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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Sea Lord
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I think most of the new habours are bigger than in Sh3 and if you have only about 10 ships from the random spawn nodes there are to few.. it looks very empty.
Interesting if we can investigate the spawn nodes further... because if we want to deploy historical units as in SH3/4 it is more difficult now because we could have some units twice which would not be very good. What do you think? To the Kiel canal locks... and the traffic... I could observe that a ship made it through the locks... but maybe it was just furtune. greetings Han |
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#47 | |
Rear Admiral
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If you get my meaning If you are in the Atlantic and something leaves Kiel its so far away it will only " appear " ingame in the render distance which should be between 25 and 50 KM Yes always been an issue the avoidance routine Comes in handy for them avoiding you but trying to get moving traffic correct in harbours is a nightmare Took me forever to get Lorient right for GWX due to the escort wanting to avoid the port and throw itself aground Maybe one of the things in the AI which is moddable ![]() |
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#48 |
Rear Admiral
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Ok have been playing with the ME and looking at convoys
I dont have a grasp of everything but heres what I do have so far Open a project file - this one Total Germany Will focus on Halix NS so zoom in close to the Node and in the mission pane on the right uncheck all but convoys ![]() Click on the Halifax node on map and a window will open up on the left giving details ![]() RelatedSPRadius is the green circle - this covers the spawn points ( docked ships in port ) - any within the radius will get a ship added prior to a convoy leaving Radius 2 further down is the spawn radius - groups will spawn within this 2km radius so not always in the same spot Right click the Halifax node and click edit and a new window opens up giving all the convoys leaving Halifax ![]() Click on the convoy name - HX - Gives you the convoy nationality,entry and exit dates, speed and reporting - map - report probabilities ![]() Clicking on the country brings up a drop down menu where you can change nationality Clicking on Entry or exit date brings up a calender to enable date changes Name and Speed needs to be typed in Type brings up another drop down menu with a list of all groups listed in GroupTypes cfg ( C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\*project folder* ![]() Beneath the HX on the Nodeform are Ship Filters and Group Missions Group Mission on this convoy is Liverpool Click on the Liverpool and you will see in the centre some new info under misc ![]() Cooldown days 8 - suspect is the time between spawnings for the convoy - I sat outside Halifax and did indeed spawn again 8 days later Entry and Exit dates are simple enough Name is Liverpool - target port Objective Reach node - so just has to reach port Priority and reward points are new to me but am guessing something to do with dymanic campaign UsePath False - will use path nodes to reach Liverpool, am guessing route will vary as opposed to typing in a node path where will be same for all instances of convoy Continues Last edited by bigboywooly; 03-13-10 at 07:20 PM. |
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#49 |
Rear Admiral
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Now on the Mission Ed taskbar at the top if we click Campaign then Edit groups a new bow will appear
![]() Find the HX convoy and click edit ![]() Again a new box will open showing convoy and escorts ![]() Ok the convoy Headers across the top Required - checked will mean ship will show every instance of convoy Cnt - How many of each ship will show Ship Class - Generic cargo\tanker entry will pick any cargo\tanker from that countries roster, named class will choose that name of unit Historical name - shows nothing under merchants but under warships will give a name choice Etx Cargo - click on the drop down menu and you can choose from a variety of deck cargo ![]() Int Cargo - drop down menu has Freight ,Ammo amd Fuel - same as SH3 and 4 Spawn % - 100% means ship will show in every instance of that convoy,50% has a one in 2 chance of showing etc Link - No idea as yet Below convoy list are spacing boxes Columns - 0 in this instance which means convoy will sail line astern,odd for a group that will deffo have 25 merchants and a possibily of more though ingame shows with column ![]() Spacing - 2 entries for this both 900 meters in this convoy , use to widen columns and lengthen\reduce gaps between rows Next section is Escort Same headers as convoy ie Required,Cnt etc Beneath is escort spacing in meters and escort position This one shows escort out in front which is so ![]() Convoy did appear 8 days later ![]() Though this time escorts were not all at front By no means a definitive guide but will be of some help Think have a grasp on all above though dont take as 100% correct - some things still working on |
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#50 |
Seasoned Skipper
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Wild guess with the RelatedSPRadius:
It's RelatedSPawnRadius, which effects all the Spawn Nodes in range, that will/can be populated with ships in the Group. ![]()
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#51 | |
Rear Admiral
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Though no spawn nodes there till Drumbeat project Doh |
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#52 | |
Seasoned Skipper
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Will try to confirm with a dev..
