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Scaz65
08-23-07, 10:52 AM
Just bought this online (download version).

Recommended Specs are:
Windows XP/Vista
Athlon® XP 2600+ or Pentium® 2.4GHz
1024 MB RAM
256 MB 3D graphic card which supports PixelShader 2.0
Sound card
DirectX 9.0c

My Specs are:
Windows XP
PentiumIV 3.0ghz
2048MB Ram
Nvidia 7600GT (256mb) AGP video card (supports pixelshader 3.0)
SB Live! sound card
All drivers up to date

I was really excited about this game because of the topic (WW1). Downloaded and installed it with no problems. When I started the game up, it runs VERY SLOW. I run Silent Hunter III cranked to the max and it runs smooth as glass. The graphics of this game are a little below that level of detail. I don't know what the problem is, but I hope it is addressed by the company.

Please share any thoughts on this.


BTW, here is the link to the game site: http://www.strategyfirst.com/en/games/ShellsOfFury/

Mush Martin
08-24-07, 08:09 AM
This looks really good and im interested can you post a short review.
M:up:

Scaz65
08-24-07, 09:56 AM
Here's my quick review of it.

As far as the graphics go, the game is somewhere between Silent Hunter2 and Silent Hunter3. (which is why I don't understand the clunky performance because both of them run great.) The campaign mode reminds me more of Silent Hunter2 (a series of extended missions representing patrols). There are 50 missions including 3 or 4 tutorial missions. The mission generator is easy to use and is good for a quick fix for your uboat itch and allows you to try out all four of the different boats used by the Germans during WW1.

Overall, I'd say it's worth the $20 as long as the low framerate thing can be worked out.

(http://www.strategyfirst.com/en/games/ShellsOfFury/)

ReallyDedPoet
08-24-07, 10:06 AM
The low FPS is a strange one considering game specs :yep:


RDP

Mush Martin
08-24-07, 12:42 PM
Danke Herr Kaleun:|\\

CB..
08-29-07, 05:53 AM
i ordered shells of fury from amazon.de
and it turned up today...(3 days to deliver from germany to the uk.. not bad)
here's my initail impressions of the game..

1/ it runs with out the dvd in the drive-- which always puts me at ease with a game..purely for convience sake and it shows the devs are IMO see-ing things from the players point of view ..

2/it isn't on first glance an easy sim to play ie it's not arcade in nature..

3/it's obviuosly eminiently moddable...

4/it's worth buying just to see the excellent WW1 models in action..

5/it's in german so i haven't got a clue what half the buttons options do... lol:D going to have to babelfish them to find out what does what why and how..

6/the AI seems to be very good ..for example a lone merchant on spotting me approaching... immediately turned round and high tailed it away in the opposite direction to it's original course.......making this the first subsim i've played where a lone merchant does this..i chased it..caught it and every time i turned to fire it maneuvered away from me again making it damn near impossible to get anything remotely like an easy shot...
this in itself is far FAR in advance of lone merchant AI behaviuor displayed (as stock) in other similar sims (SH2/3/4 et al)
the normal lone merchant AI response (if your lucky that is) in the SH2/3/4 games is for it to zig zag but basically carry onsteaming towards you....this merchant in shells of fury had a much better plan of action....it worked i could not get into a good firing position at all ..for torps anyway) !!

7/i'm a fan of WW1 stuff so it has the edge in that area..

8/the graphics etc are customisable..so i was able to get it running reasonably well on my machine (which is quite old...tho it ran Sh3 very well)

9/the actual graphics are atmospheric...but not it has to be said in any way stunning...but it looks well to me

10/it occasionaly stalls on loading some of the stock missions..requiring a ctrl/alt/delt/ exit

11/there are no crew voices at all?? maybe an option i haven't found...can't see any crew sound files anywhere tho..that's a shame if true

12/IMO it was well worth the money and has with any luck...a great deal of flexible future possibilites due to the open ended and editable file structure.. as far as i can tell there isn't a single elemnt of the game graphics ..sound.. weather... effects...missions..campaigns and even model files that cannot be added to edited and enhanced

13/if your a fan of WW1....and enjoy subsims etc...and enjoy modding a entirely open and freely editable game of such....BUY IT...you won't be too disapointed ..and who knows you may find out it is home from home :up:
gets a thumbs up from me...

tho only time will tell of course..

Mush Martin
08-29-07, 06:47 AM
Nice Review, I am going to have to buy it.

Maybe we can mod in english labels.

M:up:

ReallyDedPoet
08-29-07, 07:10 AM
Where could you pick this up in Canada, just checked Amazon, not on their Web Site yet.


RDP

Captain Nemo
08-29-07, 09:09 AM
Where could you pick this up in Canada, just checked Amazon, not on their Web Site yet.


RDP

Nor Amazon in the UK.

Nemo

CB..
08-29-07, 10:34 AM
your UK amazon account log in and details are accepted by Amazon.de

so you can do as i did and log in there and buy the game in the normal manner..(just remember which buttons to click as the text is in german...)


further stuff on the game...

one good...

i managed to sure the crashes on some of the missions...

even tho it states it is compatible with XP it still needed to be run in windows 2000 compatibility mode... this cures all the crashes for me so far..all missions and campaigns load ok

one bad

the sea animation gets to be very very hard on the eyes after a short while playing..as partly due to the low frame rates..and partly due to the animation itself..it tends to be pretty mechanical and jerky...

and another good....

i have been experimenting with the sea animation possibilites and have allready discovered one method of gaining a good deal of control over it...

in the root folder is a text file named WEATHER.txt
open up with notepad
and you can edit the sea state for each weather condition by adding these entrys to each section like thus

mgsun
{
fogenable = 0
texture = VolumeSky1.dds
DayLightTexture = sky\Tagesverlauf.bmp
WaterHScale = 0.1
WaterTScale = 0.2
WaterSScale = 3.2
}

///////////


it's the

WaterHScale = 0.1
WaterTScale = 0.2
WaterSScale = 3.2

entrys i've added that control the animation
as far as i can be sure at short notice the

waterH is the height of the waves
and t and s the X and Y scale of the waves..

the entrys ive shown give pretty much dead calm conditions
but these can be increase (especaily the waterH as this is probably the most important one to change)

good thing bowt this is of curse it allows you to completely customise the sea conditions for every possible weather type in the game....so giving very dynamic and changable sea conditions as well as weather..



sadly tho this doesn't seem to improve the frame rates any...
but i'm betting using these entrys in each section

fogenable = 1
fogend = 10000

should bring the horizon in a bit and could be used to improve the frames..and so on..:sunny:

and that AI behaviuor???

YUP it's all written out in another text file so that can edited virtualy for every individual ship sub in the game LOL

but so far it's the frame rate issue that's the main drawback ..if i can get round that i can start to enjoy the game and see what can be done with it..i get the feeling that the game doesn't take any notice at all of the graphical options settings you give it via the options screen or at least it seems to make no difference ..or it resets itself or something...summats not right there i'm sure...how can i be still getting full screen max anti-alaising with it disabled not only on the optuions screen but in the graphics cards settings it self...yet one look at the subs rigging wires shows that anti-alaising is still ON..and at max strength too..by the looks of it...and so on...summat wrong there...


UPDATE--
yes i think that's half the problem with the bad frame rates....the game simply ignores or at the least doesn't remember your graphic options choices....even whilst still in game ..so setting the options has no effect..
or something along those lines....i turn og anti alaising and the other FPS killer effects exit the screen load a mission and ...anti alaising and the effects are still switched on...can't find a CONFIG file anywhere for the game other wise i could set the options by hand in that file then set it to read only...it doesn't even remember the gamma and contrast settings or even the realism settings either....officaily a pain in the butt.....if any ne has any clues i'm all ears:damn:

Scaz65
08-29-07, 07:00 PM
your UK amazon account log in and details are accepted by Amazon.de

UPDATE--
yes i think that's half the problem with the bad frame rates....the game simply ignores or at the least doesn't remember your graphic options choices....even whilst still in game ..so setting the options has no effect..
or something along those lines....i turn og anti alaising and the other FPS killer effects exit the screen load a mission and ...anti alaising and the effects are still switched on...can't find a CONFIG file anywhere for the game other wise i could set the options by hand in that file then set it to read only...it doesn't even remember the gamma and contrast settings or even the realism settings either....officaily a pain in the butt.....if any ne has any clues i'm all ears:damn:

I'm having the same problem. Low framerate and it does seem to ignore any changes in the options. I tried turning anti-alaising off on my graphic card itself, but it didn't do any good.

I've got a case file open with StrategyFirst and hopefully they can track it down.

CB..
08-29-07, 07:33 PM
yes it's perculiar..i have managed to mod a couple of files and squeezed a few extra FPS out off it...meaning it doesn't take five minutes to pan the bridge view round any more....but :cry:
hope fully they will respond and you can pass the info on here..
there's a huge amount of interesting stuff that can be gotten from the game once the FPS are reasonable...and of course the sea animation is far nicer at higher FPS than low..etc (even the small mod i have made shows this)

kiwi_2005
08-30-07, 02:32 AM
Sound like this game was rushed out. Im gonna sit on the fence and wait it out. Or wait for a patch.

em2nought
08-30-07, 03:40 AM
Thanks for the review. I've noticed 1914 is available at Naval Warfare Simulations wwwdotnws-onlinedotnet. That U.S. store is reputable and ships to other countries.

Captain Nemo
08-30-07, 05:05 AM
Has anyone noticed that the game appears to be out in two versions, one for Windows 2000/ME and one for XP. See http://www.amazon.de/s/ref=nb_ss_w/028-2228261-3041342?__mk_de_DE=%C5M%C5Z%D5%D1&initialSearch=1&url=search-alias%3Daps&field-keywords=shells+of+fury&Go.x=13&Go.y=6

Nemo

CB..
08-30-07, 05:44 AM
yes i noticed the two different version too...i bought the windows XP version...but actualy it isn't compatible with windows XP at all..(it crashes a lot of time on mission load)....tho all you need to do is run it in compatibility mode for windows 2000 and everything is ok..so i'm not sure what the difference is between the two versions (if any?)

on the FPS issue...i have tried dozens of minor file tweaks along the usual modding lines..and as is the case with modern games most of the tricks which WOULD work on older games...just don't have any genuine effect on recent graphics engines...
BUT here is just about the only one (so far) that gave me a noticable and usable increase in FPS...only maybe 3 or 4 extra FPS but it was enough on my system to make the game playable..

here's a link if you want to see if it helps on your set up...

http://www.ebort2.co.uk/files/SOF_fix1.zip

mind you i had the same problems with SH4...
set all the graphical options to max..run the game ..got 11 FPS
set all graphical options to minimum...run the game...got 11 FPS

go figure..:hmm:

here's another funny thing also

Scaz's set up give slow frame rates
and he has these stats as he gave in the the topic's first post

Scaz's Specs are:
Windows XP
PentiumIV 3.0ghz
2048MB Ram
Nvidia 7600GT (256mb) AGP video card (supports pixelshader 3.0)
SB Live! sound card
All drivers up to date


CB..'s Specs are:
Windows XP
PentiumIV 3.0ghz
500MB Ram
ATI X300SE (128 mb) video card
on board sound
stock drivers

yet it seems we both get very similar frame rates...

again
go figure :hmm:

Captain Nemo
08-30-07, 07:01 AM
CB..'s Specs are:
Windows XP
PentiumIV 3.0ghz
500MB Ram
ATI X300SE (128 mb) video card
on board sound
stock drivers

Strange indeed. I have more or less the same set up as you the only difference being that I have 1024MB Ram and an SB sound card. Out of interest can you tell the number of FPS you are getting in Shells of Fury or are you just noticing an improvement when you apply your fix? Slightly off topic, but you mention also that you get 11FPS in SH4 no matter what graphics settings you apply. Does this low level of FPS make SH4 unplayable in your view?

Nemo

CB..
08-30-07, 08:40 AM
well it's difficult to be exact guessing the FPS i'm getting with SOF.(there's no FPS counter..)...but judging by the fact that it is extremely border line FPS wise i would say that i'm getting around the same as i got with SH4...ie around 11 FPS
anyless than that and it becomes a completely unplayable "slide show"
any more than that and it starts to present you with "smooth" framerates...the "magic cut off" number being around 13 FPS..

the good thing about subsims is that you tend to be doing everything pretty slowly anyway so poor frame rates are not as much a block as other sorts of games..BUT it makes everything you do very laboriuos and in the end fairly unpleasant..(gives you eye ache and eventualy a head ache to go with it after a while)..so yup in SH4 11 fps is in practical terms unplayable...(you can play it but you get fed up of it juddering very quickly)

the fix i have made seems to take SOF up from perhaps 10 or 11 FPS to around 12/13/14/16 FPS depending on other factors (weather effects etc)
which means i can just abut cope with it..but it's still pretty annoying...it takes over a minute to raise the periscope for example..and the same amount of time to pan it round 360 degrees...which is very irritating...the bridge view on the other hand now pans round pretty much with the mouse...and so on

i think i have sorted the problem with the graphics settings not sticking when you set them...you need to go to the final options screen on the list
(the one at the bottom of the list) enter it and select "JA" then it stores them....heres another funny thing tho...i get better frame rates with all the options maxed out than i do with them set at minimum...
it's a laugh a minute...very odd

anyhuw at least i don't have to reset the gamma and contrast every time i run the game now...so that's the trick with that issue..

i'm hoping i will stumble across the effect that most influences the FPS ...then if i can edit it accordingly i can bring the FPS up to a more enjoyable level....if i do then i'm sure i will enjoy this game enourmously..

Captain Nemo
08-30-07, 08:51 AM
well it's difficult to be exact guessing the FPS i'm getting with SOF.(there's no FPS counter..)...but judging by the fact that it is extremely border line FPS wise i would say that i'm getting around the same as i got with SH4...ie around 11 FPS
anyless than that and it becomes a completely unplayable "slide show"
any more than that and it starts to present you with "smooth" framerates...the "magic cut off" number being around 13 FPS..

the good thing about subsims is that you tend to be doing everything pretty slowly anyway so poor frame rates are not as much a block as other sorts of games..BUT it makes everything you do very laboriuos and in the end fairly unpleasant..(gives you eye ache and eventualy a head ache to go with it after a while)..so yup in SH4 11 fps is in practical terms unplayable...(you can play it but you get fed up of it juddering very quickly)

the fix i have made seems to take SOF up from perhaps 10 or 11 FPS to around 12/13/14/16 FPS depending on other factors (weather effects etc)
which means i can just abut cope with it..but it's still pretty annoying...it takes over a minute to raise the periscope for example..and the same amount of time to pan it round 360 degrees...which is very irritating...the bridge view on the other hand now pans round pretty much with the mouse...and so on

i think i have sorted the problem with the graphics settings not sticking when you set them...you need to go to the final options screen on the list
(the one at the bottom of the list) enter it and select "JA" then it stores them....heres another funny thing tho...i get better frame rates with all the options maxed out than i do with them set at minimum...
it's a laugh a minute...very odd

anyhuw at least i don't have to reset the gamma and contrast every time i run the game now...so that's the trick with that issue..

i'm hoping i will stumble across the effect that most influences the FPS ...then if i can edit it accordingly i can bring the FPS up to a more enjoyable level....if i do then i'm sure i will enjoy this game enourmously..

Thanks CB. Looks like I'll need a new graphics card to play SH4 at an enjoyable level, much as I suspected really. Do let us know if you make any progress regarding the effect that most influences the FPS in SOF, as this also looks like a game that I'll want to buy in the near future.

Nemo

CB..
08-30-07, 09:01 AM
Cheers Captain:up:
fingers crossed....the ship models in SOF are absolutely magnificent..sneaking up on a merchant is a genuine pleasure just to see the wonderful detailing on the model...love those old ships...and the aircraft are very well modelled too...tho they die a little too easily...but that i'm sure can be modded...wish they had included some form of hydrophone tho...i'm more or less positive WW1 subs did have them and the DD's too...not sure why they left them out...maybe they are an option for later on in the kampaign ?..hard to tell with everything being in german..

Captain Nemo
08-30-07, 10:23 AM
Not sure about hydrophones in WWI u-boats, but I think the RN developed hydrophones during the great war and employed them on destroyers and some of their submarines. Perhaps others can provide a more definitive answer.

Nemo

CB..
08-30-07, 02:34 PM
i think your right...i've had a read of some books and hydrophones were invented around 1917...(with ASDIC not far behind ...strangely ASDIC got shelved untill much much later even tho it was being tested during WW1)
and here's no mention i can find of German Subs carrying hydrophones..

one thing the sim is missing most i suppose is crew voices ...i've knocked up a small sound pack to add some voices to a few of the commands...just to add a little more atmosphere

here's the link

http://www.ebort2.co.uk/files/SOF_voice1.zip


been having a small look at the campaign and how it works as well
and even tho it at first sight might appear to be purely scripted..it is in fact at least as dynamic as the SH3 campaign..or random is the best word..(for both)..with shipping routes ..target areas...probability frequency and type of shipping along those routes and in those areas being randomised and so on ..which puts it on a similar level as indeed SH3 etc...and it's editable also so this is purely as stock..could be worked on fairly easily...

the game certainly isn't an easy one....:ping:
so far i have yet to actualy survive a depth charge attack!!!
and i am gradualy getting used to there being no auto TDC at all...(always been quite lazy on that front with the other sims)

everything hinges on the scope not being spotted...and fortunately you can see the ships with the scope just breaking the surface..without them spotting you...tho if you want the ships to display on the plotting map and the targeting map in the scope room you have to raise it further..and then they can see you (within a certain range depending on the weather etc etc)..so it's a nice balancing trick...and offers some interesting choices as you try to plot your torps angles etc..it's not over complicated at all, but it still has to be gotten right or you just waste the torps...(and you don't have many)...it's much much easier up close of course..but then you risk certain death from the escorts if they spot the scope....you can't dive fast enough to evade them..(hence the fact i have yet to survive a DC attack lol)....so it means i need to attack from further away...and that means lots of wasted torps...i'm pretty sure there's no auto TDC...there were no targeting number crunchers for the WW1 subs AFAIK so this is realistic ..either way it works well and adds a lot to the game

Scaz65
08-30-07, 09:41 PM
Thanks CB for trying to work out this framerate thing. I tried the fix, but it didn't give me the boost. I'm going to email a link to this thread to the tech support guy. Maybe it will help.

BTW, I noticed that you also have a pentIV 3ghz cpu CB. Does it have Hyper-threading like mine does? If it does, I wonder if that could be the problem.

CB..
08-31-07, 02:42 AM
according to the blurb my pc does "support" hyper threading...tho that could mean just about anything..lol
and i'm not sure what difference it might make...


EDIT LOL

i had gone of on one of my rants here :rotfl: :oops: :oops:
but..

i found a translation into english of the graphics options etc
it's written into the parameters.txt in the root folder

here they are

realism options

realism\diesel
realism\oxygen
realism\torpfails
realism\zigzag
realism\torps
realism\EnemyTorpedoOnMap
realism\Enemyeasykill
realism\EnableBeaming

graphics options

system\FSAA
system\FSAA4x
system\WideScreen
system\LowResWater
system\lowuqalitysky
system\DisableVolumeMirror
system\DisableMirrorShips
system\DisableMirrorSmoke
system\DisableMirrorSun
system\LowMirrorMode


so they DO make a difference...many apologies to all conerned..

i set the graphics options to
2x anti alaise--ja
lowres water--ja
low res sky--ja
disable volume water-- nien
disable mirror ships--nein
disable mirror smoke--nein
disable mirror sun--nien
low mirror mode--ja

and the periscope view now runs as smooth as a babys bottom:up:

so it's a matter of getting to grips with the logic of the graphics options...
it's no wonder i was loosing the plot of the thing..

hope this helps....:up:

looking good..

Captain Nemo
08-31-07, 07:23 AM
CB - seems you're making some good progress on making SOF run better on your machine, well done. Just one query, the changes you have made to the graphics options, do they affect the overall frame rates in the game or just in periscope view?

Nemo

Scaz65
08-31-07, 09:38 AM
Hey CB,

I found the parameters.txt file that you're talking about, but it seems different than what you have in your game.

Here's a segment of it:

system\FSAA
ffffffff
INT
system\FSAA4x
ffffffff
INT
system\WideScreen
ffffffff
INT
system\LowResWater
ffffffff
INT
system\lowuqalitysky
ffffffff
INT
system\DisableVolumeMirror
ffffffff
INT
system\DisableMirrorShips
ffffffff
INT
system\DisableMirrorSmoke
ffffffff
INT
system\DisableMirrorSun
ffffffff
INT
system\LowMirrorMode
ffffffff

What's with all of the F's? Anyway, not sure how to modify this. Do you have the US version or European?

CB..
08-31-07, 10:55 AM
Scaz...the game sutomatically modifys the parameters txt file when you alter the settings on the options screens...(you then need to go to the last screen on the list and select "JA" and the game saves your settings..
the reason for my showing an edited version of the parameters.txt file was just simply to show the english translations of the variuos options..so you could tell which options were an increase in graphics and which were a decrease (that's what was foxing me...i had no idea which did what)

so just change your options via the in game screens and make sure you go to last screen on the list and hit "JA" to save them..:up:


Capt nemo!
the options AFAIK affect all the graphics not just in the scope view as per normal..

but i must admit i'm still searching for a better answer as i have to set my graphics card to minimum quailty as well in order for the scope view to run smoothly...trouble is that all the graphics on the interface screens goes into zx81 mode as well.tho the 3D world still looks fine...my thought is maybe i can lower the quality of the interface screens "by hand" and get a better over-all result that way...but sadly the game is really fussy about it's interface screens..and so far all attempts to do that have failed..:cry:

i have also been continueing on the process of editing virtually every in game graphics file (and there are a very large number of these mainly in DDS format) in search for that critical file which contains the main sea animation and textures...and also find that FPS killer effect some where..it'll be some where..

one/ i want to get rid of the white caps--or reduce them dramaticaly
two/ i want to lower the quality of the textures to suit my systems capabilites so i can increase other options to get a balance i prefer..
three/ helps to learn a game from the nut and bolts up

again tho all the obviuos files even one named waterani.dds have virtualy NO EFFECT when edited at all..
whatever it is in this game that is eating the frame rates it isn't the water animation...nor is it the sky (if the low res sky option is any clue and actual works..i can't visualy see any difference...i must say)
i edited the clouds to a far lower size and quality..no increase in FPS at all..
edited dozens of files to reduce texture size and quaility...all gave no increase in FPS
maybe the culprit is in fact the damn static interface screen images...

it's beginning to drive me nuts i must admit LOL:huh:

FlyingThermos
08-31-07, 01:33 PM
Hey i'm thinking about getting this game. Technically sounds like the graphics engine may be a bit unoptimized, but I would be interesting in hearing about the mechanics of the campaign part of the game. It was mentioned earlier that it was not purely scripted. Is it dynamic in any way. If so how so. Is it persistant; are your stats tracked or offered new boats as campaign progresses. If you are assiged a patrol zone, do you actually have to sail there. That kinda thing. If you find time do you think you could decribe how it works. I'm having problems finding info on this game anywhere on the internet. Thanks guys

CB..
08-31-07, 02:44 PM
well i haven't played more than a couple of missions from the campaign as yet....been trying to get the game running well enough to sit back and enjoy it first...getting closer...

but i HAVE had a good old root thru all the relevant campaign files...

here's what i have discovered so far..

1/yes you do have to travel the full distance to and from the patrol zone/s

2/it stores all your stats in the usual manner...tonnage patrols medals etc rank etc

3/you get better boats as the war progreses..

4/ completely by accident i played the first mission of the campaign three times...as i hadn't understood i needed to remain in the patrol zone for 24 hours .....and it was at the very least entirely randomised..

5/there are text files containing the shipping routes and they are randomised by ship types ..probability and number..

6/ there are also similar text files which then tell the ships both merchant and warships what sort of AI behaviuor they are to exhibit ..how they are too react etc etc...so plenty of scope for experiment there..

7/ the campagn it self as stock seems to be emmense...when played from day one of the war..you have 50 missions ahead of you...

8/the campaign and mission introductions when translated into english are VERY informative and contain an awfull lot of historicaly accurate back ground information regarding the war at that date..as well as relevant info regarding your patrol objectives etc

9/the campaign CAN be played in three seperate sections if you wish...you can select to beging your campaign at the start of the war...or...during the mid period..or towards the end of the war....making for some interesting possibilites....and giving plenty of scope for choice..

10/ the ships you encounter are so well made and painted as stock that they make you want to just sit there and drool...not try to sink them lol

11/the aircraft models are good enougth for use in a flightsim..not the usual half baked models you normaly expect from a naval sim..

12/all the above is just for starters...and straight out of the box..


so yes i would say the campaign is at least as "dynamic" and equally as randomised as SH3/4...and although i haven't found the option as yet..it does mention ressuply in the game files..so maybe it has it ...tho as usual maybe they didn't implement it..no body seems to get ressupply right..heck i can't even spell it correctly lol

FlyingThermos
08-31-07, 02:58 PM
Thanks CB you told me everything i wanted to hear. :up: Will deffinatly be ordering this tonight. One question you may or may not know the answer too. I was thinking of ordering the downloadable version from strategy first. The screenshots on their website show english text and you guys mentioned that yours is in german. Do you know if the strategy first version is in english. I'm not very strong in german. I can pick out some words and understand the jist of sentances but that's about it. Mayhaps cause me problems methinks. Although this may be a good opportunity to learn a bit.

CB..
08-31-07, 05:14 PM
:up: Cheers Thermos!

if you get it and it IS in english we'll be begging you to post the translations here i can assure you!!! babel fish doesn't do it justice at all..

i did start translating the campaign patrol briefings last night with babel fish only to find i had for some reason translated the wrong file LOL

so will have to find the correct file and work thru that one instead...it is all doubly hard to work on when you can't read the lanquage so don't know for sure which file is which..

hey just been out on another campaign patrol here's a screen shot ...what's not to like??

http://www.ebort2.co.uk/images/SOF1.jpg

tho this is with a set of very low res sky textures which i will have to incorporate into some sort of weather mod in order for them to work properly in game....it stays dark all the time LOL..the stock sky textures have morning noon evening and night textures built into them which change automatically...i'll have to write a mod to do this if this idea is going to work....but the above sky mod certainly gives me a very high FPS rate..(around 30 FPS i'd say..i can go to 16 times excell and the view from the bridge still runs as smooth as silk)

i still have some problems with panning the view from time to time...some times it glides round like a first person shooter....then for no obviuos reason it will stick and judder round very tediuosly for a short time...then back to swishing round easily again...don't know why as yet....

anyhuw..even if i have to play the game with the above sky texture pernamently..(i can improve on it i'm sure) it's still a heck of a atmospheric
subsim....very cool:|\\


UPDATE...lol..

well i sorted the weather mod out and now it gets light and dark as per normal using the low res sky textures...i also edited the sea states for each weather type to a more to my mind realistic appearance..the stock waves are too choppy and angular ...
here we are on another campaign patrol..having just emerged from a very dark night into the morning sun and mist...the weather changes now work also using the low res skys..(theye are not any smaller or less well defined than the stock.. they just don't use the normal stock game multiple layered effects)

http://www.ebort2.co.uk/images/SOF2.jpg


here's another screenshot to add to the ones above....

this illustrates very well the fact that the game graphics and expecialy the modelling is IMO far superior to both SH3 and SH4..
the sea it self when viewed from the bridge as stock is weak..but it is capable of far more effects and has far more layers of animation and reflection and atmospheric effects than certainly SH3 actualy had...take a look at this screen shot of one of the stock bog standard cargo vessels..and you can see that nothing has been left out...it's stationary because i just rammed it getting the shot ..ouch..i sank lol it just lost power

http://www.ebort2.co.uk/images/SOF3.jpg

this image is obviously shown with the in game anti alaising at minmum and indeed EVERTHING set at minmum
tho this again raises the issue regarding the graphics options..i HAD turned the ship reflections off...it doesn't seem to have picked up on this ..

the weather effects are better than SH3....the hi res cloud and sky textures are really significantly well designed..with a very pronounced 3D effect produced by the volume textures ...so the sky is not just a simple texture, it is a 3d entity in itself as stock...i have reduced this a lot to try to squeeze some more FPS out the game..

in fact apart from the fact that the pann view and raise and lower scope functions frequently seem to "freeze up"
leaving you unable to pan the bridge view or raise/lower pan the scope for 20 seconds at a time..it now runs like a dream..it is almost as if the game doesn't like my mouse and keyboard drivers or somthing...because the FPS are now well above what is needed to simply just play the game..
weird stuff really..hope (if it is a game issue and not just my system) they can do something with this..
the fact that the game really doesn't seem to remember all your graphics selections has to be a clue to this perhaps

anyhuw all this goes to show that in spite of the tendency to view this game as a throw away , poorly made affair...
it quite obviously is able to compete on every level with any subsim of this nature currently available..
the 2d sub interior and lack of an exterior view are IMO the only thigs that give the player initially a bad impression
beyond that (and any FPS issue you may have) it is as i say the equal of anything out there right now...highly reccomened for WW1 buffs (like myself)
i can't wait to see what the campaign throws my way...seen screenshots of the player attacking shore targets....there's some mention of resupply...there's even a whale in there some where lol...i've played thru 3 or 4 campaign patrols and it's damn difficult to get kills (for any-one inexperienced with manual target-ing like any huw..there may be an auto targeting option but if there is i haven't found anything like it..and to be honest i kinda hope there isn't one...)

other thought on the style and complexity of the gameplay

1/there is no such thing as periscope depth with this sim..you have to set the depth manualy..and it doesn't always remain stable....the sea state throws you up and down making station keeping far from an one click affair..
2/coming up to say 10 metres depth is dangerous when close to enemy vessels..as the boat often (tho not always you notice..very intrigueing that..) goes two or three meters higher before coming back to your set depth...which leaves you briefly with your bow out of the water...(not seen that as stock in SH3.4)

so what was a one click automatic option in SH3 etc ("comeing to periscope depth" etc) is a completely dynamic process with this sim...with very unpredictable results i can tell you lol!..it doesn't just come up or go down to ten metres...it can be 5 metres either side of that depth meaning it is far from automatic..
anyhuw i'm going on a bit here...needless to say the scope depth attack on shipping is actauly far more in depth due to the above conditons and also because the sea it self plays tricks on you..throwing you scope well out the water for 20 seconds ..(it becoming visable to the enemy during this time) only to plunge it below the surface again leaving you blind for an equal amount of time... and it is quite impossible to predict when this is going to happen lol

NOPE..no such thing as " coming to periscope depth" in this game!!..eat ya heart out SH3/4
periscope depth is an entirely abstract concept here..nothing automatic about it..you have to work it out for your self EACH and EVERY time you want to find the depth at which it is safe to raise the scope...could be 9 meters..could be 11..could be 8 metres then 9 metres then 7 metres then 12 metres all in the space of five miuntes!
it dynamicaly follows the wave pattern exactly..and the wave pattern dynamicaly follows the weather etc..

Montbrun
09-01-07, 08:20 AM
I downloaded the English version from StrategyFirst. I have played through the Tutorial Missions (about 8), and the first few missions of the Campaign Game.

Observations:

1) I've had absolutely no graphics issues. The game has played perfectly for me "out of the box."
2) The interface takes some getting used to, is clunky, but is functional. The line-drawing function on the strategic map doesn't seem to work, so I am unable to plot the target courses. Also, the use of the mouse is generally limited to clicking on various functions, and firing the MG. You can't scroll on the strategic map with the mouse - you have to click on 2 different function keys to "center on pick" or "center on boat." You also have to use the number pad to rotate your views with the binoculars and periscope - no mouse function.
3) There is no save function, at all. As a result, there is no way to save in the middle of a mission. This really isn't that big of a deal, since you only have 6 torpedoes, and limited range.
4) There is no crew (except for the one lookout seen in the screenshot above). This means no crew management. It's just you, and your boat. There aren't even any crew voices. Personally, I would like to have seen some sort of crew management system.
5) The torpedo firing system is very rudimentary. There is no "manual" firing of torpedoes - no crosshairs or stadia in either the binoculars or periscope. You rotate until you see your target, press "L" for "Lock," and fire. That's it. It's generally "one shot, one kill." Merchants take one torpedo, and two for warships, to sink. Also, there is no mechanism to reflect the early-war "restricted" sub warfare, and it seems to me that the sub can be spotted way too easily.
6) The MG and gun firing procedures are also very rudimentary. There is no target reticule. You have to just guess at elevation and range, but, as a result, the system is very forgiving. This is the main item I would like to see changed.

The graphics are very good, and definately have an early 20th century "feel." This isn't a bad game, and with some patches, modding, and tweaking, could be an exceptional product. I can definately recommend this game, especially at the reasonable price being charged. This game is well worth the price.

Montbrun

CB..
09-01-07, 09:48 AM
cheers for the info Montbrun!

hey could you post the contents of your CAMPAIGNDATA.txt file found in
the SPEIL or main ROOT folder of the game?

and maybe also the contents of the MISSIONSTEXT folder ?
these give other mission briefings..

just open it with notepad or double click it and it will automatically open in notepad....it contains the breifings and descriptions for the campaign (it's just full of text) copy and paste the contents here would that be ok?:hmm:
then i can have the breifings et al in english..if thats ok? :oops: :up:

he he that lock targeting i've finaly discovered that my self...took me a while...i must admit tho that you don't actualy have to use it ..in fact you can switch it off in the periscope view...so you can't lock whilst submerged (or at least that seems to be how it works here for me..i can lock a target thru the binoculars then dive and it stays locked ..the torps then suto adjust for the target as with other games..but with the options i have set (hard to tell somtimes ) the lock didn't appear possible from the scope room view...the tell tale information text didn't appear...tho i'm sure i've seen it fromthe scope view at some point so maybe it is an option..either way you don't actual have to use it and can i think switch it of..

funnily i DO get the target recticule for the machine gun tho not for the deck gun...and the line drawing function on the map screen seems to work ok for me..

for the binocular and bridge view and the MG view you can "right click" on screen to get the mouse control of the view..this also removes the task bar at the bottom..then you ca scroll the binocular zoom with the mouse wheel...no mouse wheel option on the map room as you say..

was just thinking about the save game thing...your right no save at all..but the patrols are fairly brief and the time excell works effectively so it is fairly do-able without the save..still would have been nice...

do you see the targeting "map" on screen when your at the deck gun station that seems to take the place of the targeting reticule for that function...reckon it's a very nice way to do it..:up:
i agree about the restricted warfare too..i would have loved to have had the ability to chase down a merchant and order the crew to scuttle the ship as was the way of things early on..or similar...


i'm hoping to take a look at the campaign and other game data file files to reckon out changing some of the details...

the trick with the being spotted too easily (usualy around 4 to 6 km surfaced in clear weather) is to dive and experiment with the scope height...there is usualy a point at which you CAN see the ships thru the scope but they cannot see you...but of course at this point you cannot use the auto lock function..so must aim manualy...

there ARE all the torp speed AOB- depth speed- options available for full manual targeting

the thing is here ( and i like the way it works out gameplay wise)

you can balance the auto targeting against the manual-- as the auto targeting requires the scope to be high enough out of the water for the enemy to actualy spot it quite quickly --so it isn't neccesarily the best way to go...
what you CAN do tho is to pop the scope up briefly to register the ship on the map/scope view map scrren then drop it back down to just breaking the surface..so you can just catch glimpses of the vessel as it approaches...
of course the data on the map soon decays and vanaishes and any lock you have will decay along with it...but it gets you close enough to fine tune the settings by hand..

as the subs are very fragile and have very limited depth...i have found that so far at least any semi accurate depth charge attack has been the end of me pretty much straight away...so not getting spotted is key...also found it a nice touch that when surprised by an escort on my last patrol ..i over did the emergency dive and hit the bottom (was very shallow water...)
i could not move or start the engines untill i had lifted the boat of the bottom with a blow ballast command...which i had to quickly counterman with a "set depth" command to prevent me surfacing and getting nailed by the warships nearby
happened before this efefct so it is something worth noting...some nice details to the physics..

if your interested i made a voice pack for the game so you don't feel quite so alone in the sub,,

here's the link again (if you missed it)

http://www.ebort2.co.uk/files/SOF_voice1.zip

Wave Skipper
09-01-07, 11:21 AM
Your mention of the miscalculated dive seems very realistic - as I recall reading how Donitz when he was a WWI skipper on a u-boat actually upended his u-boat in an almost vertical angle! Dive control was not really improved until after WWI. I also like the idea of the smarter merchant AIs. I have always hated the fact that in the SH games the poor ship - even though you may be sitting on the surface in front of it - sails steadily into my crosshairs with only meager zigzags. There were cases in WWII when most of a convoy would split up and the ships would run off in many directions if many of its members had been sunk. Those merchant captains weren't a bunch of morons. They wanted to live.

