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Old 09-29-11, 05:27 AM   #2251
Stiebler
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I have now tried extending the U-boat visual range (in NYGM sensors.dat) from 15000m to 20000m, when testing H.sie's single mission setup for the WOlfpack mod. The other change I made was to set wind to 5 m/s (visibility = light fog), a reasonable level often encountered.

It did not much improve the ability of the U-boat to detect the convoy, and the corvettes (crewrating=2) of the convoy quickly detected the U-boat as soon as it was daylight. [Edit: AI_sensors range is 11000m visual range for the corvettes, 6500m for their radar.]

The difficulty occurs when heading in to the convoy to make another sighting report. It sometimes happens that the escorts are carrying out their snake-like weaving pattern outwards at the same time, so the U-boat runs into them and cannot turn. Detection by the escorts always occurred at about 6-7000m, under these weather conditions.

A key factor that is probably influencing play is the state of training of the U-boat crew. When you play any single-mission, you start with an untrained, novice crew. By contrast, the escorts are already defined as 'competent' (CrewRating=2). This is likely to be less of a problem in campaign mode, since the U-boat crew-members are already likely to have reached some standard of skill by the time they encounter convoys.

H.sie is surely joking when he suggests that the correct way to shadow a convoy is at TC=1. This would require typically 12 hours from my real life each time I encounter a convoy. I have better things to do!

Completum:
Smoke-on-Horizon mod. This uses the standard SH3 convoy detection routines that are also used by the WolfPack mod, so there is no way of shadowing a convoy better than you can already.

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Old 09-29-11, 05:50 AM   #2252
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@Stiebler: Of course I was joking, but with some serious thoughts in mind.
I didn't want you to test for the next weeks.

But what if the problems only occur at TC>=32 and not at TC=1?

If you play seriously, do you really want to do the shadowing at TC=32?

In my opinoin that situation is interesting and thrilling enough to be played at TC=1, even if it takes 12 hours. (of course I also play at TC > 1 during times when nothing happens).

Question: So the planned changes for Alpha2 (allowed 3 hours between messages) won't help?
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Old 09-29-11, 05:54 AM   #2253
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@Hitman: No I did not discover code that affects render range. Even if I had found it: I fear lots of side-effects when changing this value. Then, h.sie has to fix these side-effects, and so on. ......

We need simple solutions/compromieses. I come to my limits now and I cannot re-program the whole sh3.

I was never unhappy about restricted range of 16km. I explained it (for myself) by rests of fog in the air, conditions are not optimal, even in clear sky.
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Old 09-29-11, 06:04 AM   #2254
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@Hitman thanks

Quote:
Originally Posted by h.sie View Post
I was never unhappy about restricted range of 16km.
H.Sie

I heard the limits of maximum visibility in game might reach 20 km ?

Does 20 km atmoshphere has some side-effects ?
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Old 09-29-11, 06:14 AM   #2255
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No it doesn't. Since that was possible without hardcode changes and change of render range.

Exception: All Sensors for all Supermods had to be adjusted.
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Old 09-29-11, 06:39 AM   #2256
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Quote:
We need simple solutions/compromieses. I come to my limits now and I cannot re-program the whole sh3.

I was never unhappy about restricted range of 16km. I explained it (for myself) by rests of fog in the air, conditions are not optimal, even in clear sky.
It is obvious that we need then to ensure that the mod works for 16k environments as standard, and also for the even better 20km ones.

This makes us face the problem of doing as many tweaked sensor files as environment mods are out there, which is quite simply ridiculous. So I come back to my original idea, exposed some posts ago, that this is something best left for 3rd party modders and author of supermods.

Do the wolfpack mod starting from the asumption that you will be able to shadow effectively in 16k or 20k environments, and let others sort their own stuff ...

Personally, if I were you I would even steer away from the hardcode fixes to ensure no UBoat detection you already suggested, as it might cause unwanted secondary effects.

At most, I would recommend choosing one beautiful 20km environmental mod (F.e. MEP3 or Rik's or Reece's if they add 20km) and provide an optional pack with sensors tuned for that environment. But strictly optional and separated from the wolfpacks mod in JSGME.