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#53 | |
Seasoned Skipper
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In fact the Kiel Node has a stock value of RelatedSPRadius=2 km, which doesn't cover the southern docks, that's why they are empty in the game. I increased it to 8km and now most of them get a docked ship..
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#54 | |
Rear Admiral
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So thats another mystery solved lol Will update my thoughts on the convoys to reflect that ![]() |
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#55 |
Seasoned Skipper
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This is another guess,
The Spawn Nodes might be getting populated in a sequential fashion. For example in Kiel, at the start of a campaign, the Schleswig_Holstein is due to sail shortly, and it is always placed in the spawn node called NodeP1961. Which is the lowest numbered (1961 in this case) spawn node, inside the range of the Generator Node that will generate it ![]() Now the reason for that could be that the NodeP1961 comes before the rest in the mission layer file (.mis), or the name is interpreted to achieve this ordering. Edit: Alright I tested this thoroughly and it's the actual position of the Node definition in the file. NOT the NodeP1960 or NodeP1961 names. So if you add your own Spawn Node to the project it will come last and thus get populated last. Anyway this might be not that important, just putting it out there for the knowledge base.. It also seems warships will be picked first, and then the merchants, for populating these so called spawn nodes.
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS Last edited by piri_reis; 03-13-10 at 08:31 PM. |
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#56 |
Silent Hunter
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piri_reis, I saw in another thread that you'd confirmed that milkcows are working, but I'm not quite able to get them working for me in a stand alone mission.
I've placed the Map Node on the map. I've set it's ZoneCategory to Resupply. I've rclicked on it and Edit to set it's Country to German and it's UnitClass to SSTypeVIIB_AI. However, from inside or outside the zone and with full, some or no torpedoes every time I talk to my moron Radio guy for Resupply we're denied. Any idea why this is happening or how to get a Milkcow resupply to work? I think I'm missing some scripting thing somewhere, but I just can't seem to figure out what allows or denies the respupply. I found some references to it in an *.aix file, but it was meaningless to me. |
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#57 | |
Seasoned Skipper
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The other day I had done a few tests in the Baltic, and there wasn't any problem in getting the resupply called. No special scripting or anything. Just like you said, A map zone:resupply and you define the range,unit of it. When in range call the resupply. The boat meets you in sea. I'm going to see if I can get it work again today, after the F1 Race ![]()
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#58 |
Silent Hunter
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Two new questions.
1. Anyone gotten minefields to work? The ordandence folders are missing, which is why it's not showing up in the Editor. If you replicate them from SH4 however you end up getting a "not found in platform" error. Any ideas? 2. What's a "threat zone"? How do use them and what do they do? ![]() |
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#59 | |
Bosun
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Best regards Karl P.S.: Have you seen the big mistake within the ME. I had located some waypoints with no smaller distances as 1000 meter for a smal AI-Trawler. And now the crux: ME simulates the path correctly! ![]() But the game doesnt do that. ![]() Oh, I know it is an old bug since SH3 but this makes coastal and harbor traffic impossible. ![]() The reason is that some people were angy about collisions of ships, and so there was a patch to solve that. But now ships do not goal following waypoints exactly or they ignore the one or other. I think it is better to implement the same exact waypointfeature as of the players boot. It should be the work of the missionauthor to do that good or bad, only. See the pictures: ![]() Because this is not moddable to solvew this problem. I hope you and the other serious modder will submit my opinion, otherwise you can forget a precise and well working traffic near coast an near Habors. Last edited by KarlSteiner; 04-02-10 at 10:18 AM. |
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#60 |
Helmsman
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Is there a way of altering the equipment of the player sub (i.e. conning tower, flaks etc.) for SP/MP missions?
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