Montbrun
09-01-07, 12:33 PM
CampaignData.txt:

109
Auswahl
Auswahl
#
-1
1.6.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
1
opt1
54
opt2
73
opt3
93
opt4
-1
Patrol
The war has begun. Since we are at war with her allies, Russia and France, the United Kingdom has also declared war. In the west, our armies have invaded Belgium and France, and are involved in severe battles. In the east, Russian armies have invaded East Prussia. Our forces are bravely defending this area and will surely drive back our enemies.
Our enemy is the British home fleet, which will try to blockade our harbors and bombard our bases. Your mission is to inflict as many casualties as possible on the enemy’s fleet as you make your way to the German coast. Proceed to the patrol area and wait until the enemy is sighted. Godspeed!
#
3000
5.8.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
2
Weiter bei 1
-1
Patrol
Our ground forces are proceeding quickly in France and Belgium. A French attack on Alsace has been successfully repelled. Only a few reports have come in from the East, but the pace of the Russian offensive seems to have slowed.
No British warships have yet been sighted or attacked. The enemy seems to be preparing a blockade of our coastline, but he will surely attack at some point. Proceed to your patrol area, and prepare to face the enemy. Godspeed!
#
3001
23.8.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
3
Weiter bei 1
-1



Patrol
The war is about to end. Our troops are approaching Paris. We need only to break through Allied lines at the Marne for victory to be ours. In the East, the enemy’s forces have been heavily defeated at Tannenberg. Although there are still hostile troops in our empire, we can drive Russia back with a united offensive, since England and France are defeated.
Several submarines remain missing after our first operations. We cannot claim any successes yet. We must prove the efficiency of our submarines before the war ends. Go to the patrol area and find and sink hostile ships. Good hunting!
#
3002
16.9.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
4
Weiter bei 1
-1




Supporting Land Units
We have achieved a glorious victory at the Masuric Sea. A full Russian army has been annihilated, and Hindenburg is being celebrated as a hero. In the West, our advance at the Marne has been temporarily stopped. Our armies are now trying to move around enemy positions, in the direction of the North Sea coast.
The Army Command has requested our support. Since our troops at the coast are under fire from Allied warships, their advance is greatly hindered. Your orders are to sink or drive away these hostile ships at any cost, and afterward to continue patrol and secure the area. Godspeed!
#
3003
8.10.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
5
Weiter bei 1
-1


Securing the Coast
Our army advances quickly toward the Northeast, but our troops at the coast have ceased to advance. Enemy destroyers are disrupting our supply lines from the coast and preventing the success of our plans. The Army Command has again requested our support.
Your orders are to drive away all hostile ships from the coast or – even better – to sink them! Afterward continue to patrol the area to prevent any further intrusion of enemy warships. Good Hunting!
#
3004
25.10.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
6
Weiter bei 1
-1



New Submarine Type
Your continuing successes have earned you the chance to try one of our newest submarines. These new subs have diesel engines and a significant greater range than other submarines. Furthermore, it has an 8.8 cm deck gun that can sink freighters, without your having to waste any torpedoes.
Check your new submarine’s serviceability as you patrol the target area for the time ordered. You are to sink all worthwhile targets and bring your ship back undamaged. Godspeed!
#
3005
17.11.1914
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
7
Weiter bei 1
-1




Patrol
Great Britain has declared the North Sea an operational zone, which means all ships are inspected, and any may be captured or sunk if military goods are detected onboard. On one hand, the number of ships in our harbors has decreased significantly; on the other hand, any British ship that dares to sail on the open sea faces grave danger.
Your order is to go to the target area and hunt down all hostile warships. Good hunting!
#
3006
9.12.1914
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
8
Weiter bei 1
-1




Patrol
The British fleet hasn’t yet left its base in Scotland. But our secret service points out that they might try to move smaller fleets to the Baltic Sea in order to reinforce the Russian fleet and perhaps support landing operations there, behind our front.
Your order is to patrol the entry to the Denmark Strait in order to prevent, at all costs, any breakthrough by the hostile fleet. Secure your patrol area and sink as much tonnage as you can. Good hunting!
#
3007
4.1.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
9
Weiter bei 1
-1





Dogger Banks
One of our cruiser squadrons has been annihilated near the Falklands, although not before inflicting fleet heavy damage on the enemy fleet. Our fleet will concentrate on operations in the North Sea.
Part of our fleet will leave harbor over the next few days in order to clear smaller squadrons from the North Sea. Your mission is to reconnoiter, to clear the course for our fleet, and to sink any hostile ships that you encounter on your return. Report all hostile units, so that our fleet will not be ambushed.
#
3008
24.1.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
10
Weiter bei 1
-1





Orkney Islands
Our ships encountered hostile squadrons in superior numbers at the Dogger Banks. Although we lost the battle cruiser “Blücher,” we caused heavy damage to the enemy’s forces. We need an immediate act of reprisal.
Due to incomplete reconnaissance we don’t know where the British heavy warships might be. To forestall their making a surprise attack on us, you are to scout the British home fleet’s war harbors on the Orkney Islands. Report the strength of their forces, and if there is a chance to attack them, do so. Go to the assigned patrol area afterward, in order to intercept hostile ships. Good hunting!
#
3009
24.1.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
11
Weiter bei 1
-1


Economic Warfare
Several French offensives in Champagne have been repelled during the last weeks. Our government has declared the seas around Great Britain to be a war zone and begun economic warfare against the shipping trade. This means that you are now allowed to attack and sink all trade ships – even neutral ones – without warning.
Finally we can be more effective! Go to the target area and sink as much enemy tonnage as possible. Good hunting!
#
3010
10.3.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
12
Weiter bei 1
-1


Economic Warfare
The economic warfare is showing its first results. The number of sinkings has increased significantly, and German hopes now lie on our submarines. In the east, we have beaten the Russians again, and the hostile troops occupying East Prussia have been driven out.
We no longer need to face the risks of surfacing when attacking trade ships: we are now able to attack while remaining submerged. Sink as much tonnage as you can in the patrol area. Good hunting!
#
3011
2.4.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
13
Weiter bei 1
-1




Shetland Islands
On the west front, static warfare continues, but our troops have begun a huge offensive at Ypres. We expect to break through enemy’s lines quickly and head toward Paris.
The successes of our submarines, especially in sinking enemy battleships, have unsettled the Brits. According to our intelligence reports, the British home fleet has withdrawn to its main base in the Shetland Islands. Your order is to patrol the Shetlands and destroy ingoing and outgoing warships. Good hunting!
#
3012
29.4.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
14
Weiter bei 1
-1



Economic Warfare
After the sinking of the “Lusitania” by one of our submarines, the United States has intervened, demanding an end to economic warfare attacks by our submarines. But we will not bow down, since the British government has started arming trading ships in defiance of the Hague Convention! The armed ships will make our task much more difficult. There are also rumors of submarine traps, where ships with heavy artillery open fire on submarines at close range.
You are to prevent ships from moving through your target area and to sink as many targets as possible. Good Hunting!
#
3013
24.5.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
15
Weiter bei 1
-1




Unexplained Losses
In a short period of time we have lost three submarines near the British coast. Our intelligence services have no clues as to how this has happened. As this is one of the main operational zones for our submarines, it is absolutely necessary that we find out whether the British navy has developed a new weapon against our subs.
Your orders are to go to the target area and reconnoiter, in an effort to find the reason for our unexplained losses. You must be extremely cautious. If you find any worthwhile targets, sink them. Godspeed!
#
3014
16.6.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
16
Weiter bei 1
-1


Economic Warfare
Reports by our intelligence services indicate that economic warfare could bring the British Empire to its knees. Supply to the British population seems to be at a critical point. Since the enemy’s supply lines in the west have not yet been broken, the greatest hope rests on our submarines.
Go to the target area and sink as much tonnage as possible. Good Hunting!
#
3015
15.7.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
17
Weiter bei 1
-1



Economic Warfare
On the eastern front, our troops have taken Warsaw, and victory seems ever nearer. Once victory in the East is ours, we will move troops from the east to the west in order to complete our triumph. We will simultaneously continue economic warfare, with greater forces attacking the enemy.
On the west coast of Ireland, they remain unprepared for attack. While the distance to travel is great, the results will be worth the effort by far. Your orders are to go to the target area and sink as much tonnage as possible. (You had bettered take the safer way – the northern route around Scotland.) Good hunting!
#
3016
10.8.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
18
Weiter bei 1
-1




Transfer to the Mediterranean Sea
Italy has declared war on us, while Bulgaria has entered the war on our side. After the sinking of the passenger ship “Arabic,” our government has bent to the pressure of the United States and cancelled the submarine economic warfare campaign. As our submarines in the North Sea are now of no further use there, we will transfer as many of them as possible to other war zones. This is your last mission in the First Submarine Fleet. Directly following this mission, you will be transferred to the base at Cattaro.
Your orders are to sink as much tonnage as possible in the patrol area. Godspeed!
#
3017
20.9.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
19
Weiter bei 1
-1




Patrol
Welcome to the Mediterranean Submarine Fleet! Our offensive in Serbia was successful, and we have conquered Belgrade. Italian attacks in the Alps have been repelled, as well. However, since April 1915, when Allied troops landed at Gallipoli, near Constantinople, there has been heavy fighting with our allies, the Turks. We must disrupt the flow of supplies to the enemy.
Proceed to the target area, where you will wait for a convoy that is currently preparing to leave Malta. Find and destroy this convoy! Beware of mines and destroyer patrols when leaving the Adriatic Sea. Godspeed!
#
3018
10.11.1915
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
20
Weiter bei 1
-1

Squadron
All of our bases in China and the Pacific have been conquered, and most of our armed merchant cruisers in the Far East have been destroyed. Thus the British will be able to withdraw their command ships from this area and move them into the North Sea and the Mediterranean Sea. The route of these ships will be through the Suez Canal. Before they continue on their way through the Mediterranean, most of them will bunker oil and provisions on Cypress, south of Larnaca. We shouldn’t miss this chance to attack!
Your orders are to find the location where British warships are assembling and attack them. You must sink the tanker and, in addition, as much tonnage as possible. Good hunting!
#
3019
10.12.1915
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
21
Weiter bei 1
-1

Gallipoli
In conquering Serbia, we have opened a land route for the movement of supplies from Germany to the Ottoman Empire. We can now efficiently deliver troops and materiél to our allies. The Brits, having realized that the bridgehead on Gallipoli – which they have held for more than a year – is no longer defensible, have begun their retreat by sea.
Your orders are to harass the retreating forces as effectively as possible and destroy as much tonnage as you can in the target area. Good hunting!
#
3020
12.01.1916
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
22
Weiter bei 1
-1

Convoy
Lately, Allied oil supplies have seemed to be reduced. As a result, the British government has formed an armed convoy to bring technical supplies and equipment to the Arabian oil fields. They hope to increase output drastically, in order to satisfy ever-increasing demand. We have heard from reliable sources that this convoy will leave England, pass Gibraltar, and travel through the Suez Canal into the Mediterranean. We have already placed several submarines in strategic positions.
Proceed to the assigned target area, find the convoy, and sink it! Good hunting!
#
3021
25.02.1916
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
23
Weiter bei 1
-1


Suez Canal
The British withdrawal from Gallipoli has weakened their position in the eastern Mediterranean. Our task now is to further strengthen our position. We will do this by attacking supply ships coming through the Suez Canal to the Mediterranean, forcing the Allies to receive their supplies from Australia, India, and Arabia via the much longer route around Africa. This will delay the landing of Allied troops in France, and perhaps even prevent a summer offensive against the west front.
Your orders are to go to the target area and sink as much tonnage as possible. Good hunting!
#
3022
26.03.1916
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
24
Weiter bei 1
-1

Battleships
Two Austrian cruisers succeeded in breaking the Allied blockade of the Adriatic Sea, and have now entered the Mediterranean. The British Admiralty is assembling ships south of Malta in an attempt to eliminate this threat. Their squadron will patrol between Sicily and North Africa in order to block our ships from routes to the west.
Your orders are to find the ships in the target area, attacking and sinking the battleships, so that our cruisers can enter the Mediterranean to attack Allied supply lines. Godspeed!
#
3023
27.04.1916
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
25
Weiter bei 1
-1



Final Mission in the Mediterranean
Since the Austrian cruisers were found and have been destroyed by the British Navy, our Admiralty plans to attack our enemies in the western Mediterranean – with submarines. As the harbors are heavily guarded, we will strike where our chances are best. Following the failure of the Ottoman offensive against the Suez Canal, the Allies are transferring troops and materiél from North Africa to France. The enemy is transporting troops in single unguarded ships: apparently they feel completely safe! This will be your last mission with the Mediterranean fleet. We have a request from the Flanders fleet: upon your return, you will report to Zeebrugge, Belgium, to take command of a new submarine.
Your order is to find and destroy as many ships as possible in the target area. Good hunting!
#
3024
26.05.1916
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
26
Weiter bei 1
-1

New Submarine Type UB-I
Welcome to the Flanders Submarine Fleet. The war in the west has changed. Although we are nearing victory against the French fortress at Verdun, the British and the French are beginning new attacks at the river Somme. Our enemies are transporting more and more materiél to the Western Front, in order to supply further offensives. The situation for our submarines has become more complicated too. Although it is only a short distance from Zeebrugge to our target areas, the enemy’s minefields at the eastern entrance to the British Channel are becoming ever denser, and their patrols of the area even more frequent.
Luckily, the Admiralty had foreseen this situation and has developed a new submarine. The UB-I, a small and agile submarine, will be under your command. A great advantage is that our enemies find it hard to detect; however, its speed, range, and weaponry (one machine gun and two torpedoes) are limited. Our operational zone is the British Channel and the south coast of Britain.
Your orders are to find and sink hostile supply ships on their way from and to France. Good hunting!
#
3025
28.06.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
27
Weiter bei 1
-1


British Channel
The enemy’s attacks continue against our positions on the Somme – and the amount of supplies they are shipping to France seems inexhaustible. In the east, the Russians, under the command of General Brussilow, have begun to attack Galicia. For this reason we have drawn some divisions from the Western Front, in order to strengthen our defensive position. The task of our submarines remains the disruption of supply lines to France.
Your orders are to sink as much tonnage as possible in your target area. Good hunting!
#
3026
24.07.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
28
Weiter bei 1
-1


Finishing Shot
A British command ship, having collided with one of our mines in the North Sea, is now undergoing rough-and-ready repair in a bay on the east coast of England – with only a weak escort to guard it. As soon as the most urgent repairs have been completed, it will attempt to reach the nearest shipyard.
Your orders are to break through the patrols and sink the command ship. We must not miss such a great opportunity! Godspeed!
#
3027
17.08.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
29
Weiter bei 1
-1


British Channel
General Hindenburg, the hero of Tannenberg in 1914, has been made Supreme Commander of the Armed Forces. We have conquered Verdun, stopped the Russian offensive, and declared war on Romania, which we are quickly occupying. As we are now openly at war with Italy, it is no longer necessary to fly the flag of Austria-Hungary when we attack the Italian fleet. In our operational zone, the British Channel, the strength of the enemy’s forces is still increasing. Intelligence gained through hostile flights is becoming more and more critical to the enemy, and thus demands our full alertness. Although we have lost some boats, our sinking statistics are improving – and our enemies suffering supply problems at the Western Front. We must not reduce our efforts.
Your orders are to sink as much tonnage as possible in the target zone. Good hunting!
#
3028
15.09.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
30
Weiter bei 1
-1


Luring Ships From Harbor
The Admiralty, having decided to use our battleships against industrial sites and supply depots on the coast, experienced great successes in the first several attacks. The British fleet reacted by strengthening its naval defenses in the area. Now we will take advantage of their reaction by drawing their battleships into a submarine trap. Our attacks on their land targets will lure their ships out of harbor! We will be using Type UB-I submarines: it is hoped that their weaponry (just two torpedoes) will prove sufficient.
Your orders are to wait for battleships to come into the trap and to sink the most valuable targets. Godspeed!
#
3029
08.10.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
31
Weiter bei 1
-1

British Channel
Our enemies are mounting a large offensive to re-take the recently conquered fortress at Verdun. The numbers of troops and amount of materiél assigned to the task are astronomical. Thus it is ever more important for us to hunt down supply ships traveling between England and the Continent.
Your orders are to sink as much tonnage as possible in the operational zone. Good hunting!
#
3030
02.11.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
32
Weiter bei 1
-1

British Channel
The fierce battle for Verdun still draws all attention to it. Our enemies seem to be moving their last reserves to the front. Our troops are resisting them bravely. Supplies bound for France must be further reduced, in order to help our troops withstand the Allied attack. The number of submarines lost in the channel is increasing, but this sacrifice is worth the cost.
Your orders are to sink as much tonnage as possible in the target area. Good hunting!
#
3031
21.11.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
33
Weiter bei 1
-1


East Coast of England
As we attempt to break Allied supply lines through the British Channel, our losses are very high, but we continue our attacks nonetheless! The production of new submarines has increased significantly; each month we receive more and more submarines, easily replacing our losses. Since those submarines that have been prepared for the high seas must be used to attack the targets which are furthest away, Type UB-I submarines will attack supply lines on the British east coast.
Your orders are to sink as much tonnage as possible in the target area. Good hunting!
#
3032
01.12.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
34
Weiter bei 1
-1


British Channel
Romania has been beaten and surrendered, and the situation in the east is excellent, although the long battle at Verdun was lost when our troops had to retreat in exhaustion. At least the enemies’ losses were great enough that we should be safe from renewed attack for some time. More importantly, our troops are planning their offensives for next spring. We must ensure that Allied materiél does not reach enemy troops, so that they cannot re-supply their reserves.
Your orders are to sink as much tonnage as possible in the target area. Good hunting!
#
3033
19.12.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
35
Weiter bei 1
-1


Thames
The extremely dense fog of the last days is expected to last a while longer. This should help us to hit the enemy where he has the best defenses yet expects us the least – at the mouth of the River Thames! If we succeed in sinking ships there, the British Admiralty must surely draw ships away from other areas in order to better protect the Thames. Keep in mind that our operational zone will be in shallow water.
Avoid the enemy’s protective devices and sink at least one valuable target! Godspeed!
#
3034
09.01.1917
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
36
Weiter bei 1
-1


East Coast of England
The government has offered peace to our enemies. The United States is supporting our plan, calling it “peace without winners.” We will insist on keeping additional territory, particularly in the east; we must have control over our colonies again, as well. The Allies seem to be ready to negotiate – and the power of our submarines will convince them!
It seems that the British weren’t expecting us an offensive against their east coast supply depots: our first attacks brought excellent results. For the greatest chance of further success, we must attack again immediately, to try to prevent them from transporting supplies of oil, coal, or steel.
Your orders are to sink as much tonnage as possible in the target area. Good hunting!
#
3035
29.01.1917
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
37
Weiter bei 1
-1


Unconditional Submarine War
Peace negotiations were cancelled when the United States broke off diplomatic relations with us. Our government will not accept their demands or bow to their pressure! We have declared total and unconditional submarine warfare in the North Sea and the Bay of Biscay: indeed, in all the waters surrounding Britain. Finally our submarines will have sufficient scope! But the situation on the Western Front – where, in a few weeks, our troops must occupy newly built defensive positions – is critical. As one of our most experienced submarine commanders, you will be transferred to the Helgoland fleet, where you will be given command of a new type of submarine. (Your current ship will be given to another captain upon your return to port.) We wish you continuing success!
Your orders are to attack all cargo ships in the target area and sink them. Good hunting!
#
3036
14.02.1917
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
38
Weiter bei 1
-1


New Submarine Type UC-II
Welcome to the Helgoland Submarine Fleet! Since the declaration of total unconditional submarine warfare, our task has been to thoroughly disrupt and prevent the movement of Allied supplies. The increasing success of our mine-laying ships means that we can increase the number of UC-II submarines at the front. As the UC-II has greater range and additional weaponry, we can now attack convoys that were not previously within our reach. In addition, we can attack any ships we may encounter while returning to port. But first, make yourself familiar with your new boat!
Your orders are to mine the target area and, after that, to sink as many ships as possible. Godspeed!
#
3037
15.03.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
39
Weiter bei 1
-1

The Bay of Biscay
There has been a revolution in Russia – the tsar is gone! It is now only a matter of time until the Russian army is completely demoralized: our troops are forcing them to continuously retreat. Once Russia is defeated, we will be able to transfer our troops west for a final strike. Our mine attacks on English harbors and our program of total unconditional submarine warfare are having the desired result. The number of sinkings is higher than ever. Now we will expand mine-laying into the Bay of Biscay Bay and western England’s coastal waters. This will allow us to attack supply ships coming from overseas.
Your orders are to mine the target area and, after that, to sink as many ships as possible. Godspeed!
#
3038
02.04.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
40
Weiter bei 1
-1

The United States Enters the War
Finally placing their cards on the table, the United States declared war on April 6th. This changes the situation for our submarines. As the U.S. will try to move large numbers of troops and huge amounts of materiél to Europe, the harbors on the western coast of France will become important to them. We must prevent them from achieving any successes, even in their earliest attempts. The task of our submarines must be – at all costs – to stop American supplies from reaching the Continent, until we have won the war in the east and can strike with our full power in the west.
Your orders are to mine the harbor at Brest, and to attack and sink the supply ships that we expect will be there. Good hunting!
#
3039
01.05.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
41
Weiter bei 1
-1


Oil Tankers to Iceland
England and France, relying on fresh supplies from their new American ally, have begun to attack our fortifications in Flanders. The amount of supplies coming from America is indeed increasing. Furthermore, the enemy has sent several oil tankers to Iceland, where they can refuel cargo ships traveling to England from the United States and Canada. As a result, these supply ships are able to take a much more northerly route. We must strictly prevent this, forcing our enemies to use the route where is much easier for our submarines to intercept them.
Your orders are to mine the target area to the west of Iceland and to sink the oil tankers. Good hunting!
#
3040
15.06.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
42
Weiter bei 1
-1

Fishing Fleet
The British fleet’s blockade strategy has had, as its first effect, the rationing of food in the Homeland. Naturally, this has badly affected the morale of the people. In turn, the Emperor demanded that we strike back in the same manner. The number of supply ships sunk by our submarines has resulted in the first food shortages in Britain. We will strengthen our efforts and bring them to their knees! Our next strike will be against their fishing fleet, attacking their ability to feed their own people.
Your orders are to mine the target area, then attack the British fishing fleet. As they are not expecting attack, the fishing fleet will have little or no protection. Sink as much tonnage as possible! Good hunting!
#
3041
30.07.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
43
Weiter bei 1
-1


Channel
In the East, our troops are unstoppable; they are now advancing on Riga. We will next attack the islands off the Baltic Coast, since conquering them will result in our complete control of the Baltic Sea. To accomplish this, we must cut off the Russian supplies which are being transported by ship. Presently, a large number of submarines are being transferred there, but our fleet must still cover target areas in the English Channel.
Your orders are to mine the target area, sinking as much tonnage as possible. Good hunting!
#
3042
10.09.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
44
Weiter bei 1
-1



Convoy
The situation in Russia is becoming more explosive. The Bolsheviks under Lenin are planning a coup. This will be the end of the war in the East, which will help us by freeing up troops we need for our offensives in Belgium and France. The Russians are still fighting doggedly, but they can only keep going with the help of Allied supplies. Our task is to stop these supplies from getting through! It is believed that a group of cargo ships and oil tankers is being assembled off the coast of Scotland. Since the Brits don’t seem to have enough escort ships, we expect this convoy will be traveling nearly unprotected.
Your orders are to find this convoy and sink it. Next, mine the target area. Finally, supposing you have any torpedoes left, sink as much tonnage as possible. Godspeed!
#
3043
26.10.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
45
Weiter bei 1
-1

Bay of Biscay
The revolution in Russia resulted in the Bolshevik faction coming into power. Since we believe they will stop fighting against us, we will begin to transfer submarines and troops to the Western Front, in order to stop a surprise attack. It is possible, nonetheless, that British troops could invade our front line. The Army Command considers this to be valuable experience, since we could also break through the enemy front once we have enough troops and artillery in place. If our strategy works, the unspeakable horrors of trench warfare will eventually come to an end. Aircraft intelligence, minefields, and convoy tactics are reducing our submarines’ ability to sink valuable targets at will. However, we must disrupt the flow of American supplies; thus we will next concentrate on mining important harbors.
Your orders are to mine the target area and, after that, to find and sink as much tonnage as possible in the patrol area. Good hunting!
#
3044
02.12.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
46
Weiter bei 1
-1


Mine-layer
The Russians refuse to sign a peace treaty! Although they acknowledge the independence of the Baltic States, the Bolshevik government refuses our conditions. Therefore the Army Command has decided to invade Russian territory again, in order to force their capitulation. This will, unfortunately, delay the transfer of troops to the Western Front and our planned offensive there. The British fleet has been expanding its mine-laying program, in order to restrict the travel of our ships when they leave or enter our harbors. Previously, we had never been able to find one of their mine-laying squadrons, but now our aerial reconnaissance reports that these ships are on their way to Helgoland Bay. You are commanding the only submarine available for our defense.
Your orders are to find and attack the ships in the patrol zone and, after that, to lay mines in the target area and destroy as much tonnage as possible. Good luck!
#
3045
14.01.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
47
Weiter bei 1
-1

Bay of Biscay
We signed a peace treaty with the Russians at Brest-Litovsk. All our conditions were accepted, so we are finally able to transfer a sufficient number of divisions to the Western front. The Ukraine is under control again, so we can soon expect grain deliveries to Germany. This, along with our expected success in the West, will surely raise morale at home, and possibly lead to a quick end to the war. At sea, American ships have created considerable difficulty. Travel through the British Channel has become nearly impossible due to minefields and destroyer patrols. In addition, British and American destroyers are equipped with depth-charges, bombs which are able to attack our submarines even when they are submerged. Nevertheless, we must keep high pressure on Allied shipping during the coming months.
Your orders are to mine the entrances to Southampton and Portsmouth harbors and to attack the supply routes at the western end of the British Channel. Good hunting!
#
3046
08.03.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
48
Weiter bei 1
-1




Long Journey
Our troops have finally begun the offensive on the Western Front. We broke through the British lines in northern France and advanced nearly 100 km. In Flanders, our troops are once again approaching Paris. It seems that the force of our attack caught our enemies totally by surprise. Perhaps this is the beginning of our road to victory! In the North Sea our enemies have laid extensive mine obstacles between Norway and Scotland in an attempt to block the route around Scotland. But this area is very large and their mine-laying has only begun. The safest route to your operational zone lies near the Norwegian coast.
Your orders are to mine the target area and, on your return, to sink as much tonnage as possible. Godspeed!
#
3047
28.04.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
49
Weiter bei 1
-1


Bay of Biscay
Our offensive on the Western Front has bogged down, and we are once again under static warfare along great stretches of our front line. American units were crucial to our enemy’s success; our troops, undermanned, could not continue their offensive against superior forces. Our submarines’ success in sinking ships in the Bay of Biscay and along the western coast of England has greatly decreased, mainly as a result of increased patrols by Allied destroyers and command ships. The patrol system makes it more and more difficult for us to find ships that we can attack, and our patrol times are growing longer as a result of these searches. Nevertheless, we must stop or disrupt our enemies’ re-supply to the best of our ability.
Your orders are to mine the target area and, after that, to sink as much tonnage as possible in the patrol area. Good hunting!
#
3048
06.06.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
50
Weiter bei 1
-1


East Coast of England
Another offensive by our Army has been halted. Our enemies by far outnumber us: the United States, for example, is said to have a million soldiers in the field! They, together with the British and French, clearly have superior forces along the entire front. The length of time our submarines must spend at sea is resulting in their needing increased amounts of dockyard and repair time. In addition, replacement parts are becoming ever scarcer, even as dockworkers from the shipyards are being sent to the front. As a result, we are able to put fewer submarines into our operational zones. This forces us to choose nearby target areas, which means that we face higher risks – thanks to the frequent patrols and aerial reconnaissance flights.
Your orders are to mine the target area and, after that, to sink as much tonnage as possible in the patrol area. Good luck!
#
3049
15.07.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
51
Weiter bei 1
-1


Last Chance
The situation on the Western front is dire. The Allies have broken through our defenses at Amiens and started a large offensive at the Marne. The Army Command calls it a “black day for the German Army”! In the Balkans, our Bulgarian allies are ready to capitulate. As a result of all this, the Admiralty has decided to lead a final strike against the British fleet in the North Sea. If we should succeed, we might yet turn the tide, by cutting off our enemies from their supplies, letting us hope for a peace treaty on our own terms. But before we dare undertake this final strike, the British fleet must be weakened.
Your orders are to mine the bases of the British home fleet and afterwards to attack and sink all command ships you are able to find. The future of our country depends on our submarines! Godspeed!
#
3050
01.09.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
52
Weiter bei 1
-1


Protecting our Naval Fleet
The high command, realizing that our military situation is desperate, urgently requested that the government propose an armistice. The United States has demanded an end to our submarine war against trading ships and our government has accepted that demand. Despite work toward an armistice, our government is still planning a face-off against the British Royal Navy to obtain a final victory. If that should prove impossible, an honorable defeat would still be better than simply handing our fleet over to our enemies, as would occur in case of a capitulation.
Your orders are to protect our North Sea fleet. Head to the target area and attack all hostile warships. Good hunting!
#
3051
30.10.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
53
Weiter bei 1
-1


Kriegsende
#
-2
1.12.1918
nowhere
nowhere
no_ship
7.Liga
0
-1









Patrol
The war has begun. Since we are at war with her allies, Russia and France, the United Kingdom has also declared war. In the west, our armies have invaded Belgium and France, and are involved in severe battles. In the east, Russian armies have invaded East Prussia. Our forces are bravely defending this area and will surely drive back our enemies.
Our enemy is the British home fleet, which will try to blockade our harbors and bombard our bases. Your mission is to inflict as many casualties as possible on the enemy’s fleet as you make your way to the German coast. Proceed to the patrol area and wait until the enemy is sighted. Godspeed!
#
3000
5.8.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
55
Weiter bei 1
-1

Patrol
Our ground forces are proceeding quickly in France and Belgium. A French attack on Alsace has been successfully repelled. Only a few reports have come in from the East, but the pace of the Russian offensive seems to have slowed.
No British warships have yet been sighted or attacked. The enemy seems to be preparing a blockade of our coastline, but he will surely attack at some point. Proceed to your patrol area, and prepare to face the enemy. Godspeed!
#
3001
23.8.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
56
Weiter bei 1
-1



Patrol
The war is about to end. Our troops are approaching Paris. We need only to break through Allied lines at the Marne for victory to be ours. In the East, the enemy’s forces have been heavily defeated at Tannenberg. Although there are still hostile troops in our empire, we can drive Russia back with a united offensive, since England and France are defeated.
Several submarines remain missing after our first operations. We cannot claim any successes yet. We must prove the efficiency of our submarines before the war ends. Go to the patrol area and find and sink hostile ships. Good hunting!
#
3002
16.9.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
57
Weiter bei 1
-1




Supporting Land Units
We have achieved a glorious victory at the Masuric Sea. A full Russian army has been annihilated, and Hindenburg is being celebrated as a hero. In the West, our advance at the Marne has been temporarily stopped. Our armies are now trying to move around enemy positions, in the direction of the North Sea coast.
The Army Command has requested our support. Since our troops at the coast are under fire from Allied warships, their advance is greatly hindered. Your orders are to sink or drive away these hostile ships at any cost, and afterward to continue patrol and secure the area. Godspeed!
#
3003
8.10.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
58
Weiter bei 1
-1


Securing the Coast
Our army advances quickly toward the Northeast, but our troops at the coast have ceased to advance. Enemy destroyers are disrupting our supply lines from the coast and preventing the success of our plans. The Army Command has again requested our support.
Your orders are to drive away all hostile ships from the coast or – even better – to sink them! Afterward continue to patrol the area to prevent any further intrusion of enemy warships. Good Hunting!
#
3004
25.10.1914
Wilhelmshaven
Wilhelmshaven
Gasoline-Powered_Submarine
First_flotilla
0
59
Weiter bei 1
-1



New Submarine Type
Your continuing successes have earned you the chance to try one of our newest submarines. These new subs have diesel engines and a significant greater range than other submarines. Furthermore, it has an 8.8 cm deck gun that can sink freighters, without your having to waste any torpedoes.
Check your new submarine’s serviceability as you patrol the target area for the time ordered. You are to sink all worthwhile targets and bring your ship back undamaged. Godspeed!
#
3005
17.11.1914
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
60
Weiter bei 1
-1




Patrol
Great Britain has declared the North Sea an operational zone, which means all ships are inspected, and any may be captured or sunk if military goods are detected onboard. On one hand, the number of ships in our harbors has decreased significantly; on the other hand, any British ship that dares to sail on the open sea faces grave danger.
Your order is to go to the target area and hunt down all hostile warships. Good hunting!
#
3006
9.12.1914
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
61
Weiter bei 1
-1




Patrol
The British fleet hasn’t yet left its base in Scotland. But our secret service points out that they might try to move smaller fleets to the Baltic Sea in order to reinforce the Russian fleet and perhaps support landing operations there, behind our front.
Your order is to patrol the entry to the Denmark Strait in order to prevent, at all costs, any breakthrough by the hostile fleet. Secure your patrol area and sink as much tonnage as you can. Good hunting!
#
3007
4.1.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
62
Weiter bei 1
-1





Dogger Banks
One of our cruiser squadrons has been annihilated near the Falklands, although not before inflicting fleet heavy damage on the enemy fleet. Our fleet will concentrate on operations in the North Sea.
Part of our fleet will leave harbor over the next few days in order to clear smaller squadrons from the North Sea. Your mission is to reconnoiter, to clear the course for our fleet, and to sink any hostile ships that you encounter on your return. Report all hostile units, so that our fleet will not be ambushed.
#
3008
24.1.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
63
Weiter bei 1
-1





Orkney Islands
Our ships encountered hostile squadrons in superior numbers at the Dogger Banks. Although we lost the battle cruiser “Blücher,” we caused heavy damage to the enemy’s forces. We need an immediate act of reprisal.
Due to incomplete reconnaissance we don’t know where the British heavy warships might be. To forestall their making a surprise attack on us, you are to scout the British home fleet’s war harbors on the Orkney Islands. Report the strength of their forces, and if there is a chance to attack them, do so. Go to the assigned patrol area afterward, in order to intercept hostile ships. Good hunting!
#
3009
24.1.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
64
Weiter bei 1
-1


Economic Warfare
Several French offensives in Champagne have been repelled during the last weeks. Our government has declared the seas around Great Britain to be a war zone and begun economic warfare against the shipping trade. This means that you are now allowed to attack and sink all trade ships – even neutral ones – without warning.
Finally we can be more effective! Go to the target area and sink as much enemy tonnage as possible. Good hunting!
#
3010
10.3.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
65
Weiter bei 1
-1


Economic Warfare
The economic warfare is showing its first results. The number of sinkings has increased significantly, and German hopes now lie on our submarines. In the east, we have beaten the Russians again, and the hostile troops occupying East Prussia have been driven out.
We no longer need to face the risks of surfacing when attacking trade ships: we are now able to attack while remaining submerged. Sink as much tonnage as you can in the patrol area. Good hunting!
#
3011
2.4.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
66
Weiter bei 1
-1




Shetland Islands
On the west front, static warfare continues, but our troops have begun a huge offensive at Ypres. We expect to break through enemy’s lines quickly and head toward Paris.
The successes of our submarines, especially in sinking enemy battleships, have unsettled the Brits. According to our intelligence reports, the British home fleet has withdrawn to its main base in the Shetland Islands. Your order is to patrol the Shetlands and destroy ingoing and outgoing warships. Good hunting!
#
3012
29.4.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
67
Weiter bei 1
-1



Economic Warfare
After the sinking of the “Lusitania” by one of our submarines, the United States has intervened, demanding an end to economic warfare attacks by our submarines. But we will not bow down, since the British government has started arming trading ships in defiance of the Hague Convention! The armed ships will make our task much more difficult. There are also rumors of submarine traps, where ships with heavy artillery open fire on submarines at close range.
You are to prevent ships from moving through your target area and to sink as many targets as possible. Good Hunting!
#
3013
24.5.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
68
Weiter bei 1
-1




Unexplained Losses
In a short period of time we have lost three submarines near the British coast. Our intelligence services have no clues as to how this has happened. As this is one of the main operational zones for our submarines, it is absolutely necessary that we find out whether the British navy has developed a new weapon against our subs.
Your orders are to go to the target area and reconnoiter, in an effort to find the reason for our unexplained losses. You must be extremely cautious. If you find any worthwhile targets, sink them. Godspeed!
#
3014
16.6.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
69
Weiter bei 1
-1


Economic Warfare
Reports by our intelligence services indicate that economic warfare could bring the British Empire to its knees. Supply to the British population seems to be at a critical point. Since the enemy’s supply lines in the west have not yet been broken, the greatest hope rests on our submarines.
Go to the target area and sink as much tonnage as possible. Good Hunting!
#
3015
15.7.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
70
Weiter bei 1
-1



Economic Warfare
On the eastern front, our troops have taken Warsaw, and victory seems ever nearer. Once victory in the East is ours, we will move troops from the east to the west in order to complete our triumph. We will simultaneously continue economic warfare, with greater forces attacking the enemy.
On the west coast of Ireland, they remain unprepared for attack. While the distance to travel is great, the results will be worth the effort by far. Your orders are to go to the target area and sink as much tonnage as possible. (You had bettered take the safer way – the northern route around Scotland.) Good hunting!
#
3016
10.8.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
71
Weiter bei 1
-1




Transfer to the Mediterranean Sea
Italy has declared war on us, while Bulgaria has entered the war on our side. After the sinking of the passenger ship “Arabic,” our government has bent to the pressure of the United States and cancelled the submarine economic warfare campaign. As our submarines in the North Sea are now of no further use there, we will transfer as many of them as possible to other war zones. This is your last mission in the First Submarine Fleet. Directly following this mission, you will be transferred to the base at Cattaro.
Your orders are to sink as much tonnage as possible in the patrol area. Godspeed!
#
3017
20.9.1915
Wilhelmshaven
Wilhelmshaven
Diesel-Powered_Submarine
First_flotilla
0
72
Weiter bei 1
-1

Kriegsende
#
-2
1.12.1918
nowhere
nowhere
no_ship
7.Liga
0
-1











Patrol
Welcome to the Mediterranean Submarine Fleet! Our offensive in Serbia was successful, and we have conquered Belgrade. Italian attacks in the Alps have been repelled, as well. However, since April 1915, when Allied troops landed at Gallipoli, near Constantinople, there has been heavy fighting with our allies, the Turks. We must disrupt the flow of supplies to the enemy.
Proceed to the target area, where you will wait for a convoy that is currently preparing to leave Malta. Find and destroy this convoy! Beware of mines and destroyer patrols when leaving the Adriatic Sea. Godspeed!
#
3018
10.11.1915
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
74
Weiter bei 1
-1

Squadron
All of our bases in China and the Pacific have been conquered, and most of our armed merchant cruisers in the Far East have been destroyed. Thus the British will be able to withdraw their command ships from this area and move them into the North Sea and the Mediterranean Sea. The route of these ships will be through the Suez Canal. Before they continue on their way through the Mediterranean, most of them will bunker oil and provisions on Cypress, south of Larnaca. We shouldn’t miss this chance to attack!
Your orders are to find the location where British warships are assembling and attack them. You must sink the tanker and, in addition, as much tonnage as possible. Good hunting!
#
3019
10.12.1915
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
75
Weiter bei 1
-1

Gallipoli
In conquering Serbia, we have opened a land route for the movement of supplies from Germany to the Ottoman Empire. We can now efficiently deliver troops and materiél to our allies. The Brits, having realized that the bridgehead on Gallipoli – which they have held for more than a year – is no longer defensible, have begun their retreat by sea.
Your orders are to harass the retreating forces as effectively as possible and destroy as much tonnage as you can in the target area. Good hunting!
#
3020
12.01.1916
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
76
Weiter bei 1
-1

Convoy
Lately, Allied oil supplies have seemed to be reduced. As a result, the British government has formed an armed convoy to bring technical supplies and equipment to the Arabian oil fields. They hope to increase output drastically, in order to satisfy ever-increasing demand. We have heard from reliable sources that this convoy will leave England, pass Gibraltar, and travel through the Suez Canal into the Mediterranean. We have already placed several submarines in strategic positions.
Proceed to the assigned target area, find the convoy, and sink it! Good hunting!
#
3021
25.02.1916
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
77
Weiter bei 1
-1


