or docked: Small Tanker, T2 Tanker and German Civil Liner
-New port with traffic: Kristiansand
-Maps with the minefields and subnets for all the departure harbours. They are in the 'documentation\Minefields&Subnets_Maps' folder
-A few more docked ships on norway and french ports before and after germany forces; few more docked ships also in Hamburg, Danzig and Trondheim.
-No more hurricane attack on Wilhelmshaven (thanks Shadow9216)
-No more that American Liner on Wilhelmshaven (thanks Captain America)
Special features:
1.Option without minefield and subnets:
-Delete your Campaign_SCR.mis file then just rename the No_minefields_Campaign_SCR.mis to Campaign_SCR.mis
2.Harbour Traffic Heavy mode - to total immersion feeling: more anchored ships on Wilhelm and Kiel (they had been important shipyards for germany) with minefileds and subnets. The traffic stuff are the same, only docked ships have been added. This version are intend for the guys who have a high end system.
-Delete your Campaign_SCR.mis then just rename the HEAVY_Campaign_SCR.mis to Campaign_SCR.mis
Many thanks to all you guys that have post feedbacks and a special thanks for Sixx_Killer and the guys that made a beta test for this mod. It's a long list which is a reflexion of the great SH3 community here.
To install:
Just install using JSGME over the top of the stock SH3 installation (if you have an old HT version uninstall it before)
Restart your last patrol on port or if you find some problem just start a new career.
Issues:
-SH3 don't save the waypoints of the scripted units near the player's uboat. So, don't save in populate areas like enemy and friendly harbours, the British canal, etc (later when you reload the ships will go aground...).
Enjoy!
Rubini
arubinig@ig.com.br
==========================================================================================================================
Changes and fixes in version 1.45
1. Traffic in other friendly harbours: Danzig, Hamburg, and Trondheim.
2. Bismarck, Prinz Eugen, and Tirpitz docked at the harbours during the correct historical dates.
3. The Tirpitz trip to Trondheim; Bismarck trial trips.
4. Operation Sportpalast: Tirpitz task force in pursuit of the Iceland PQ-12 convoy.
5. Operation Rheinübung, the Battle of Denmark Strait, and the Bismark Final Battle
6. All these Operations include radio messages.
7. Updated dates for the "More useful F1 help screen"
Obs1.: If you save the game near scripted units, when you reload it the ships and planes will be all aground. This is a SH3 bug. It's present in the unmodded SH3, too so, this bug is more observed in populated areas like harbours, the British coast, etc.
Obs2.: I make a standard messages file with the radio calls (the stock ones plus seven new calls) - this is enough to function with the mod. But if you prefer these messages are in a txt file too to be possible to simple add them (cut and paste) in the finish of your own radio messages file. I also contact irishred to add them to their great mod.
Obs3.: It's not easy in the career to arriving in time to see that Battles of Titans because they are in real time. I will post here in the forum the dates and time of these events (al ittle cheat!!) so you may stay there in time.
Changes and fixes in version 1.44:
1. AI U-boat traffic with correct entry dates for more realistic
purposes. Now the AI VIIc entry date is the same of the unmodded game VIIC
U-boat. Thanks JBClark!
2. A spawn bug correction on ALL enemy ports in the stock game! (So, no
more burning ships in enemy ports I hope!)
3. A new full revision on the dates (entry and exit) to all units on
the mod for a more historical approach.
4. More reduction on traffic/warships to reflect the poor German naval
forces in the late part of the war. Thanks Egan!
5. No more DDs as an escort in the later parts of the war. Armed Trawlers are making
the job to reflect the week German naval force after 1943/44. Thanks
again Egan!
6. La Spezia and Bergen spawn bug corrected. Thanks Hitch! Thanks
Syxx_Killer!
7. New dat file for AI VIIc U-boat. Thanks "FLB sale U-999" and of
course you Sergei!