If you are interested on that, I volunteer to provide a sensors pack for MEP3 in NYGM & GWX, as this is something I have already been working with. Maybe someone else jumps in an offers creating it for other environment mods?
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Old 09-29-11, 06:43 AM   #2257
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I can't live without OLCG2 enviroment mod!

Wouldn't want to choose between wolfpacks or OLCG2
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Old 09-29-11, 07:07 AM   #2258
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H.sie asked:
Quote:
Question: So the planned changes for Alpha2 (allowed 3 hours between messages) won't help?
I regard this change as *essential*. As you have said, it still allows serious game players to make 1-hourly reports.

The change will reduce the number of times the U-boat must risk being seen by convoy escorts while making contact reports, and also allows enough time (if sighted by an escort) to dive and avoid it.

The various other ideas about changing sensors will be great, if they work. But will they work? Your proposed alpha2 WolfPack mod will permit all outcomes.

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Old 09-29-11, 07:24 AM   #2259
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Ok. Then let's first program and test Alpha2 and then think about sensors/detection.

There will be a LITE version, requires half of the time and contact messages.
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Old 09-29-11, 08:01 AM   #2260
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Quote:
Originally Posted by h.sie View Post
@Pdyubya: Since until now 99% of the problems that seemed to be related to my patch, at the end were caused by corruted game installations, I ask you to

1) do a fresh GWX3 install without any further mod. (Also, compress your fresh install into a ZIP, RAR or 7z archive for later use. This will save a lot of time for re-installing a fresh GWX.)

2) Then try whether all works fine.

3) Then apply V15G2+Supplement. Start NEW mission and try again. Does it work as intended?

Do NOT load a saved game with V15G2 that has been saved without V15G2 and vice-versa.

Often enabling / disabling mods and forgetting a Rollback in SH3Cmdr rises the risk to corrupt the installation.
OK H.Sie, I'll get back with you on this. Don't think I will have time today before work, so it may be a bit.
Thanks.
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Old 09-29-11, 12:06 PM   #2261
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Quote:
Originally Posted by Hitman View Post
Do the wolfpack mod starting from the asumption that you will be able to shadow effectively in 16k or 20k environments, and let others sort their own stuff ...
+1

This in my opinion is the best solution longterm .
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Old 09-29-11, 12:20 PM   #2262
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Hitman wrote:

Do the wolfpack mod starting from the asumption that you will be able to shadow effectively in 16k or 20k environments, and let others sort their own stuff ...

Good idea. Hopefully, alpha2 is easier to play. Then, no other changes are necessary. Thanks also for your offer to fine-adjust the sensors for MEP3, which I would also perfer, if I need to change to a 20km env. But I think Makman already did that adjustment.
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Old 09-29-11, 01:36 PM   #2263
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@Hitman: I cannot reproduce your statement, that there must be at least 3 ships of a convoy in visible range to be able to send a contact report. I can send as soon as I can see 1 ship.
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Old 09-29-11, 01:55 PM   #2264
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Quote:
Originally Posted by h.sie View Post
@Hitman: I cannot reproduce your statement, that there must be at least 3 ships of a convoy in visible range to be able to send a contact report. I can send as soon as I can see 1 ship.

It can't be that simple man.. It never gave to send contact report if there is only 1 or 2 ships sighted.

Luftwaffe respond to these reports if you have in sight no less than 3 ships and you are < 300 km from nearest base
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Old 09-29-11, 02:03 PM   #2265
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@H.sie:

No, a single ship cannot be sufficient to send a convoy report. Otherwise, every lone merchant ship encountered at sea could be called a convoy.

I found in extensive testing for my 'Smoke-on-horizon' mod that you need a minimum of two ships in view to send a Contact Report. The number of ships needed can be much higher in light fog or darkness.

However, it is true that, once the convoy is detected, it needs only a sighting of a single ship of the convoy for the convoy to be 'recognised'.

Many thanks for the variable address that you sent to me. I have not tested it yet, but it is perhaps the case that it records ships-in-sight, rather than convoys.

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