Suez Canal
The British withdrawal from Gallipoli has weakened their position in the eastern Mediterranean. Our task now is to further strengthen our position. We will do this by attacking supply ships coming through the Suez Canal to the Mediterranean, forcing the Allies to receive their supplies from Australia, India, and Arabia via the much longer route around Africa. This will delay the landing of Allied troops in France, and perhaps even prevent a summer offensive against the west front.
Your orders are to go to the target area and sink as much tonnage as possible. Good hunting!
#
3022
26.03.1916
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
78
Weiter bei 1
-1

Battleships
Two Austrian cruisers succeeded in breaking the Allied blockade of the Adriatic Sea, and have now entered the Mediterranean. The British Admiralty is assembling ships south of Malta in an attempt to eliminate this threat. Their squadron will patrol between Sicily and North Africa in order to block our ships from routes to the west.
Your orders are to find the ships in the target area, attacking and sinking the battleships, so that our cruisers can enter the Mediterranean to attack Allied supply lines. Godspeed!
#
3023
27.04.1916
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
79
Weiter bei 1
-1



Final Mission in the Mediterranean
Since the Austrian cruisers were found and have been destroyed by the British Navy, our Admiralty plans to attack our enemies in the western Mediterranean – with submarines. As the harbors are heavily guarded, we will strike where our chances are best. Following the failure of the Ottoman offensive against the Suez Canal, the Allies are transferring troops and materiél from North Africa to France. The enemy is transporting troops in single unguarded ships: apparently they feel completely safe! This will be your last mission with the Mediterranean fleet. We have a request from the Flanders fleet: upon your return, you will report to Zeebrugge, Belgium, to take command of a new submarine.
Your order is to find and destroy as many ships as possible in the target area. Good hunting!
#
3024
26.05.1916
Cattaro
Cattaro
Diesel-Powered_Submarine
Submarine_Flotilla_Pola
0
80
Weiter bei 1
-1

New Submarine Type UB-I
Welcome to the Flanders Submarine Fleet. The war in the west has changed. Although we are nearing victory against the French fortress at Verdun, the British and the French are beginning new attacks at the river Somme. Our enemies are transporting more and more materiél to the Western Front, in order to supply further offensives. The situation for our submarines has become more complicated too. Although it is only a short distance from Zeebrugge to our target areas, the enemy’s minefields at the eastern entrance to the British Channel are becoming ever denser, and their patrols of the area even more frequent.
Luckily, the Admiralty had foreseen this situation and has developed a new submarine. The UB-I, a small and agile submarine, will be under your command. A great advantage is that our enemies find it hard to detect; however, its speed, range, and weaponry (one machine gun and two torpedoes) are limited. Our operational zone is the British Channel and the south coast of Britain.
Your orders are to find and sink hostile supply ships on their way from and to France. Good hunting!
#
3025
28.06.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
81
Weiter bei 1
-1


British Channel
The enemy’s attacks continue against our positions on the Somme – and the amount of supplies they are shipping to France seems inexhaustible. In the east, the Russians, under the command of General Brussilow, have begun to attack Galicia. For this reason we have drawn some divisions from the Western Front, in order to strengthen our defensive position. The task of our submarines remains the disruption of supply lines to France.
Your orders are to sink as much tonnage as possible in your target area. Good hunting!
#
3026
24.07.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
82
Weiter bei 1
-1


Finishing Shot
A British command ship, having collided with one of our mines in the North Sea, is now undergoing rough-and-ready repair in a bay on the east coast of England – with only a weak escort to guard it. As soon as the most urgent repairs have been completed, it will attempt to reach the nearest shipyard.
Your orders are to break through the patrols and sink the command ship. We must not miss such a great opportunity! Godspeed!
#
3027
17.08.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
83
Weiter bei 1
-1


British Channel
General Hindenburg, the hero of Tannenberg in 1914, has been made Supreme Commander of the Armed Forces. We have conquered Verdun, stopped the Russian offensive, and declared war on Romania, which we are quickly occupying. As we are now openly at war with Italy, it is no longer necessary to fly the flag of Austria-Hungary when we attack the Italian fleet. In our operational zone, the British Channel, the strength of the enemy’s forces is still increasing. Intelligence gained through hostile flights is becoming more and more critical to the enemy, and thus demands our full alertness. Although we have lost some boats, our sinking statistics are improving – and our enemies suffering supply problems at the Western Front. We must not reduce our efforts.
Your orders are to sink as much tonnage as possible in the target zone. Good hunting!
#
3028
15.09.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
84
Weiter bei 1
-1


Luring Ships From Harbor
The Admiralty, having decided to use our battleships against industrial sites and supply depots on the coast, experienced great successes in the first several attacks. The British fleet reacted by strengthening its naval defenses in the area. Now we will take advantage of their reaction by drawing their battleships into a submarine trap. Our attacks on their land targets will lure their ships out of harbor! We will be using Type UB-I submarines: it is hoped that their weaponry (just two torpedoes) will prove sufficient.
Your orders are to wait for battleships to come into the trap and to sink the most valuable targets. Godspeed!
#
3029
08.10.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
85
Weiter bei 1
-1

British Channel
Our enemies are mounting a large offensive to re-take the recently conquered fortress at Verdun. The numbers of troops and amount of materiél assigned to the task are astronomical. Thus it is ever more important for us to hunt down supply ships traveling between England and the Continent.
Your orders are to sink as much tonnage as possible in the operational zone. Good hunting!
#
3030
02.11.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
86
Weiter bei 1
-1

British Channel
The fierce battle for Verdun still draws all attention to it. Our enemies seem to be moving their last reserves to the front. Our troops are resisting them bravely. Supplies bound for France must be further reduced, in order to help our troops withstand the Allied attack. The number of submarines lost in the channel is increasing, but this sacrifice is worth the cost.
Your orders are to sink as much tonnage as possible in the target area. Good hunting!
#
3031
21.11.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
87
Weiter bei 1
-1


East Coast of England
As we attempt to break Allied supply lines through the British Channel, our losses are very high, but we continue our attacks nonetheless! The production of new submarines has increased significantly; each month we receive more and more submarines, easily replacing our losses. Since those submarines that have been prepared for the high seas must be used to attack the targets which are furthest away, Type UB-I submarines will attack supply lines on the British east coast.
Your orders are to sink as much tonnage as possible in the target area. Good hunting!
#
3032
01.12.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
88
Weiter bei 1
-1


British Channel
Romania has been beaten and surrendered, and the situation in the east is excellent, although the long battle at Verdun was lost when our troops had to retreat in exhaustion. At least the enemies’ losses were great enough that we should be safe from renewed attack for some time. More importantly, our troops are planning their offensives for next spring. We must ensure that Allied materiél does not reach enemy troops, so that they cannot re-supply their reserves.
Your orders are to sink as much tonnage as possible in the target area. Good hunting!
#
3033
19.12.1916
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
89
Weiter bei 1
-1


Thames
The extremely dense fog of the last days is expected to last a while longer. This should help us to hit the enemy where he has the best defenses yet expects us the least – at the mouth of the River Thames! If we succeed in sinking ships there, the British Admiralty must surely draw ships away from other areas in order to better protect the Thames. Keep in mind that our operational zone will be in shallow water.
Avoid the enemy’s protective devices and sink at least one valuable target! Godspeed!
#
3034
09.01.1917
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
90
Weiter bei 1
-1


East Coast of England
The government has offered peace to our enemies. The United States is supporting our plan, calling it “peace without winners.” We will insist on keeping additional territory, particularly in the east; we must have control over our colonies again, as well. The Allies seem to be ready to negotiate – and the power of our submarines will convince them!
It seems that the British weren’t expecting us an offensive against their east coast supply depots: our first attacks brought excellent results. For the greatest chance of further success, we must attack again immediately, to try to prevent them from transporting supplies of oil, coal, or steel.
Your orders are to sink as much tonnage as possible in the target area. Good hunting!
#
3035
29.01.1917
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
91
Weiter bei 1
-1


Unconditional Submarine War
Peace negotiations were cancelled when the United States broke off diplomatic relations with us. Our government will not accept their demands or bow to their pressure! We have declared total and unconditional submarine warfare in the North Sea and the Bay of Biscay: indeed, in all the waters surrounding Britain. Finally our submarines will have sufficient scope! But the situation on the Western Front – where, in a few weeks, our troops must occupy newly built defensive positions – is critical. As one of our most experienced submarine commanders, you will be transferred to the Helgoland fleet, where you will be given command of a new type of submarine. (Your current ship will be given to another captain upon your return to port.) We wish you continuing success!
Your orders are to attack all cargo ships in the target area and sink them. Good hunting!
#
3036
14.02.1917
Zeebruegge
Zeebruegge
UB-I
Submarine_Flotilla_Flandern
0
92
Weiter bei 1
-1

Kriegsende
#
-2
1.12.1918
nowhere
nowhere
no_ship
7.Liga
0
-1













New Submarine Type UC-II
Welcome to the Helgoland Submarine Fleet! Since the declaration of total unconditional submarine warfare, our task has been to thoroughly disrupt and prevent the movement of Allied supplies. The increasing success of our mine-laying ships means that we can increase the number of UC-II submarines at the front. As the UC-II has greater range and additional weaponry, we can now attack convoys that were not previously within our reach. In addition, we can attack any ships we may encounter while returning to port. But first, make yourself familiar with your new boat!
Your orders are to mine the target area and, after that, to sink as many ships as possible. Godspeed!
#
3037
15.03.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
94
Weiter bei 1
-1

The Bay of Biscay
There has been a revolution in Russia – the tsar is gone! It is now only a matter of time until the Russian army is completely demoralized: our troops are forcing them to continuously retreat. Once Russia is defeated, we will be able to transfer our troops west for a final strike. Our mine attacks on English harbors and our program of total unconditional submarine warfare are having the desired result. The number of sinkings is higher than ever. Now we will expand mine-laying into the Bay of Biscay Bay and western England’s coastal waters. This will allow us to attack supply ships coming from overseas.
Your orders are to mine the target area and, after that, to sink as many ships as possible. Godspeed!
#
3038
02.04.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
95
Weiter bei 1
-1

The United States Enters the War
Finally placing their cards on the table, the United States declared war on April 6th. This changes the situation for our submarines. As the U.S. will try to move large numbers of troops and huge amounts of materiél to Europe, the harbors on the western coast of France will become important to them. We must prevent them from achieving any successes, even in their earliest attempts. The task of our submarines must be – at all costs – to stop American supplies from reaching the Continent, until we have won the war in the east and can strike with our full power in the west.
Your orders are to mine the harbor at Brest, and to attack and sink the supply ships that we expect will be there. Good hunting!
#
3039
01.05.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
96
Weiter bei 1
-1


Oil Tankers to Iceland
England and France, relying on fresh supplies from their new American ally, have begun to attack our fortifications in Flanders. The amount of supplies coming from America is indeed increasing. Furthermore, the enemy has sent several oil tankers to Iceland, where they can refuel cargo ships traveling to England from the United States and Canada. As a result, these supply ships are able to take a much more northerly route. We must strictly prevent this, forcing our enemies to use the route where is much easier for our submarines to intercept them.
Your orders are to mine the target area to the west of Iceland and to sink the oil tankers. Good hunting!
#
3040
15.06.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
97
Weiter bei 1
-1

Fishing Fleet
The British fleet’s blockade strategy has had, as its first effect, the rationing of food in the Homeland. Naturally, this has badly affected the morale of the people. In turn, the Emperor demanded that we strike back in the same manner. The number of supply ships sunk by our submarines has resulted in the first food shortages in Britain. We will strengthen our efforts and bring them to their knees! Our next strike will be against their fishing fleet, attacking their ability to feed their own people.
Your orders are to mine the target area, then attack the British fishing fleet. As they are not expecting attack, the fishing fleet will have little or no protection. Sink as much tonnage as possible! Good hunting!
#
3041
30.07.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
98
Weiter bei 1
-1


Channel
In the East, our troops are unstoppable; they are now advancing on Riga. We will next attack the islands off the Baltic Coast, since conquering them will result in our complete control of the Baltic Sea. To accomplish this, we must cut off the Russian supplies which are being transported by ship. Presently, a large number of submarines are being transferred there, but our fleet must still cover target areas in the English Channel.
Your orders are to mine the target area, sinking as much tonnage as possible. Good hunting!
#
3042
10.09.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
99
Weiter bei 1
-1


Convoy
The situation in Russia is becoming more explosive. The Bolsheviks under Lenin are planning a coup. This will be the end of the war in the East, which will help us by freeing up troops we need for our offensives in Belgium and France. The Russians are still fighting doggedly, but they can only keep going with the help of Allied supplies. Our task is to stop these supplies from getting through! It is believed that a group of cargo ships and oil tankers is being assembled off the coast of Scotland. Since the Brits don’t seem to have enough escort ships, we expect this convoy will be traveling nearly unprotected.
Your orders are to find this convoy and sink it. Next, mine the target area. Finally, supposing you have any torpedoes left, sink as much tonnage as possible. Godspeed!
#
3043
26.10.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
100
Weiter bei 1
-1

Bay of Biscay
The revolution in Russia resulted in the Bolshevik faction coming into power. Since we believe they will stop fighting against us, we will begin to transfer submarines and troops to the Western Front, in order to stop a surprise attack. It is possible, nonetheless, that British troops could invade our front line. The Army Command considers this to be valuable experience, since we could also break through the enemy front once we have enough troops and artillery in place. If our strategy works, the unspeakable horrors of trench warfare will eventually come to an end. Aircraft intelligence, minefields, and convoy tactics are reducing our submarines’ ability to sink valuable targets at will. However, we must disrupt the flow of American supplies; thus we will next concentrate on mining important harbors.
Your orders are to mine the target area and, after that, to find and sink as much tonnage as possible in the patrol area. Good hunting!
#
3044
02.12.1917
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
101
Weiter bei 1
-1


Mine-layer
The Russians refuse to sign a peace treaty! Although they acknowledge the independence of the Baltic States, the Bolshevik government refuses our conditions. Therefore the Army Command has decided to invade Russian territory again, in order to force their capitulation. This will, unfortunately, delay the transfer of troops to the Western Front and our planned offensive there. The British fleet has been expanding its mine-laying program, in order to restrict the travel of our ships when they leave or enter our harbors. Previously, we had never been able to find one of their mine-laying squadrons, but now our aerial reconnaissance reports that these ships are on their way to Helgoland Bay. You are commanding the only submarine available for our defense.
Your orders are to find and attack the ships in the patrol zone and, after that, to lay mines in the target area and destroy as much tonnage as possible. Good luck!
#
3045
14.01.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
102
Weiter bei 1
-1

Biskaya
In Brest-Litowsk wurde endlich ein Friedensvertrag mit den Russen unterzeichnet. Alle unsere Bedingungen wurden akzeptiert und endlich können wir eine ausreichende Zahl Divisionen an die Westfront verlegen. Auch ist die Ukraine jetzt unter unsere Kontrolle gestellt und wir können endlich wieder mit ausreichenden Getreidetransporten nach Deutschland rechnen. Dies und die zu erwartenden Erfolge im Westen werden auch die Moral unserer Bevölkerung wieder heben und diesen Krieg vielleicht endlich zu einem erfolgreichen Ende führen.
Auf See machen sich die amerikanischen Einheiten immer deutlicher zu unserem Nachteil bemerkbar. Die Durchfahrt durch den englischen Kanal ist nahezu unmöglich geworden. Die Minensperren und Zerstörerpatrouillen scheinen unüberwindlich. Auch sind immer mehr britische und amerikanische Zerstörer mit Wasserbomben ausgerüstet. So werden unsere U-Boot jetzt vermehrt unter Wasser angegriffen. Dennoch dürfen wir in unseren Bemühungen nicht nachlassen und müssen den Gegner in den nächsten Monaten weiter unter Druck setzen.
Ihre Order ist es, die Einfahrt nach Southampton und Pourtsmouth zu verminen und die Nachschubrouten am Westeingang des Kanals anzugreifen. Viel Erfolg!
#
3046
08.03.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
103
Weiter bei 1
-1




Long Journey
Our troops have finally begun the offensive on the Western Front. We broke through the British lines in northern France and advanced nearly 100 km. In Flanders, our troops are once again approaching Paris. It seems that the force of our attack caught our enemies totally by surprise. Perhaps this is the beginning of our road to victory! In the North Sea our enemies have laid extensive mine obstacles between Norway and Scotland in an attempt to block the route around Scotland. But this area is very large and their mine-laying has only begun. The safest route to your operational zone lies near the Norwegian coast.
Your orders are to mine the target area and, on your return, to sink as much tonnage as possible. Godspeed!
#
3047
28.04.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
104
Weiter bei 1
-1


Bay of Biscay
Our offensive on the Western Front has bogged down, and we are once again under static warfare along great stretches of our front line. American units were crucial to our enemy’s success; our troops, undermanned, could not continue their offensive against superior forces. Our submarines’ success in sinking ships in the Bay of Biscay and along the western coast of England has greatly decreased, mainly as a result of increased patrols by Allied destroyers and command ships. The patrol system makes it more and more difficult for us to find ships that we can attack, and our patrol times are growing longer as a result of these searches. Nevertheless, we must stop or disrupt our enemies’ re-supply to the best of our ability.
Your orders are to mine the target area and, after that, to sink as much tonnage as possible in the patrol area. Good hunting!
#
3048
06.06.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
105
Weiter bei 1
-1


East Coast of England
Another offensive by our Army has been halted. Our enemies by far outnumber us: the United States, for example, is said to have a million soldiers in the field! They, together with the British and French, clearly have superior forces along the entire front. The length of time our submarines must spend at sea is resulting in their needing increased amounts of dockyard and repair time. In addition, replacement parts are becoming ever scarcer, even as dockworkers from the shipyards are being sent to the front. As a result, we are able to put fewer submarines into our operational zones. This forces us to choose nearby target areas, which means that we face higher risks – thanks to the frequent patrols and aerial reconnaissance flights.
Your orders are to mine the target area and, after that, to sink as much tonnage as possible in the patrol area. Good luck!
#
3049
15.07.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
106
Weiter bei 1
-1


Last Chance
The situation on the Western front is dire. The Allies have broken through our defenses at Amiens and started a large offensive at the Marne. The Army Command calls it a “black day for the German Army”! In the Balkans, our Bulgarian allies are ready to capitulate. As a result of all this, the Admiralty has decided to lead a final strike against the British fleet in the North Sea. If we should succeed, we might yet turn the tide, by cutting off our enemies from their supplies, letting us hope for a peace treaty on our own terms. But before we dare undertake this final strike, the British fleet must be weakened.
Your orders are to mine the bases of the British home fleet and afterwards to attack and sink all command ships you are able to find. The future of our country depends on our submarines! Godspeed!
#
3050
01.09.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
107
Weiter bei 1
-1


Protecting our Naval Fleet
The high command, realizing that our military situation is desperate, urgently requested that the government propose an armistice. The United States has demanded an end to our submarine war against trading ships and our government has accepted that demand. Despite work toward an armistice, our government is still planning a face-off against the British Royal Navy to obtain a final victory. If that should prove impossible, an honorable defeat would still be better than simply handing our fleet over to our enemies, as would occur in case of a capitulation.
Your orders are to protect our North Sea fleet. Head to the target area and attack all hostile warships. Good hunting!
#
3051
30.10.1918
Helgoland
Helgoland
UC-II
Submarine_Flotille_Heligoland
0
108
Weiter bei 1
-1


Kriegsende
#
-2
1.12.1918
nowhere
nowhere
no_ship
7.Liga
0
-1

Missionstexts Folder:

Text0001.txt:
First Results
Shortly before sunset, the U-9, under the command of lieutenant Otto Weddigen, sighted the masts of a warship just beyond the horizon, near the Dutch coast. The U-9 submerged immediately. It soon became clear that the masts belonged to three British armored cruisers, the Aboukir, the Cressy, and the Hogue. From a distance of only 400 meters, the U-9 sank the Aboukir with a single torpedo. Next, the Cressy was destroyed, using two torpedoes. Finally, the Hogue, attempting to rescue survivors from the other ships, was also destroyed by two torpedoes of the U-9’s torpedoes. In less than an hour, one U-boat had sunk three armored cruisers totally more than 36,000 tons, and England was rudely awakened to the deadly threat of the German U-boat fleet.

Text0004.txt:
Unrestricted U-boat Warfare
Our military situation requires us to engage in unrestricted U-boat warfare. All ships, whether enemy or neutral, encountered in British waters, may be destroyed without prior warning. (The fact that enemy cargo ships are now armed has forced us to adopt this policy.)
Your Mission: Sink all cargo and warships you encounter: you need not warn them before attack. Note that enemy ships often sail under false colors, cargo ships are often armed, and rumors are circulating about so-called “U-boat traps,” heavily armed support cruisers disguised as cargo ships. Be alert!

Text0011.txt:
Encounter in the Fog
The Intelligence Corps has supplied information about two cargo ships with supplies (mostly ammunition!), which were loaded in Edinburgh. The transport is believed to be aiming for East Africa in order to supply English troops stationed there with enough ammunition to decisively attack German troops under the command of General Lettow-Vorbeck. We must assume that the convoy is under the protection of a strong escort (at least two destroyers).
Your Mission: Sink both cargo ships, no matter what the circumstances. There is a strong chance of fog this time of year, so take care!

Text0015.txt:
Safe Return Home
The Battle of Skagerrak is over and the German High Seas Fleet has returned home. However, aerial reconnaissance informs us that the seriously damaged battle cruiser Seydlitz is still at sea. She is being pursued by the British Grand Fleet as she attempts to make her way into the Bay of Helgoland.
Your Mission: Sink or drive away the Seydlitz’s pursuers, in order to allow our battle cruiser to return home safely. Use every option available to you, even if it means risking the safety of your own U-boat. The U-66 will back you up.

Text0016.txt:
Day of the Eagle
The steady supply of American troops and matériel poses a serious threat to our front lines in France and Belgium. Our U-boats’ foremost goal must be to cut off these transports.
Your Mission: Sink as much enemy tonnage as possible near the Sicilian Islands, a gathering point of Allied forces in the southwest of England. At your estimated time of arrival there, at least ten transport ships should be awaiting their escorts at that location. That means easy prey! The nearby Royal Air Force Base should not pose any problems, as it is believed that only reconnaissance aircraft are based there.

Text0050.txt:
Submarine School 1
Accelerate your submarine, using one of these two methods. 1. In the Control Room (F2), click on the desired machine speed. 2. Alternatively, use the cursor up and cursor down keys to increase or decrease the submarine's speed by one level. To rise or descend, use the depth gauge in the Control Room or the Periscope Room (F8). Your submarine must be in motion in order to rise or descend.
Steer your submarine to the target areas, marked by circles on the map (F5), using one of these three methods. 1. Set the desired course by clicking on the direction indicator in the lower right corner. 2. Set your course by clicking on the desired degree of the compass in the Control Room (F2). 3. Press the left or right cursor keys until the submarine moves in the correct direction. To end the mission, return your submarine to the base.

Text0051.txt:
Submarine School 2
Home in on one of the targets ahead. Change the viewing angle of the turret, through the binoculars and the periscope, by using the arrow keys on the numeric keypad (the 4 key will turn toward the left, the 6 key toward the right). If you press the shift key at the same time, your change of direction will be slowed. Press the 5 key to center the view in the direction that the submarine is moving.
You will see all available target information once you have locked on a target. Mark the target with the L key, and torpedoes will be locked onto it. To fire a torpedo, use the firing mechanism in the Torpedo Room (F4) or Periscope Room (F8). Once you have destroyed a target, maneuver your submarine into position to aim at the next one. Return to base to end the mission.

Text0052.txt:
Submarine School 3
Man the cannon using the F5 key. Control the cannon's direction with the 4 and 6 keys on the numeric keypad. Use the 2 and 8 keys on the numeric keypad to change the firing angle, and thus the firing range, of the cannon. Locking on the target with the L key will give you all necessary information on the target and hit list. Fire the cannon with the G key once you have entered the correct direction and distance. You may fire again when reloading has been completed. You will see the distance between the target and the last impacts on the target and hit list, to correct your cannon settings if necessary. Sink the target. Return to base to end the mission.

Text0053.txt:
Submarine School 4
Man the machine gun using the F6 key. Press the right mouse button to activate the machine gun and the left mouse button to fire. To go to a different station, press the right mouse button again. Ammunition belts contain a specific number of shells. When a belt has been emptied it must be replaced, and the machine gun will cool down for some seconds. Shoot down the two airplanes. Return to base to end the mission.

Text0054.txt:
Submarine School 5
To deploy the mines, use the release lever in the Torpedo Room (F4). Each time you activate the lever, one mine will glide into the ejection bay. Mines will sink to the bottom at first, but after some time they will rise to the surface, where they are held by a rope. Under no circumstances should you stay in a location that you have mined, or the mines will destroy your own boat. Deploy mines in the target area marked on the map, placing them in such a way that the target ship will hit at least one mine. Return to base to end the mission.

These files appear to be the text for the Tutorial Missions.

missiondata.txt: (file in the root directory)
50 r U-Boot Schule I
51 r U-Boot Schule II
52 r U-Boot Schule III
53 r U-Boot Schule IV
54 r U-Boot Schule V
1 r Erste Erfolge
4 r U-Bootkrieg
11 r Begegnung im Nebel
15 r Sichere Heimkehr
16 r Adlertag

I've only seen British so far, but it appears that other nations will appear.

nationen.txt:
# Nationsid Nationsname Gehört zur Fraktion 1 Allies 2 Axis ;-) 0 Neutral
0 unbekannt 0
1 England 1
2 Deutschland 2
3 USA 1
4 Holland 3
5 Norwegen 3
6 Frankreich 1
7 Osman 1
8 Schweden 3
9 Italien 1

Montbrun
09-01-07, 12:36 PM
It also appears that there are voices around somewhere, and in English!

translat.txt:

