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-   -   [REL] Submarine Tracking Room V1 (https://www.subsim.com/radioroom/showthread.php?t=218280)

LGN1 10-23-15 01:28 PM

Hi keysersoze,

glad you sorted the SH3 Commander problem. In the next version I will include a comment about it in the readme.

You can just enable the NYGM rnd file. You don't have to merge anything. If you check the 'debug' option in the GUI, you get a message telling you whether the tool found all units necessary.

Regards, LGN1

LGN1 10-31-15 03:49 PM

Hi,

I have uploaded V6. It allows the user to adjust the time a HK group searches a grid and to adjust the time period that is taken into account for determining the detection probability.

Regards, LGN1

PS: Only the executable has been updated and needs to be replaced.

La vache 11-08-15 11:43 AM

Good news THX LGN1

areo16 11-08-15 05:03 PM

Hi LGN1,

I found a small bug trying to integrate it within SH3DC.

It seems you compiled the exe for 64-bit windows only. Perhaps 32-bit is better for all user compatibility?

Just v6 seems to have the problem. v4 seems to be 32 bit compatible.

LGN1 11-09-15 04:34 PM

Hi areo16,

thanks for the information! All versions were compiled on 64-bit machines, however, on different ones. Maybe the perl installation is different between the two machines (I don't remember the details) :hmmm:

Anyway, I have uploaded a new exe which was compiled with a 32-bit perl version instead of a 64-bit version. Since I don't have any 32-bit machine, it would be great if you could test the new version for me.

Regards, LGN1

areo16 11-09-15 05:40 PM

Quote:

Originally Posted by LGN1 (Post 2356913)
Hi areo16,

thanks for the information! All versions were compiled on 64-bit machines, however, on different ones. Maybe the perl installation is different between the two machines (I don't remember the details) :hmmm:

Anyway, I have uploaded a new exe which was compiled with a 32-bit perl version instead of a 64-bit version. Since I don't have any 32-bit machine, it would be great if you could test the new version for me.

Regards, LGN1


Awesome. I'll give it a go. I have my x64 desktop and an x86 laptop, so I can test both environments. (I ran into similar issues with the background scripts for SH3DC. My initial release was in in x64 executables, but I changed them to x86 after I found the potential problem, because not everyone has x64 windows).

LGN1 11-17-15 02:49 PM

Hi,

@aero16: Have you tested the new version? Does it work?

@BL!TZKR!EG: the name was inspired by Rodger Winn's tracking room:

https://en.wikipedia.org/wiki/Rodger_Winn

Regards, LGN1

areo16 11-18-15 03:25 PM

Quote:

Originally Posted by LGN1 (Post 2359338)
Hi,

@aero16: Have you tested the new version? Does it work?

@BL!TZKR!EG: the name was inspired by Rodger Winn's tracking room:

https://en.wikipedia.org/wiki/Rodger_Winn

Regards, LGN1

Sorry, got sidetracked with my other stuff.

I am not getting the 64 bit error anymore, on my 32 bit Windows. But the program is not executing correctly. It appears to hang at 72 kb. No windows pup up, not the console window or the program window.

Not sure what the cause is. Program works fine on my 64 bit Windows.

LGN1 11-22-15 01:38 PM

@areo16,

thanks for testing!

I have now recompiled the script on the machine I have used for all the earlier versions. Could you please test this version?

If this does not work, I don't know what to do. I guess then people with a 32-bit machine have to install perl if they want to use the mod :-?

@all: I have also changed the spawning in the campaign layers a bit to provide some more flexibility (and shorter response times).

Regards, LGN1

LGN1 01-12-16 04:45 PM

Hi areo16,

could you please test the new version and check whether it works on 32-bit (please download the mod from subsim since Plissken's server still has the older version)?

Regards, LGN1

areo16 01-13-16 03:22 AM

Quote:

Originally Posted by LGN1 (Post 2372869)
Hi areo16,

could you please test the new version and check whether it works on 32-bit (please download the mod from subsim since Plissken's server still has the older version)?

