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Old 04-08-14, 07:39 AM   #1
banryu79
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Designed for LWAMI?

Hi guys, I have made more than a search into this forum, but I am not sure that I've found the most juicy missions/campaigns specifically designed for LWAMI mod.

Actually, all I have found is the "DangerousWatersLargePackv2" zip file in the download section (it contains many scenarios, and a signle campaign that is designed for LWAMI) and a 2005 thread about "Miika's future fleet scenario", a highly dynamic campaign designed for LWAMI.

Please, can somebody tell me if this campaign is still available somewhere?
I'm also very interested about single player scenarios with playable sub platforms designed for LWAMI

Thank you very much!
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Old 04-08-14, 02:38 PM   #2
Pisces
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The most complete repository for DW and SC scenarios and campaigns to my knowledge is still subguru.com. It has a lot of missions, but not all intended for LWAMI. And it isn't allways shown for which mod or game version it was made. So there might be issues here and there. Most likely immediate detection at the start of the scenario. Just try starting the mission again and hope the Random Number God (as someone else here described it) favours you.

http://www.subguru.com
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Old 04-08-14, 02:43 PM   #3
Hinrich Schwab
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Originally Posted by Pisces View Post
So there might be issues here and there. Most likely immediate detection at the start of the scenario...
In my experience, all of the "instant detection" issues are a combination of both the random number god's spawning of units and the real culprit, which is the adjustments to the SSP of all units that make the 688i and the Seawolf easier to detect on Russian broadband sonar. In most scenarios, American units are defaulted to 5 knots, which is Ahead 1/3. However, this is too fast, especially for the 688i. I modified all of my missions in DW to start the units at 3 Knots and the problem disappeared.
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Old 04-08-14, 02:48 PM   #4
Pisces
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Quote:
Originally Posted by Hinrich Schwab View Post
...I modified all of my missions in DW to start the units at 3 Knots and the problem disappeared.
Yes, that is probably the fail-safe solution.
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Old 04-09-14, 03:15 AM   #5
banryu79
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Thank you guys!

Fantastic repository indeed!
I'd like to show my gratidute and support to such a community and I wonder which is the best way to do so? Donate here at subsim or somewhere else (I do not know if I can donate to subguru). Any advice?

Quote:
Originally Posted by Hinrich Schwab
... is the adjustments to the SSP of all units that make the 688i and the Seawolf easier to detect on Russian broadband sonar. In most scenarios, American units are defaulted to 5 knots, which is Ahead 1/3
Out of curiosity I opened a scenario file with a text editor and I saw it is written in a sort of script language. Could you please can explain me how to find the "playable" platform of a scenario and its associated starting speed setting so I can edit them myself?

Thank you again sirs
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Old 04-09-14, 04:11 AM   #6
Hinrich Schwab
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Quote:
Originally Posted by banryu79 View Post
Thank you guys!

Fantastic repository indeed!
I'd like to show my gratidute and support to such a community and I wonder which is the best way to do so? Donate here at subsim or somewhere else (I do not know if I can donate to subguru). Any advice?


Out of curiosity I opened a scenario file with a text editor and I saw it is written in a sort of script language. Could you please can explain me how to find the "playable" platform of a scenario and its associated starting speed setting so I can edit them myself?

Thank you again sirs
Load the mission in the Mission Editor. Scroll the map to where the playable platform starts. Select it and change the speed in the righthand panel. Save the mission.
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Old 04-09-14, 04:56 AM   #7
banryu79
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Quote:
Originally Posted by Hinrich Schwab View Post
Load the mission in the Mission Editor. Scroll the map to where the playable platform starts. Select it and change the speed in the righthand panel. Save the mission.
I will try also in this way BUT... I think opening multiple files with my favorite text editor (TextPad) and using its handy search & replace function will speed up things if I want to edit the whole bag of secnarios in a single strike

Reading a random .mu file I found these two lines in an entity:
Code:
...
DRIVEABLE 1
PLAYERCHOICE 1
...
Can I assume that the presence in an "entity" of these two "properties" setted both at 1 are a clear sign that I have found the "default playable platform" for the given scenario? Then I can just edit its SPEED value...
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Old 04-09-14, 04:19 PM   #8
Hinrich Schwab
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Quote:
Originally Posted by banryu79 View Post
I will try also in this way BUT... I think opening multiple files with my favorite text editor (TextPad) and using its handy search & replace function will speed up things if I want to edit the whole bag of secnarios in a single strike

Reading a random .mu file I found these two lines in an entity:
Code:
...
DRIVEABLE 1
PLAYERCHOICE 1
...
Can I assume that the presence in an "entity" of these two "properties" setted both at 1 are a clear sign that I have found the "default playable platform" for the given scenario? Then I can just edit its SPEED value...
Here is an excerpt from the "Kilo Demo" mission

Code:
ENTITY 402 SUBENTITY
HULLID 3
ALLIANCE 0
POS 392101.500000 545889.562500 -55
POINTS 750
COURSE 186
SPEED 6
PROB 100
DRIVEABLE 1
PLAYERTASKING
BEGINTEXT
Intercept and sink a transiting cargo ship.<R>

<R>
Obviously, the DRIVEABLE 1 line is an indication of a playable platform Another thing to watch for is whether the file says SURFENTITY or SUBENTITY. It would be reasonable to conclude that you found the playable platform in the random file you opened. You could certainly manually edit the files in Notepad, I would be more comfortable doing it in the Mission Editor to avoid any weird compilation issues. I doubt you will run into this since the missions are easily read in a simple text editor, but in my experience, even the simplest of code ca get completely weird for no reason.
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Old 04-10-14, 02:37 AM   #9
banryu79
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Quote:
Originally Posted by Hinrich Schwab View Post
I would be more comfortable doing it in the Mission Editor to avoid any weird compilation issues. I doubt you will run into this since the missions are easily read in a simple text editor, but in my experience, even the simplest of code ca get completely weird for no reason.
Thank you Hinrich Schwab, in this case I will go with the mission editor
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