Zählung@ #ffad9574 + ##%002d#ffad9574 - ## Schlachtschiffe @@; Zählung@ #ffad9574 + ##%002d#ffad9574 - ## Warship @@;unknown;
Die Einstellungen auf dem Server;Server Settings are;unknown;
gelten auch fuer alle Clients.;mandatory for all Clients.;unknown;
Nur für Netzwerkspiele.;Only for Network Gaming;unknown;
Schnelles Netzwerk;Fast Network;unknown;
Sprechfunk (Voice Chat);Voice Chat;unknown;
Sprechfunk: Bessere Qualität;Higher Quality;unknown;
Sprechfunk: Überall Empfang;Unlimited Reception;unknown;
(nach Rettungseinsatz) ; (after rescue);unknown;
#ffad9574 + ##%002d#ffad9574 - ## Frachter @@; #ffad9574 + ##%002d#ffad9574 - ## Freighter @@;unknown;
#ffad9574 + ##%002d#ffad9574 - ## Kreuzer @@; #ffad9574 + ##%002d#ffad9574 - ## Cruiser @@;unknown;
#ffad9574 + ##%002d#ffad9574 - ## Schlachtkreuzer @@; #ffad9574 + ##%002d#ffad9574 - ## Battle Cruiser @@;unknown;
#ffad9574 + ##%002d#ffad9574 - ## Trawler @@; #ffad9574 + ##%002d#ffad9574 - ## Trawler @@;unknown;
#ffad9574 + ##%002d#ffad9574 - ## Zerstörer @@; #ffad9574 + ##%002d#ffad9574 - ## Destroyer @@;unknown;
- ;- ;unknown;
abgefeuert; fired;unknown;
BRT; GRT;unknown;
Ja !!; Yes!;unknown;
keiner ; none ;unknown;
leicht ; light ;unknown;
los!!!; fired!;unknown;
mittel ; medium ;unknown;
schwer ; heavy ;unknown;
zerstört ; destroyed ;unknown;
!Feine Spiegelung;!High Detail Mirroring;unknown;
!Himmel - feinere Darstellung ;!High Detail Sky;unknown;
!Realistisches Fahrverhalten;!Enable Zigzag Manoeuvres;unknown;
!Qualm spiegeln;!Smoke Mirroring;unknown;
!Schiffe spiegeln;!Mirror Ships;unknown;
!Sonne spiegeln;!Mirror Sun;unknown;
!Volumeneffekte spiegeln;!Mirror Volume Effects;unknown;
!Wasser - feinere Darstellung ;!High Detail Water;unknown;
%.2d. %.40s -erfüllt;%.2d. %.40s -completed;unknown;
%.2d. %.40s -nicht erfüllt;%.2d. %.40s -failed;unknown;
%.3d %s, gespeichert: %s %.2d:%.2d %s;%.3d %s, saved: %s %.2d:%.2d %s;unknown;
%.3d - %s@%s - %s@%s@%s@%s@;%.3d - %s@%s - %s@%s@%s@%s@;unknown;
%7.1f km;%7.1f km;unknown;
%d (%d t)@%d (%d t)@%d@%d (von %d)@;%d (%d t)@%d (%d t)@%d@%d (of %d)@;unknown;
%d x %d (Refresh: %d Hz);%d x %d (Refresh: %d Hz);unknown;
%s / %s / %s / %s / Entfernung: %3.1f km / %3.0f kn / Kurs: %3d°;%s / %s / %s / %s / Distance: %3.1f km / %3.0f kn / Head.: %3d°;unknown;
%s / %s / %s / Entfernung: %3.1f km / %3.0f kn / Kurs: %3d°;%s / %s / %s / Distance: %3.1f km / %3.0f kn / Head.: %3d°;unknown;
%s / %s/ Klasse: %s@Peilung: %0.0f° / Kurs.: %0.0f° / Entf.: %0.1f km@Geschw.: %0.0f kn / %s;%s / %s/ Class: %s@Bear.: %0.0f° / Head.: %0.0f° / Dist.: %0.1f km@Speed.: %0.0f kn / %s;unknown;
%s \ %s@P: %0.0f° R: %0.0f° G: %0.0f kn @%s E: %0.1f km@Gesch.: %0.0f° Entf.: %d @Granaten: %d;%s \ %s@B: %0.0f° H: %0.0f° S: %0.0f kn @%s D: %0.1f km@Gun: %0.0f° Range: %d @Shells: %d;unknown;
%s@%s@%s@%d@@%s@%s@@@@%d (%d t)@%d (%d t)@%d@%d (von %d);%s@%s@%s@%d@@%s@%s@@@@%d (%d t)@%d (%d t)@%d@%d (of %d);unknown;
%s@%s@Klasse: %s@Peilung: %0.0f°@Kurs.: %0.0f°@Entf.: %0.1f km@Geschw.: %0.0f kn@%s;%s@%s@Class: %s@Bear. : %0.0f°@Head.: %0.0f°@Dist.: %0.1f km@Speed: %0.0f kn@%s;unknown;
%s@@%s - %s@%d (%d t)@%d (%d t)@%d@%s;%s@@%s - %s@%d (%d t)@%d (%d t)@%d@%s;unknown;
%sIntegrität: %d@Erkennbarkeit: %s;%sIntegrity: %d@Visibility: %s;unknown;
(Erledigt);(Done);unknown;
(Mehrere Objekte);(multiple objects);unknown;
(zerstört);(destroyed);unknown;
-;-;unknown;
@ #ffb0b080Senden##;@ #ffb0b080Transmit##;unknown;
@@@Gesch.: %0.0f° Entf.: %d @Gran.: %d; @@@Gun: %0.0f° Distance: %d @Shells: %d;unknown;
@-erfüllt@@;@-Completed@@;unknown;
@Geschwindigkeit: %.1f V2:%.1f@Kurs:%.1f@Blickwinkel:%.1f@Leistung:%s@Tie fe:%.1f@Posx: %0.1f Posz: %0.1f@Zeitfaktor %0.1f; @Speed: %.1f V2:%.1f@Heading:%.1f@Angle:%.1f@Power:%s@Depth:%.1 f@Posx: %0.1f Posz: %0.1f@Time Multiplier %0.1f;unknown;
@-nicht erfüllt@@; @Not Completed@@;unknown;
_Kanone;_Gun;unknown;
_kanone1;_Gun;unknown;
_Torpedo_left01;_Torpedo_Left01;unknown;
_Torpedo_right01;_Torpedo_Right01;unknown;
_torpedo1;Torpedo 1;unknown;
_torpedo2;Torpedo 2;unknown;
_torpedo3;Torpedo 3;unknown;
_torpedo4;Torpedo 4;unknown;
000 Anfang des Krieges;000 Beginning of the War;unknown;
470;470;unknown;
Abend;Evening;unknown;
Abgebrochen;Canceled;unknown;
abgefeuert.;fired.;unknown;
abgefeuert;fired.;unknown;
Achtung ! Flugzeug gesichtet !;Beware! Planes spotted!;unknown;
Achtung ! Mine gesichtet !;Beware! Mines spotted!;unknown;
Adeline by Night(test);Adeline by Night (test);unknown;
Adlertag;Day of the Eagle;unknown;
Alle Einstellungen sichern?;Save All Settings?;unknown;
Alle Markierungen@löschen;Remove All@Markers;unknown;
Alle meine Entchen(test);Sitting Ducks (test);unknown;
AllObjects;All Objects;unknown;
Am Ziel angekommen;Destination Reached;unknown;
Anfangsposition;Start Position;unknown;
Angriffssehrohr;Attack Periscope;unknown;
Ansicht@vergrößern;Zoom In;unknown;
Ansicht@verkleinern;Zoom Out;unknown;
Apollo;Apollo;unknown;
Atlantik;Atlantic;unknown;
Auf Mausklick@zentrieren;Center on@Mouse Click ;unknown;
Auf U-Boot@zentrieren;Focus on @Submarine;unknown;
Aussenansicht@Zurück mit TAB;External View @(TAB) to Bridge;unknown;
Auswahl:;Selection:;unknown;
Aylwin ;Aylwin ;unknown;
Aylwin;Aylwin;unknown;
B;B;unknown;
Ballasttanks;Ballast Tanks;unknown;
Batterie unbegrenzt;Unlimited Battery Power;unknown;
Batterie_Bb;Battery_p;unknown;
Batterie_hinten;Battery_stern;unknown;
Batterie_Stb;Battery_stb;unknown;
Batterie_vorn;Battery_bow;unknown;
Batterie_vorne;Battery_bow;unknown;
Batterieraum;Battery Room;unknown;
Bavaria;Bavaria;unknown;
Begegnung im Nebel;Encounter in the Fog;unknown;
Berberis;Berberis;unknown;
bew_Trawler;Armed_Trawler;unknown;
Bounding Boxen;Bounding Boxes;unknown;
Bug;Bow;unknown;
Bugtorpedoraum;Bow Torpedo Room;unknown;
Chris_Test1;Chris_Test1;unknown;
Cressy;Cressy;unknown;
Dalhia;Dalhia;unknown;
Datum : %s @Position :%s @Tiefe :%7.1fm@Torpedos : %2d@Granaten : %3d@MG-Mun : %3d@Minen : %2d@;Date : %s @Position :%s @Depth :%7.1fm@Torpedos : %2d@Shells : %3d@MG-Ammo : %3d@Mines : %2d@;unknown;
Datum:;Date:;unknown;
Dauer;Duration;unknown;
Debug Texte;Debug Info;unknown;
Deutschland;Germany;unknown;
Die Einstellungen wurden gespeichert.;Your changes have been saved.;unknown;
Dies ist Ihr erster Einsatz.;This is your first mission.;unknown;
Diesel unbegrenzt;Unlimited Diesel;unknown;
Dieselmotor;Diesel Engines;unknown;
Dieselmotor_Bb;Diesel_p;unknown;
Dieselmotor_Stb;Diesel_stb;unknown;
Dieseltank;Fuel Tank;unknown;
distanz ;Distance;unknown;
Dreadnought;Dreadnought;unknown;
Eigenes U-Boot / %s;Own Submarine / %s;unknown;
Einzelschiff;Single Ship;unknown;
E-Motor;E-Engine;unknown;
E-Motor_Bb;E-Engine_p;unknown;
E-Motor_Stb;E-Engine_stb;unknown;
E-Motorenraum;E-Engine Room;unknown;
England;England;unknown;
Erste Erfolge;First Results;unknown;
Eskorte;Escort;unknown;
Feind hat hat uns nicht gesichtet.;The enemy didn't see us.;unknown;
Feind hat uns ausgemacht.;The enemy spotted us.;unknown;
Feind;Enemy;unknown;
Feindfeuer unterdrücken;Suppress Enemy Fire;unknown;
Feindzählung@Schlachtschiffe %d@;Enemy Reckoning@Battleships %d@;unknown;
Fischkutter;Fishing Cutter;unknown;
Flotten-Dieselboot;Diesel-Powered Submarine;unknown;
Flotten-Petrolboot;Gasoline-Powered Submarine;unknown;
Flugzeug;Airplane;unknown;
Flugzeugjagd(test) ;Planeshooting (test);unknown;
Frachter %d@;Freighter %d@;unknown;
Frachter;Freighter;unknown;
Frachterfahrt ;Container Travel;unknown;
Frankreich;France;unknown;
Freiflug-Modus;Free Flight;unknown;
Fremde Torpedos auf Karte;Enemy Torpedos on Map;unknown;
Freund;Friend;unknown;
Frühling;Spring;unknown;
funk;Radio;unknown;
Funkantenne;Radio Antenna;unknown;
Funkgerät;Radio;unknown;
Für diesen Einsatz blieb nur wenig Vorbereitungszeit.;There was not much time to prepare the mission.;unknown;
G;G;unknown;
Gerettet;Saved;unknown;
Gesch.;Rounds;unknown;
Geschw: ;Speed: ;unknown;
Gesendet:@;Sent:@;unknown;
Getaucht kein Dieselbetrieb möglich;Diesel surface-usable only;unknown;
Gneisenau;Gneisenau;unknown;
Handelskreuzer;Merchant Cruiser;unknown;
Handelsschiff(e);Freighter(s);unknown;
Handelsschiff;Freighter;unknown;
Heck;Stern;unknown;
Hecktorpedoraum;Stern Torpedo Room;unknown;
Helligkeit;Brightness;unknown;
Herbst;Fall;unknown;
Hinterdeck;Upper Stern Deck;unknown;
Holland;Holland;unknown;
Ihr U-Boot wurde durch eine Kollision zerstört.;Your sub was destroyed by a collision.;unknown;
Ihr U-Boot wurde durch eine Mine zerstört.;Your sub was destroyed by a mine.;unknown;
Ihr U-Boot wurde durch eine Wasserbombe zerstört.;Your sub was destroyed by a depth charge.;unknown;
Ihr U-Boot wurde durch einen Geschütztreffer zerstört.;Your sub was destroyed by shell impacts.;unknown;
Ihr U-Boot wurde durch Grundkontakt zerstört.;We ran aground.;unknown;
Ihr U-Boot wurde durch Torpedos zerstört.;Your sub was destroyed by a torpedo.;unknown;
Ihr U-Boot wurde durch zu tiefes Tauchen zerstört.;Sub destroyed due to exceeding depth limit.;unknown;
Ihr Uboot wurde für diesen Einsatz gründlich gewartet.;Your sub has been serviced for this mission.;unknown;
Ihr U-Boot wurde zerstört.;Your sub has been destroyed.;unknown;
Ihr UBoot wurde zerstört.@;Submarine destroyed.@;unknown;
Inferno;Inferno;unknown;
IP Adresse des Servers:;Server IP Address:;unknown;
Iron_Duke;Iron_Duke;unknown;
Italien;Italy;unknown;
Ja !;Yes!;unknown;
Ja;Yes;unknown;
Kanonentreffer ;Shell Impact;unknown;
Kantenglättung (2xFSAA);Anti alias (2xFSAA);unknown;
Kapitän Zusammenfassung;Captain's Statistics;unknown;
Kapitän;Captain;unknown;
Kein Missionstext@verfügbar;No Mission Text@Available;unknown;
Kein Schaden;No Damage;unknown;
Kein Sichtkontakt.;No contact for a long time.;unknown;
Kein Sichtkontakt@seit 12 Stunden.;No contact@for 12 hours.;unknown;
Kein Torpedo verfügbar;We ran out of torpedos;unknown;
Kein Ziel!!!;No Target!;unknown;
Keine Details.;No Details.;unknown;
Keine Ergebnisse@zu diesem Zeitpunkt;No results at this time.;unknown;
Keine Meldung;No Messages;unknown;
keine Orden;No Medals;unknown;
KI-Abstand Halten;Ki-keep distance;unknown;
KI-Auf Abst. bleiben;ki-save distance;unknown;
KI-Ausweichen;Ki-Evade;unknown;
KI-Beidrehen;Ki-come to my aid;unknown;
Kil;Kil;unknown;
KI-Rammen;Ki-Chrash me;unknown;
Klasse ;Class;unknown;
Kleiner Verband;Small Convoy;unknown;
Kohlenschiff;Collier;unknown;
Kompressor;Compressor;unknown;
Kontrast;Sharpness;unknown;
Konvoi;Convoy;unknown;
Kreuzer %d@;Cruiser %d@;unknown;
Kriegsgefangenschaft;War Captivity;unknown;
Kriegsschiff(e);Warship(s);unknown;
Kriegsschiff;Warship;unknown;
Kurs nicht befahrbar.;Route Not Valid.;unknown;
Kurs: ;Heading: ;unknown;
Küstenschiff;Coast Guard Ship;unknown;
Landbeschuss(N)(test);Groundtarget(N)(test);unknow n;
Landbeschuss(T)(test);Groundtarget(T)(test);unknow n;
Landkontakt;We have run aground.;unknown;
Lautstärke Ambiente;Volume - Ambient;unknown;
Lautstärke Effekte;Volume - Effects;unknown;
Lautstärke Musik;Volume - Music;unknown;
Leer;Empty;unknown;
leichter Schaden;Light Damage;unknown;
Leichterer Gegnerschaden;Double Enemy Damage;unknown;
Lenzpumpe;Dry Pump;unknown;
Lion at Day(test);Lion at Day (test);unknown;
Lion;Lion;unknown;
Logbuch (Schiffe) speichern;Save Ship's Log;unknown;
Mag.;Mag.;unknown;
Mannschaften;Crew;unknown;
Marker / %s;Marker / %s;unknown;
Markierung setzen;Add Marker;unknown;
Maschinenraum;Engine Room;unknown;
Maximal 5 fps;5 fps max.;unknown;
Mienen legen;Release Mines;unknown;
Mine ausgesetzt;Mine Released;unknown;
Minen:;Mines:;unknown;
Minenfelder@anzeigen;Show Mine Fields;unknown;
Minenlager;Mine Depot;unknown;
Minenleger;Mine Layer;unknown;
Minenschacht;Mine Bay;unknown;
Minenvorrat erschöpft.;Out of Mines.;unknown;
Mission abgebrochen.;Mission Cancelled.;unknown;
Mission beendet@Versenkte Tonnage@Kriegsschiffe %d@Handelsschiffe %d@Uboote %d@Beschädigt@Kriegsschiffe %d@Handelsschiffe, %d@Uboote %d@Eigener Zustand %s;Mission Ended@Sunken Tonnage@Warships %d@Merchants %d@Submarines%d@Damaged@Warships %d@Merchants %d@Submarines %d@Own Integrity %s;unknown;
Mission erfüllt.;Mission Completed.;unknown;
Mission gescheitert.;Mission Failed.;unknown;
Mission: %s@Von: %s@Bis: %s@Kriegsschiffe: %d (%d t)@Handelsschiffe: %d (%d t)@Flugzeuge: %d@Missionsziele: %d (von %d)@Abfahrthafen: %s@Zielhafen: %s@Uboot:%s@Flotille: %s@Ergebnis: %s@~Kriegsschiffe: %d (%d t)@Handelsschiffe: %d (%d t)@Flugzeuge: %d@Missionsziele: %d (von %d)@Rettungseinsätze: %d@Rang: %s@Orden: %s;Mission: %s@From: %s@to: %s@Warships: %d (%d t)@Merchants: %d (%d t)@Planes: %d@Mission Goals: %d (of %d)@Departure: %s@Destination: %s@%s@Flotilla: %s@Status: %s@~Warships: %d (%d t)@Merchants: %d (%d t)@Planes: %d@Mission Goals: %d (of %d)@Rescues: %d@Rank: %s@Medals: %s;unknown;
Mission:;Mission:;unknown;
Missionsbeginn;Mission Start;unknown;
Missionsergebnis Unbekannt;Mission Result Unknown;unknown;
Missionsgenerator;Mission Builder;unknown;
Mittag;Noon;unknown;
Mittelmeer;Mediterranean;unknown;
mittlerer Schaden;Medium Damage;unknown;
Modellauswahl mit Bild rauf/runter. Perspektive ändern mit den @Cursortasten. + und - zum zoomen.ESC zur Rückkehr ins Menü.;Select Model with Pg Up/Dwn. Change Perspective with @Cursor Keys. + and - for Zoom. ESC, back to Main Menu.;unknown;
Morgen;Morning;unknown;
Nacht;Night;unknown;
Nebel;Fog;unknown;
Nein !.;No!;unknown;
Nein!;No!;unknown;
Nein;No;unknown;
Netzwerkmission;Network Mission;unknown;
Neue Nachricht erhalten.;We received a new message.;unknown;
Neue Nachricht;New Message;unknown;
Neuer Orden;New Medal;unknown;
Neuer Sichtkontakt. Peilung:;New Contact! Bearing:;unknown;
Neuer Sichtkontakt;New Sighting;unknown;
Neues Spiel öffnen (Server)...;Start a New Game (Server);unknown;
Neutral;Neutral;unknown;
Nordsee;North Sea;unknown;
Norwegen;Norway;unknown;
Oberdeck;Upper Deck;unknown;
Objekt gefunden;Object Discovered;unknown;
Objekt zerstört;Object Destroyed;unknown;
Osman;The Ottoman Empire;unknown;
Ostsee;Baltic Sea;unknown;
Panzerkreuzer;Armoured Cruiser;unknown;
Parade (test);Parade ( test);unknown;
Parade-I;Parade-I;unknown;
Parade-II;Parade-II;unknown;
Parade-III;Parade-III;unknown;
Parade-IV;Parade-IV;unknown;
Patrolie;Patrol;unknown;
Peilung: ;Bearing: ;unknown;
Position:;Position:;unknown;
Positionsänderung@jetzt nicht möglich.;Change of Position@Not Possible;unknown;
Positionsmeldung senden;Send Position Report;unknown;
Positionsmeldung: Feind bei %s, Fahrtrichtung: %d Grad;Position Report: Enemy at %s, Heading: %d Degree;unknown;
Positionsmeldung;Position Report;unknown;
Positionsmeldung@@Sichtmeldung@@Versenkungsmeldung @@;Position Report@@Report Sighting@@Report Sinkings@@;unknown;
Pressluft;Compressed Air;unknown;
Preussen;Prussia;unknown;
Q + linke Maustaste:@U-Boot positionieren;Q + Left Mouse Button:@Place Sub;unknown;
Q-schiff;Q-Ship;unknown;
R;R;unknown;
Radius / %s / %7.1f km;Circle Radius / %s / %7.1f km;unknown;
Radius anzeigen;Show Radius;unknown;
Rammschaden ;We Have Contact;unknown;
Regen;Rain;unknown;
Reichweite ca.:;Estimated Range:;unknown;
Reichweite:;Range:;unknown;
Route abgefahren.;Route Completed;unknown;
Route@festlegen;Assign Route;unknown;
Route@löschen;Remove Route;unknown;
S;S;unknown;
Sammeln;Assemble;unknown;
Sauerstoff unbegrenzt;Unlimited Oxygen;unknown;
Sauerstoffvorrat;Oxygen Reserves;unknown;
Schaden: Keiner;Damage: None;unknown;
Schaden: Leicht;Damage: Light;unknown;
Schaden: Mittel;Damage: Medium;unknown;
Schaden: Schwer;Damage: Heavy;unknown;
Schaden: Zerstört;Damage: Destroyed;unknown;
Schaden;Damage;unknown;
Schalte auf Diesel;Switch to Diesel;unknown;
Schalte auf E-Motoren;Switch to Electric Engine;unknown;
Schiff aufgeben?;Abandon Ship?;unknown;
Schiff versenkt;Ship Sunk;unknown;
Schiff(e) gesichtet - %s@[timepos]@%s@Geschw: %d kn. / Kurs: %d° / Peilung: %d° @@;Ship(s) Sighted - %s@[timepos]@%s@Speed: %d kn. / Head: %d° / Bear.: %d° @@;unknown;
Schiff(e) Gesichtet.;Ship(s) Spotted;unknown;
Schiffsverkehr@anzeigen;Show Ship@Traffic;unknown;
Schlacht(T)(test);Battle (T) (test);unknown;
Schlachtkreuzer %d@;Battle Cruiser %d@;unknown;
Schlachtkreuzer;Battle Cruiser;unknown;
Schlachtschiff;Battleship;unknown;
Schraube;Screw;unknown;
Schraube_Bb;Screw_p;unknown;
Schraube_Stb;Screw_stb;unknown;
Schweden;Sweden;unknown;
schwerer Schaden;Heavy Damage;unknown;
Script Tracing;Script Tracing;unknown;
Section6;Section6;unknown;
Segelboot(test);Sailboat (test);unknown;
Segelboot;Sailboat;unknown;
Segelschiff;Sailing Ship;unknown;
Segelyacht;Sailing Yacht;unknown;
Sehrohr;Periscope;unknown;
Seitenruder;Rudder;unknown;
Sichere Heimkehr;Safe Return Home;unknown;
Sichtkontakt verloren;Lost Contact;unknown;
Sichtmeldung;Sighting Report;unknown;
Sie haben ihr UBoot verlassen.;You have left your submarine.;unknown;
Sie haben lange kein@anderes Schiff gesehen.@Möchten Sie die Mission beenden?;You haven't seen any@vessels for quite a long time@Would you o like to@end the mission?;unknown;
Sie haben@kläglichst versagt!;You failed!;unknown;
Sie haben@kläglichst versagt.;You failed.;unknown;
Sie sind einige Wochen krankheitsbedingt ausgefallen.;You have been ill for some weeks.;unknown;
Sie sind erstickt.;You have run out of oxygen.;unknown;
Sie sind sicher am Ziel angekommen.@;Destination Reached Safely.@;unknown;
Sie wurden vom Bergungsdienst gerettet.@;You were saved by rescuers.@;unknown;
Sommer;Summer;unknown;
sonnig;Clear;unknown;
Sonst keine besonderen Vorkommnisse.@Wir setzen unsere Patroullie weiter fort.;No further incidents.@We will proceed with our patrol.;unknown;
Spielende;End of Game;unknown;
Stärkere Kanteng.(4xFSAA);More anti alias (4xFSAA);unknown;
StateEngine (Test);State Engine (Test);unknown;
Strecke / %s / %7.1f km;Distance / %s /%7.1f km;unknown;
Strecke anzeigen;Show Distance;unknown;
Sturmangriff;Attack;unknown;
subtest1 U9;subtest1 U9;unknown;
subtest2 U31 ;subtest2 U31;unknown;
subtest3 UB-I;subtest3 UB-I;unknown;
subtest4 UC-II;subtest4 UC-II;unknown;
Tanker ;Oiler;unknown;
Tanker;Oiler;unknown;
Testoptionen;Test Options;unknown;
Tiefenruder_Bug;Depth-rudder_Bow;unknown;
Tiefenruder_Heck;Depth-rudder_Stern;unknown;
Torpedo ausgelaufen, kein Treffer;Torpedo Failed to Make Contact;unknown;
Torpedo;Torpedo;unknown;
Torpedo_1;Torpedo_1;unknown;
Torpedo_2;Torpedo_2;unknown;
Torpedo_3;Torpedo_3;unknown;
Torpedo_4;Torpedo_4;unknown;
Torpedo2;Torpedo2;unknown;
Torpedo3;Torpedo3;unknown;
Torpedo4;Tropedo4;unknown;
Torpedo5;Torpedo5;unknown;
Torpedo6;Torpedo6;unknown;
Torpedofehler;Torpedo Failure;unknown;
Torpedos unbegrenzt;Unlimited Torpedoes;unknown;
Torpedos:;Torpedoes:;unknown;
Torpedoschaden ;Torpedo Damage;unknown;
Torpedotreffer ;Torpedo Hit;unknown;
Torpedoversager;Torpedo Failures;unknown;
Trawler %d@;Trawler %d@;unknown;
Trawler;Trawler;unknown;
Treffer;Impact;unknown;
Turm;Turret;unknown;
Tutorial;Tutorial;unknown;
UB-I;UB-I;unknown;
U-Boot frei positionierbar;Free Sub Positioning;unknown;
U-Boot Schule I;Sub Training I;unknown;
U-Boot Schule II;Sub Training II;unknown;
U-Boot Schule III;Sub Training III;unknown;
U-Boot Schule IV;Sub Training IV;unknown;
U-Boot Schule V;Sub Training V;unknown;
UBoot zerstört.;Submarine Destroyed.;unknown;
Uboot: ;Sub: ;unknown;
U-Boot;Submarine;unknown;
U-Bootkrieg;U-Boat Warfare;unknown;
UC-II;UC-II;unknown;
Unbegr. Karte;Unlimited Map;unknown;
Unbekannt;Unknown;unknown;
unbekanntes Schiff;Unidentified Ship;unknown;
Unser Sauerstoff geht zu Neige.;Oxygen Almost Depleted.;unknown;
USA;USA;unknown;
V;V;unknown;
Verbinden mit Server (Client)...;Connecting to Server;unknown;
Versenkt;Sunk;unknown;
Versenkungsmeldung;Sinking Report;unknown;
Vorbei;Missed ;unknown;
Vorderdeck;Bow Deck;unknown;
Vorrat erschöpft;Out of Stock;unknown;
Wasserbomben;Depth Charge;unknown;
Wassermiene gelegt;Mine Released;unknown;
Wegpunkt / %s / %7.1f km ~%3d:%02d;Waypoint / %s / %7.1f km ~%3d:%02d;unknown;
Wegpunkt / Markierung@löschen;Remove Waypoints@and Markers;unknown;
Wegpunkt;Waypoint;unknown;
Weiter;Next;unknown;
Wellentest (test);Wavetest(test);unknown;
Wetter Test1;weather test 1;unknown;
Wetter Test2;weather test 2;unknown;
Wetter Test3;weather test 3;unknown;
Wetter Test5;weather test5;unknown;
Wetter Wetter Wetter.;Fixtext;unknown;
Wettermeldung;Weather Report;unknown;
Wettlauf (test);The Race(test);unknown;
Wettlauf-I;Race-I;unknown;
Wettlauf-II;Race-II;unknown;
Wettlauf-III;Race-III;unknown;
Wettlauf-IV;Race-VI;unknown;
WideScreen (16:10) ;WideScreen (16:10) ;unknown;
Wilkommen zu Hause;Welcome Home;unknown;
Windgeschwindigkeit: ;Windspeed:;unknown;
Window Mode (640x480);Window Mode (640x480);unknown;
Windrichtung: ;Wind Direction;unknown;
Winter;Winter;unknown;
Wir haben ein Ziel zerstört.;Target Destroyed!;unknown;
Wir haben feindliches Ziel erfolgreich@angegriffen und vernichtet.@Wir gehen unserer Order entsrpechend@weiter vor. ;We have attacked and destroyed@an enemy target successfully@We will proceed in accordance@with our orders.;unknown;
wir sind auf Grund gelaufen!!!;We have run aground!;unknown;
Wir sind entdeckt worden.;We have been detected!;unknown;
Wirklich?;Really?;unknown;
Wollen sie %storpedo aus Rohr %d@ mit Winkel %d abfeuern?;Fire %s Torpedo from Tube %d@ at Angle %d?;unknown;
Zählmeldung;Report Reckoning;unknown;
Zeitraffer >512x;Time Multiplier > 512;unknown;
Zentrale;Bridge;unknown;
Zerstörer %d@;Destroyer %d@;unknown;
Zerstörer;Destroyer;unknown;
Ziel ausser Reichweite;Target Out of Range;unknown;
Ziel ausserhalb des Winkels;Target Out of Angle;unknown;
Ziel Erfüllt;Objective Completed;unknown;
Ziel zerstört;Target Destroyed;unknown;
Ziele aktualisiert;Objectives Updated;unknown;
Zielgebiet;Target Area;unknown;
Zielpunkt erreicht.;Waypoint Reached;unknown;
Ziffernblock (Alternative für Notebooks)@ 4 (Alt + Pfeil links)@ 6 (Alt + Pfeil rechts)@ 8 (Alt + Pfeil hoch)@ 2 (Alt + Pfeil runter)@ 5 (Alt + Eingabe)@ + / - (Alt + Bild auf / ab)@@Pfeiltasten@ links / rechts@ hoch / runter@@ F1 - F10@ c@ h@ j@ l@ u@ o@ p@ g@ a@ Bild auf / ab@ STRG@ ESC@@Sonderfälle Ziffernblock (Alternative für Notebooks: Alt + Pfeil rauf / runter)@ 8 / 2@ 8 / 2@ 8 / 2@;NumPad (Alternatives for Notebooks)@ 4 (Alt + Cursor Left)@ 6 (Alt + Cursor Right)@ 8 (Alt + Cursor Up)@ 2 (Alt + Cursor Down)@ 5 (Alt + Enter)@ + / - (Alt + Pg Up / Down)@@Cursor-Keys@ Left / Right@ Up / Down@@ F1 - F10@ c@ h@ j@ l@ u@ o@ p@ g@ a@ Page Up / Down@ STRG@ ESC@@Special Cases NumPad (Alternatives for Notebooks: Alt + Cursor Up / Down)@ 8 / 2@ 8 / 2@ 8 / 2@;unknown;
Zur Kap. Zusammenf.;To Captain's Statistics;unknown;
Unbekannt;Unknown;unknown;
@- Sicht nach links@- Sicht nach rechts@- Sicht nach oben@- Sicht nach Unten@- Sicht in Fahrtrichtung zentrieren@- Ansicht vergrößern / verkleinern (Periskop / Fernglas)@@@- Steuerung rechts / links@- Fahrtstufe wählen (Geschwindigkeit)@@- Stationen wechseln@- Torpedokamera an / aus, Wechsel zwischen Torpedos@- Maschinen stoppen@- Ruderstellung auf Null (Kurs wird aufgehoben)@- anvisiertes Ziel einloggen@- Ballasttanks ausblasen (auftauchen)@- Ballasttanks fluten (untertauchen)@- Nottauchen (es wird jeweils um ca. 20m tiefer getaucht.)@- Kanone abfeuern@- Autopilot an / aus (für in Karte gesetzte Route)@- Zeitraffer schneller / langsamer (bei 0 = Pause)@- Torpedo abfeuern ohne Loggen@- Mission / Menü / Programm verlassen@@@- Periskop einfahren / ausfahren@- Torpedokamera Überwasser / Unterwasser@- Schussweite der Kanone verändern;@- View left@- View right@- View up @- View down@- center view to Head@- Zoom in view / Zoom out view (Periscope / Binoculars)@@@- Turn rigth / left@- Change speed @@- select Station@- Toggel torpedocamera@- Stopp Engine@- Set Rudder to zero (invalidates Course)@- Log target in view@- blow out tanks (surfacing)@- flood tanks (dive)@- crash dive (goes down about 20 meters before catched.)@- Fire gun@- Autopilot on / off (follows Route which was set on the map)@- Timemultiplier up / down ( Pause at 0 )@- free fire torpedo@- Mission / Menu / Exit Game @@@- Periscope lower / raise@- Torpedocamera surface / submerged@- adjust firing range;unknown;
Die Schalen des Zorns;Shells of fury;unknown;
U35;U35;U35;
U9;U9;U9;
kn;kn;kn;
unbekannt;Unknown;Unknown;
Ziel verloren;Lost Target;Ziel verloren;

I also have yet to recieve a radio message from the "High Command"...

CB..
09-01-07, 01:11 PM
:up: :up:
Cheers Montbrun!!
absolutely brilliant..:rock:

that's interesting also..the translat.txt in my version only contains about half the number of entrys ,,,? wonder what's going on there..

i've discovered you can add completely new sky sets
there are four by stock..but if create anew one and add it's name to the volumetextures.txt..(and add it to the weather.txt)..the game is happy to use the new sky as well as the stock four..

wonder what else can be added
perhaps we can add voices properly by editing new wav files into the sounds.txt....?

i'm hoping some of the other elements of the game that are hinted at are functioning as stock...there's mention of the possibility of you being captured and taken to a POW camp some where LOL!!!!

one of things i'm tempted to try as an edit and an campaign file experiment is to try to find the compulsory (i only think it's compulsory mind) stay in the patrol zone for 24 hours order...and change it to a simple "reach" order...as we only have 6 torps...it often makes no real sense to remain in a dangerous location fater you have exhausted all your torps..
once i start i should discover more about how things work

Crinius
09-01-07, 01:16 PM
All Iam getting is this

http://img266.imageshack.us/img266/8625/1914dsdz200709011936592ou0.png (http://imageshack.us)

Action stations are normal.

I have a Nvidia 7950 GT with the Ngo 158 driver.

clive bradbury
09-01-07, 04:16 PM
Gentlemen,

I have been following this thread with some interest - and becoming tempted. Can you just clarify something for me, though? Is there some form of manual targeting, or is it just point and shoot?

CB..
09-01-07, 04:49 PM
well that don't look right at all Crinius it has to be said!!!!:hmm:

all i can think of is the Nvidia card is pixelshader2 compatible (what ever the heck that is)

hope you can get some answers...


on the other side i have finaly got the game running like a bat out of hell...simply because i decided to edit my graphics options straight into the PARAMETERS.TXT ...like so

system\FSAA
ffffffff
INT
system\FSAA4x
ffffffff
INT
system\WideScreen
ffffffff
INT
system\LowResWater
00000001
INT
system\lowuqalitysky
00000001
INT
system\DisableVolumeMirror
00000001
INT
system\DisableMirrorShips
00000001
INT
system\DisableMirrorSmoke
ffffffff
INT
system\DisableMirrorSun
00000001
INT
system\LowMirrorMode
00000001



aplogies to Scaz for not fully eplaining this when he so rightly asked,,,if i had followed that up i could have saved my self two days of endless messing about lol:oops:

the

ffffffffffffff

means the "NIEN" option (ie no)

and

00000001

means "JA" (ie yes)

soo i can get the proper control over the options like this then save the file and set it to "read only" in the properties option to prevent the game from accidently over writing it

so the ONLY reason i wasn't able to run the game easily and without problems was that the in game options screen really DIDN't save the selected options properly..as long suspected right from the start!

gawd..how many folks have given up on this game for that simple reason??? assumeing it was beyond their PC's capabilites...

i can run it as stock with no modifications to the graphics AND can obviuosly set the options to a higher level aswell.(as it runs perfectly under all circumstances (so far)

i've had a look at the campaign structure and i can safely say that the campaign is not scripted AT ALL

the game writes the missions on the fly (AFAIK) by drawing information stored in various source files

primarily from

shipdata.txt (types and details tonnage etc)
shipdensity1914.txt (again types for this year.. there's one for each year)

it then draw more information from the

SCRIPTS folder
an example is this one

# Gegner unter Land 8.10.1914 ( 3003)
id mysim
phase init
SetTimeLimit $0
StartTime 11.0, 15.0
CampaignStartDate
ChangeGeoPivot 8,53
Weather "sunrise"
CreateSimulationObject [mysim],"ufp"
SetPositionGeo [mysim],8.023,53.944,0
BindToController [mysim]
SetDescriptionMapTexture "ordermap_nordsee.jpg"
*SDensity1914
*TOstengland
*PKanal
*TKanal
DefineMissionGoal $0,"StayArea", 3.277, 51.486, 10000, $b40
SetMissionGoalText $0,"48h Patrouille in Zielgebiet",$1,"Zielgebiet"
DefineMissionGoal $1,"Kill",0,0,0,$1
SetMissionGoalText $1,"Zerstören Sie das Grosskampfschiff!",$1,"Ziel"
DefineMissionGoal $2,"StayArea", 8.188, 53.842, 15000, $1,$3
SetMissionGoalText $2,"Rückkehr zur Basis",$1,"Heimatgebiet"
ApplyStateEngine $0,"OnePointFlee#cressy,1#3.296,51.482#2.775,52.969"
ApplyStateEngine $0,"ThreePointEscape#zerst3#3.403,51.537#3.147,51.518# 3.158,51.365#2.775,52.969#10"
ApplyStateEngine $0,"ThreePoint#zerst4#3.147,51.518#3.148,51.365#3.403, 51.537#10"
ApplyStateEngine $0,"ThreePoint#zerst3#3.148,51.365#3.403,51.537#3.147, 51.518#10"
EveryFrame
CompleteOnGoal "Willkommen zu Hause!",$4
Endphase
end


note things like

DefineMissionGoal $0,"StayArea", 3.277, 51.486, 10000, $b40

im assuming the

3.277, 51.486

is the Lat long location of the patrol area...
and perhaps the 10000 is the size of the (circle) area
can't see an obviuos candidate for the 48 hour requirement there tho..
tho i guess there will alternatives to the "stay area" command hoepfully i can replace that with a "reach" command or set a far shorter stay time requirement..there is shipping out side the patrol zone i went north to Hull and ran into just as much shipping up there as in the patrol zone..


ApplyStateEngine $0,"OnePointFlee#cressy,1#3.296,51.482#2.775,52.969"
ApplyStateEngine

the ApplyStateEngine refers to the

StateEngineTemplates.txt

note it refers to

a "OnePointFlee" for the Cressy war ship (see the shipdata.txt to find the Cressy listed there)

the OnePointFlee

is this AI set of instructions

15,onepointflee
s:5
c:0,1,PlayerNear:#2,15000
a:1,CreateSimObject:#1
a:1,Stop:
c:1,2,EnemyVisible:5000
a:2,GoTo:g#3
a:2,FireAtWill:
c:2,3,LastDestinationReached:1500
a:3,Stop:
c:3,4,TimeExpired:3,720
a:4,GoTo:g#2
c:4,1,LastDestinationReached:1500
c:2,2,EnemyVisible:5000
c:3,2,EnemyVisible:5000
c:4,2,EnemyVisible:5000

there are twopointflees
threepointflees etc etc etc

it's this that tells the ship how to react to the player if it spots you
and also obviusly has some influence on the sorts of distances it can see you.....this agains is obviously open to editing for choice and effect...i'm sure after a while one coud write ones own "instructions add them to the stateenginetemplates list and summat new becomes available

heres a Trade Route

# Handelsroute mit 4 Wegpunkten
#
# #1=Schiffstyp #2=pos1, #3=pos2, #4=pos3, #5=pos4, #6=speed
#
48,TradeRouteFour
s:18
a:0,SetStartPosition:#2
a:0,CreateSimObject:#1
a:0,GoTo:g#2,#6
c:0,2,LastDestinationReached:1500
c:0,1,EnemyVisible:6000
c:1,0,-EnemyVisible:10000
a:1,Flee:
a:2,GoTo:g#3,#6
c:2,4,LastDestinationReached:1500
c:2,3,EnemyVisible:6000
c:3,2,-EnemyVisible:8000
a:3,Flee:
a:4,GoTo:g#4,#6
c:4,6,LastDestinationReached:1500
c:4,5,EnemyVisible:6000
c:5,4,-EnemyVisible:8000
a:5,Flee:
a:6,GoTo:g#5,#6
c:6,8,LastDestinationReached:1500
c:6,7,EnemyVisible:6000
c:7,6,-EnemyVisible:8000
a:7,Flee:
a:8,Stop:
c:8,10,TimeExpired:8,120
c:8,9,EnemyVisible:6000
c:9,10,-EnemyVisible:8000
a:9,Flee:
a:10,GoTo:g#4,#6
c:10,12,LastDestinationReached:1500
c:10,11,EnemyVisible:6000
c:11,10,-EnemyVisible:8000
a:11,Flee:
a:12,GoTo:g#3,#6
c:12,14,LastDestinationReached:1500
c:12,13,EnemyVisible:6000
c:13,12,-EnemyVisible:8000
a:13,Flee:
a:14,GoTo:g#2,#6
c:14,16,LastDestinationReached:1500
c:14,15,EnemyVisible:6000
c:15,14,-EnemyVisible:8000
a:15,Flee:
a:16,Stop:
c:16,0,TimeExpired:16,120
c:16,17,EnemyVisible:6000
c:17,0,-EnemyVisible:8000
a:17,Flee:

and here's a script in the scripts folder that gives what i assume is one possible route coordinates for traderoutefour

Trade Route OstEngland
ApplyStateEngine $0, "Traderoutefour#Prometheus#-2.704,56.143#-0.795,56.081#0.858,53.377#1.975,52.607#10"
ApplyStateEngine $0, "Traderoutefour#Borneo#0.310,53.535#0.692,55.109#-0.536,56.496#-1.849,57.244#10"
ApplyStateEngine $0, "Traderoutefour#Sumatra#1.158,51.544#2.501,52.359#1 .513,53.666#-0.858,54.749#8"


and that's as far as i have got...

so it's far from being just a straight forward mission enegine..as there really isn't a mission script anywhwre..it kinda creates the missions from all the variuos seperate components ..which means you can actualy have a field day with it (in theory anyway)

CB..
09-01-07, 04:59 PM
Gentlemen,

I have been following this thread with some interest - and becoming tempted. Can you just clarify something for me, though? Is there some form of manual targeting, or is it just point and shoot?

yes there is manual targeting....in fact even the "lock target" option (for the torps) is just about the least user friendly "lock target" option i have ever come across..LOL..

you have to get the target ship bang dead centre in the scope view (not a pixel either way mind..but bang dead centre -other wise you can't get a lock ) hard to do in a hurry.sometimes to me.. it seems impossible...especailly at maximum zoom...and all the time you struggling to do this feat the enemy ships are microseconds away from spotting your scope (within the normal range of your torps anyway) and within torpedo range (around 3600 metres) if an escort spots you..you have literaly no where to go...your almost certainly dead..

more times than not i have ended up say "oh blow that for a game of soldiers..i'll do it myself!)....beacuse even a lone merchant becomes more or less impossible to get with a torp once it has spotted you ..best AI evasive maneuvers i've seen in a subsim...they really don't want to get torped..they ain't pretending this time..they mean it..and you only have 6 torps. as a rule...:ping:


so yes you have both...an auto lock type affair.
and the manual AOB speed depth etc settings..and the map tools to do the job with:up:

CB..
09-02-07, 04:37 AM
:D :up: :ping: :up:

well here we go folks...

spent this morning learning a little about the missions structure and code
and here's a little of what i have picked up so far..

ADDING RANDOM AIRCRAFT ATTACKS TO MISSIONS....example tutorial #1

go to your scripts folder and open the

ServerScript0050.txt--this is the first training mission USCHULE1

here's the contents

/////////////////////////////////

# USchule 1

id mysim

phase init
SetDescriptionMapTexture "ordermap_nordsee.jpg"
SetTimeLimit $0
StartTime 11.0, 15.0
StartDate 1914,5,5

ChangeGeoPivot 10.312,54.554
Weather "sunrise"
EnableTutorial
SetTutorialString "- Steuern Sie die auf der Karte (F3) markierten Zielgebiete an.\- Details entnehmen SieIhrer Missions-Order (F10)\- Die Position der Ziele entnehmen Sie der Karte (F3)"

CreateSimulationObject [mysim],"u35"
SetPositionGeo [mysim],10.312,54.554,0
BindToController [mysim]

DefineMissionGoal $0,"StayArea", 10.446, 54.667, 5000, $1
SetMissionGoalText $0,"Erreichen Sie Zielgebiet 1",$1,"Zielgebiet 1"

DefineMissionGoal $1,"StayArea", 10.557, 54.538, 5000, $1
SetMissionGoalText $1,"Erreichen Sie Zielgebiet 2",$1,"Zielgebiet 2"

DefineMissionGoal $2,"StayArea", 10.266, 54.485, 5000, $1,$3
SetMissionGoalText $2,"Fahren Sie zum Heimathafen",$1,"Heimathafen"

#Mission
AddRandomShips "Airplane#10.446,54.667,150000",010

EveryFrame
CompleteOnGoal "Schulungsmission beendet.",$4
Endphase
end

///////////////////////////////////////

NOTE the code used by the missions does not display correctly in the forum so use it as a editing guide only ..
compare the above to the stock mission and work that way...

i have made TWO alterations to this mission...

ONE/ i have altered the player sub to the U35

thus

CreateSimulationObject [mysim],"u35"


TWO/ I have added random aircraft attacks

thus

#Mission
AddRandomShips "Airplane#10.446,54.667,150000",010

note the location of the aircraft area (compare it to the mission goal location)

10.446,54.667

and the size of the area it covers

150000

and the frequency of the attacks

010

which i have set to ten minutes
tho i'm assuming this "timer" is not clock work and doesn'tt spawn an aircraft every ten minutes but in fact "rolls a dice" every ten minutes
to randomly spawn the attack or not as the case may be..

so there you go....tested it and i get attacked by aircraft...

NOTE YOU WILL NEED TO SET THE SERVERSCRIPT0050.TXT FILE PROPERTIES TO CHANGE THE "READ ONLY" OPTION FOR THE FILE OTHER WISE YOU WON'T BE ABLE TO SAVE YOUR CHANGES (right click on the file select properties)

i now know why the aircraft in the game are easy to shoot down...:yep:
it's because they drop a torpedo into the water as they get within range..
so whilst your busy trying to shoot it down--- your actualy allready DEAD !! lol (you just don't realise it yet lol...the torpedo will get you.in a few seconds) so don't shoot at it....DIVE for heavens sake!!!
you have to shoot it down whilst it is still outside normal torpedo range..or maneuver wildy to stay safe...either way it means far greater difficulty and danger from the aircraft..which balances out nicely the fragility of the planes..mind you everything in the game is probably too fragile..but this includes your own uboot..so it is actualy fair..something to look at later on tho...

i have checked ALL the campaign missions and only three or four actualy have aircraft added so there is plenty of room to add the same aircraft to all the other missions...just get the location size of the area and timer right

i have found dynamic contact reports AND radio messages in the mission code (which seems much like VisualBasic 6 to me so i have a meager grasp on that).....i haven't tried to implement it yet tho...

it's great in fact...watching these old biplanes come in low line up then drop their torp into the water ..it's all very well done ...

now you may think that having these relatively small aircraft appearing hundreds of miles of the coast deep into the north sea or atlantic etc..isn't feasible at all (realisiticaly speaking)
BUT
during WW1 there were large numbers of sea plane "carriers" patroling just about every-where..so this is perfectly reasonable historically speaking..and of course gameplay wise it's a hoot


end of tutorial number 1:up: :sunny:

to download the properly edited mission file
see link below

http://www.ebort2.co.uk/SOF/TUT1.zip

CB..
09-02-07, 09:02 AM
the dynamic radio messages code works as far as i can reasonably tell ..perfectly

AddRandomShips "Airplane#-1.918,57.042,450000",460
AddRandomShips "Airplane#0.919,53.295,100000",260

ApplyStateEngine $0,"TradeRouteFour#Borneo,1#-1.698,56.719#1.593,53.601#6.840,54.450#-1.698,56.719#10"

ApplyStateEngine $0,"TradeRouteFour#Berberis,2#2.380,51.776#4.047,55.89 2#-2.069,58.676#5.218,54.278#10"

AddPositionTracker $1,$270,"Von Admiralität.\\To .\U-Boote.\Hostile contact.\\Position: %s\Course: %d\\Instructions,\if possible.\Attack.\if current orders\allow!"

