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Old 07-08-08, 11:36 AM   #16
Frame57
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I noticed I said SE and meant SW. So one Kilo is SW of the lane and the other sufaced one is NW, so depending on your position one set of snapshots at about bearing 200 the other at about 310. The trick here agian because of shallow water and other surface craft is have presets for depth and enablement correct.
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Old 07-08-08, 12:59 PM   #17
Robsoie
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Quote:
Originally Posted by kittpeak
Quote:
Originally Posted by Robsoie

Next time i try, i will launch salvos as you suggest Frame57 instead of making sure my contacts are indeed kilos, as i can't see how to save that damned tanker as if i slow down to catch the kilo, that idiot try to run full speed ahead of me and is always destroyed during that time even when i manage to sink a kilo before.
Hi Robsoie,

tell me if you have tried this mission with only SC 1.08 or with SCXII, please.

Thanks
For now, i am playing those missions without SCXIIc, as i imagine they were designed for the specific sonar/detection range of the stock 1.08 game.

If you are interested to play stocks campaign with SCXIIc, i noticed someone reworked the Akula campaign for SCXIIc there :
http://www.subguru.com/missions.htm


Anyways, i edited this mission in the editor and placed the super tanker 4 nautic miles behind you.

It should make the mission less crazy due to the tanker not moving anymore ahead of you in the beginning and forcing you to speed up so much you will cavitate and be easily detected while being nearly blind.

Giving you more time to hunt enemy subs, i then removed 1 difficulty star (even if they serve no purpose, at least it warns you that this edit version of the mission is less difficult than the original 3 stars one).
I edited nothing else for the mission, so there are always a random amount of enemy sub, and they are always randomly placed.

While made for SC 1.08, having the super tanker 4 mni behind you should make the mission compatible with SCXIIc too.

You may notice the briefing text is modified, as i have downloaded a translation of the stock mission in my own langage and had not anymore the original mission files .
So i translated them back into english, and it may use different wording.

But nothing impacting the mission itself as i modified nothing else at all.

Download the edit version of the mission here
http://files.filefront.com/editmissi.../fileinfo.html
for people having not being able to get it from Filefront, here are some mirrors :
http://superuploader.net/83b626e537e...nSM01-zip.html


Extract SM01 Super Escort Edit.ms from the editmissionSM01.zip and place SM01 Super Escort Edit.ms in your ..\Sub Command\Scenario\ folder.
Don't worry, it does not replace the original version, as i named it differently.
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Old 07-08-08, 02:33 PM   #18
Frame57
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Hi Rob, you brought up an Interesting point. The difficulty stars i knoe obviously mean the level of difficulty. But do you know if they do or do not affect certain things in the game. For awhile I thought that maybe it either increased or decreased sensor and weapons abilities. Not sure of it but would like to hear what you thibnk about it> Thanks
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Old 07-08-08, 02:35 PM   #19
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Also, I am having keyboard problems. Need a new one. So to all who read my posts, please forgive the many typos. I do know how to spell. just toooo lazy to edit. Apologies!
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Old 07-09-08, 06:49 AM   #20
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Quote:
Originally Posted by Frame57
Hi Rob, you brought up an Interesting point. The difficulty stars i knoe obviously mean the level of difficulty. But do you know if they do or do not affect certain things in the game. For awhile I thought that maybe it either increased or decreased sensor and weapons abilities. Not sure of it but would like to hear what you thibnk about it> Thanks
Good point,

I can't say for sure the stars have no impact on AI ranges, detections, accuracy etc... But from all my mission editor quick skirmishes i built to learn the simulation mechanics, i noticed that even changing the amount of start from 1 to 3 and vice-versa when saving the missions never seemed to give an advantage or disadvantage of any kind to the AI.

I was able to be targeted by enemy and target them myself at 1 star or 3 stars the same. So i assumed setting the amount of star is just an indication you give to the player on how the mission will be difficult.

If anyone can confirm that stars are just an indication for the player, or instead of that will have a real impact on the AI values, it would be very nice.
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Old 07-09-08, 09:16 AM   #21
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Rob, you ever play DW? If so, what do you think of it in comparison with SC?
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Old 07-09-08, 11:35 AM   #22
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No i just play with 688i Hunter/Killer and Sub Command, i will certainly buy Dangerous Waters in the future, as the improvements i read in review sounds really interesting if you want to be able to control surface or air platform yourself.
The multiplayer features sounds nice if you are interested in MP, as those multiple platform seems to provide a lot more variation in MP missions.