8. Included the "More Useful F1 Help Screen" mod. See the readme.
9. New Rub 1.42 compatible SCR layer is included with this version.
Look in the ...data\campaigns\campaign folder. Just rename the desired file
to "Campaign_SCR.mis".
Changes and fixes in version 1.43:
1. AI U-boat traffic. Now you will see other U-boats docked, living in the
the port, or arriving from a patrol.(No more dial gauges bug!)
2. French/British ships before and after German forces in French
harbours.
3. Subnets are back and without that annoying sound bug!
4. A correction on Scapa Flow and Loch Ewe - this is a SH3 1.4b stock
campaign spawn bug. (So, no more burning ships there I hope!)
5. A full revision on the dates (entry and exit) to all units on the
mod for a more historical approach.
6. I made a reduction on traffic/warships to reflect the poor German
naval forces in later parts of the war.
==========================================================================
Known issues:
1. Only two types of AI U-boats are ready for now. A Type IIA and VIIC.
Some people will be asking me about why only a few AI U-boats are in the
traffic mod. It's for two reasons: first if you have a lot of units your FPS
drops a lot; second if you have a large amount of traffic the AI evasion
maneuvers become erratic. Please, let's discuss this stuff more here in this topic.
2. The Type IIA U-boat is useful only for near harbour patrols or for
training purposes after 1940/41. They then have only these
functions in the mod too.
3. AI U-boats don't have a crew on the conning tower, don't move while submerged,
and don't fire torpedoes. But they follow waypoints on the surface and
engage enemies with their deck/flak guns. They only have an early war tower, too.
4. If you install this mod then you will have Sergei's AI
U-boats in your submarines folder, too. It is then easy to do some wolfpack
missions at night with the mission editor...
5. To stop that annoying sound bug related to the subnets I only lowered
the "Collision_AntiSubmarineNet_int.wav" sound file. This is good for
all of us because even if you don't use the traffic mod the subnets (and
this sound bug) will still be there in the stock campaign (enemy
ports).
6. If somebody makes a new realistic escort ship then I will replace
the DDs (for escort duty) to have a more historical accuracy.
7. Be warned about the SH3 save/reload bug. See the observations above.
8. The friendly air patrols will not be there when you arrive a few
days/weeks later. This is a SH3 bug; there is no fix right now. If you save a game
while you are in port, then reload, the friendly air patrol
will not be there anymore. The airplanes are not well implemented in
SH3.
9. If you get too close to your escort, the AI evasion "suicidal"
maneuvers will lead it to run aground. It is then better to keep a safe distance
(~450 to 1500m).
10. When you return some days/weeks later, sometimes you see burning or smoke
over the harbour structure ships. It's about that "moving docked ships"
bug. No fix right now.
11. Friendly air patrols and later year allied air attacks on ports
are also in this mod. The air attacks are more realistic and with more
historical accuracy with B24 squadrons dropping bombs in one pass and
in high altitude. The stand alone mod is not compatible with Jace's
Airpower because Jace's mod modifies the AI of B24's ( no more dropping
bombs) but it still will work. (The Rub compatible version don't have
these scripted air attacks, so, no problem here).
12. If you play with minefields and subnets, then follow your escort (DD
or Armed Trawler) until they turn and head back. Mark that point and when
you arrive, some days later, wait for your escort to guide you into the
harbour.
13. This mod adds about 450 new units. If you notice some strange
behaviour please contact me.
14. This mod is only compatible with the stock campaign with patch
1.4b. It is also compatible with RUb 1.42.
=================================================================================================
Aquí te pongo el readme del HT 1.45b:
August 13, 2005
Harbour Traffic mod 1.45b update
This mod is a 'add on' for Silent Hunter III to increase the immersion feeling in the game.