AddPositionTracker $2,$470,"Von Admiralität.\\To .\U-Boote.\Enemy contact.\\Position: %s\Course: %d\\Instructions,\Confirm this contact.\ And Attack.\at all costs\Kaptain!"



again you'll have to download the test mission to see the code properly as the forum doesn't format it correctly..

but BDU ( or the ww1 equivilent) will send you contact reports on (in this case ) two shipping routes.....


the message
contains information such as

Position: %s

the %s is wrritten on the fly by the game giving the lat long at that moment int time for the ships.

so there you go...

i've tested the mission and it all works well....again as far as i can tell....i got nailed by the aircraft before i could get a visual on the ships reported to check that they were following the reported routes etc..

there IS an issue with the aircraft here tho

if you dive to avoid them ..they follow you....even tho they can't see you..they stay overhead more or less pernamently ..so you have to "duke" it out with them on the surface...not the end of the world but...theyre maybe be a way to edit this so they fly away once they have lost visual..

anyway i did manage to tackle two at once and survived so it isn't as hard as i thought...turning hard screws up their torp run and they try to make another pass...this often has them flying right overhead (so low and so slow you can almost touch them as they pass...that looks great!)


anyhuw here's test mission number 2 (it is a brand new mission that doesn't overwrite any stock one select it from the single mission menu..there's no graphic image for the choose mission screen window bu just select YES or OK and your there)
let me know here if you find the ships mentioned in the contact reports as this is important...don't want the message to be just "filler" want them to genuinely and dynamicaly accurate information...which i'm fairly sure they are...

there is another slice of interest here also...the contact reports do not automaticaly appear on the map...so you DO need to read them and CAREFULLY plot the contact report your self ..dropping a marker on the map at the co-ordinates described in the radio messages...which is great stuff...:up:
in subsims you spend hours doing more or less nothing (in effect)..so reading the radio messages and doing a little map plotting by hand is to me anyhuw...something that makes the game far more emmersive...with me FINDING the ships by hand in this fashion is every bit as satisfying as some one else satisfaction in using the manual tdc in other sims..

anyhuw (again lol)

here's the link to the tutorial patrol:D


http://www.ebort2.co.uk/SOF/TUT2.zip

Montbrun
09-02-07, 11:40 AM
Of the 182 German U-boats lost during WWI, only 1 was confirmed sunk by aircraft - UB 32. IMHO, aircraft should be very restricted in their sub-killing abilities.

http://www.uboat.net/wwi/fates/losses.html

CB..
09-02-07, 01:04 PM
Of the 182 German U-boats lost during WWI, only 1 was confirmed sunk by aircraft - UB 32. IMHO, aircraft should be very restricted in their sub-killing abilities.

http://www.uboat.net/wwi/fates/losses.html



:rotfl: sometimes i wonder why i bother you know...lol

Hitman
09-03-07, 10:25 AM
I'm happy to see that you guys have gotten into SOF :) I bought it some time ago and like it very much, and since I can speak german it has never been a problem for me with the translations.

I tinkered a bit under the game's hood and it is certainly very open. I added a graded reticle to the scope for shooting, but it needs the proper calibration. Manual targeting is possible, but there are three problems:

First, you need a wiz-wheel to calculate torpedo deflection

Second, you can't set two of the historic Gyro Angles used by germans in WW1 (90º and 270º), which limits a lot your shooting tactics :hmm:

Third, there is no accurate bearing indicator on your sub that tells you the bearing you are looking at :damn: The horrible submarine silhouette with the yellow field of view and red ball representing the target is unusable, and for accurate torpedo shooting a la WW1 you need precise bearings as there is no TDC and you must aim with the whole sub (Like WW1/2 airplanes)

As for the scope being difficult to bring to bear into the enemy, press the shift key when moving it and it will do it slowly :know:

Aside from that, the game has only a major nit-pick for me, and that's the spotting distance of the enemy. They see your scope and sub too easily! In real life anything above 10.000 metres would mean your sub small silhouette is invisible even at day, and 4000 metres onwards no persicope wake is visible, except in flat calm seas :stare: Any ideas where the files for that are located???

P.S: the game is a gold pot for modders....even 3D models for new ships are easy to add according to Seeadler :sunny:

CB..
09-03-07, 12:04 PM
HI HM...:up:
i can help with the scope being spotted issue ...

there's one file edit method possibility

tho i'll admit to not having treid as yet

but what i do is raise the scope so it just breaks the water...there is a height at which you can see the enemy but the game doesn't register them as being able to see you..ie the red dot on the compass object doesn't appear and the mini map stays clear also...at this stage you can actualy ram the ship and he will not have spotted you..(tho not recomended ..but you see what i mean!)

it makes targeting even more tricky BUT you can pop the scope up briefly to get the map screen contact on view again...and this gives you about a minutes grace after you lower the scope to "stealth" level again...that torpedo "line" on the minimap is my best helper for aiming...(i am it has to said completely bluudy hopeless at it tho lol)

so that's the trick round the scope being spotted...and keeping an eye on the funny red bar object which acts as an indication of how likely you are to spotted..is that bar an realism option? i dunno...:hmm: probably ought to be..i stiil have trouble understanding the german text so am never sure what option does what...i have been trying to turn that damn pop up message thing of.....i fire a torp and it pops up a message asking me if i really ment to fire the torp or not....making aiming EVEM more traumatic as the torp gets lauched only after i press JA on the pop up thin..
can you turn it off.?

ok..the other methodology round the spotting distance is by editing the

StateEngineTemplates.txt (main root folder)

this stores all the various AI instructions the game uses...

here's an example

c:0,1,PlayerNear:g#2
a:1,CreateSimObject:#1
a:1,GoTo:g#2,0,#4
a:2,GoTo:g#3,0,#4
a:3,Ramm:
c:1,2,LastDestinationReached:1500
c:2,1,LastDestinationReached:1500
c:1,3,EnemyVisible:5000
c:2,3,EnemyVisible:5000
c:3,1,-EnemyVisible:6000

i reckon editing the

EnemyVisible:5000

entrys is liable to reap results...tho not neccesarily all the time...as i think the AUTO_SHIPPING has it's own rules not so far found any where..

the auto shipping is the vessels included in the missions regardless of any
ships written into the missions script...

if you open one of the missions scripts (scipts folder)

you will see little tags added to most of the missions

like this

*SDensity1915
*TOstengland
*PKanal
*TKanal

tage one uses the shipdensity.txts in the root folder
TOstengland uses the ships and routes shown in the Tostengland.txt inthe scripts folder

etc etc

these templates (bit like SH2 i suppose?)

are automaticaly loaded

tho how the shipdensity ones work i have no idea as yet...

say do you know the crush depth for the subs...???

that red bar on the depth meter seems widly optomistic !!!!
i can't get to half that depth in the u35 without crushing the hull...

lol...again it's quite a high "realism" rating that in it self...
you have NO idea what your crush depth is at all lol..and once the hull starts to go..(that sub hull meter goes red) even blowing ballast and coming up rapidly doesn't often save you...there's some "roll on" cumalative effect at work ..?

it's quite a nervy experience diving in these subs..!!

H are there any other hot keys like the shift pan option..is there a
"bring view to front"
or set heading to view or any other handy ones??
the game is a bit cluncky and awkward control key wise..a few extra options would help a lot..


yes it is a huge game for modders...got myself an X file importer exporter for 3dsmax and am trying to figure out the correct settings to export with for the game....no luck so far but maybe seeadler has a few tips??
it might even be possible to create 3d interface screens i dunno bowt that tho..

there is a zeppelin in the game got to figure out how to get that going...

cheers HM

i've added a SOF mod section to my site....do you want to put the scope mod you've made on it...it might help my targeting abit!!

Hitman
09-03-07, 02:31 PM
but what i do is raise the scope so it just breaks the water...there is a height at which you can see the enemy but the game doesn't register them as being able to see you..ie the red dot on the compass object doesn't appear and the mini map stays clear also...at this stage you can actualy ram the ship and he will not have spotted you..(tho not recomended ..but you see what i mean!)


Ahhh I had noticed those two different stituations, but had no idea in one of them you would not get detected :hmm:

ok..the other methodology round the spotting distance is by editing the

StateEngineTemplates.txt (main root folder)

this stores all the various AI instructions the game uses...

here's an example

c:0,1,PlayerNear:g#2
a:1,CreateSimObject:#1
a:1,GoTo:g#2,0,#4
a:2,GoTo:g#3,0,#4
a:3,Ramm:
c:1,2,LastDestinationReached:1500
c:2,1,LastDestinationReached:1500
c:1,3,EnemyVisible:5000
c:2,3,EnemyVisible:5000
c:3,1,-EnemyVisible:6000

i reckon editing the

EnemyVisible:5000

entrys is liable to reap results...tho not neccesarily all the time...as i think the AUTO_SHIPPING has it's own rules not so far found any where..


Coool now I know where it is :cool:

say do you know the crush depth for the subs...???

that red bar on the depth meter seems widly optomistic !!!!
i can't get to half that depth in the u35 without crushing the hull...


No, I also experimented the surprise crush :damn: but looking at historic figures it seems that design depth was 50 metres, though some dived to 90 and even 100 metres without crushing :hmm:

i've added a SOF mod section to my site....do you want to put the scope mod you've made on it...it might help my targeting abit!!

The scale is not yet calibrated correctly and as such serves not very much. However, I will try to find time to do it properly:doh:

In itself, shooting without manual TDC is very easy as long as you stay at right angles to your target's course...All you need to know is the target speed and course, get on a 90º course to it yourself and calculate from the speed of the target and the torpedo speed how muany degrees before the enemy crosses your bow you must shoot. An example:

Your course: 0º (North) Your chosen torpedo speed: 35 knots

Target course: 270 º (West) Target speed: 8 knots

You see the target currently at 45º to your right. When do you fire?

Easy: You must fire at the moment when the torpedo and target will take the same time to arrive at the same point, and you can calculate that with the Law of Sines, or, more easily, let a slide ruler calculate that for you. We align the 90º mark in the Sine scale with our Torpedo Speed (35 in the normal metric scale) and opposite the speed of the target in the metric scale (8) we read in the Sine scale 13,5º

So, you would turn your scope towards the target exactly 13,5 degrees from your bow (That's why I need badly an accurate bearing read in the scope) and when it crosses your scope crosshari you would shoot. Torpedo and target would then meet exactly in front of your bow :up:

If you are interested in knowing a bit more about that all, get the tutorial I wrote for the S-Boats: http://www.subsim.com/radioroom/showthread.php?t=120095

It's authentic WW1 method of shooting:know: and trust me, it gets addictive:arrgh!:

CB..
09-03-07, 03:52 PM
cheers HM

seems to me for the accurate scope markings what you need to know is perhaps..the exact angle of view allowed by the scope...

it's what i sometimes used to do in SH2...get the right distance away from a target so that with the scope pointing dead ahead....(is there a centre view or view to heading keyboard short cut?)

and fire the torp the second the bow of the ship comes into the view

only worked at close range tho...i'm afraid i have enought trouble counting my toes ..so slide rule calculation ..well the ship would have reached port by the time i had it worked out ..:oops:


i reckon the crush depth thing is pretty much spot on then with 50 metres ..or some form of damage is begun at that depth which grows more irretrievable as the seconds tick by if you don't come up abit quickly..


any more keyboard shortcuts ??

that shift pan option is gem...not mentioned in the manual at all...more please!

how the heck do i turn of the pop up "are you sure you want to launch a torpedo" message...
it's maddening..

Hitman
09-03-07, 04:32 PM
seems to me for the accurate scope markings what you need to know is perhaps..the exact angle of view allowed by the scope...


Yes, more or less so :)

It's just a matter of creating a mission where a target of known heigth and length is placed at exactly 1000 metres, take a screenshot and see how many pixels it extends horizontally and vertically. The rest is very easy, as it only requires subdividing the vision area in the regular divisions that fit best (1 degree per mark, 0.25, degree per mark or whatever)

only worked at close range tho...i'm afraid i have enought trouble counting my toes ..so slide rule calculation ..well the ship would have reached port by the time i had it worked out ..:oops:


Don't worry it can be done much easier....just a simple table (That can be added to the scope screen) showing for the possible torpedo speeds in horizontal colums the proper deflection angle in vertical columns and that's all. Precalculated stuff works well here for the typichal 90º shot and it's quick as hell :up:: Check the target speed, consult the table for the torpedo speed you chose and wait until the enemy reaches the proper periscope mark (Thus the division in degrees of the scale). Range is irrelevant in this kind of firing solution :)

any more keyboard shortcuts ??

that shift pan option is gem...not mentioned in the manual at all...more please!


It is mentioned in page 20 of my manual, though in reference to the binoculars...works also for the scope, though :roll:


how the heck do i turn of the pop up "are you sure you want to launch a torpedo" message...
it's maddening..

According to the manual (Page 15, section "Torpedoraum", paragraph nº 4) the pop up appears only when no target is logged at the moment of firing, so as to avoid that you accidentally shoot a torpedo that has not been aimed at anything. :ping:

CB..
09-03-07, 05:59 PM
Cheers HM ...the manual is a puzzle to me..can't cope much with german..i found the centre view key tho (5 on the Num keypad)..so that's a start..
i can practice on some slow mechants

i'll practice it up a little tho...you know me i'm more into the process of finding the ships than sinking them really !-
that's what i'm working towards with the campaign....because the dynamic radio messages giving lat long course and speed work very well and accurate..(important !)...they can be used to plot the ship routes on the map slowly allowing you to track them down....that's what gets me going...gradualy bit by bit tracking down a ship by checking the incoming radio messages..plotting them on the map ..then eventualy there it is..."smoke on the horizon" as it were...love that side of things ..

i've sussed that with the campaign missions...nearly all the ships you encounter are more or less thrown at you by the auto shipping set up...(bit like airbase spawned ships in SH2).....and that this is controled by the shipdensity.txt...

if i remove the reference to the shipdensity.txt from the missions files

*SDensity1914
*TOstengland
*PKanal
*TKanal

just leaving the route templates

thus

*TOstengland
*PKanal
*TKanal

then the only shipping that will be encountered in the missions will be properly routed and can be for the most part monitored and reported on by the dynamic radio message function..meaning that your tonnage depends on your tracking the shipping down and a dash of good luck at the same time....kinda like manual ship finding instead of auto ship finding you see what i mean..:arrgh!: :huh: :up:

to be honest i don't even bother maning the deck gun myself..lol i'm happy watching the crew man the gun and peering at the results thro the binoc's..heck there's some good damage effects in the game...bits exploding and flying off ..

i would like to try a little more torp targeting as i go along tho...as i find the auto "TDC" an absolute pig anyway..can't get a lock on the target from the scope view UNLESS i put the scope up high enough for HIM to see ME as well!!!...catch 22..so i end up manual targeting and almost allways missing!
sounds like that pop up message is here to stay for me...argghh

you can't even just press ENTER to confirm the shooting...you have to mouse click the JA
why didn't they incorporate it into the gameplay with a splash of colour by having a "preparing tube one for firing sir" pop up which you then press "JA" to launch the torp.. i think the pop ups are kinda ok..but they just put them across in such a way as to remind you your playing a a game ..it interupts the immersion..and why not have a POP UP screen of the sub entering port (AOTD style) instead of the strange end mission count down affair..now that's the right place for a decent pop up if ever there was one lol!!

Chock
09-03-07, 08:44 PM
Just a reminder for all of you getting into this game about this I made for it to help anyone struggling with aiming the torpedoes:

http://www.subsim.com/radioroom/showthread.php?t=115568&highlight=Torpedo+Solution+chart

I did a couple of other mods for it a while ago too, markers on the periscope, that kind of thing, but what I want to know is can anyone figure out how to mod the camera so it can view underwater, as it could on the beta version?

:D Chock

CB..
09-04-07, 01:48 AM
Many thanks Chock :yep::up:

thanks for the work!! i have been scratching my ead wondering how to incorporate the chart into the scope room view without obscuring anything else and yet having it large enough to be easily read..and aha!! maybe there's a decent use for the "do you wisgh to launch a torp" pop up graphic....an edited version of the chart with just the most common ship speeds would fit nicely onto that image...that way the dang thing would actualy be very usefull!!! (the pop up message i mean) i'll give it a go see if i can comeup with a satisfactory image..do you mind if i post the result here after wards???with the appropiate credits of course..

on the camera thing i'm sure they mentioned or i saw screen shots of an external view ..there are "camera" nodes built into the model files to represent the bridge view and the deck gun MG gun and the up and down scope positions.....the first model file mod i tried was to move the bridge view a little an an experiment...sadly i need to get the exported model file set up correctly..as it became invisable lol..

Crinius
09-04-07, 02:33 AM
Cheers HM ...the manual is a puzzle to me..can't cope much with german..i found the centre view key tho (5 on the Num keypad)..so that's a start..
i can practice on some slow mechants


As Iam german I could do a little translation if you wish.

CB..
09-04-07, 04:30 AM
:D many thanks Crinius

one thing i'm wondering about is the little ship marker on the map screen

described on page18 of the manual as schiffverkehr anzeigen

what does it say that it's for?? i can't figure out what it does and it seems important!


hope Chock doesn't mind but there's my attempt to incorporate his excelent torp calculations onto the pop up screen

http://www.ebort2.co.uk/images/zwischenmeldung1.jpg


the message white text gets in the way a little and it no doubt gets seen at other times on the map screen etc (tho that may not be a bad thing?)

but it might be a way of doing it..:hmm:

the above image is correctly named and in the right format to drop straight into the game

goes in textures/menu screens (make a bak up of the original first of course)

horsa
09-04-07, 05:39 AM
Would this help ...

CB – English version of manual can be downloaded from my site here -

http://www.amberphotography.co.uk/navalsite/Downloads/ShellsofFury/Manual 1914-Shells of fury.pdf (http://www.amberphotography.co.uk/navalsite/Downloads/ShellsofFury/Manual%201914-Shells%20of%20fury.pdf)

Been following the excitement generated by this thread and decided to purchase the English download version from Strategy First. Everything sweet – no FPS problems and of course English translations.

I was always put off by the lack of interest shown in the game. I reasoned if Subsim was a a fan site for subsimmers then it spoke volumes for SOF if it couldn’t muster much attention. I knew it wasn’t SH3/4 ( small team, budget production etc ) but the negative reactions suggested it was also a poor game.

So I’ve got to say I was very pleasantly surprised …… this game is fun. No point in reviewing in detail cos you’ve pretty much done that already and my own experience and impressions are very similar to yours .

I’d like to highlight a few personal things ….

For me it’s :-

1. Curiously quite atmospheric. Its graphics are …. well …. idiosyncratic to say the least … but despite its “comic book” feel I do get a feeling of being in a WWI setting.

2. It’s worth its money for its history value. You’re right CB about SH3/4 and tonnage. SOF does let you know what it was like when submarines were submersible novelties and commercial raiding from beneath the waves was not the automatic choice of operation.

3. It has a strong feel of “ its all down to what the eye can see”. HM will know what I’m talking about here because we spent two years on a WW1 project where this sort of thing was discussed in some length …

4. It makes a stab at sea spray over the bow and fog banks …. Water and mist everywhere …. good murky North Sea stuff ….

I hope you can all keep the ball rolling with this one and look forward to all the mods and improvements you guys are working on …. As you say it’s highly moddable

Crinius
09-04-07, 05:57 AM
:D many thanks Crinius

one thing i'm wondering about is the little ship marker on the map screen

described on page18 of the manual as schiffverkehr anzeigen

what does it say that it's for?? i can't figure out what it does and it seems important!




Schiffsverkehr anzeigen means Display Shiptraffic. According to the manual it should show you the areas where you could expect a much higher shiptraffic.

CB..
09-04-07, 06:20 AM
:up: :up: :sunny:
excellent stuff Horsa many many thanks....sya you couldn't do me an enourmous favour and zip up the SCRIPTS folder and let me down load it...i'm hoping some of the information regarding how the game manages the missions scripting may also be in english so i can get a clearer picture of what is doung what and how regarding missions structure and functionabilyt etc..check it first tho and if the texts are in german then it;s ok they haven't translated that deeply..


yes indeed!!!
i think folks here are very "used" to seeing things done in subsims in a certain way....and SOF just kinda does things in the opposite fashion!

the lack of active sonar in WW1 throws the gameplay into a different universe than WW2 sims..leaving dedicated WW2 simmers wondering what on earth might be the point of the game,,?

the 2d screens and relatively poor sea animation as stock

all this serves to distract potentail players from what is in actaul fact a top rank submarine simulation...it has plenty of features that SH3/4 can only dream of regarding sub physics....the lack of any automatic "scope depth" is absolutely huge...i love the fact that if you park on the bottom (obviuosly in very shallow water)...you cannot start the engines UNTILL you raise the boat off the sea floor..
the damage incurred as you go deeper is dynamic incremental and cascading....in this game if you hear the hull creak sounds they really mean something not just ear candy or atmosphere etc..
you have no way of knowing your maximum safe diving depth...or as i say what is the best depth for raising the scope...you set scope depth by hand..and it changes with the waves and sea state

the world map really is the world map and it is possible to travel all the way to the USA (afaik) and back as with the other sims...going to have do some research on ww1 sub operations as the stock campaign doesn't really exploit this capability much...

it offers a whole world of stuff...yesterday i watched the scharnhorst battling it out with three english destroyers and a cruiser...quite a battle!

so it does surface ship to ship engagements as well...

it's a balls out serious susbsim..with a sense of humour and a whole world of charm :ping:

:arrgh!:

CB..
09-04-07, 06:22 AM
Schiffsverkehr anzeigen means Display Shiptraffic. According to the manual it should show you the areas where you could expect a much higher shiptraffic.

:up: cheers Crinius!
that's an intrigueing feature...many thanks will have to look into it..:yep:

horsa
09-04-07, 06:58 AM
Scripts are in english

http://www.amberphotography.co.uk/navalsite/Downloads/ShellsofFury/scripts.zip (http://www.amberphotography.co.uk/navalsite/Downloads/ShellsofFury/scripts.zip)

Pity there are no ports. :hmm:

Hitman
09-04-07, 07:15 AM
Uh oh... if Horsa also steps in, this will start to look like the good old times of SH2/DC :D

I have seen two kind of reviews about SOF and none of them I can agree with:

1.- The very proffesional ones, like the one done by Deamon. This does not serve well as yardstick because he is projecting to do a fantastic and extensively researched sim, thus anything else we know until now pales into insignificance

2.- The casual ones, where the player was a preted-to-be veteran simmer. They also do not serve well as they fail to understand most of what is behind WW1 submarine warfare (Which is as interesting or even more than WW2, way easier to understand and follow through for players because of its simplicity, and lacks all the problematic nazi rubbish), and they tend to compare with SH2/3/4, where graphics had an enormous weigth in terms of game experience.

Nope, SOF is a game with a huge potential waiting to be unlocked by talented modders, only it has not been correctly understood. Besides, I bet that such a small company is much more open to interaction with dedicated and enthusiasted community than UBI or any other large one will ever be, thus offering increased possibilities of tweaking "from inside" the guts of the game, even if no code is made publically available.

Let us keep the ball rolling.....and see what comes out of this :up:

CB..
09-04-07, 07:53 AM
:up: :ping:

cheers Horsa for the english scripts..nice one..will be looking thro them for info

i agree with HM:yep: :sunny:

folks haven't got this sim by the tail as yet..it comes in from left field..

i'll throw this into the arena to see if it bites:arrgh!:

here's the first 17 missions of the campaign (start of the war)

with a couple of minor changes and additions..

1/changed the stay in area objectives to simple reach objectives...

2/added dynamic radio messages and routed shipping

3/added very light air defense around the coast of england (after you get u35)

just these small changes open the campiagn up to be a much more open ended affair..

here's the link..

http://www.ebort2.co.uk/SOF/newcampaign.zip



just install it to the scripts folder

remember this is just scratching the surface stuff..we could really do with Floater here...as the main bulk of the really tricky missions entrys need to be scripted in what appears to Visual Basic code....and floater's a genius with that stuff. ..you should see what it takes to script a convoy with escorts...yikes..bit out of my reach there...:huh:

but this simple stuff i CAN script:up:

CB..
09-04-07, 08:56 AM
here's a perfect ..if a little extreme example of how you can get within ramming range of a enemy vessel with the scope up (in fact here i'm dang close to breaching the surface!)....and the red recognition notes don't appear so you remain in stealth mode....raise the scope a bit more to get the red markers working (and to get the auto "TDC" lock) and of course he sees you....so in effect the submerged autoTDC is effectively useless at the sorts of ranges you need for a good hope of a shot...so the point the scope lock and fire concept is a non starter for this game....in effect there is NO USE-ABLE AUTO TARGETING LOL:up: and i speak as a lazy s#d who normaly uses auto tdc ..but in this game with it's huge switch in emphasis i am quite pleased that the auto targeting feature is so heath robinison and often has the oppsoite efefct to that required..ie you get seen making the lock there fore the lock is now useless lol ...

get a load of this screenshot to see what i mean..at no point in my approach to this ship did he spot me..there were brief moments were the red markers appeared but i corrected the depth and height of the scope to compensate and here i am...i torped the b##ger but it was a dud..LOL...

http://www.ebort2.co.uk/images/SOF_S.jpg

Montbrun
09-04-07, 08:59 AM
1) Playing the campaign, I've just been upgraded to a larger sub. I now have much longer range, a deck gun, and MG. I use the deck gun for those pesky merchants, saving my torpedoes for warships - all that to say, that, I now need a mid-mission save option, which is sorely missed. I see this as the only major design flaw.
2) Has anybody found any "official" boards - I haven't been able to find any yet...

Brad

Hitman
09-04-07, 09:15 AM
Cool, it illustrates perfectly what you said :up:

If we could get to remove the text that gives away target identification, course and speed as well as the icons we would have a real hardcore torpedo shooting game :o The text is surely located in coordinates in some text file, while the icons are easily made transparent and voilà! :D

Sadly there is no chronometer in the game :shifty: for speed calculation, so you need to it all by hand with your wristwatch. Oh well....

As for Chock's speeds table, it is a great replacement, but for torpedo shooting what is needed is a defletion angle table, which is quite easy to do. I will post one here in some minutes, after consulting the game's torpedo speeds :up:

horsa
09-04-07, 09:38 AM
Has anybody found any "official" boards -

This could be it :hmm:

Although I did find ....
http://uk.gamespot.com/pc/sim/1914shellsoffury/forum.html?om_act=convert&om_clk=tabs&tag=tabs;forums

The whole project seems quirky.... no patches ( or promises of) , no forums, no current news on its "official" site etc .....

Hitman
09-04-07, 10:03 AM
Here you go:


http://aycu04.webshots.com/image/25403/2002521065476237527_rs.jpg





Description:

The numbers in the first column (26/31/36) are for the Torpedo Speed you set.

The numbers in the first row (2 to 25) are for the enemy speed.

The match case is the number of degrees of the Deflection Angle or Gyro Angle.

How to use in game:

Let us say that you are willing to shoot a 31 Knots torpedo to a 8 knots target. First of all, you get into a 90º course towards him, i.e. the target and you have perpendicular courses. Looking at the table, this gives us a deflection angle of exactly 15 degrees.

Put your scope dead centered on your bow. (0º bearing)

Set the Torpedo Gyro to 15 degrees in the opposite direction the target comes from (Left if the target is right of your bow and vice-versa)

When the target crosses your bow (0º bearing for you, the direction to which you trained your scope), shoot the torpedo. That's all. :D

Historic notes:

In real life the procedure was in fact the opposite, i.e. you left a 0º Gyro Angle (Torpedo shoots straigth and does not turn) and the scope was trained 15º from the bow in the direction of the target. Since we don't have a precise scope bearing marker, unfortunately we must resort to turning the torpedo instead, by means of the available Gyro Angle :damn:

However it works the same EXCEPT that with the historical procedure the torpedo hits the target at exactly 90º AOB, thus minimizing the chances of duds, whereas using this forced method we will hit with an acute angle, always more prone to duds. :shifty:

CB..
09-04-07, 01:21 PM
:up: now even I can get my head round that!!
Cheers HM!

this any good?

http://www.ebort2.co.uk/SOF/zwischenmeldung1.jpg

kept it to the slower speed as my eyes were going on me

looking for ward to trying the method out later on to night:up:

Hitman
09-04-07, 02:01 PM
Very nice! Pic saved for future use in-game. :up:

Hopefully you like the method and find time to do a larger table...there's still space to be used.

When I find out exactly how many degrees does the scope view covers and create a reticle for that, the smaller angles (Say up to 10 deg) will probably be useable enough with just the scope reticle, allowing to shoot straigth from the bow.

Cheers

CB..
09-04-07, 03:10 PM
:up: cheers HM
what i'm hoping is that after a while using this method (thanks again!)
i will get a feel for the angles needed for other speeds as well i guess once you start to think in these terms you begin to be able to work from memory..and fill in the gaps....will maybe do a more complete version as well tho..or could just use your full graphic and paste that onto a similar version..

i have trawled thru all the missions in the game and noted the speeds the auto shipping uses and these are the ones it tends to use the most (destroyers tend to hare along at 30 knts) every thing else more less sticks to these speeds..not that that's hard coded or anything you can set the speeds of any ship any way you want via the mission entrys..

this is how the game plots routes for the ships

ApplyStateEngine $0,"Traderoute#Berberis,9#-11.313,46.323#-2.654,47.137#8"

you have the TRADEROUTE

which is the AI behaviuor mapped out in the traderoute section of the stateengine templates.txt

berberis is the type of ship the 9 after it is just the ships number so the mission can recognise it for any special instruction...such kill unit 9 or similar..and the radio messages function like this

AddPositionTracker $9,$900,"Von Admiralität.\\To .\U-Boote.\Hostile contact 9.\\Position: %s\Course: %d\\Instructions,\if possible.\Attack.\if current orders\allow!"

AddPositionTracker $9 <<---unit 9

the next stuff is the lat long co-ordinates for the route which are as "real world" as any other sim...another thing to take note of when evaluating the attention to detail in the sim..for example you can use any route lat longs from SH2 and use them in SOF and they are exactly the same..:up:

Floaters Kriegstanz developer is great for plotting new routes ..you just click on kreig Dev map and hit F4 and it gives you the lat long copy and paste them into the SOF route and your good to go...

#-11.313,46.323#-2.654,47.137#8" <<--- speed 8 knots

lastly to get right round back to the speed thing..tacked on the end of the route entry is the ships speed

i like this game...it's a hard core sim that manages the ultimate simulation "blasphemy" of not taking itself too seriuosly!!! and just for once ..there are no interminable three hour depth charge attacks.thank cornflakes for that!!!

CB..
09-04-07, 06:32 PM
LOL:yep:
happy to report manual targeting a complete success...

CB..
09-05-07, 03:52 AM
here are some possibly usefull weather missions file entrys
#Weather "night1"
Weather "sun"
StartTime 6.0,0.0
StartDate 1914,9,2
ChangeGeoPivot 3,52
SetEnvParameters 0,1,1
#SetWaterScales 5,5,1
NightLight $0
AmbientLight 0.4, 0.4, 0.4
DiffuseLight 0.8, 0.8, 0.8
LightDirection 1,1,1


SetEnvParameters 0,1,1
#SetWaterScales 5,5,1
NightLight $0
AmbientLight 0.4, 0.4, 0.4
DiffuseLight 0.8, 0.8, 0.8 LightDirection 1,1,1

these may hold a key to elaborating on the weather shown in each mission...
#Weather "night1"
Weather "sun"
SetEnvParameters 0,1,1
#SetWaterScales 5,5,1
NightLight $0
AmbientLight 0.4, 0.4, 0.4
DiffuseLight 0.8, 0.8, 0.8
LightDirection 1,1,1

certainly worth experimenting with....as although i was intialy excited by the in game weather effects with what i assumed were weather changes during missions..
i am dissapointed to find that there doesn't appear to be genuinely changing weather (thus far) .. changing weather, especaily along the lines of the SH2 moving plot-able weather front method is one of my favourite topics ..
and i have yet to see any sim any where implement changing weather more genuinely than SH2!!!

so will have to look into the SOF weather trying to maximise the effects being able to control the ambient diffuse etc light for each individual missions is a start
(rather than it just using the overal blanket weather type taken directly from the weather.txt and referenced by the weather "night1" or "sun" etc..
i wonder if the game allows for different weather at night than during the day...the TWO referenced weather types might hint at that
or it may be that the # comments out the one or the other..
but you have the
nightlight and
SetEnvParameters 0,1,1
these may be powerful tools to play with as may be the

#SetWaterScales 5,5,1height/length/width of the waves...

these have a dramatic effect on your scope visabilty etc and ease or not of submerged attacks as well as providing different sea-state conditons from a sufaced eye candy point of view..
the nightlight might allow for differing degrees of brightness at night allowing each weather type to be customised to suit...

EDIT---
yikes..that needed re-arranging a little!

coming to the
StateEngineTemplates.txt

anything other than the TRADEROUTES stuff containing within there is AIRBASE SPAWNED..
or rather triggered by the player entering the area...bit dissapointing that...


BUT on the positive side it at least has some very complex and flixible behaviuor available to use..here's an example

# three point escape
#
# #1=SimOb[,ref]
# #2,#3,#4 = Points of movement (l,b)
# #5=Fluchtziel (l,b), #6=Speed
#
18,threepointescape
s:6
c:0,1,PlayerNear:g#2
a:1,CreateSimObject:#1
a:1,GoTo:g#2,0,#6
a:2,GoTo:g#3,0,#6
a:3,GoTo:g#4,0,#6
a:4,GoTo:g#5,0,0
a:4,FireAtWill:
a:5,StopAndFire:
c:1,2,LastDestinationReached:1500
c:2,3,LastDestinationReached:1500
c:3,1,LastDestinationReached:1500
c:1,4,EnemyVisible:5000
c:2,4,EnemyVisible:5000
c:3,4,EnemyVisible:5000
c:4,5,LastDestinationReached:1500
c:5,5,EnemyVisible:5000
c:5,1,TimeExpired:4,720


obviuosly the player near trigger at the top of the list of instructions is well --player near-- DO THIS---

first it selects the ship type..with
create simobject

then it tells the ship to go to lat long coordinates 1 then 2 then 3 which you can edit in the mission file itself....

here's an example of the twopoint escape mission entrys (couldn't find a thre point one used so this will do)
name of template/shiptype /# lat long range trigger area/timer/ LatLong go to location /and at the end speed of ship

TwoPointEscape#Scharnhorst#7.547,54.642,30000000,7 20#0.596,54.628#3.0,52.2#12"

the three point escape has another lat long so the ship would proceed along a course AFAIK..which means you could set ships up to ambush the player by drawing him onto a waiting cruiser or destroyer or simply have that ship race at max speed to the nearest friendly port...you know just interesting stuff to experiment with.....looking at the size of the trigger area for the above example it pretty much covers everywhere....30000000 is a huge area...so this ship spawn isn't a localised event..wonder what exactly the game means by Player near??



hopefully this is a fourpoint (without the escape option) convoy triggered by the player entering the area of the first waypoint range 30000000
methinks there might be a delay on this spawning?? at that range??


#Mission
ApplyStateEngine $0,"fourpoint#Dachia,1#1.349,53.736,300000000#4.009,54 .672#4.080,56.482#0.874,55.213#18"
ApplyStateEngine $1,"fourpoint#Dachia,2#1.355,53.736,300000000#4.009,54 .672#4.080,56.482#0.874,55.213#18"
ApplyStateEngine $1,"fourpoint#zerst2#1.360,53.736,300000000#4.009,54.6 72#4.080,56.482#0.874,55.213#18"
ApplyStateEngine $1,"fourpoint#zerst2#1.365,53.736,300000000#4.009,54.6 72#4.080,56.482#0.874,55.213#18"

and that dynamic contact report entry for the convoy

AddPositionTracker $1,$168,"From Admiralty:\\To all submarines\in range.\Hostile contact reported.\\Position: %s\Movement direction: %d\You are allowed\to seek and destroy\the contact.\Do not contravene your orders!"

all of which is a whole world simpler than the way the mission generator constructs a convoy..which is a relief


if your following what i'm saying here you can see that you can do something very much like and at LEAST as good as the dynamic campaign in SH3 and 4....

one/ you strip out most of the randomly spawned shipping..(editing the ship density txts to achive this)
two/ you edit into all the missions files three or four convoys or similar with the dynamic contact reports
three/ you now have a dynamic campaign engine..

well we all know it isn't DYNAMIC but then neither is SH3/4's..what we mean here is random..or rather REPLAYABLE

you then just leave port head to your patrol zone
the dynamic contact reports will report on shipping...

what you do as the player is then entirely up to you....

bingo..instant "dynamic" campaign engine..

i mean folks can whine and say "it isn't this" or "it isn't that" or "what about this" or "what about that" ad bleedin infinitum

but at the end of it all...it would be a "dynamic" campaign

are you sure you guys are REALLY interested in all this??:hmm:

CB..
09-05-07, 01:41 PM
lol :hmm: ok never mind..i'm interested anyhuw...:ping:

here's an important update to both the periscope visability issue AND the sea state and animation settings...as in the end they are in fact both the same thing...

open your weather.txt (root folder)

and add the water state settings to each weather type

thusly

mgsun
{
fogenable = 0
texture = VolumeSky1.dds
rainsize = 0
rainfreq = 0
DayLightTexture = none
WaterHScale = 0.6
WaterTScale = 0.8
WaterSScale = 3

there is in fact a stock example to follow at the bottom of the stock weather.txt..

i HAD imagnied the settings refered to

HEIGHT
X width
Y length

or some such ..

but what they actualy refer to is this..

HEIGHT
SPEED
SCALE

so editing the

waterH gives you taller or shallower waves

waterT edits the speed at which the wave animations cycle thru their routine

waterS edits the over all X-Y scale of the waves....right from sharks teeth perculiar eruptions from the surface --all the way out to almost imperceptible undulations in the ocean surafce....


now back to the SCOPE visability issue.....creating large peaks and troughs in the wave pattern by taking the scale of the waves out to around 3

ie

WaterSScale = 3

and slowing the animation down to around

WaterTScale = 0.8

gives you a much greater "no-mans land" betweeen the scope being up and spotted...and it being down but you cannot see anything...
as the peaks and troughs obviously (think about it) change the height of the water surface in relation to your depth and scope height constantly....

there fore allowing you to see the ships without them seeing you....it's a very dynamic and ...realistic effect....which never plays out the same way twice......

it's im sure a stock effect (it would have to be really wouldn't it?:hmm: )

but because the stock waves are closly packed to gether there just isn't room for anything like a realsiticly scaled peak and trough to develop
hence the visability issue....
you can download the edited weather.txt from my site...tho be aware it is a beta and does have the occasional animation "jump"
which i will hopefully resolve at some point in the future....either way the sea animation is 100% improved (IMO) and you have a 100% improvement in BOTH gameplay AND realism...

anyhuw the info is here....
you should be able to cook up a wave animation set up that suits your style of gameplay realism and eye candy needs..in less time than it took me to type this dang post !!

Hitman
09-05-07, 02:11 PM
lol :hmm: ok never mind..i'm interested anyhuw...:ping:

he he :) I'm also interested in SOF, but you have already picked up speed and it is difficult following you, specially because I'm currently busy with another minor project and can't dedicate much time to SOF.

Anyway, weather improvements are most wellcomed but not my #1 priority while playing. That's good however, because if several people dedicate efforts to various (instead of only one) areas of the game, it will probably improve as a whole much more :up: I will concentrate in the shooting and fighting experience for now, and if I have time to dig in a bit more, I will look into the campaign:hmm:

One thing about radio messages....in WW1 there were almost never contact reports about merchants/convoys AFAIK. It was much more a matter of go out and see what you find...use your instinct :ping: Commanders were so free in their hunting that they switched areas frequently and sometimes in the Mediterranean they even entered and exited the Gibraltar Straits regularly :yep: go figure....