Regards, LGN1

I've tested version 6 on 32 bit and it appears to work correctly.

LGN1 01-13-16 03:42 PM

Great news!

Thanks for testing, areo16!

Best, LGN1

LGN1 02-14-16 03:11 PM

Hi all,

I have uploaded a new version, V7. Based on some more experience with the tool, I have added a way to adjust the airstrike probability values.

Best, LGN1

La vache 02-14-16 06:26 PM

Good news, Thanks.

Obltn Strand 07-23-16 06:06 AM

Does this mod work together with WB's Mid Patrol Orders?

LGN1 07-25-16 03:52 PM

Hi Obltn Strand,

I don't use WB's Mid Patrol Orders, but from what I know about it, I don't see a reason why the two mods shouldn't work together.

Best, LGN1

PS: I'm currently working on a new version with new features, however, it still may take some time.

areo16 07-25-16 11:23 PM

Quote:

Originally Posted by LGN1 (Post 2421459)
Hi Obltn Strand,

I don't use WB's Mid Patrol Orders, but from what I know about it, I don't see a reason why the two mods shouldn't work together.

Best, LGN1

PS: I'm currently working on a new version with new features, however, it still may take some time.


I'm so envious. You have some extra time to work on your mod. I would like to work more on my but I only get a couple hours a week if any. I think your mod is great. I've already implemented it into SH3DC, making it auto-launch if they have SH3 Tracking Room installed. It makes the campaign more dynamic. It's an idea that you could certainly expand on. You could make the enemy or friendly AI much more responsive to user actions, moving ships here and there. You write in perl, so editing campaign files is easy for you.

Share your ideas with us if you don't mind. I was thinking maybe having the Ai respond by not just sending a task force but by increasing air cover as well. Even making it on a theatre level if the user continously sinks ships in a particular theatre. For example, if a user sinks many ships in the Med, for the Allies to bulk up ships in the Med theatre in general. Things like this. And perhaps somehow interact with the random spawning of merchants. To adjust the values to react to user sinkings in a general area, reflecting that merchants and convoys will try to avoid this area.

But the algorithms for such things, if there are various levels of how the AI will react, depending on the number or type of sinkings. This all could be kept track of, and you could get the community involved in thinking of an algorithm that would work for such AI behavoir. For example, a Carrier sinking should get what response (give it a number value on a scale). A C2 will get some other value on a scale. Also, ship types may have differing values during differnent years of the war, like early in the war a carrier sinking would be huge. In 1945, not so much as there were more carriers and the war was arguably already determined. But you could certainly take this to higher levels. I'd let the historians in these forums chime in on helping with such algorithm values and cause and effect situations.

Obltn Strand 07-26-16 01:13 AM

Quote:

Originally Posted by LGN1 (Post 2421459)
Hi Obltn Strand,

I don't use WB's Mid Patrol Orders, but from what I know about it, I don't see a reason why the two mods shouldn't work together.

Best, LGN1

PS: I'm currently working on a new version with new features, however, it still may take some time.

Thanks. Seems like I have some tweaking cut out for me...

Niume 08-01-16 10:51 AM

Is this mod compatible with wac and What program do I need to launch .pl program?

LGN1 08-16-16 01:22 PM

Hi all,

I have uploaded a new version. This version includes a new Résistance feature:

Later in the war there is a chance that your departure from a French port is known to the Allies and a destroyer group awaits you in the Bay of Biscay. In addition, there are special 'spotter' units in the Bay of Biscay which can detect you very early, i.e., it might be that the destroyers know your position before you detect them!

In order to have all features available you have to edit your campaign_rnd and campaign_lnd file.

Best, LGN1

@Niume: It should be compatible if you follow all the required installation steps (you might also check whether the units are available in WAC). You don't need to use the .pl file, you can use the exe.


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