News, changes and fix:
-Now you will start the patrols on sub pens where they are available. (idea and mod by Stavinsky)
-New German ships in traffic or docked: Small Tanker, T2 Tanker and German Civil Liner
-New port with traffic: Kristiansand
-Maps with the minefields and subnets for all the departure harbours. They are in the 'documentation\Minefields&Subnets_Maps' folder
-A few more docked ships on norway and french ports before and after germany forces; few more docked ships also in Hamburg, Danzig and Trondheim.
-No more hurricane attack on Wilhelmshaven (thanks Shadow9216)
-No more that American Liner on Wilhelmshaven (thanks Captain America)
Special features:
1.Option without minefield and subnets:
-Delete your Campaign_SCR.mis file then just rename the No_minefields_Campaign_SCR.mis to Campaign_SCR.mis
2.Harbour Traffic Heavy mode - to total immersion feeling: more anchored ships on Wilhelm and Kiel (they had been important shipyards for germany) with minefileds and subnets. The traffic stuff are the same, only docked ships have been added. This version are intend for the guys who have a high end system.
-Delete your Campaign_SCR.mis then just rename the HEAVY_Campaign_SCR.mis to Campaign_SCR.mis
Many thanks to all you guys that have post feedbacks and a special thanks for Sixx_Killer and the guys that made a beta test for this mod. It's a long list which is a reflexion of the great SH3 community here.
To install:
Just install using JSGME over the top of the stock SH3 installation (if you have an old HT version uninstall it before)
Restart your last patrol on port or if you find some problem just start a new career.
Issues:
-SH3 don't save the waypoints of the scripted units near the player's uboat. So, don't save in populate areas like enemy and friendly harbours, the British canal, etc (later when you reload the ships will go aground...).
Enjoy!
Rubini
arubinig@ig.com.br
==========================================================================================================================
Changes and fixes in version 1.45
1. Traffic in other friendly harbours: Danzig, Hamburg, and Trondheim.
2. Bismarck, Prinz Eugen, and Tirpitz docked at the harbours during the correct historical dates.
3. The Tirpitz trip to Trondheim; Bismarck trial trips.
4. Operation Sportpalast: Tirpitz task force in pursuit of the Iceland PQ-12 convoy.
5. Operation Rheinübung, the Battle of Denmark Strait, and the Bismark Final Battle
6. All these Operations include radio messages.
7. Updated dates for the "More useful F1 help screen"
Obs1.: If you save the game near scripted units, when you reload it the ships and planes will be all aground. This is a SH3 bug. It's present in the unmodded SH3, too so, this bug is more observed in populated areas like harbours, the British coast, etc.
Obs2.: I make a standard messages file with the radio calls (the stock ones plus seven new calls) - this is enough to function with the mod. But if you prefer these messages are in a txt file too to be possible to simple add them (cut and paste) in the finish of your own radio messages file. I also contact irishred to add them to their great mod.
Obs3.: It's not easy in the career to arriving in time to see that Battles of Titans because they are in real time. I will post here in the forum the dates and time of these events (al ittle cheat!!) so you may stay there in time.
Changes and fixes in version 1.44:
1. AI U-boat traffic with correct entry dates for more realistic
purposes. Now the AI VIIc entry date is the same of the unmodded game VIIC
U-boat. Thanks JBClark!
2. A spawn bug correction on ALL enemy ports in the stock game! (So, no
more burning ships in enemy ports I hope!)
3. A new full revision on the dates (entry and exit) to all units on
the mod for a more historical approach.
4. More reduction on traffic/warships to reflect the poor German naval
forces in the late part of the war. Thanks Egan!
5. No more DDs as an escort in the later parts of the war. Armed Trawlers are making
the job to reflect the week German naval force after 1943/44. Thanks
again Egan!
6. La Spezia and Bergen spawn bug corrected. Thanks Hitch! Thanks
Syxx_Killer!
7. New dat file for AI VIIc U-boat. Thanks "FLB sale U-999" and of
course you Sergei!