Cheers

P.S. Glad the manual shooting became easier now :up:

CB..
09-05-07, 02:47 PM
yes i have to admit that once i get going i like to plow ahead at a fair old rate...if at all possible..and there is a cascade effect in this way of modding..one adjustment here has an unpredicted and surprising effect there ..so it leads you off on several posibilites at once...like the branchs of a tree..


here's an important update to both the periscope visability issue AND the sea state and animation settings...as in the end they are in fact both the same thing...


the persicope visability issue is a prime example...it is a weather and general visual modification..that DIRECTLY AFFECTS THE MILITARY FUNCTIONING OF THE SIM ie the SHOOTING AND FIGHTING experience of the sim.....this is in fact WHY i find modding a decent sim so interesting....everything, if it is well designed to start of with..is interconnected.....don't get tunnel vision...HM

go back and examine that screen shot of me within ramming range of that ship with the scope up.....you may have noticed i work on everything at once ....because there's isn't any other way to do it

horsa
09-05-07, 04:31 PM
Keep steaming CB .... all of this is being closely followed. The environment of SOF was always a weak point so any understanding and improvement is going to be well received .

On another front I've extracted some of the models ( using a 3D ripper prog ) and they aint half bad .... Gniesenau and Lion :D

http://img209.imageshack.us/img209/1945/gniesenausof02ng7.jpg

http://img208.imageshack.us/img208/7968/lionss3.jpg

CB..
09-05-07, 05:48 PM
i'm way ahead of you Horsa!:D

here's the u-35 opened up and rendered out of my copy of 3DSMAX



http://www.ebort2.co.uk/SOF/u35.jpg


all i need is to suss the correct settings for exporting the edited model back into the game again..(or a better plug in to do the job for me)...and i can start adding new and or edited models to the game....fancy a full 3 man watch crew? piece of cake...(more or less).....
i can model for the game with 3dsmax....and probably anybody can with and program that can cope with the X file format ..which is all of them AFAIK?

i just need the right export settings for the job...or as i say a better X file exporter
(or a spot of advice on the subject)

told ya i work on everything at once LOL!:p


i have a huge back catalogue of WW1 aircraft I've made for other sims..(flight sims obviuosly) not that they are terribly appropiate for SOF (well maybe crossing the channel on ocassion or very tight into shore perhaps) --i can make the large seaplanes along much the same lines...etc...

here's an Avro

http://www.ebort2.co.uk/images/avro.jpg

and a Martinsyde

http://www.ebort2.co.uk/images/MTS.jpg


why not make a port model and place it as a stationary ship in the correct location...AFAIK that's a ration approach to ports and other shore based buildings etc tons of stuff waiting to happen..

CB..
09-06-07, 03:49 AM
ok lol.:damn: .let me put that in "SIM SPEAK"..shall we say..for those with limited imagination!?..:D :up: :huh:

here is the

1914 SHELLS OF FURY

Hard-Core Persicope Visability 100% Realism Pack v1

http://www.ebort2.co.uk/SOF/SOF_S2.jpg

http://www.ebort2.co.uk/SOF/weather.zip

this modification also implements fully hardcore realistic dynamic and complex scope depth station keeping..which ,if correctly done , enables full manual targeting stealth attacks from a submerged state

sigh.......:yep: :arrgh!: :sunny:

yearghh....it's also a weather and sea animation mod..this is NOT (nor should it be - think about it-) a co-incidence..nor is it (nor should it be - think about it) accidental
did i mention i work on everything at once...? yes i believe i did..he he!

horsa
09-06-07, 06:16 AM
Wow, this is moving way too fast for me ... guess I'll just sit back and applaud :D

CB..
09-06-07, 06:43 AM
:rotfl: :D well thanks Horsa.. (i think lol:hmm: :lol: ) :up:

but the point is this...in a well designed sub sim..

the sea state SHOULD affect the distance at which your scope gets spotted..


the reason why SOF handles this IMO with a huge amount of attention to detail
is that
--it hasn't just set an arbitrary height at which the scope gets "revealed" to the enemy AI...or EVEN IF IT HAS set an arbitrary height.. the principle still applys..

if you introduce realistic peaks and troughs to the ocean animation...

you have to dynamicaly adjust your depth setting AND the height of your scope to constantly compensate for the waves...

the waves lift your scope out of the water givng you periods when you can
see your target ship ...but he can not see you...

then you are swamped by the next wave and are blind for a similiar (but entirely dynamic) period of time...

you cannot get an auto targeting lock on the vessel under these circumstances..

but you can still see the target vessel

so manual targeting is still possible..

were subsim fans here....surely this isn't a bizaare realism concept:rotfl:


my other point was that if i had "Come on" with all the usual simulation modder "pomp" and "circumstance" ....and presented the thing as an "uber u-boote realism mod"....well you know the rest..


meanwhile......lots of folks are.. as you say "taking notes"...

so credit where credit is due ..i say..

personaly i find it interesting and FUN to look into this stuff and discuss the subject openly on a forum....but these days few and far between are the forums where this is reciprocated...everybodys too busy playing "hero"
takes 99% of the fun out it...which is why i don't tend to "stick around" on simulation forums for very long these days..as a rule...folks are determined to take the fun out of modding...and they do it very succesfully i might add too :rotfl: :arrgh!:
yes they're very good at it indeed!!! LOL

i aplogise for bringing up subjects which are of no interest!!!

what shall we talk about instead?? :arrgh!: ?

Hitman
09-06-07, 07:11 AM
*LOUD APPLAUSE*

Well done CB :up:

I was wondering if it would be a good idea to get those 3D models for WW1 conversion for SH2, but since the sim seems to have good potential it could be worth sticking to SOF :hmm:

As soon as I finish my current projects I would like to have a look at the Torpedo Gyro settings. Selecting 90º as Gyro is impossible from the game interface, however historically the WW1 german UBOats only used three Gyro Angles 0,90 and 270 (To simplify firing solutions), so it is of huge importance to be able to select them for me.

CB..
09-06-07, 07:18 AM
cheers HM!:up:
now that is interesting....i didn't know that they only had the three gyro angles ....if it were possible to restrict the player to the same set up...then that would have a huge impact on the gameplay realism etc etc.....how long did it take for a torp to turn the full 90 degrees? or did they have rotable torp launchers..or similar?

i'm enjoying the manual targeting and getting a lot of succes with your excellent torp angle calculations...many thanks..makes a world of difference..even able to get some dang close shots with "snap" shots now at destroyers haring along at 35 knots...

has Seeadler got any info which might clear up some of difficulties exporting new models to SOF??

ReallyDedPoet
09-06-07, 07:30 AM
Any Canadians playing this? Not sure where to get it in Canada, have checked Amazon.ca and a few other spots, not listed yet.


RDP

murat124
09-06-07, 08:01 AM
Walmart in Whitby,ON has it for 18.95 :up:

ReallyDedPoet
09-06-07, 08:03 AM
Walmart in Whitby,ON has it for 18.95 :up:

Thanks :up:


RDP

CB..
09-06-07, 08:07 AM
HM i think it might be possible to edit the torp gyro angles the game allows ..by adjusting the settings for torp gryo instrumentation in the scope room..


go to the instruments.txt
( text based cfg files :up: the stuff dreams are made of modding wise)

here's what i reckon is the settings for the torp gyro manual control


25 messpeed Zielwinkel.jpg 1 0 6.28 0 9 0 6.28 6.28 0 1 0 _ziel_position03


wether this is purely the graphical range of movement shown by the selection lever/dial or wether this actualy affects the angles used by the torp itself i don't know...

but it might be possible to come up with a compromise

restricting the angles to 0/25/40 or similar; which would be an atmospheric if not bang on step towards what your after..

or perhaps in the

torpedotypes.txt

0xb101
36.0 179.0 26.0 486.0 1 700 C/06
0xb102
36.0 108.0 26.0 374.0 1 600 C/03
0xb103
36.0 119.0 26.0 411.2 1 800 G/06
0xb104
35.0 250.0 28.0 728.9 1 900 G/07

haven't interpreted all the entrys here BUT some where there may well be entrys for the available maximum gryo angle that at least may well be moddable...

and if it is....then it might also be possible to render certain parts of the torpedo angle setting Dial in the scope room "unclickable" there by arriving at the desired result or something close anyway...this is the sort of thing that TENDS to be possible with these things .on past experience..you reckon?
i'll keep my eyes open for anything else pertaining to the subject:)




////////////////////////////////////////////////////////////////////////////////////

ReallyDeDPoet

i thinkt there is a link early on in the thread to the site with the downloadable english version of the game..so if you have broadband you can order the game from them and download it straight to your pc....
i ordered my copy from Amazon.DE I'm in the UK ..it amazingly arrived in 3 days!

horsa
09-06-07, 09:20 AM
has Seeadler got any info which might clear up some of difficulties exporting new models to SOF??

He was able to add a model to SOF some time ago so I guess he should have all the necessary know how :D

CB..
09-06-07, 09:46 AM
has Seeadler got any info which might clear up some of difficulties exporting new models to SOF??

He was able to add a model to SOF some time ago so I guess he should have all the necessary know how :D
ok sounds good:up:

tho i guess we now enter boldy into that area of modding i mentioned eralier..lol

the pleasure gained for all concerned modder.. and onlooker alike.. from the free sharing of informaton...(if reciprocated).. i get the feeling you guys know him better than i do....any chance of you asking him???

i think you can tell that i would quickly give the info should the situation have been reversed...:up:

that way i can tell wether or not i'm just wasting my time and effort here..

horsa
09-06-07, 09:48 AM
No problem. I'll contact him by PM - he wasn't overly impressed with SOF so he's unlikely to be reading this thread.

Edit to add :
Done

CB..
09-06-07, 09:52 AM
Cheers Horsa:yep: :up:

Hitman
09-06-07, 09:57 AM
now that is interesting....i didn't know that they only had the three gyro angles ....if it were possible to restrict the player to the same set up...then that would have a huge impact on the gameplay realism etc etc.....how long did it take for a torp to turn the full 90 degrees? or did they have rotable torp launchers..or similar?

The german WW1 torpedoes were capable of any Gyro Angle between -90 and +90 (90 left and 90 right), however it's the commanders who only used 0/90/270 because of the easyness of the firing solutions.

0º is the one to use when you are perpendicular to the target course, as you have already learned,

90 and 270º are the perfect settings when you are running paralell to the target :) either in the same direction ("Running fight" in naval terminology) or in the opposite ("En passant" in naval terminology). Those are the perfect shots when your approach was miscalculated and you would be too close to fire a torpedo if staying in perpendicular course. In those cases, you would turn to have the same or the opposite course as the enemy and when he reaches you, you would shoot either left or right using exactly the same formula as for the straigth shot....only difference being your bow is 90 degrees off and thus the torpedo turn of 90º :) .In the end, the result is the same as with the perpendicular shot, only you can now have your bow pointed elsewhere :yep:

Also very useful for shots inside convoys :up: you place your sub in the middle of two colums and shoot a salvo splitted right and left with 90º Gyro angles and hit at the same time the ships in two of the columns :know:

There is no need to restrict the player to those two angles, nobody should be interested in using anything else than them because calculating it becomes a nihgtmare (That's why the TDC was later developed and in use during WW2)

CB..
09-06-07, 10:04 AM
Cheers HM now i see what you mean!!
it might be possible by editing those entrys i showed ...if i get time i will experiment with them and see what happens..it sounds like a definite improvement..with some great gameplay and realism opportunites!

horsa
09-06-07, 12:57 PM
Seeadler has replied. He says that he did not add any extra models. He replaced an existing model with his model of Konig by converting it to the DirectX format.

Basically this is what I've done here. I converted Seeadler's Konig to 3DS and made a crude retexture using UVMapper. This was imported into Deep Exploration and exported as a DirectX format model. I renamed this as Scharnhorst_voll and overwrote the existing Scharnhorst_voll file. I also added the texture plate to the textures folder.

I'm not very familiar with 3DMax so I tend to work out of Sketchup and export as 3DS. Uvmapper is a quick wysiwyg way of texturing that I prefer.

I'm sure it's only a short step to creating a new model file and adding an entry to a catalogue somewhere.

http://img263.imageshack.us/img263/3820/konigcollisionaj0.th.jpg (http://img263.imageshack.us/my.php?image=konigcollisionaj0.jpg)

CB..
09-06-07, 01:50 PM
i see...yes it's the conversion to directX that 3dsmax is struggling with...at least with the X file exporter plug in i have at the moment....it imports the SOF models like a dream blam straight open with 3dsmax there it all is..but exporting it back out again.....there's the snag....the game accepts the edited model perfectly..no crashes etc...but it's invisable LOL....am trying variuos different settings with the export to see what the issue is....it may even be a matter of scale.....it might be exporting the model file hugely too large (in which case i am seeing nothing because i am inside the sub model...or it may be the exact opposite ...and the thing may be a tiny speck beneath me...or it may have reveresed all the polygon normals so it's shown inside out and there fore transparent...any number of things can go wrong or be set incorrectly....

so it's the conversion to the X file format that i need advice on...if he has 3dsmax what exportor plug-in is he using etc...and what settings does he use and so on...

in the mean time i willl take a look at deep exploration (it rings a bell think i've used it before..) and try one or two other tricks....see if i can find a way...

yes i think adding new ships etc is just a matter of correctly adding the new vessel to the games list of game objects....

it won't automatically use it tho untill you script it into the missions..which you obviuosly allready know how to do lol

tho to be honest with you i don't think subsim.com is the right place to discuss this excellent sim...

horsa
09-06-07, 01:54 PM
Yes, you're right about the scale. The models are about 5 times too big for SOF.

horsa
09-06-07, 01:59 PM
it won't automatically use it tho untill you script it into the missions..which you obviuosly allready know how to do lol

No. I'm pretty clueless on that . I knew that the Scharnhorst appeared early on in one of the missions ( No. 9 : Safe Return Home ). By overwriting the scharnhorst model file meant Konig would appear instead.

ReallyDedPoet
09-06-07, 02:02 PM
tho to be honest with you i don't think subsim.com is the right place to discuss this excellent sim...

Curious for the reason here :hmm:


RDP

clive bradbury
09-06-07, 02:58 PM
Ok, gentlemen, you have convinced me. Downloading the program now...

CB..
09-06-07, 03:14 PM
No. I'm pretty clueless on that . I knew that the Scharnhorst appeared early on in one of the missions ( No. 9 : Safe Return Home ). By overwriting the scharnhorst model file meant Konig would appear instead.

one way is to add this to any mission file (use the examples i've posted in the thread for the precise place to add the entry or just have a look thru a few stock ones..it's pretty clear where to add it...just find on with similar entrys and add yours to the list

ApplyStateEngine $0,"PassByZigZag#Scharnhorst#2.081,56.309,500000,1#18"

go to the co-ordinates 2.082,56,309 chug about a bit and it will apppear..

add this to the list aswell

ApplyStateEngine $0,"PassByZigZag#Lion#2.081,56.309,500000,1#18"


and you'll get to see the two ships duke it out in a battle to the death...


i fancied see-ing another of my flottilla buddys knocking about the place...

so used a similar method to the above and here they are..crew on deck and all...

http://www.ebort2.co.uk/SOF/SOF_AI.jpg

it really is no harder than SH2 for this sort of stuff...in fact in a lot of ways it is actualy easier to add ships to missions etc etc

convoys are a little different..and i'm not sure that side of things will really pan out to anything like a high standard..tho i could be wrong...it's hard to get convoy placement and formation keeping...you can see it is possible by generating a convoy mission thru the generator...but scripting that ....looking at the files for the convoy is complex...and i would not know how to incorporate that code into a normal campaign mission file..and even if i could i still think they're would be in game issues that made it less than satisfactory..escorts not returning to the ships after an attack etc etc...
but loosely formated convoys should work...by the simple inclusion of several ships and a few escorts given the same route and speed instructions..which is how the stock campaign handels the few small convoys it has incorporated..

FLOATER would know more about this more complex code work as it is AFAIK wrritten entriely in some form of Visual basic code...

in fact i reckon Floater could knck up a decent mission editor in no time at all...

why do i think that???

LOL
because I could knock up a basic mission editor myself ...and if I can make one...Floater could do it in his sleep!!!


on the modelling side here's that full 3 man watch crew idea i mentioned...

the third man is the stock one which you would see in game but ins't shown here..

http://www.ebort2.co.uk/SOF/SOF_CREW.jpg

unfortunately i am no closer to finding a way to export the model back into SOF from 3DSMAX...
i don't have an awfull lot of patince for fiddling about with model file formats exported settings etc etc etc...

love making the models etc hate all the anal p*ssing about needed to get things correct for inclusion into games..

tho should any-one deign to provide me the neccessary information on the correct X file plug in settings to export from 3dsmax or similar..i can now provide information on how to add a completely new ship model to the game.

here is a unique and new vessel using a stock model copied and renamed (along with a new texture file etc etc)

it's a german small cargo ship..
http://www.ebort2.co.uk/SOF/SOF_new.jpg


tho as you can probably see there is no smoke coming from the funnels so that is an indication that the job itself is not completely done...but as a stationary ship in a harbour area this would be perfect....


swop you this info for the exporter info....:hmm: :rotfl: :roll: :damn: :damn: :damn: :damn:
as you can maybe tell i stopped having fun "sharing" this info about one and a half pages ago..it's allready beginning to detract from the enjoyment i get from playing the game itself..and that's a "NO NO" ..i'm sorry i just can't take my self seriously enough to compete with the vibes..LOL. taking my self seriuosly isn't any FUN LOL!!!...this is just stored momentum. to get it out of my system so to speak..time to retire disgracefully back to my web-site again i feel.:arrgh!:

horsa
09-08-07, 05:48 AM
as you can maybe tell i stopped having fun "sharing" this info about one and a half pages ago..it's allready beginning to detract from the enjoyment i get from playing the game itself..and that's a "NO NO" ..i'm sorry i just can't take my self seriously enough to compete with the vibes..LOL. taking my self seriuosly isn't any FUN LOL!!!...this is just stored momentum. to get it out of my system so to speak..time to retire disgracefully back to my web-site again i feel.:arrgh!:

I'm not sure what this is about. Sounds like there's a bit of history in there somewhere. :-?


swop you this info for the exporter info

I would if I could but sadly this isn't something I have for 3DMax.

ApplyStateEngine $0,"PassByZigZag#Lion#2.081,56.309,500000,1#18"

Thanks. :up: This looks useful. I'm too used to the direct simple route on a single mission file ( as in DC/SH2 ):) .

silentrunner
09-08-07, 09:39 PM
i ordered shells of fury from amazon.de
and it turned up today...(3 days to deliver from germany to the uk.. not bad)
here's my initail impressions of the game..

1/ it runs with out the dvd in the drive-- which always puts me at ease with a game..purely for convience sake and it shows the devs are IMO see-ing things from the players point of view ..

2/it isn't on first glance an easy sim to play ie it's not arcade in nature..

3/it's obviuosly eminiently moddable...

4/it's worth buying just to see the excellent WW1 models in action..

5/it's in german so i haven't got a clue what half the buttons options do... lol:D going to have to babelfish them to find out what does what why and how..

6/the AI seems to be very good ..for example a lone merchant on spotting me approaching... immediately turned round and high tailed it away in the opposite direction to it's original course.......making this the first subsim i've played where a lone merchant does this..i chased it..caught it and every time i turned to fire it maneuvered away from me again making it damn near impossible to get anything remotely like an easy shot...
this in itself is far FAR in advance of lone merchant AI behaviuor displayed (as stock) in other similar sims (SH2/3/4 et al)
the normal lone merchant AI response (if your lucky that is) in the SH2/3/4 games is for it to zig zag but basically carry onsteaming towards you....this merchant in shells of fury had a much better plan of action....it worked i could not get into a good firing position at all ..for torps anyway) !!

7/i'm a fan of WW1 stuff so it has the edge in that area..

8/the graphics etc are customisable..so i was able to get it running reasonably well on my machine (which is quite old...tho it ran Sh3 very well)

9/the actual graphics are atmospheric...but not it has to be said in any way stunning...but it looks well to me

10/it occasionaly stalls on loading some of the stock missions..requiring a ctrl/alt/delt/ exit

11/there are no crew voices at all?? maybe an option i haven't found...can't see any crew sound files anywhere tho..that's a shame if true

12/IMO it was well worth the money and has with any luck...a great deal of flexible future possibilites due to the open ended and editable file structure.. as far as i can tell there isn't a single elemnt of the game graphics ..sound.. weather... effects...missions..campaigns and even model files that cannot be added to edited and enhanced

13/if your a fan of WW1....and enjoy subsims etc...and enjoy modding a entirely open and freely editable game of such....BUY IT...you won't be too disapointed ..and who knows you may find out it is home from home :up:
gets a thumbs up from me...

tho only time will tell of course..I baught it in U.S. and it is in english

CB..
09-10-07, 10:03 AM
wow......had to post this...

do you know that the AI subs can send you intelligible signals via morse lamp

was tottling along behind an AI sub and noticed that it was ahem "blinking at me"..with a light attached to it's rigging masts..blink blink blink...blink blink...

lo and behold when it had finished a message appeared in the task bar with the translated message..it was wishing me good luck...

checked the code work for this in the mission script and it.s fully scriptable. dynamicaly dependant on set conditions..

this morse lamp isn't built into the model of the sub...it's a seperate model file that seems to be automatically added to any vessel if called for in the missions script...

well guys......how's that for detail..the sim can send you dynamic radio messages..AND if this offends any-ones sens of realism ....well......the sim can send you contact reports via morselamp directly from friendly vessels and or AI subs....now that's really pushing the boat out for detail..any-one who is offended by AI kaptains signaling you via a morse lamp from the bridge of their vessel...with dynamicaly correct and usefull information (or just wishing you good luck!) has completely lost the plot..

as i was saying this sim has features that other alledgedly more serious sims haven't even dreamn't about..

damn the codes hard to write into the missions tho...which is why i gues the stock campaign doesn't contain these elements.

if you want to see the morse lamp in action play the stock

Sicherer Heimkehr

mission....as it starts keep a very close eye on the AI sub ahead of you...take a look at the strange device attached to it's rigging mast heads

watch it blink out a morse message..then look at your task bar...

then if your still bored....look up and behind you and there's a zeppelin floating majesticaly there in the moonlight..

there's a properly animated light house in another of the stockers also...that's another code job...

folks look down their nose at this sim at their peril i can tell you..

horsa
09-10-07, 10:22 AM
That's amazing. Like you said there are some very fine features in this sim.
It makes you wonder what its history is. Did it start out as something more ambitious and then run out of money and have to cut some corners to get completion ? :hmm:

Mucking about with the models these last few days it's thrown up some interesting tit bits. It seems the game is capable of taking models with 100k polys - that's some punch !!
I also noticed that some of the stations were present as 3D models although they are just flat panels - made me wonder if more complex 3D models are possible ???? :hmm:

CB..
09-10-07, 11:49 AM
http://www.ebort2.co.uk/SOF/SOF_MORSE.jpg

i added the morse lamp signal code to the first training mission...trying to strip it down to the most basic application to suit my experience with Visual Basic Code..(which isn't huge)
here's the rub ..im sure the entire mission scritping is written in straight up and down..Visual Basic code...so the sky really is the limit..tough to do depending on your experience with Vb code..but for a expert VB coder ..well..you can imagne the end results would be pretty astounding..

the above example is a simple time based job..

20 seconds into the mission the AI uboat ahead sends me a morse lamp message telling me where my patrol zone is located..

see the task bar for the translated message..see the white dot above the AI sub for the morse lamp..(it blnks on and off very nicely thank you )

not as yet genuinely dynamic...but i can at least give the player his mission instructions by MORSE LAMP at the start of each patrol.. wether this is realistic or not is entirely irrelevant ...with time and practice anything could be done with the capability..this is just one example..the next step up (code complexity wise) might be to rendevous with this sub mid patrol and then be given additional information on where to patrol...instead of it simply being there at the beginning..what the next step up is is only limited by coding ability and imagination..

yes your right about the interface screens.as i said...in a way they allready are 3D
be worth an experiment to try and extend those flat x file screens into something else...add cylinders to place the instruments onto..might work

toolsey
09-10-07, 12:30 PM
CB, thanks to your posts and Horsa's you have got me excited in this game again.
Today i received Shells of Fury in English from USA, strategy first version, so i will download your mods for it, thanks very much, i have been using the German Version from Amazon.de for past year, but could not understand properly what was going on so hopefully i will get into it better now.

Horsa, have you a mod for a graded reticle you mentioned in a earlier post, i think it would add to the atmosphere of the game with that, hope both of you keep up the good work and lets hope Shells of Fury gets its own forum.

Also just received a book from Amazon Uk entitled U boat Stories narratives of WW1 U boat sailors for a few pounds, really good read.

horsa
09-10-07, 12:40 PM
Welcome to the forums Toolsey :rock:

I think it was Hitman who mentioned the reticle. Its CB and Hitman who do all the clever stuff stuff round here. I just muck about with models and artwork to make things look pretty :D


lets hope Shells of Fury gets its own fofum.

I've written to Neal Stevens requesting that ( and a few other things). I've not heard anything as yet but he is a very busy man with a ton of emails to sort and sometimes they get lost in spam filters and stuff.

ReallyDedPoet
09-10-07, 12:44 PM
Welcome to SUBSIM :up: toolsey


RDP

toolsey
09-10-07, 01:03 PM
Thanks
Nice to feel welcomed, i have had most submarine sims since Silent Service on the spectrum 48k and later C64 then the Amiga, i have been following the subsim forums for years and downloading mods and would like to offer belated thanks to the many modders who have made subsims a great experience

CB..
09-10-07, 02:17 PM
hi cheers for the thoughts :up:

here's an up-date on the morselamp message code work..

http://www.ebort2.co.uk/SOF/SOF_MORSE2.jpg

here the AI u-boot is waiting at my first patrol zone...i set the patrol zone objective to a simple "reach" so it is completed as soon as i get there...and as soon as that happens the U-Boot sends the message (as shown above)

all i need to do is tidy the code up a bit..(he sends the message more than once so i need to set the code to prevent that)...shouldn't be hard to do...

it really feels wierd writting game missions in VB code...but it's actualy a stroke of genuis!..as this means SOF has the single most flexible and astounding mission set up of any simulation out there (let alone any SubSim)....the capabilities of the system are literaly limitless..makes anything else look like a toy in comparison...
anything you can do in VB code you can do in the missions..mindblowing stuff really
even if 99.9% of it is beyond my code writing ability...this game campaign engine has the capability to make any other Subsim past or present look like a joke...

i thought the game was good before..now it's quite literaly the best subsim money can buy ..i kid you not..there isn't anything you can't do with it..

ktrboston
09-11-07, 01:08 AM
Can't wait to get it. Now I have to deceide which game to play the most. I have SH3, SH4 and hopefully soon or later Shells of Fury. Like the morse code bit I have been reading in the above post. I used to do that for a living but it has been ten plus years or so. For fun, I tried to see how rusty I am with this program I found on the web. Just as I thought rusty but was shocked when I didn't have to think. I got 65% not bad considering it has been years since I last heard the dits and dahs. Give me a week or two with practice I'll get it. Does any one do ham radio? I am curious about that.

Hitman
09-11-07, 01:23 AM
anything you can do in VB code you can do in the missions

That sounds incredible :o

However, I don't get the concept completely....isn't the game supposed to have some preprogrammed commands (F.e. "Patrol x,y,z", "Go x,y,z", "Destroy unit X".....) for the available actions? I take it there must be a list of available actions/commands that can be called by the VB script, so they can be readed by the game :hmm: Where is that list? You posted before this: ApplyStateEngine $0,"PassByZigZag#Scharnhorst#2.081,56.309,500000,1 #18"
so as I understand it those are some of the commands. Now, how many of those have you identified already?

I guess we would need to study this and make a list with all possible commands and their effect :ping:

BTW considering the size and style of the game creator, it could be worth it sending a mail asking for details/internal tutorials documents given to the mission scripters. Since they left the engine more or less "open" it is obvious that they wanted poeople to tinker with it :yep:

CB..
09-11-07, 04:27 AM
That sounds incredible :o

However, I don't get the concept completely....isn't the game supposed to have some preprogrammed commands (F.e. "Patrol x,y,z", "Go x,y,z", "Destroy unit X".....) for the available actions? I take it there must be a list of available actions/commands that can be called by the VB script, so they can be readed by the game :hmm: Where is that list? You posted before this: ApplyStateEngine $0,"PassByZigZag#Scharnhorst#2.081,56.309,500000,1 #18"
so as I understand it those are some of the commands. Now, how many of those have you identified already?

I guess we would need to study this and make a list with all possible commands and their effect :ping:

BTW considering the size and style of the game creator, it could be worth it sending a mail asking for details/internal tutorials documents given to the mission scripters. Since they left the engine more or less "open" it is obvious that they wanted poeople to tinker with it :yep:

there are two ways to write missions file entrys...
the shorthand way using those commands i've already shown and others
and there are no limitations to these
because you can simply write your own commands
add them to the StateEngineTemplates.txt then use them in missions as per the stock commands..

and

the long hand way which is full code work.... you can write VB code directly into the mission file itself..

there is no list of long hand commands...there are no limitations at all...
it's some form of direct VISUAL BASIC code..it's as if you could turn each mission file into it's own dynamic game engine.....


i'll post a snippet below..it won't display correctly but it should illustrate the point to any-one familiar with VB code

label [pstart]
gametime [lasttime]
if
!setcondition [morsetime]
then
sub [timediff],[lasttime],[startime]
if
greater [timediff], 20
SetCondition [u2freund]
then
SimSendMorseMessage [u2],[u2freund],"Gute Jagd."
Setint [morsetime] ,$1
endif
endif


this is straight out of a stock mission file....

it uses

DIMS
INTS
FLOATS
labels
ands#
ifs#
elses#
endifs#
all the usual suspects..
lol your gonna have to check it out yourself to begin to see the possibilities..i can't explain it here..you wouldn't believe me lol

but for a thought to start with..it's as if you could take all the code from say ..rossbachs campaign generator and place it into an SOF mission file....there by rendering each single mission in SOF it's own little campaign engine....
or let m put it another way....each individual mission file in SOF could contain the equivilent code from the entirety of KRIEGSTANZ DEVELOPER..and be equaly as fluent and dynamic and complex..gawd knows what you can do with it.. Floater would know what i'm talking about here...

here's another snippet..again the forum software isn't set up to show VB code correctly so it's all bent out of shape..but what can you do?

this is my attempt to code the morselamp message so it happens when i reach the AI sub..not when i'm miles away..

EveryFrame
if
CheckGoal $0
then
setint [morse] ,$0
endif
permanent
label [pstart]
if
!setcondition [morse]
then
if
CheckGoal $0
then
SimSendMorseMessage [u2],[mysim],"Go to Target Area, 10.446, 54.667"
Setint [morse] ,$1
endif
endif
goto [pstart]

there is a MUCH better way to do this..i'm crap at VB code..but i am learning...and what a great way to learn...writing missions for a game you enjoy..can't think of a better way to learn!

but it's VB code...you can do anything with it..

i love this little example from a stocker..

EveryFrame
CompleteOnGoal "Schulungsmission beendet.",$4
if
CheckGoal $1
then
SimSetSpeed [ship1],$a
endif
Endphase

this code changes the speed of one specified vessel when you reach the patrol zone..or complete objective 1 in the missions paremeters....in the stock mission it is used to start a ship moving out of port and into the minefield you have just layed
(objective 1 was to lay the mine field)
LOL cute as hell..a tiny single event..but it's one of those small details that explode into a world of possibilities when used in a mission file ..and it's truly dynamic..not just random- jury rigged or "bluffed" ...but actualy DYNAMIC

i could use this code to have that AI Uboot that is pateintly waiting at my patrol zone to morselamp me my patrol orders..
move off on it's own patrol once it has sent the morse message...lol...so no detail needs to be left out or "bluffed" you can do the whole trip..the whole nine yards

you could write late war hydrophone sensors into the missions files for the DD's
by directly controling the AI behaviuor and response to the player via VB code work in the mission file

and all the above is just tinkering..messing about ...not serious code at all...(with the exception of course of the KD reference!)

i've been practicing on the morselamp code...
and have managed to set it up so the morselamps message is transmitted when the player gets within close range of the AI sub sending the message..and just the once (whew..was struggling with that issue!).this is by far the better way to do this..
tho here i see the morselamp blik out the message..but strangley it doesn't get translated into the task bar...this may be a matter of range or something..code work isn't terribly forgiving of minor ommissions i'm afraid..but once the penny drops it is pretty logical

best i can do for the forum post is to show a picture of the mission file...so folks can see the code
http://www.ebort2.co.uk/SOF/SOF_SCRIPT1.jpg


it's obviuos why i believe this to be some form of Visual Basic code and not specific to the SOF game engine but in fact proper developer code usedby visual basic programs everywhere..which is why the missions in SOF have unlimited capacity
what this boils down to is this...the mission files use code work that is more commonly only found in full scale game creation software...think about that for minute and you can see where it explodes into a new universe for mission writing..and might in fact be completely unique..in a sense each mission file can become a new game in it's own right ..a game which you play via the SOF interface etc !lol

for something to do let me try to walk thru the above code as best i can and with my current level of know how anyhuw..

first you tell the game what names you are going to use for the objects functions etc

label pstart
id mysim
id u2
int morsetime

then you tell the game that the code starts here

phase init

then you give it general information about the game world

SetDescriptionMapTexture "ordermap_nordsee.jpg"
SetTimeLimit $0
StartTime 22.0,0.0
StartDate 1914,5,5

ChangeGeoPivot 10.312,54.554
Weather "sunrise"
EnableTutorial
SetTutorialString "test mission."

then you start adding the game objects


CreateServerSimulationObject [u2],"u35"
SimSetName [u2],"U-66"
SetPositionGeo [u2],10.446,54.667,0
SimSetStartSpeed [u2],0

CreateSimulationObject [mysim],"u35"
SetPositionGeo [mysim],10.312,54.554,0
BindToController [mysim]

notice how the names of the two Objects are the same as the names declared in the first section

ie [u2] and [mysim] mysim is the player uboot ...u2 is the AI uboot...u35 is the actual vessel model file details used etc

SetPositionGeo is lat long position


then you tell the game what objectives the player has to achieve

DefineMissionGoal $0,"StayArea", 10.446, 54.667, 700, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
DefineMissionGoal $1,"StayArea", 10.557, 54.538, 5000, $1
SetMissionGoalText $1,"Go To Target Area 2",$1,"Target Area 2"
DefineMissionGoal $2,"StayArea", 10.266, 54.485, 5000, $1,$3
SetMissionGoalText $2,"Go To Home Port",$1,"Home Port"

then you set the mission events code up

EveryFrame
permanent
setint [morsetime] ,$0
SimGetfreund [mysim],[u2],$e1

setint[morsetime] tells the game you want to set this number to zero (it then remembers the number)

SimGetFreund i think IS unique to the SOF engine..here it sets a range between mysim (the player)...and [u2] (the AI boot..)
$e1 is a number to represent the desired range at which range "something" happens..
it tells the game to check the two game objects for their distance apart from each other and instigate some code it they should get within the set range..

the you tell it what code you want to run repeatedly thru the mission to beactivated on certain conditions
this code is bracketed by the LABEL [pstart] again mentioned at the beginning of the mission file

label [pstart]
if
!setcondition [morsetime]
then
if
SetCondition [mysim]
then
SimSendMorseMessage [u2],[mysim],"Go to Target Area, 10.446, 54.667"
Setint [morsetime] ,$1
endif
endif
goto [pstart]




then it "asks" questions

if
!setcondition [morsetime]
then

setcondition [morsetime] i THINK is telling the game to check that number you just asked it to remember

here

setint [morsetime] ,$0

and if that number is still "zero"

do the following things

if
SetCondition [mysim]
then
SimSendMorseMessage [u2],[mysim],"Go to Target Area, 10.446, 54.667"
Setint [morsetime] ,$1
endif

and here again i'm slightly out of my depth but..

setCondition[mysim] asks the game to check wether the player vessel (called [mysim] is in the game and wether it is within range of the ai uboot

if it is the do this

SimSendMorseMessage [u2],[mysim],"Go to Target Area, 10.446, 54.667"

this sends the morselamp message from [u2] (ai uboot) to [mysim] (player uboot)


then to prevent the whole thing from edlessly repeating itchanges that number you asked it to remember..


Setint [morsetime] ,$1 this number is now "one" instead of "zero" and it remembers that number


it then tells the game to keep doing this to ensure the code is active right thru out the mission..

goto [pstart]

it then tells the game that when the player has completed the final objective (return to base)

end the mission

CompleteOnGoal "Tutorial Mission ended.",$4

and fiinaly it says that's the end of the code

Endphase
end





best i can do at the moment...if i have got anything wrong please speak up!!

i could do with the info!

CB..
09-11-07, 05:10 PM
Can't wait to get it. Now I have to deceide which game to play the most. I have SH3, SH4 and hopefully soon or later Shells of Fury. Like the morse code bit I have been reading in the above post. I used to do that for a living but it has been ten plus years or so. For fun, I tried to see how rusty I am with this program I found on the web. Just as I thought rusty but was shocked when I didn't have to think. I got 65% not bad considering it has been years since I last heard the dits and dahs. Give me a week or two with practice I'll get it. Does any one do ham radio? I am curious about that.

found this in the game code...
http://www.ebort2.co.uk/SOF/SOF_MORSE3.jpg

so maybe you actualy can use you experience directly in the game!:o :D

seems like they didn't just plump for a blinking light but actualy went the whole way and had the messages sent in genuine morse..can't knock that sort of detailing


mind you personaly i'm still struggling writing the code properly..i'm not good with events which switch on and off..and the code is a little unfamiliar to me...but it'll come..and some-one with more expertise could certainly do this job very easily i'm sure..

anyway i've managed to condense the code down to this


SimGetfreund [mysim],[u2],$e1
if
SetCondition [mysim]
then
SimSendMorseMessage [u2],[mysim], "morse lamp message sir..Go to 10.557, 54.538"
endif


but unfortunately you get the message the moment the sub spots you...which means you are still to far away to see the morse lamp..but it still damn interesting even in this crude form..

if you can get morse messages from enemy ships as well then it raises some interesting scenarios...creep up on an enemy merchant or warship...and get some usefull information on ship movements..location of a convoy or damaged ship or similar by catching it's morselamp message to another enemy ship....course you'd miss this info if you just torped it on sight...that's do-able i think...