But as i play on solo and for now i am interested by the modern submarines simulation itself, if i consider SC + SCXIIc, there is no real reasons now to move to Dangerous Waters. Maybe later when i will be totally finished with SC, but from what i see there is a long way before i do .


Back on to the mission.
To test if the edit version was really compatible with SCXIIc, i installed it and launched the edit version of that mission.

And there, +/- 1 minute after the game begin "torpedo in the water" , followed a minute later by a loud explosion : tanker destroyed.
Hmm, considering the tanker begin at 4 nautic miles behind you (and so behind the escort zone in which the enemy subs are lurking), and considering the extremely small time between the message and the explosion, it was certainly a missile and not a torpedo.

That means this mission is totally impossible to play with SCXIIc, as the tanker will always be destroyed by those long range missiles in the 5 first minutes .
Those long range missiles do not seem to be present in the enemy sub of that mission for stock SC 1.08.

I will try to edit the mission again and move the super tanker even more far to see if i can set this mission really compatible with SCXIIc, i just hope the mission scripts do not "reveal" magically the position of the tanker to the enemy subs, or wherever i would place it , the enemy subs will be able to see it and destroy it with surface missiles in less than 5 minutes after the mission start.
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Old 07-09-08, 02:18 PM   #23
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Ok, i have put the tanker starting point near singapour (at +/- 18 nautic miles from the original position of the mission)

+/- 15 minutes after the mission start, the tanker is destroyed , and judging from the early "torpedo in the water" that leave no trace on sonar, it is a surface missile.

So playing this mission with SCXIIc is impossible, the tanker will always be destroyed very soon in the mission by the kilos surface missiles.

That's what i feared, it means playing the original campaign and mission with SCXIIc is -not- a good idea as there is a lot of chance SCXIIc will completely break missions like this one.

SCXIIc is to be used for SCXIIc specifically designed missions, like the ones found here :
http://www.subguru.com/missions.htm

Or to be played with your own skirmishes in the mission editor.

I read it was possible to make 2 install of Sub Command but can't find the reference to this, if it can be done it would be a good idea to make an install with SCXIIc and one without that will keep the stock 1.08, this way you will be able to play with SCXIIc when you want and play with stock 1.08 when you want to play the original missions and campaigns.
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Old 07-09-08, 06:40 PM   #24
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To make this mission playable with SCXIIc, the kilos should be replaced by submarines that have no surface missiles onboard.

As i am not used to SCXIIc at all, i have no idea whatever weaponry each SCXIIc submarines come equipped with (and i have not seen anything in the mission editor allowing you to remove some weapons from an unit you place on the map), so i will not do it.
I think it would be definitively the solution for SCXIIc users, as if an enemy sub has surface missiles in its stock, it will destroy the tanker in less than 15 minutes after the mission start while playing with SCXIIc installed.
And this even if you put the tanker very far from the mission area.

But for people playing without SCXIIc, if you want to take your time to hunt every enemy kilos before the tanker arrive in danger zone, get this edited version of the mission :
http://files.filefront.com/SM01edite.../fileinfo.html

And place the file SM01 Super Escort Hunter.ms (extracted from the SM01edited.zip you just downloaded) in your ..\Sub Command\Scenario\ folder

Don't worry it replaces nothing as it is named differently so you can keep the original mission and this one in the same place.

The only change of that mission is that the Super Tanker starting location is at the Singapore harbor, located at 17 nautic miles from the strait entrance and so the danger zone for it.
Additionally i lowered your sub starting speed from 9 to 7 , preventing it to cavitate as soon as the mission begin.

This gives you enough time to hunt every kilos patrolling the strait, especially if you don't use the AI crew that locate hidden subs a bit too easily in my opinon.

If you like to take your time finding yourself the enemy on your sonars, this edited version of the mission is more interesting as you don't have to rush hoping none will destroy the sub before you find them.

But remember that, while you have enough time to hunt (i tested the mission and completed it by sinking 2 kilos that i managed to locate by sonar without AI crew) with the 17 nmi advance on the main ship, the super tanker is going at a speed of 11 and more, so you have time, but you can't sleep
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Old 07-09-08, 07:31 PM   #25
Frame57
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I am gonna set up a simple "run and gun" mission just to see what happens when i put 4 stars to it. I will letcha know.
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