8. Included the "More Useful F1 Help Screen" mod. See the readme.
9. New Rub 1.42 compatible SCR layer is included with this version.
Look in the ...data\campaigns\campaign folder. Just rename the desired file
to "Campaign_SCR.mis".
Changes and fixes in version 1.43:
1. AI U-boat traffic. Now you will see other U-boats docked, living in the
the port, or arriving from a patrol.(No more dial gauges bug!)
2. French/British ships before and after German forces in French
harbours.
3. Subnets are back and without that annoying sound bug!
4. A correction on Scapa Flow and Loch Ewe - this is a SH3 1.4b stock
campaign spawn bug. (So, no more burning ships there I hope!)
5. A full revision on the dates (entry and exit) to all units on the
mod for a more historical approach.
6. I made a reduction on traffic/warships to reflect the poor German
naval forces in later parts of the war.
==========================================================================
Known issues:
1. Only two types of AI U-boats are ready for now. A Type IIA and VIIC.
Some people will be asking me about why only a few AI U-boats are in the
traffic mod. It's for two reasons: first if you have a lot of units your FPS
drops a lot; second if you have a large amount of traffic the AI evasion
maneuvers become erratic. Please, let's discuss this stuff more here in this topic.
2. The Type IIA U-boat is useful only for near harbour patrols or for
training purposes after 1940/41. They then have only these
functions in the mod too.
3. AI U-boats don't have a crew on the conning tower, don't move while submerged,
and don't fire torpedoes. But they follow waypoints on the surface and
engage enemies with their deck/flak guns. They only have an early war tower, too.
4. If you install this mod then you will have Sergei's AI
U-boats in your submarines folder, too. It is then easy to do some wolfpack
missions at night with the mission editor...
5. To stop that annoying sound bug related to the subnets I only lowered
the "Collision_AntiSubmarineNet_int.wav" sound file. This is good for
all of us because even if you don't use the traffic mod the subnets (and
this sound bug) will still be there in the stock campaign (enemy
ports).
6. If somebody makes a new realistic escort ship then I will replace
the DDs (for escort duty) to have a more historical accuracy.
7. Be warned about the SH3 save/reload bug. See the observations above.
8. The friendly air patrols will not be there when you arrive a few
days/weeks later. This is a SH3 bug; there is no fix right now. If you save a game
while you are in port, then reload, the friendly air patrol
will not be there anymore. The airplanes are not well implemented in
SH3.
9. If you get too close to your escort, the AI evasion "suicidal"
maneuvers will lead it to run aground. It is then better to keep a safe distance
(~450 to 1500m).
10. When you return some days/weeks later, sometimes you see burning or smoke
over the harbour structure ships. It's about that "moving docked ships"
bug. No fix right now.
11. Friendly air patrols and later year allied air attacks on ports
are also in this mod. The air attacks are more realistic and with more
historical accuracy with B24 squadrons dropping bombs in one pass and
in high altitude. The stand alone mod is not compatible with Jace's
Airpower because Jace's mod modifies the AI of B24's ( no more dropping
bombs) but it still will work. (The Rub compatible version don't have
these scripted air attacks, so, no problem here).
12. If you play with minefields and subnets, then follow your escort (DD
or Armed Trawler) until they turn and head back. Mark that point and when
you arrive, some days later, wait for your escort to guide you into the
harbour.
13. This mod adds about 450 new units. If you notice some strange
behaviour please contact me.
14. This mod is only compatible with the stock campaign with patch
1.4b. It is also compatible with RUb 1.42.
=================================================================================================
BACKMAN, OAW, 24ª FLOTILLA
Hola Lenisio:Lenisio escribió:Me he bajado el archivo y viene con una extension ".7z".¿Como puedo descomprimir este tipo de archivo?.Gracias
Prueba con el Win Rar. No falla; yo me lo bajé con dicha extensión y lo descomprime sin problemas.
Si no dispones de él:
http://winrar.softonic.com/ie/12536
Un saludo a todos y espero haber sido de utilidad.