CB..
09-14-07, 11:11 AM
here we go...the fundamental item ONE in any one's mission writing experiments for SOF

the RANDOMISATION function...

took me a while to find it but here it is..no issues here it works fine..

irandom [num],$1,$2
if
sameint [num],$1
then
DefineMissionGoal $0,"StayArea", 10.446, 54.667, 5000, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
else
DefineMissionGoal $0,"StayArea", 10.446, 58.667, 15000, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
endif


the above code randomises which of the two shown objectives the player needs to achieve......

you need to tell the game your going to do this by adding this under the
ID top section of the mission file

int num

you going to use a stored number which you have named "NUM"

that's it......

if it works as with other code randomisation functions there should be no top limit to the number of options possible..ie you could set it to randomly choose between 20 objectives not just two...

depends on how this

irandom [num],$1,$2

actually works...does it need to be written as

irandom [num],$1,$20

to randomly select a number between 1 and 20

or does it need to be written like this..

irandom [num],$1,$2,$3,$4,$5,$6,$7 etc etc etc

anyway

hell of a way to explode the possibilites for SOF missions...

no need for an external mission generator you CAN get each mission file to do the job as it loads automaticaly....very good stuff..can randomise the traderoutes...destroyer and aircraft locations.radio messages (those morse lamp messages if i ever sort the code out properly) weather sea state ambient lighting..time of day....and so on!

whew got my foot in the door...but this one is the lever that moves the world as it were game wise..:arrgh!:

experienced mission writers here should recognise the key strengths this shows the campaign engine has hidden under it's belt
i assure you this is nought but a cheap trick compared to what it CAN actualy do...but as tricks go this is the one that virtualy ever other subsim rely upon for theirs so called dynamic campaign engine..in fact..most other game engines can't do anything ELSE but randomise..it's the only trick they have.....SOF has half a million others at it's disposal..

update........

ok been trying to get to grips with the randomisation code//
i was unable to increase the number of random choices above two with the above code but found another method abiet less "nicey" but functional
this method allows unlimited randomisation


int num
irandom [num],$1,$3
if
sameint [num],$1
then
DefineMissionGoal $0,"StayArea", 10.446, 54.667, 5000, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
endif
if
sameint [num],$2
then
DefineMissionGoal $0,"StayArea", 10.446, 58.667, 15000, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
endif
if
sameint [num],$3
then
DefineMissionGoal $0,"StayArea", 10.446, 56.667, 15000, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
endif



////

the

irandom [num],$1,$3

does refer to minimum and maximum number to choose randomly from...1-3 inclusive....could be 1-3 thousand if you can be arsed to write all the possible choices below..lol

then it just choses from the list which objective to load for the player
if the number it randomly chooses is 1 (sameint [num],$1)
then it loads the objective listed under

if
sameint [num],$1
then
DefineMissionGoal $0,"StayArea", 10.446, 54.667, 5000, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
endif

if it randomly chooses the number 2 then

if
sameint [num],$2
then
DefineMissionGoal $0,"StayArea", 10.446, 58.667, 15000, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
endif

and so on...

pouring information into a vacuum ...what the heck it's a subsim this is a subsim forum ...strange days indeed when a subsim such as this arouses such little genuine enthusiasm...me i just LOVE those world war one ship models... every time i see one thru the binocs or thru the periscope i remember why this game is so special...and ironicaly the the very reason why it is so neglected by the harcore realism brigade,,is because it is too realistic..it doesn't go out of it's way to make you feel like the "hero"....there's not a huge amount of immediate danger from the enemy...unless you are careless..hard-core realism just not the ego flattering kind..
and that's sadly..all too often..what the "hardcore" realism stuff is usually all about..i'm know the info will be usefull to those who genuinely like the game..


on the modeling front i do have a british E class sub finished ...which runs well in the game...but am holding back because i am trying to write a specific AI set of instructions for it..a "surprise attack" if you will....surfacing at close range and attacking with both torpedoes and deck gun instantly...the stock commands have it appearing too far away and it is easy meat for your deck gun crew..it's own deck gun crew being woefully innacurate for some reason i have yet to fathom

Gammel
09-15-07, 08:20 AM
Thank you CB and the other posters for digging out this little gem.

I've just ordered a boxed copy at amazon.de - there´s one left for 9.45 € or buy a used copy for even lower - go 4 it!

:up:

CB..
09-15-07, 09:32 AM
for world war one fans this game is perfect...


can't really fault it at all...the ship models are worth it by them selves..
and with a bit of work the campaign can be as fully dynamic as SH3/4
so it becaomes endlessly replayable

here's the latest test i've been experimenting with for randomising elements of the missions..(and randomisation is the only thing that seperates SH3/4 from being purely scripted)

////////////////
# USchule 1
id mysim
id l1
id u2
int num
int num1
int num2
int num3
phase init
SetDescriptionMapTexture "ordermap_nordsee.jpg"
SetTimeLimit $0
StartTime 10.0,0.0
StartDate 1914,5,5

ChangeGeoPivot 10.312,54.554
irandom [num1],$1,$3
if
sameint [num1],$1
then
Weather "sun"
endif
if
sameint [num1],$2
then
Weather "mgrain"
endif
if
sameint [num1],$3
then
Weather "sunrise"
endif

CreateSceneObject [l1],"Zeppelin"
SceneSetPositionAndRotation [l1],200,500,0,0,0,0

CreateSceneObject [u2],"u35"
SceneSetPositionAndRotation [u2],50,0,0,0,0,0

CreateSimulationObject [mysim],"u35"
SetPositionGeo [mysim],10.312,54.554,0
BindToController [mysim]

irandom [num],$1,$3
if
sameint [num],$1
then
DefineMissionGoal $0,"StayArea", 10.446, 54.667, 5000, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
endif
if
sameint [num],$2
then
DefineMissionGoal $0,"StayArea", 10.446, 58.667, 15000, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
endif
if
sameint [num],$3
then
DefineMissionGoal $0,"StayArea", 10.446, 56.667, 15000, $1
SetMissionGoalText $0,"Go to Target Area 1",$1,"Target Area 1"
endif

DefineMissionGoal $1,"StayArea", 10.557, 54.538, 5000, $1
SetMissionGoalText $1,"Go To Target Area 2",$1,"Target Area 2"
DefineMissionGoal $2,"StayArea", 10.266, 54.485, 5000, $1,$3
SetMissionGoalText $2,"Go To Home Port",$1,"Home Port"

#Mission
ApplyStateEngine $0,"TradeRouteFour#Borneo,1#-1.698,56.719#1.593,53.601#6.840,54.450#-1.698,56.719#15"
ApplyStateEngine $0,"TradeRouteFour#Berberis,2#2.380,51.776#4.047,55.89 2#-2.069,58.676#5.218,54.278#7"
ApplyStateEngine $0, "Traderoutefour#Prometheus,3#-2.704,56.143#-0.795,56.081#0.858,53.377#1.975,52.607#10"
irandom [num2],$1,$3
if
sameint [num2],$1
then
AddPositionTracker $1,$030,"Von Admiralität.\\To .\U-Boote.\Hostile contact.\\Position: %s\Course: %d\\Instructions,\if possible.\Attack.\if current orders\allow!"
endif
if
sameint [num2],$2
then
AddPositionTracker $2,$030,"Von Admiralität.\\To .\U-Boote.\Enemy contact.\\Position: %s\Course: %d\\Instructions,\Confirm this contact.\ And Attack.\if current orders allow\Kaptain!"
endif
if
sameint [num2],$3
then
AddPositionTracker $3,$030,"Von Admiralität.\\To .\U-Boote.\British contact.\\Position: %s\Course: %d\\Instructions,\Confirm this contact.\ And Attack.\if current orders allow\Kaptain!"
endif
irandom [num3],$1,$3
if
sameint [num3],$1
then
AddRandomShips "Attack#E34#10.557,54.538,200000#20",120
endif
if
sameint [num3],$2
then
AddRandomShips "Attack#zerst2#10.557,54.538,200000#20",020
endif
if
sameint [num3],$3
then
AddRandomShips "Attack#Berberis#10.557,54.538,200000#20",020
endif


EveryFrame

CompleteOnGoal "Tutorial Mission ended.",$4
Endphase
end

////////////////



here the
weather
mission objectives
dynamic radio messages
and
enemy warship patrols
are each individualy randomised so that no two patrols are ever likely to be the same..

still testing ---but once i'm comfortable and a little more fluent in the codeand i get the time (and in the mood lol)
i'll run up an early war campaign with as much randomisation as i have the patience to incorporate...the testing side is the bore of all this

would love to see what an expert coder could do with this engine...it is superb

CB..
09-15-07, 06:30 PM
:ping: :|\\ :|\\ :|\\ FULL 17 MISSION "DYNAMIC"(RANDOM) EARLY WAR CAMPAIGN:arrgh!: :arrgh!: :arrgh!: :ping:

http://www.ebort2.co.uk/SOF/SOF_random_campaign1.zip



jolly good show

Spruence M
09-15-07, 10:39 PM
Man, too bad we cannot incorperate this signal lamp into SH3!

toolsey
09-16-07, 03:13 AM
Cheers CB, i have downloaded it, will try it later, still cannot hit ships, i still dont properly understand the periscope and torpedo stations, manual is very brief on those sections.

CB..
09-16-07, 04:22 AM
Cheers CB, i have downloaded it, will try it later, still cannot hit ships, i still dont properly understand the periscope and torpedo stations, manual is very brief on those sections.

cheers Toolsey

install the files to the SCRIPT folder

you may wish to make a copy of the stock files first..

to bak up the stock campaign all you need to do is

"right click"

on the SCRIPTS folder

and select

"send to"

then select

"compresed (zipped) folder"

it will automatically store the game files in a zip

if you find any problems with the new campaign then you can revert to stock by using the files in the zip...




have a look at Hitman's post regarding manual targeting a page or so back that should help you get a picture of what way you need to be visualising the torpedo attacks...(even if you use the auto target this should help you understand what your doing )
a torpedo is really just a large very slow bullet...and the sub is just a method of aiming that bullet.(ie a gun)..you have to aim in front of the ship and let it sail into the "bullet"

or if you play football...and want to pass the ball to a player who is running forward on the other side of the pitch..you have to kick the ball ahead of the running player...or it will simply end up behind him by the time it gets there..

Cdr84
09-16-07, 09:54 PM
Anyone have any idea how to get a non distorted wide screen view?

Doom

CB..
09-17-07, 06:52 AM
no idea sorry mate...:oops: other than wondering wether
any of the available screen resoloutions work better than others?

Scaz65
09-18-07, 01:18 PM
Anyone have any idea how to get a non distorted wide screen view?
Doom

This game is broken and from what I'm hearing from the tech support, it's not going to be fixed. I've given up on it.

CB..
09-18-07, 06:51 PM
the games option settings screen certainly don't work for me very well at all...
even tho i managed to get the game run well enough FPS wise by editing the parameters.txt file then setting it to read only to lock them..i cannot get the realism options to do what i want them to do at all....in fact it just seems to choose the realism options randomly every time i start the game...some times i use fuel..somtimes i don't ..same wth the CO2 levels compressed air etc etc...it's dang perculiar in that respect.. :damn:

CB..
09-21-07, 09:43 AM
managed to create the code for a surprise attack from a british/enemy sub..or similar..depending on how you set it up


very VERY simplistic at the second as it depends on a stright up and down timer...
(mind you finding the timer code was good in itself and can be used for other things)
but i'm just messing about for something to do right now..


anyway here's the code for an enemy sub springing a surprise attack on your vessel..

you need these entrys to set it up (at the top under id mysim)

id u2
float gt
int processed


then under
everyframe

if
Alive [mysim]
then
GameTime [gt]
ifall
sameint [processed],$0
greater [gt],20
then
CreateServerSimulationObject [u2],"E34"
SimSetName [u2],"E-class"
SimSetPosition [u2],-200,200,200
SimSetStartSpeed [u2],15
AddStateEngine [u2]
AddStateItem [u2],"s:2"
AddStateItem [u2],"a:1,Course:10,20"
AddStateItem [u2],"a:1,Ramm:"
AddStateItem [u2],"a:1,FireAtWill:"
AddStateItem [u2],"c:0,1,EnemyVisible:5000"
AddStateItem [u2],"c:1,0,-EnemyVisible:8000"
setint [processed],$1
endif
endif


///////////


after the alloted time period has elapsed (set here greater [gt],20) 20 minutes here i think...:up:

the sub appears off your beam and once it wakes up (and it confirms you as enemy and so on..usualy take 5 or 6 seconds..it attacks launching torps

very VERY hard to get the heck out of it's way at this close range..and it often kills you before you can evade and launch your own attack...

this nicely simulates an enemy sub spotting you and sneaking into a firing position as was often the case during Ww1...there was a lot of effort put into sub killer submarines and quite a few large scale sub versus sub battles...as far as i have been able to find out any way...

for realism fanatics remember it IS 2000% easier to evade than it would have been in real life...as the enemy sub would not show itself prior to firing...it would launch it's torps from a submerged and unseen position..this way you have at least a short period of grace to react (panic lol) and get out of it's sights

i do not think you could use this method for surface ships ie destroyers etc as they would not have the ability to get this close without you spotting them...but maybe with some adaption depending on weather etc it could also be used for some occasional lapses in concentration from the watch crews..or even whilst submerged and lining up your torpedo attacks on another vessel...a DD may well be able to catch you un-awares under those circumstances..


more code needed here....really to randomise the surprise attack...and make it a dynamic element in the campaign...it's a great pity i don't really have the background for the code work other wise i could extremely easily in fact write almost literaly ANY event into the campaign and make it dynamic aswell..

as it is i'm struggling ...i don't have the experience

this same snippet of code could also be used to iron the porblems i was having with the MORSELAMP message ..as i can use a friendly sub just as easily...it will appear nearby and send the morselamp message ..tho there ARE some strange time excell issues with friendly vessels....they do and can occasional cause the time excell to become limited to X16 even when they are out side visual range...the answer to this is to delete the vessel once it's purpose has been served..which the code allows for...again i can set up a timer to do this ...so that should in theory take care of that slightly idiotic glitch

a point to note is that there are no enemy subs as stock in the game BUT there is an AI only sub written into the game...and it is a simple matter to change it's nationailty to English....and then use that sub...it does seem to exhibit some specialy abilities not seen elsewhere i believe but am not sure that it does on occasion surface and dive by it's own set of rules..

as it is i've been using my own E34 brit sub model file which i adpated from the german u35 model file...but it does have the occasional texture glitch..so if i do incorporate the surprise attack into the campain i will use the stock AI sub with a simple edit to make it british..(believe me it's far simplier than all the work needed to add a brand new vessel to the game)

CB..
09-22-07, 04:26 PM
just for reference a method to dynamicaly change the weather during a mission

here from sunny to either foggy or rain then to clear

irandom [attack],$1,$2
if
sameint [attack],$1
then
GameTime [gt]
ifall
sameint [processed],$0
greater [gt],20
then
Weather "mgrain"
setint [processed],$1
endif
endif
if
sameint [attack],$2
then
GameTime [gt]
ifall
sameint [processed],$0
greater [gt],20
then
Weather "mgfog"
setint [processed],$1
endif
endif
irandom [attack2],$1,$2
if
sameint [attack2],$1
then
GameTime [gt]
ifall
sameint [processed2],$0
greater [gt],200
then
Weather "mgsun"
setint [processed],$1
endif
endif
if
sameint [attack2],$2
then
GameTime [gt]
ifall
sameint [processed2],$0
greater [gt],200
then
Weather "mgsun"
setint [processed2],$1
endif
endif

can be done either the half arsed SH3 way ie weather changes after a set period of time no matter where you are on the map..OR

it can be done properly with weather changes occuring at set locations
so a fog bank can be programmed to appear at a certain location and return to clear or similar once you leave the area...

shed loads of work yet but the code and concept works..

CB..
09-24-07, 09:47 AM
ok i've added randomised changing weather to the other randomisations i've allready done for the early war SOF campaign....the weather changes randomly as you play thru the mission..here's the link for those interested

http://www.ebort2.co.uk/SOF/SOF_random_campaign1W.zip

makes a world of difference both to the immersion and to the difficulty..as getting bounced by a destroyer in a fog bank is pretty lethal..the weather is a weapon...can be used by both sides..my kind of realism..it's not just eye candy changing weather has more impact on the gameplay and realism than a hundred adjustments to torpedo speeds , gun reload times and all those other more conventional touch ups..any-one with any sense can see that! or if it's foggy they probably can't..lol

horsa
09-24-07, 11:43 AM
Kudos to you CB :rock: :rock:

This game is a little gem and you're making it count here with your improvements .

Hitman
09-24-07, 12:39 PM
Dargn:o

You're making me end up in a hurry my current project to be able to go back to SOF:rock:

Deamon
09-24-07, 03:07 PM
That is neat CB.., that is neat!

As noticed earlier there were some serious ambitions behind this game that didn't worked out as expected. There seem to be some unexploited potential in it :hmm:

Looking forward to more of your discoveries.

Deamon
09-24-07, 03:08 PM
Anyone have any idea how to get a non distorted wide screen view?

Doom
I fear you will have simple to adjust your display settings.

bsalyers
09-25-07, 12:54 AM
I downloaded this today and started playing. The AI is WAYYY too eagle-eyed. They spot that periscope under the most ridiculous circumstances at the most impossible ranges. Also, there HAS to be a way to save a game. It's unacceptable to only play when you have time to see an entire mission through. I sometimes play some SH3 or 4 when I have as little as twenty minutes; the same should be possible with this. Then, there's the lack of a bearing indicator for the scope; most strange.

On the whole, though, I think it's promising. Very different. I miss the satisfying explosion when my torp hits a ship, but I guess if you don't have hydrophones...

CB..
09-25-07, 06:53 AM
That is neat CB.., that is neat!

As noticed earlier there were some serious ambitions behind this game that didn't worked out as expected. There seem to be some unexploited potential in it :hmm:

Looking forward to more of your discoveries.

cheers all:up:
the unique aspect of the game is the fashion in which it creates it's missions..
the fact that you can type VISUAL BASIC code (or as i say something very much like it) STRIAGHT into the mission file itself...opens the game up so wide you can do literaly anything you want with it....as long as you have the know how to write the code ..
it's hard to think of any comparison any where else...but the best i can come up with is that each individual mission file allows you to redisign the entire game virtualy from scratch ...

it's really rather incredible..

Deamon your involved in writing game code for your project...so you must have a head for code work..( to say the least i should imagnine?)
what SOF allows you to do is write game creation code stright into the mission scripts.....

because of this i can't actualy see any limitations to what the game can do ...
it's only limitations are down to how familiar you are with writting the code..

the game has it's draw backs...and things which really get my goat...mainly due to the interface...the way it frequently requires two or three clicks on the compass to get it to recognise your course change...same again for the keyboard shortcuts...the way the map self centers is awfull ..leaving you straned while you try to plot a course for the sub to follow beacuse just as your about to click on the map to set a waypoint it self ceners so your way point is now in the middle of norway instead of where you intended lol...can't see the sense in that at all..most irritating..so the interface makes you feel a lack of confindence in the game..i don't know if this was deliberate or not..but it doesn't make you feel comfortable..

the lack of any genuine danger for the player is another thing...dive every time you see a destroyer and that's it threat over..it really needs late war hydrohones..

but that's where the code comes in...i may not be able to write the code for hydrophones at the moment...but it's seems perfectly obviuos that it is possible to script DD's equiped with hydrophones into the missions...using the same logic that other sims use to simulate hyrdophones and other sensors..

once you grasp that possibility you begin to see that what we have here is in fact SUBMARINE SIMULATOR GAME CREATION SOFTWARE..

and soft ware that could given time and practice (as with any game creation software) do anything required of it anything at all..
which is not bad going for a much derided and deliberately ignored (IMO) new sub sim on the market

take a look at it see if you can help me out with some of the code..(i am NO expert far from it)

an example would be here that if some -one was to attempt to convert the game to a WW2 subsim..they could with enough experience code the proper AI DD
tactics for convoy escorts,,by that i mean all the correct maneuvers such as "pineapple" and so on...you can very accurately control what each individual vessel does and why it does it....and you can co-ordinate the vessels to act in unison or individualy and again when why and for how long..with endlessly complex dynamic response to the changing circumstances they encounter....
this is just something that is utterly and completely beyond the capacity for modification in SH3/4 etc.....
this would involve a lot of complex code BUT once written i believe it can be stored in a "Template" and called from the mission file when the behaviuor is required..ie triggered by time ..detection of the player...location ...anything really...
once again you grasp the fact that you can do this sort of thing you can see that with expert code work you can build a library of AI behaviuor and other effects and call them in a similar fashion to those behaviuors now currently stored in the "StateEnginetemplates.txt"
there is a function also for calling an external script which is triggered by the player reaching an objective....indeed there is a slightly obscure function that has an external script actual AS the objective...tho i'm at a loss as to what that actualy means right now..
so once you start thinking of the mission scripts as giving you genuine access to the games core code and the ability to modify it adapt it and add to it on the fly you can see that this is no ordinary run of the mill game engine...FAR FAR FROM IT:ping:
it without even trying makes the SH3/4 game engine look pretty bl**dy silly by comparison..which is why it's so ironic that so few have gotten their heads out of their arses long enough to see beyond their own ego trips! it is almost as if the game devs have given the subsim community absolutely everything they could have ever dreamed of....but no one was interested because it involved too much "work"

quite WHY the DEVS didn't take a couple of hours one afternoon to write some decent complex code into the campaign to show what the game was capable of is a mystery to me...if they HAD.. no one would have any doubts about just how good this game can be:hmm: too busy worrying about the box art no doubt...strange prioritys...bizaare:doh:


hey Bsalyers!!!

remember that there is NO definitive "periscope depth" in the game...go deeper...and you will find you can get within ramming range if your carefull..remember that you have maybe 5 or 6 seconds grace before the ship spots the scope so you can pop it up to get your bearings then quickly lower the scope again and creep closer....get down to about 9 metres depth and be prepared to constantly adjust the height of the scope to compensate for the waves and watch the detection metre to gauge your visability..as i say the contact stays active even after you lower the scope for a considerable time..so even using the stock weather/water animation set up you can get right up along side the ships..it's probably one of most complex and best simulated scope depth scope visability factors seen so far in a subsim..AFAIK

CB..
09-25-07, 11:56 AM
That is neat CB.., that is neat!

As noticed earlier there were some serious ambitions behind this game that didn't worked out as expected. There seem to be some unexploited potential in it :hmm:

Looking forward to more of your discoveries.
sorry to quote again but i forgot to ask and it would get lost in the other post..


what i need is some method using code to store the player subs location (in a float?) then recall that information using it to spawn an enemy sub within torpedo range..(using my surprise attack stuff)...

the code can do this i'm positive..but i am a little out of my depth..


as it is the code i have worked out works well but only at the start of the mission as an ambush just out side of port (which was often attempted so i hear)
but i haven't found a way to update the players location and store it (so the sub can be spawned where ever and at what ever point in the mission randomly ..the key being the sub has to spawn within normal torpedo range...as stock you can only spawn vessels at the extreme range allowed by the visability...this gives the player far too much time as he always sees the enemy first...

except in fog..when it's first come first served ...as i have just found out lol....got nailed by a Berberis...whislt trying to decide wether to dive or wait a second it made my mind up for me and blew me out of the water...(another plus for changing weather danger and realism)

your writting your own game engine so thought you ought to be the guy to quiz?
SOF game code is fairly stock VB code so the usual methods should still be at least ball park for the game?

NiclDoe
09-25-07, 03:28 PM
Dang this game looks like it worth the $20. graphics is not a big deal this is one on my buy list.

Deamon
09-25-07, 03:37 PM
@CB..

Woaaahhh :o

I don't even know what to say. I had to rub my eyes and read your post 2 times. Here are some thoughts..


cheers all:up:
the unique aspect of the game is the fashion in which it creates it's missions..
the fact that you can type VISUAL BASIC code (or as i say something very much like it) STRIAGHT into the mission file itself...opens the game up so wide you can do literaly anything you want with it....as long as you have the know how to write the code ..
it's hard to think of any comparison any where else...but the best i can come up with is that each individual mission file allows you to redisign the entire game virtualy from scratch ...

it's really rather incredible.. Hmm, this would be more than i would have expected :hmm:

I surely noticed the huge ammount of cfg and script files what told me that the game is extremely and propably totally modable. Basically an SDK. But back then its cryptical appearence and total lack of comments scared me away and i was to busy with my own project anyway.

However i noticed empirically in the game that it is more or less a sleeping giant. I do not play it that often and sometimes i get really bored by the lack of dynamic but when i get into a new situation i always get extremely excited and addicted. I suddenly do not want to expand my ordnance as soon as possible and get back home. I suddenly want to see very curiously what will happen next.

Gunning ships in SH always made me crank up the time compression. To some reason, I never do this in SOF, i actually like it to watch it in real time. In thous addicting moments i notice how many ambitions were behind this game. But the low budget nature of this game spoiled its potential. It's up to the moders now how much of it can be still saved. And SOF lacks realism options. The auto TDC and stealth meter kinda takes away the point of the game for me.

But it's interesting that you tell me this now. I never looked that close to SOF, i just noticed that it seems to expose pretty much everything to text files. This is propably the most open game around. It's a moders dream actually!

Deamon your involved in writing game code for your project...so you must have a head for code work..( to say the least i should imagnine?) Sure, although there is still a lot of room for improvement for me. :)

what SOF allows you to do is write game creation code stright into the mission scripts.....

because of this i can't actualy see any limitations to what the game can do ...
it's only limitations are down to how familiar you are with writting the code.. This would be the most amazing feature, and let me look on it like this ->:o

This would be what moders always dreamed about!

the game has it's draw backs... I see to many drawbacks in SOF for me to get really interested in it. I am very demanding and never get sadisfied unless i have the full control and no limits in creating new things. So i started my own thing. :)

I guess i gathered to much knowledge about the subject to get ever really excited about all the current sims. I am way to demanding.

Also, sometimes games appear with really good features but on the other hand blatantly neglect some other most crucial areas. And since it is hardcoded you can't do a damn thing about it. I am completely feed up with this. I see no option for an own project. I just want to change all thous little things that always nagged me.

I want some real SIMULATOR. So realism wise I go a radically different way in IUF. Expect it to be a realism shock. When i get it finished some day, forget what you have seen in all the other subsims. You will have to learn from scratch again!

It will be very different in just any regards. Despite its infancy the early prototype shows this tendecy pretty clearly.

the lack of any genuine danger for the player is another thing...dive every time you see a destroyer and that's it threat over..it really needs late war hydrohones.. Oh really ? you mean also no waterbombs in the second half of the war ? ( I am still at the beginning )

but that's where the code comes in...i may not be able to write the code for hydrophones at the moment...but it's seems perfectly obviuos that it is possible to script DD's equiped with hydrophones into the missions...using the same logic that other sims use to simulate hyrdophones and other sensors..

once you grasp that possibility you begin to see that what we have here is in fact SUBMARINE SIMULATOR GAME CREATION SOFTWARE.. This is fantastic actually and somewhat ironically, cause not only do SOF deals with WWI u-boats like IUF but it also seems to follows the same design philosophy.

And the development even seem to have started not far apart from my.

Actually this is exactly what i do with my own sim. I want to expose almost all of the engines internals to cfg files and scripts. Back in the days i even intended to release it as a pure SDK, without any real game content and leave the rest up to the moders but later decided that i should try to do a full game, that also should serve as an example to moders.

Just a while ago i came to the idea to make the engine programmable via scripts where you can do math operations, call hardcoded functions and access any variable in the game and use it for triggering. This would make it possible to create completally new stuff.

and soft ware that could given time and practice (as with any game creation software) do anything required of it anything at all..
which is not bad going for a much derided and deliberately ignored (IMO) new sub sim on the market Actually, because of a lack of time and maybe lack of interest in SOF i didn't wanted to be the one who will discover its potential so I am glad you did :up:

I was wondering how long it will take someone to drive his teeth deep into its flesh.

take a look at it see if you can help me out with some of the code..(i am NO expert far from it) Hmm, what do you need ? And what do you already know ?

an example would be here that if some -one was to attempt to convert the game to a WW2 subsim..they could with enough experience code the proper AI DD
tactics for convoy escorts,,by that i mean all the correct maneuvers such as "pineapple" and so on...you can very accurately control what each individual vessel does and why it does it....and you can co-ordinate the vessels to act in unison or individualy and again when why and for how long..with endlessly complex dynamic response to the changing circumstances they encounter.... Stop teasing me like this :)

This all makes me want to develop my own sim just faster. I have so many great things on my todo list. I just added cfg file support and soon scripts.

this is just something that is utterly and completely beyond the capacity for modification in SH3/4 etc..... Yes and this is the best move the SOF devs have made. This could dramatically improve its popularity once some serious moders will put their hands on it. And i think you did the first step in this process. If you can sheed more light on its power, moders might be drawn in soon.

Modability is an extreme success factor today. But this message still do not seem to have penetrated to all the devs. Imagine SHII wouldn't have been so modable. It would have never played it.

The devs need to take modability more serious. It is after all just a question of policy. Technically it is not a big deal at all to expose the engine to text files.

this would involve a lot of complex code BUT once written i believe it can be stored in a "Template" and called from the mission file when the behaviuor is required..ie triggered by time ..detection of the player...location ...anything really...
Yes, you could write general functions and store them in files and call them later from scripts to do some thing. That is essentially a library.

once again you grasp the fact that you can do this sort of thing you can see that with expert code work you can build a library of AI behaviuor and other effects and call them in a similar fashion to those behaviuors now currently stored in the "StateEnginetemplates.txt"
Yes, that would be the way to go. Just study the out of the box files to draw conclusions about its functionality.

there is a function also for calling an external script which is triggered by the player reaching an objective....indeed there is a slightly obscure function that has an external script actual AS the objective...tho i'm at a loss as to what that actualy means right now.. I am not sure what you mean.

so once you start thinking of the mission scripts as giving you genuine access to the games core code and the ability to modify it adapt it and add to it on the fly you can see that this is no ordinary run of the mill game engine...FAR FAR FROM IT:ping:
it without even trying makes the SH3/4 game engine look pretty bl**dy silly by comparison..which is why it's so ironic that so few have gotten their heads out of their arses long enough to see beyond their own ego trips! it is almost as if the game devs have given the subsim community absolutely everything they could have ever dreamed of....but no one was interested because it involved too much "work" Hell, yes!

But the game fails to communicate its power, it appears like a budget game

quite WHY the DEVS didn't take a couple of hours one afternoon to write some decent complex code into the campaign to show what the game was capable of is a mystery to me...if they HAD.. no one would have any doubts about just how good this game can be:hmm: too busy worrying about the box art no doubt...strange prioritys...bizaare:doh: Well, on the devs side they have one million things to deal with and when the deadline was reached, before the targeted minimum was implemented it will just get out as sore as it is. If you can remember the early adverticing, then you will notice how high the ambitions were and how much they had to be cutted back at the end. So a dynamic campaign was adverticed, a detailed interiour life. But at the end, no detailed interiour and no dynamic campaign. Instead a somehow low budget appearing game.

remember that there is NO definitive "periscope depth" in the game...go deeper...and you will find you can get within ramming range if your carefull..remember that you have maybe 5 or 6 seconds grace before the ship spots the scope so you can pop it up to get your bearings then quickly lower the scope again and creep closer....get down to about 9 metres depth and be prepared to constantly adjust the height of the scope to compensate for the waves and watch the detection metre to gauge your visability..as i say the contact stays active even after you lower the scope for a considerable time..so even using the stock weather/water animation set up you can get right up along side the ships..it's probably one of most complex and best simulated scope depth scope visability factors seen so far in a subsim..AFAIK This is interesting actually. Back then my scope was detected on some occassions, being miles away from a ship. However i would like to check this again whether this has not something to do with how far and how long i let the periscope up. If so then this would be actually most realistic.

I guess we are so used to the lack of realism(and believe they lack it so much) in the other sims that we might tend to scream "bug" when a new sim covers new areas of realism that is much against our false expectations about realism.

But more well approximated realism gives so much more tactical depth to a sim. Even few small additional details can be a big difference!

You made me really curious with all this talks, CB... I guess i will take a second closer look on it :up:

Deamon
09-25-07, 04:14 PM
sorry to quote again but i forgot to ask and it would get lost in the other post..

what i need is some method using code to store the player subs location (in a float?) then recall that information using it to spawn an enemy sub within torpedo range..(using my surprise attack stuff)...

the code can do this i'm positive..but i am a little out of my depth..

Well the question is do the scripting support this function at all and if yes what commands have to be used to do this operations ?

I think the answere can be found only in the scripts that come along with the game. You basically have to look if such an operation is done somewhere in an other script. The question is if the engine do this stuff at all. Maybe you should check out the scripts that deals with mines, since they will be spotted only close to the boat(I suppose).

as stock you can only spawn vessels at the extreme range allowed by the visability...this gives the player far too much time as he always sees the enemy first... Potentially there could be some workarounds.

Do you know if all units get detected as soon as they appear on the maximum visibility range or can they be made detectable much below this range ?

What do this code lines means exactly ?

AddStateItem [u2],"c:0,1,EnemyVisible:5000"
AddStateItem [u2],"c:1,0,-EnemyVisible:8000"

If it is not possible to make the sub attack submerged you could simple change the E-34 model for a periscope model only that is placed so deep relative to it's node that it sticks above the water only a meter or what ever hight you like. I think more than a periscope isn't needed since the water is not transparent in SOF iirc. If the spotting range can be modified then you culd set the detectability down to what would be resonable for a periscope sticking out of the water.

It would have been nice from the devs if they would have added an API doc for all the commands. :yep:

your writting your own game engine so thought you ought to be the guy to quiz? Sure you can ask me.

SOF game code is fairly stock VB code so the usual methods should still be at least ball park for the game? So you are familiiar with VB then ?

CB..
09-25-07, 05:32 PM
Well the question is do the scripting support this function at all and if yes what commands have to be used to do this operations ?



without any doubt at all the scripting can support this sort of stuff...they really haven't "watered down" the code used at all...it seems as i say close to VB code ..i do have a limited experience with VB..tho my experience is extremely... well er...basic (lol)

but i recognise the fact they have made no attempt to trim or limit the code used to make it user friendly in any way...(other than the templates written into the stateenginetemplates.txt)

this is what turned me on to the uniqueness of the game..normally they take the code and water it down to the bare essentails and then you gets your add -on mission editors etc etc ..but with this game it's all done with sheer raw unadultered code....with very few exceptions ..there are some game specific commands etc..

so that means more or less that if you can code it... the game will run it...almost without restriction...i'm betting you could code a pop up on screen calculator directly into mission script and it would work...haven't tried this but it gives you some idea of what i'm expecting to a greater or lesser degree from the game...

you can take it some where completely different..


anyhuw back to that surprise attack code i was asking about

heres the code for the brit sub spawning within torp range here set to occur after a set timer has expired

if
Alive [mysim]
then
GameTime [gt]
ifall
sameint [processed],$0
greater [gt],20
then
CreateServerSimulationObject [u2],"E34"
SimSetName [u2],"E-class"
SimSetPosition [u2],-200,200,200
SimSetStartSpeed [u2],15
AddStateEngine [u2]
AddStateItem [u2],"s:2"
AddStateItem [u2],"a:1,Course:10,20"
AddStateItem [u2],"a:1,Ramm:"
AddStateItem [u2],"a:1,FireAtWill:"
AddStateItem [u2],"c:0,1,EnemyVisible:5000"
AddStateItem [u2],"c:1,0,-EnemyVisible:8000"
setint [processed],$1
endif
endif


now the thing is that the location for the spawn

SimSetPosition [u2],-200,200,200


is relative to a setting allocated here

ChangeGeoPivot 10.312,54.554

so it's -200,200,200 form that point (which is lat long)

in one of the stock single missions (a test mission )

it shows this code

id mysim
int pl
float npos
phase init

ChangeGeoPivot 7,56
CreateSimulationObject [mysim],"u35"
ExtractPlayerID [pl],[mysim]
mul [npos] , [pl] , 100
#SimSetPosition [mysim],[npos],-10,0
SimSetPosition [mysim],-200,-0,100
SimSetDirection [mysim],0,0,0
SimSetStartSpeed [mysim],5
BindToController [mysim]
EveryFrame

endphase
end


where iot appears to my eyes to be storing the player subs location in a float

[npos] i think here and referenceing it as a possible method of then setting the sub into the sim world at that location again in some form of respawn event..

SimSetPosition [mysim],[npos],-10,0

if we go back to my surpise attack code..

if i can find the correct method for using the above snippet
to replace the

SimSetPosition [u2],-200,200,200

i've used then the sub should appear in relation to the player subs location NOT the GeoPivot lat long location

i have absolutely no doubt this is perfectly acceptable to the game engine
tho with my very basic coding skills and the limited number of stock code examples available i haven't ferreted out the correct scripting method as yet..and i hate trail and erroring code work as it is genuinely hugely irritating and demanding ..dot in wrong place won't work stuff (as you know)

but this game engine can do this stuff standing on it's head....why?
because the code can...and the game runs the code without limitation get the code right and it will do it..if they had intended to limit the scope of the game engine they would not have used RAW non user friendly code to script it..they would have used the usual mission scripting techniques we are all so familiar with..

take a look at it.....i'm sure you'll agree:up:

will answer some other stuff a bit later

the issue with hydrophones and the lack of danger is related to the fact that as soon as you dive you become undetectable to the DD's (with scope down etc)..so even if they have seen you and start dropping their DC's you are going to have to walk into the DC's your self as by the time they reach your last known location you are of course gone..

now then this is reason two why i want to hold and store the players location in a float or integrer or some dang thing.lol

as i can then TELL the DD where i am even whilst submerged and not in visual contact.. because it is raw code the game will not ask wether this is relevant or not .. i can script go to the players current location ...
once that is achieved.. i can then elaborate on it
i can then script

if this
then go to player location

and then randomise it to generate a perfectly convincing set of hydrophones....further down the line it can be limited by distance affected by sea state weather..and so on..

if weather this
if sea state that.
if distance the other..

i don't need to tell you this! you allready know!

the only possible issue i can see right now is that i have not as yet found a direct command to order the DD to drop dcs..and that not all the other stuff would be the problem...the dd can be told to go to the players location under a set of dynamic conditons...simulating the detection with hydrophones...but can it be prompted to attack something which it cannot "see"
there might be the limitation..as this would be a game specific command ..not raw VB code

Do you know if all units get detected as soon as they appear on the maximum visibility range or can they be made detectable much below this range ?

What do this code lines means exactly ?

AddStateItem [u2],"c:0,1,EnemyVisible:5000"
AddStateItem [u2],"c:1,0,-EnemyVisible:8000"


i think the ranges refer to the maximum detection range in and out again under ideal conditions..

and im pretty sure tho could be wrong that they refer to the distance at which the enemy detects the player rather than the other way round..
using the weather ie fog you can create circumstances where the distances are far shorter obviously..and this creates some very dangerous situations for the player...as the AI does not always react in a predicatable manner when it spots you...and this is really rather splendid in it's own way..it's almost as if both the player and the AI hhave an exclamation mark above their heads and the first to suss out what to do next wins..LOL...last time this happened i was trying to figure out why the warship wasn't firing it's main guns at me when i blew up having been hit by one of it's torps lol... it knew i was allready dead so why waste the main gun ammunition LOL..i dunno?? was quite a strange moment...staring at this DD thru the binoculars lol

the issue with devising a hack for a "submerged" sub model file is that it is unneccesary.(this isn't SH3..lol)...you can script the spawning sub directly into the mission file.. it works..all i ned is to tie the spawn point to the player current location..and i KNOW the game will allow this..it is a trivial small piece of code...as i say write the code it'll run it for you..but code is code so it needs to be exact..i aint good at exact,,but i'll get it eventualy...sooner or later one idea i try will work.. and then it's on to the next thing...

heck going back to the WW2 destroyer escort behaviuor..you can get the DD's to spell out your name if you want them to...and then do it back wards holding hands...then perform formation ball room dancing if your prepared to work the thing thru !lol...i kid you not

Deamon
09-25-07, 08:08 PM
without any doubt at all the scripting can support this sort of stuff...
It would be surprising if it wouldn't since this is the most basic function you can have in a 3D environment. In the engine i use it would be as easy as:

Vector3 ship_position = player_ship_node->getPosition();

If it can be done in SOF scripting too then it must be in a simular way. Ever encountered the term vector in the files ?

I actually have no VB experience whatsoever. I don't know how similar it is to C++. But i guess similar. I have to check my library.

this is what turned me on to the uniqueness of the game..normally they take the code and water it down to the bare essentails and then you gets your add -on mission editors etc etc ..but with this game it's all done with sheer raw unadultered code....with very few exceptions ..there are some game specific commands etc.. Yeah, they hit the deadline and had no time anymore to water it down, i guess :lol:

so that means more or less that if you can code it... the game will run it...almost without restriction...i'm betting you could code a pop up on screen calculator directly into mission script and it would work...haven't tried this but it gives you some idea of what i'm expecting to a greater or lesser degree from the game... Lol, lets wait and see what it can actually do. Although i understand your excitement.

heres the code for the brit sub spawning within torp range here set to occur after a set timer has expired

if
Alive [mysim]
then
GameTime [gt]
ifall
sameint [processed],$0
greater [gt],20
then
CreateServerSimulationObject [u2],"E34"
SimSetName [u2],"E-class"
SimSetPosition [u2],-200,200,200
SimSetStartSpeed [u2],15
AddStateEngine [u2]
AddStateItem [u2],"s:2"
AddStateItem [u2],"a:1,Course:10,20"
AddStateItem [u2],"a:1,Ramm:"
AddStateItem [u2],"a:1,FireAtWill:"
AddStateItem [u2],"c:0,1,EnemyVisible:5000"
AddStateItem [u2],"c:1,0,-EnemyVisible:8000"
setint [processed],$1
endif
endif
Have you figured out already what each of the elements in each statement means ?

What exactly do mysim and sameint stands for ??

What means the a's, the s and c's in the AddStateItem commands ?

now the thing is that the location for the spawn

SimSetPosition [u2],-200,200,200

is relative to a setting allocated here

ChangeGeoPivot 10.312,54.554

so it's -200,200,200 form that point (which is lat long)

You told above that you made a surprise attack script that works only at the beginning of a mission. Where the sub attacked 20 minutes after starting the game. But the sub appears then relative to the sub position or relative to ChangeGeoPivot ?

So essentially ChangeGeoPivot is for setting the start location of the mission.

in one of the stock single missions (a test mission )

it shows this code

id mysim
int pl
float npos
phase init

ChangeGeoPivot 7,56
CreateSimulationObject [mysim],"u35"
ExtractPlayerID [pl],[mysim]
mul [npos] , [pl] , 100
#SimSetPosition [mysim],[npos],-10,0
SimSetPosition [mysim],-200,-0,100
SimSetDirection [mysim],0,0,0
SimSetStartSpeed [mysim],5
BindToController [mysim]
EveryFrame

endphase
end


where iot appears to my eyes to be storing the player subs location in a float You cannot store the position in a float value because float is only one value and for the position you need 3 values. So you would need 3 floats to store all coordinates.

In this context the statements appear to my mystery frankly.


[npos] i think here and referenceing it as a possible method of then setting the sub into the sim world at that location again in some form of respawn event..

SimSetPosition [mysim],[npos],-10,0 If we would only knew what the mul statement is for.

And why do the

#SimSetPosition [mysim],[npos],-10,0

gives only 2 values to describe the position ? It also appears to me commented out. It is probably an incomplete statement or something. Could be a function that was never completed.

Usually when there is an But this would be quite an awekward way to get the player sub position. SimSetPosition then there should be also a SimGetPosition (if the devs were any sane). And should work maybe something like:

float x
float y
float z

SimGetPosition [mysim], x, y, z

I mean as a trial an error, you can try this code snipped out. Good luck :yep:

I am wondering though whether mysim would be the right way to reffer to the players boat.

if
Alive [mysim]

kinda suggest this. But i don't know. Try it out

i have absolutely no doubt this is perfectly acceptable to the game engine Don't be too sure about it. Game engines have sometimes blatant flaws, making you wonder what was going on the heads of the devs.

The question is do the engine needs this function at all ? Actually yes, how else are vehicles supposed to be spawned relative to the players position. Well that is what you should look for. There must be some script lines that do this somewhere. But this could be a hardcoded part. Since it doesn't make sense to let appear an enemy unit magically right next to you, despite far viewing range.

So i am wondering why the devs would want to make it possible to set this via script, since all units appear on the boarder of the visual range. This makes this function in scripts superfluous. So hypothetical this function isn't needed in the scrpts and thus is possible not available.

If the SimGetPosition do not work then it is possible not available, since getPosition and setPosition are the most common functions in all engines.

tho with my very basic coding skills and the limited number of stock code examples available i haven't ferreted out the correct scripting method as yet..and i hate trail and erroring code work as it is genuinely hugely irritating and demanding ..dot in wrong place won't work stuff (as you know)
The total lack of comments in the scripts that explain what a codeline actually do is what scared me away to even try it. Because to figure out all of this stuff on your own would be a pain in the a$$

And so many files in SOF are so damn cryptical. They must have been in serious hurry. :yep:

Well i will take a look at it again. But i don't want to make any promesses.

the issue with hydrophones and the lack of danger is related to the fact that as soon as you dive you become undetectable to the DD's (with scope down etc)..so even if they have seen you and start dropping their DC's you are going to have to walk into the DC's your self as by the time they reach your last known location you are of course gone..

now then this is reason two why i want to hold and store the players location in a float or integrer or some dang thing.lol For stuff like hydrophones you need to be able to read out not only the position but also things like speed of the boat and maybe also other things like sea state. You need to be able to compute the distance to the sub in order to retrieve the signal to noise ration. Is calculating possible at all in the scripts ? Are statements like a = 2 + 2 possible at all ?

the only possible issue i can see right now is that i have not as yet found a direct command to order the DD to drop dcs..and that not all the other stuff would be the problem...the dd can be told to go to the players location under a set of dynamic conditons...simulating the detection with hydrophones...but can it be prompted to attack something which it cannot "see"
there might be the limitation..as this would be a game specific command ..not raw VB code That is my point. There need an assesment to be done first about what you can actually do with scripts and what not. Don't get too hiped to fast. Check it out first.

CB..
09-25-07, 09:18 PM
If we would only knew what the mul statement is for.

And why do the

#SimSetPosition [mysim],[npos],-10,0

gives only 2 values to describe the position ? It also appears to me commented out. It is probably an incomplete statement or something. Could be a function that was never completed.

Usually when there is an But this would be quite an awekward way to get the player sub position. SimSetPosition then there should be also a SimGetPosition (if the devs were any sane). And should work maybe something like:

float x
float y
float z

SimGetPosition [mysim], x, y, z

I mean as a trial an error, you can try this code snipped out. Good luck :yep:

I am wondering though whether mysim would be the right way to reffer to the players boat.

if
Alive [mysim]

kinda suggest this. But i don't know. Try it out


ok here we are getting some where..

the game uses

GetSimPosition

i discovered to day

and also the float x y and z.. i will try it out tommorrow...

What exactly do mysim and sameint stands for ??

What means the a's, the s and c's in the AddStateItem commands ?



mysim is the id name for the player submarine.. tho it doesn't need to be called mysim you declare the player subs name at the top of each mission script thusly

id mysim

or

id donaldduck

it doesn't seem to mind what you call it which is as you'd expect with the raw code

in fact there are some working missions where the player sub isn't even included in the mission code at all...i have NO IDEA how the hell that works..

the a's and c's etc in the stateengine entrys i'm still only guessing at...that's what makes it as you say so tricky...only a partial understanding of what does what..so it's really irritating to work out

Don't be too sure about it. Game engines have sometimes blatant flaws, making you wonder what was going on the heads of the devs.

The question is do the engine needs this function at all ? Actually yes, how else are vehicles supposed to be spawned relative to the players position. Well that is what you should look for. There must be some script lines that do this somewhere. But this could be a hardcoded part. Since it doesn't make sense to let appear an enemy unit magically right next to you, despite far viewing range.

So i am wondering why the devs would want to make it possible to set this via script, since all units appear on the boarder of the visual range. This makes this function in scripts superfluous. So hypothetical this function isn't needed in the scrpts and thus is possible not available.

If the SimGetPosition do not work then it is possible not available, since getPosition and setPosition are the most common functions in all engines.


i get the very clear impression that the devs just left the door wide open and didn't place and restrictions deliberately into the games code..dunno just instinct really..you get a feel for these things.... the fact i can change the weather mid mission even tho this involves swopping the entire sky dome texture and sea state etc etc was an indication of this..i was slightly surprised this actualy worked..was expecting a crash

the range at which the vessels spawn seems to be dependant on the type of trigger used for the event...and what sort of script it uses for the vessels subsequent behaviuor...some vessels spawn thousands of miles away and never come near to the player at all unles you go to the vessels (if you see what i mean)
so it's a case of the player being near to a lat long location which triggers the spawn...the actual vessel spawn location can be any where on the map...which you would think would solve the problem ..

i think with a game engine that runs this sort of more generic VB style code..that it will as a rule accept any correctly written piece of code as long as it isn't directly told not to run it ..so such things as the RANDOM and IRANDOM ..INTS etc etc once you say it's ok to use these commands then it doesn't really care what you randomise..within reason..etc

For stuff like hydrophones you need to be able to read out not only the position but also things like speed of the boat and maybe also other things like sea state. You need to be able to compute the distance to the sub in order to retrieve the signal to noise ration. Is calculating possible at all in the scripts ? Are statements like a = 2 + 2 possible at all ?


the point here is that you don't need to get too fancy to generate a satsisfying illusion of an hydrophone sensor...simply telling the Dd to go to the players current location with the chances of this happening controled by a dice roll would to all the world appear to be perfectly acceptable whilst actualy playing the game....indeed sometime the most simple randomised sensor like this can and often does produce the most dynamic and unpredictable and there fore interesting gameplay

and i ain't running for any university degree here just a gameplay addition...the simple dice roll is dang near allways the most enjoyable..it allows the imagination to run riot...why did the DD do that??? etc etc you know what i mean...i think folks forget that sometimes in a desperate search for what they hope is some form of realism..anyhuw that lack of any obviuos drop dc's command may scupper that particular idea...tho i'd bet there is some way to do it..

That is my point. There need an assesment to be done first about what you can actually do with scripts and what not. Don't get too hiped to fast. Check it out first.

if you don't get excited...what's the point in doing it?


i fly by the seat of my pants with this stuff...beacuse i only really do it for fun..

i don't really expect to be wrong on this ...there is so much basic mechanical code written into the scripts..(you can examine the code for the mission generator in the scripts....and that really says it all......the in game mission generator....wait for it....IS JUST A MISSION SCRIPT running VB code lol....well it kinda says something that...

Deamon
09-26-07, 10:44 AM
ok here we are getting some where..

the game uses

GetSimPosition

i discovered to day
What ? Where ?

Is such a command somewhere in any scripts or have you tried it out by trial and error ?

And is it GetSimPosition or SimGetPosition ?


mysim is the id name for the player submarine.. tho it doesn't need to be called mysim you declare the player subs name at the top of each mission script thusly

id mysim

or

id donaldduck Yes, just figure this out from the scripts.

i get the very clear impression that the devs just left the door wide open I hope this for you and SOF

the range at which the vessels spawn seems to be dependant on the type of trigger used for the event...and what sort of script it uses for the vessels subsequent behaviuor...some vessels spawn thousands of miles away and never come near to the player at all unles you go to the vessels (if you see what i mean)
so it's a case of the player being near to a lat long location which triggers the spawn...the actual vessel spawn location can be any where on the map...which you would think would solve the problem .. I mean have you seen any case where an anemy vessel or any other vessel or object got spawned closer than the actual visual range ?

i think with a game engine that runs this sort of more generic VB style code..that it will as a rule accept any correctly written piece of code as long as it isn't directly told not to run it It is actually vice versa. It will accept any code it supports.

..so such things as the RANDOM and IRANDOM ..INTS etc etc once you say it's ok to use these commands then it doesn't really care what you randomise..within reason..etc Right.


the point here is that you don't need to get too fancy to generate a satsisfying illusion of an hydrophone sensor... Hell, yes. If there is no other way then yes. But this of course takes away the predictable aspect of a real simulation and will screw your planning and counter measures. I for example make heavy use of often meticulous planning.

simply telling the Dd to go to the players current location with the chances of this happening controled by a dice roll
Yes and also add some random values to the players position to avoid super DD's. However once you start to implement such a thing you will usually run into problems that you haven't seen before, as i can tell you from my coding experience. For example: The player lay the boat ont he ground and shut off all engines but because of the rolling dice the DD's keep finding you and the player will indeed wonder how they could find him.

Reading out ship speed would be the minimum neccesary thing to get any satisfying results imo. And it will also require the support of basic math operations like + - * /

Have you tryed them yet ? DO SOF scripting support it ?

and i ain't running for any university degree here just a gameplay addition...the simple dice roll is dang near allways the most enjoyable..it allows the imagination to run riot...why did the DD do that??? etc etc you know what i mean... Hell yes. This would be good for the imagination. I mean untill the players figure out that the DD's actually use cheats + random function. Then all the players will come after you :yep:

if you don't get excited...what's the point in doing it?

i fly by the seat of my pants with this stuff...beacuse i only really do it for fun.. Right. Actually i love it to be excited and i am so often in my own project when something new got finished. Feels like being a kid at chrismas getting up in the morning running for the tree to rip of the present boxes to see what nice things are in there :)

But i guess after all i was disappointed to often and gave it up on moding other games.

i don't really expect to be wrong on this ...there is so much basic mechanical code written into the scripts..(you can examine the code for the mission generator in the scripts....and that really says it all......the in game mission generator....wait for it....IS JUST A MISSION SCRIPT running VB code lol....well it kinda says something that... Where is that code for the mission generator ?

CB..
09-26-07, 12:00 PM
What ? Where ?

Is such a command somewhere in any scripts or have you tried it out by trial and error ?

And is it GetSimPosition or SimGetPosition ?


it's getsimposition

it's in the games EXE file..tho that is no garantuee it works of course..

tried it in variuos different methods none worked most crashed the game on mission load..
BUT the game uses it's own "shorthand" methods as well as raw code..the shorthand being just an abreviation of a larger block of raw code ...

here's one of the scripts for the mission generator

it's ClientScript1000.txt in the scripts folder


id mysim
float sx
float sz
float dy
int own

phase init
GetMenuSelection [own],"MGenerator\own"
random [sx],-300,600
random [sz],-300,600
random [dy],-2,4
if
sameint [own],$1
then
CreateSimulationObject [mysim],"ufp"
endif
if
sameint [own],$2
then
CreateSimulationObject [mysim],"u35"
endif
if
sameint [own],$3
then
CreateSimulationObject [mysim],"ub-I"
endif
if
sameint [own],$4
then
CreateSimulationObject [mysim],"uc-II"
endif

SimSetPosition [mysim],[sx],0,[sz]
SimSetDirection [mysim],[dy],0,0
BindToController [mysim]
EveryFrame
Permanent
endphase
end

note all that floated simsetposition stuff
and the randomisation within paremters set at the top..
check also ServerScript1000.txt for other mission generator code

the game also uses shorthand for some relationships between vessels seen here

beginblock
setint [order1], $0
setint [order2], $0
setint [order3], $0
setint [feind1], $0
setint [feind2], $0
setint [feind3], $0
if
Alive [ship1]
then
GetENEMY [feind1],[ship1]
endif
if
alive [ship2]
then
Getenemy [feind2],[ship2]
endif
if
alive [ship3]
then
Getenemy [feind3],[ship3]
endif
endblock

have used this for triggering events when [MYSIM] gets within visual range of [U2]
tho it's not clear what is exactly what there..but it works


I mean have you seen any case where an anemy vessel or any other vessel or object got spawned closer than the actual visual range ?



yes my surprise attack brit sub script has the enemy sub appearing just off the players beam well within torpedo and visual range..it's happy to do this..


Yes and also add some random values to the players position to avoid super DD's. However once you start to implement such a thing you will usually run into problems that you haven't seen before, as i can tell you from my coding experience. For example: The player lay the boat ont he ground and shut off all engines but because of the rolling dice the DD's keep finding you and the player will indeed wonder how they could find him.

Reading out ship speed would be the minimum neccesary thing to get any satisfying results imo. And it will also require the support of basic math operations like + - * /

Have you tryed them yet ? DO SOF scripting support it ?


haven't tried any more advancved code work as i say i AM a very basic coder..very basic indeed you'll have to experiment with that side for you rself..i'm struggling with this simple stuff enough to start with...you'd be surprised at just how hard it is to get genuinely straight forward beginner code tutorials...so hard in fact i gave up looking a long time agao...all you get is
do it like this...then a whole bunch of code you cannot even remotely understand then an argument when you ask for a beginnrers way of doing something similar...lets face it most code just turns stuff off and on...there are no beginner tutorials...only mid levels ones...learn't that almost as soon as i started a couple of years ago....every thing i've learnt has been by accident or from sheer trail and error...or by spotting some simplistic snippet of code that i could extract from more complicated stuff and use as a tool to do a basic job..

yup on the DD's and hydrophones ..if it can be persuaded into compliance lol then with testing the issues will present them selves very quickly..and so also will the soloutions..simply setting a timer (ala SH3) to set a maximum time limit for the DD's attack...sending it away after such and such a time....with the limited depth for the subs any serious DC attack is going to be pretty scary stuff ..so you set a timer for the "go to player's location" so there is a delay between the DD reading your location and it actualy going there..allowing some chance of escape...and so on...also makes the player feel he has some part to play in tactics...frankly in SH3 etc even tho folks talk for hours about tactics in surviving DC attacks there are in fact no tatctic at all involved...you go deep wiggle about a bit go slow go fast wiggle about a bit more...do this for the allotted 3 hours (and it is allways 3 hours you can set you watch by it) then the DD's just go away...gawd is it DULL and it's identical every single time absolutely identical...if that's tactical i'll take random any day lol!! if you see what i mean..

It is actually vice versa. It will accept any code it supports

that's the rub...if the game supports VB code ..code that can be seen in a thousand generic programs and applications and is used in such a mechanical manner to opertae the basic functions of the game then limiting it in any real sense just doesn't add up..why bother it isn't code that has been designed for the game it's code that is used just about everywhere...

funny thing about the hydrophones etc isthat there is one enemy "vessel" that does come equiped with extra sensory percpetion..and thats the aircraft...i'm not clear if this is beacuse of the wway they are scripted or wether it is more deeply coded via the exe ....

during an aircraft attack...if you dive no matter how long you stay under or how deep you go or where you go..the aircraft will continue to circle directly over head..you cannot lose them ..you have to surface and shoot them down..

so there's the two thing operating in one instance...tracking the player whilst submerged...and passing the players location to an enemy "vessel"
will look at it again and see if i can peel the relevant behavoiur of the planes and slap it on some thing else..that would provide insight into what might be tthe best way to proceed ..if possible..

tho i have to admit now i have introduced weather changes including fog intot he campaign there is now a very definite sense of danger in the gameplay..and getting killed by a DD or such like in fog is a pretty regular occurance so maybe it isn't such a high priority any more..most folks think weather is just eye candy......how wrong can they be???...been trying to tell them for years...trouble is there are no rivets to count on a fog bank..

bsalyers
09-26-07, 01:17 PM
I'm not a code guru like many of you guys; I'm just commenting on the gameplay here.

I was just detected by a fishing trawler while approaching submerged, at dusk, at a distance of 3.8 nautical miles!
:shifty:

Whatever one's justification, this seems patently ridiculous.

I'm not saying it's impossible to approach; as noted elsewhere in this forum, it's relatively easy to approach a ship and sink it while using the scope briefly and intermittently. I just find it a real immersion-killer to have to worry about supernatural lookouts when the only thing I'm exposing is my periscope and the target is still a miniscule speck on the horizon.

Deamon
09-26-07, 02:35 PM
I was just detected by a fishing trawler while approaching submerged, at dusk, at a distance of 3.8 nautical miles!
:shifty:

Whatever one's justification, this seems patently ridiculous.
Well, this is one of the issues with SOF. It also works vice versa sometimes. You get contact reports while submerged and the periscope not even being up.

The expectations for this game should be better rather low.

CB..
09-26-07, 03:07 PM
I'm not a code guru like many of you guys; I'm just commenting on the gameplay here.

I was just detected by a fishing trawler while approaching submerged, at dusk, at a distance of 3.8 nautical miles!
:shifty:

Whatever one's justification, this seems patently ridiculous.

I'm not saying it's impossible to approach; as noted elsewhere in this forum, it's relatively easy to approach a ship and sink it while using the scope briefly and intermittently. I just find it a real immersion-killer to have to worry about supernatural lookouts when the only thing I'm exposing is my periscope and the target is still a miniscule speck on the horizon.


you got your self spotted at around 7000 metres??
that's the key you know.. YOU got YOURSELF spotted at 7000 metres...just out side maximum torpedo range??
i'm not here to defend the games idiosyncracies of which there are many lol
but that's what it boils down too..you ALLOWED your self to be spotted at 7000 metres because you didn't follow the correct scope depth approach procedures...and all that overly serious BS

wether you view it as realism ,gameplay or just plain weird..that's what happened:yep:

bsalyers
09-26-07, 03:41 PM
I don't buy it. As there are NO conceivable circumstances that would enable ANY normal human being to spot a periscope (the only part of the sub that was exposed) at 7000 metres in twilight, and as I was following correct scope depth approach procedures - for real world physics - I cannot accept responsibility for being sighted. If you are saying that I broke the rules for the unrealistic physics of the game and got caught at it, well, yes, obviously, that's what happened. I will still maintain that a detail so bizarrely unrealistic is not an option; it's not a feature - it's a flaw.

CB..
09-26-07, 03:48 PM
I don't buy it. As there are NO conceivable circumstances that would enable ANY normal human being to spot a periscope (the only part of the sub that was exposed) at 7000 metres in twilight, and as I was following correct scope depth approach procedures - for real world physics - I cannot accept responsibility for being sighted. If you are saying that I broke the rules for the unrealistic physics of the game and got caught at it, well, yes, obviously, that's what happened. I will still maintain that a detail so bizarrely unrealistic is not an option; it's not a feature - it's a flaw.

ah yup.....i guess that covers everything then...:up:

Deamon
09-26-07, 06:59 PM
it's getsimposition

it's in the games EXE file..tho that is no garantuee it works of course..
In the games EXE ? what do you mean ? how have you seen it in the exe ?

I mean the exe is hardcoded.

tried it in variuos different methods none worked most crashed the game on mission load.. That doesn't surprises me.

BUT the game uses it's own "shorthand" methods as well as raw code..the shorthand being just an abreviation of a larger block of raw code ... Yeah, this is what is essentially called a function call

note all that floated simsetposition stuff
and the randomisation within paremters set at the top..
the float simsetpositions are used here to store the result of random operations. But this still doesn't make it possible to read out the player subs position.

I mean have you seen any case where an anemy vessel or any other vessel or object got spawned closer than the actual visual range ?


yes my surprise attack brit sub script has the enemy sub appearing just off the players beam well within torpedo and visual range..it's happy to do this..
You told that you set the sub to appear 20 minutes after the game start and you said that you can set the sub only relative to ChangeGeoPivot right ?

So wouldn't that mean that the players sub would be gone 20 minutes before your E34 appears and thus miss the attack by 20 minutes ?


haven't tried any more advancved code work as i say i AM a very basic coder..very basic indeed lol,

float a

a = 2 + 2

is actually very VERY basic!

you'll have to experiment with that side for you rself..
btw:

Yesterday, I have looked through dozens of scripts now and i feel even more confirmed that it is not possible to set objects relative to the players sub. Everything seem to revolve around the ChangeGeoPivot position. So the only way i see is to set the subs position relative to it. But as you said the player will see it long comming before it can make any attack on the player. So i fear you will need an properly operating enemy sub. And all you can do is then to spawn it into a certain location but certainly not relative to the players position. If it is possible then it is not documented or used in any of the scripts. Games have sometimes unused and undocumented functions. But they way the scripts are done i figure that this is simple not possible.

And you certainly cannot code a calculator ontop of the game screen :lol:

I am sorry to disappoit you but you maybe grossly overestimate SOF's scripting power. I fear i have also overestimated it in my longer post above, after hearing you talking about. It is nowhere even close to the scripting power of operation flashpoint for example. On a second look it all appears to me rather as very normal scripting. there are only very basic orders given and there are no math operations done in any of the scripts, so i would figure it is not possible, since the purpose the scripts seem to be done for it is not needed for SOF. You can do a few nice things but the apparent lack of possibilites to read out even the most basic ship data of any given vehicle pretty much puts the final nail into its coffin. Only the devs could prove otherwise as i see no tangible hint in the scripts for such possebilities. It really wouldn't be a deal at all to add this functionality in the scripting language.

This all is another pitty for SOF. But the devs seems to not have made anything really right.

I guess you will have to wait after all, till i am done with IUF :yep:

I think i will not go further into it sicne it's pretty clear to me where its limits are. But i don't mind to continue to support you if you like to bother with it.

I also tried to do some math operations in the script file of the mission editor and as expected it do not work.

i'm struggling with this simple stuff enough to start with...you'd be surprised at just how hard it is to get genuinely straight forward beginner code tutorials... I am not surprized at all. That is pretty much how it was for me as well. It needed me 3 attempts before i finally got it rolling. But after that i was flying high.

I still have a hard time with some books. They seem to be written for people who already know this subject, lol.

so hard in fact i gave up looking a long time agao...all you get is
do it like this...then a whole bunch of code you cannot even remotely understand then an argument when you ask for a beginnrers way of doing something similar...lets face it most code just turns stuff off and on...there are no beginner tutorials...only mid levels ones...learn't that almost as soon as i started a couple of years ago....every thing i've learnt has been by accident or from sheer trail and error...or by spotting some simplistic snippet of code that i could extract from more complicated stuff and use as a tool to do a basic job.. Oh yes, i can well remember this frustration being overwhelmed by complex examples and abstract code that made you brain bleed.

I also had an extrem hard time to move from C to C++ but then i was pointed to Bruce Eckels books that seem to be a shining exception. While the other books felt like like eating stones, this one goes down like butter :yep:

Boy he knows how to explain stuff. This is the first book where i finally understood what the languages were about and what their difference was and stuff. By reading this books the subject do not appear to me that complex and abstract anymore. Actually it is now very naturally. He also resign from complex mind suffocating examples and keep it straight forward. This guy is a genius. I mean this are the first books that made me really understand the language.

I also found a C ++ tutorial that was written really for beginners and also went down like butter and made me this language accessable the first time. If you would be still interested i could send you them.

.do this for the allotted 3 hours (and it is allways 3 hours you can set you watch by it) then the DD's just go away...gawd is it DULL and it's identical every single time absolutely identical...if that's tactical i'll take random any day lol!! if you see what i mean.. You see ? This is another reason to do your own sim :yep:

You just don't get the right thing. It's hope less.

that's the rub...if the game supports VB code ..code that can be seen in a thousand generic programs and applications and is used in such a mechanical manner to opertae the basic functions of the game then limiting it in any real sense just doesn't add up..why bother it isn't code that has been designed for the game it's code that is used just about everywhere... I fear you are horrobly off with the idea that SOF supports VB. It would need to come with a compiler and linker and all the libs, dll's and .h's that are needed to compile the code. This all is simple not needed for the needs of SOF. Imagine the development overkill if you would like to support a language in a game via scripts. It simple doesn't makes sense. All the scripting language is supposed to do is to call some hardcoded functions in the game and feed them with some data. And that's it.

What you see in SOF is simple a scripting language that might have some similarities with VB in its appearance. The actual compiled SOF code reads it out and interpret it as it was programmed for. But it could also be that the devs have used one of the scripting languages like Python or Lua but i haven't dealt with them yet so i cannot comment on this.

funny thing about the hydrophones etc isthat there is one enemy "vessel" that does come equiped with extra sensory percpetion..and thats the aircraft...i'm not clear if this is beacuse of the wway they are scripted or wether it is more deeply coded via the exe .... btw have you noticed in that one single mission where you have to ensure the save return of the Seydlitz that you operate with a friendly boat U 66 ? It actually dives and and moves to the enemy. I don't know if it shoots too but it's there and it can dive. Maybe you can somehow incorporate it in your mods but the script of this mission doesn't seem to include it or any of the other units in that mission. It must be hardcoded or something.

during an aircraft attack...if you dive no matter how long you stay under or how deep you go or where you go..the aircraft will continue to circle directly over head..you cannot lose them ..you have to surface and shoot them down.. That extra sensor must be a crystal ball. :yep:

Nuke them! Hey do you think you could mod a nuke into SOF ? :lol:

so there's the two thing operating in one instance...tracking the player whilst submerged...and passing the players location to an enemy "vessel"
will look at it again and see if i can peel the relevant behavoiur of the planes and slap it on some thing else..that would provide insight into what might be tthe best way to proceed ..if possible.. Good luck.

tho i have to admit now i have introduced weather changes including fog intot he campaign there is now a very definite sense of danger in the gameplay..and getting killed by a DD or such like in fog is a pretty regular occurance so maybe it isn't such a high priority any more..most folks think weather is just eye candy......how wrong can they be???...been trying to tell them for years...trouble is there are no rivets to count on a fog bank.. btw do you see anyway to mod the diving time ? It's to fast for the early war time.

CB..
09-27-07, 04:28 AM
I am sorry to disappoit you but you maybe grossly overestimate SOF's scripting power. I fear i have also overestimated it in my longer post above, after hearing you talking about. It is nowhere even close to the scripting power of operation flashpoint for example. On a second look it all appears to me rather as very normal scripting. there are only very basic orders given and there are no math operations done in any of the scripts, so i would figure it is not possible, since the purpose the scripts seem to be done for it is not needed for SOF. You can do a few nice things but the apparent lack of possibilites to read out even the most basic ship data of any given vehicle pretty much puts the final nail into its coffin. Only the devs could prove otherwise as i see no tangible hint in the scripts for such possebilities. It really wouldn't be a deal at all to add this functionality in the scripting language.

This all is another pitty for SOF. But the devs seems to not have made anything really right.

I guess you will have to wait after all, till i am done with IUF

kinda figured the conversation was a waste of time...lol
IUF..??? at the current rate of production i will almost certainly be long dead and buried (quite literaly) by the time you actualy finish IUF..lol

your wrong of course....about nearly everything sadly...not that it matters!!

bit of a wind up merchant in fact lol....

In the games EXE ? what do you mean ? how have you seen it in the exe ?

I mean the exe is hardcoded.


you don't know how to look in an exe file with a hex editor??

nuff said..wind up

sorry to sound a bit rude...but i trust my instincts ..doesn't matter how many people say other wise ..and BOY do they allways say other wise...that won't work ..you can't do that..that isn't possible on and on and on....i damn near allways even with my extremely basic ability..manage to make it work...strange that ...sigh...i just get fed up hearing the same old drone..

lol,

float a

a = 2 + 2

is actually very VERY basic!


EVERYTHING is advanced UNTILL you know HOW to do it lol... EVERYTHING...remember??


try this from the generator code

GetMenuSelection [year],"MGenerator\year"
add [fyear],[year],1913.0
irandom [day],$2,$1b
StartDate [fyear],[month],[day]
GetMenuSelection [daytime],"MGenerator\daytime"
CalcStartTime [daytime]


i don't need to be able to WRITE this code to SEE that what it is capable of... what ever you think of it it is in another universe entirely from SH3/4 etc...

we haven't even touched on the kisetcommands

KiSetCommand [ship3],$4,1000,3.14,0,[ship2]
KiSetCommand [ship1],$b,7500,0,0,$0
KiSetCommand [ship2],$b,7500,0,0,$0
KiSetCommand [ship3],$b,7500,0,0,$0

i allways work on the principle that what you see on the surface is only a fraction of what actualy can be done...

and with SOF what you see on the surface is actualy quadruple what is entirely available with other sims..

this is in fact the basic first rule of modding...

extrapolate what CAN be done...not what CAN'T be done...this requires a positive mind set...not a negative one...by default..and if in the end what ever it is your trying to do indeed cannot be done....then nothing has been lost and a whole lot gained by making the serious attempt...etc

like i say i do this for fun...and out of curiosity..to every-one else it appears to be some form of bizaare "ego" competition...
i don't have anything to prove here...if i pass the ball..and other people don't pick it up or drop the ball then that is not my problem...i have contributed what I COULD do...what other people contribute, positive or negative, is their affair lol

Deamon
09-27-07, 08:01 PM
kinda figured the conversation was a waste of time...lol
Well, then lets stop it. It hurts me to waste your time.

IUF..??? at the current rate of production i will almost certainly be long dead and buried (quite literaly) by the time you actualy finish IUF..lol
lol, that was a joke actually. But never mind. I wouldn't get anywhere with an attitude like this.

btw are you really that old ?

your wrong of course....about nearly everything sadly...not that it matters!! Looking forward to the day where you make VB code running on SOF :ping:


you don't know how to look in an exe file with a hex editor?? Sure i know and did it back then. But it's so long back i almost forgot about it. I have no use for this today.

nuff said..wind up yup

sorry to sound a bit rude...but i trust my instincts ..doesn't matter how many people say other wise ..and BOY do they allways say other wise...that won't work ..you can't do that..that isn't possible on and on and on....i damn near allways even with my extremely basic ability..manage to make it work...strange that ...sigh...i just get fed up hearing the same old drone.. Well, when you look in detail into something you will always finde some ways to get out of it more. My point however was, after looking through the scripts i figure that the possibilities are nowhere near as what you have adverticed. I didn't say you can't get more out of it.

lol,

float a

a = 2 + 2

is actually very VERY basic!
EVERYTHING is advanced UNTILL you know HOW to do it lol... EVERYTHING...remember?? I am sure you know what the code snipped above means, don't you ?

try this from the generator code

GetMenuSelection [year],"MGenerator\year"
add [fyear],[year],1913.0
irandom [day],$2,$1b
StartDate [fyear],[month],[day]
GetMenuSelection [daytime],"MGenerator\daytime"
CalcStartTime [daytime]
What exactly am i suppose to try ? The add command ?

Tried it, could make it at least not throwing me out of the mission but i still cannot make much sense of it. I also do not want spend many hours with trial and error. I leave this up to more motivated people. I am too busy with my own sim anyway.

i don't need to be able to WRITE this code to SEE that what it is capable of... what ever you think of it it is in another universe entirely from SH3/4 etc... That it has scripting possebilities at all is actually REALLY great. And that sets it indeed kinda appart from the usual stuff. But after looking into the scripts, I just don't see it as powerfull anymore as you seem to believe it to be. Sorry.

we haven't even touched on the kisetcommands

KiSetCommand [ship3],$4,1000,3.14,0,[ship2]
KiSetCommand [ship1],$b,7500,0,0,$0
KiSetCommand [ship2],$b,7500,0,0,$0
KiSetCommand [ship3],$b,7500,0,0,$0 Looked into them too. The commands are the usual standard commands like go to here, set such speed, attack, run away. Not much more than this. But frankly what more can a ship do ? lol

i allways work on the principle that what you see on the surface is only a fraction of what actualy can be done...

this is in fact the basic first rule of modding...

extrapolate what CAN be done...not what CAN'T be done...this requires a positive mind set...not a negative one...by default..and if in the end what ever it is your trying to do indeed cannot be done....then nothing has been lost and a whole lot gained by making the serious attempt...etc

This is a very good attitude i would say. And i have a similar attitude in my own project. Do your thing and don't bother what others say if you want to get somewhere.

and with SOF what you see on the surface is actualy quadruple what is entirely available with other sims.. This is the part where i am not so sure about but still i am curious what you will be able to get out of it.

like i say i do this for fun...and out of curiosity..to every-one else it appears to be some form of bizaare "ego" competition...
i don't have anything to prove here...if i pass the ball..and other people don't pick it up or drop the ball then that is not my problem...i have contributed what I COULD do...what other people contribute, positive or negative, is their affair lol Be my guest.

Deamon

CB..
09-28-07, 05:06 AM
well faced with this sort of pig ignorant garbage i can only repeat what i have allready said...and i have allready said everything at least twice....folks don't like it...that's up to them..i can only imagine that folks find this sim threatening in some manner..
and that is none of my buisness...take it else where..this is pathetic people...utterly pathetic..what the hell do you think your actually doing??

i can only suggest that if you are so keen to discuss the many things you believe CANNOT be done with this simulation...that you should indeed start a seperate thread and express your self freely and fully there...leaving this thread for those who have the desire to discuss what CAN be done with this sim...unless you are absolutely determined to hi-jack this thread..??

if you wish to discuss IUF then i believe there is in fact a special forum set aside for such discussions??

personaly i have allways felt that anybody who uses the phrase.."i'm sorry to dissapoint you but...etc etc" should be banned immediately lol...(but that's just my opinion..lol)...as they are never being SINCERE - nor are they ever correct..it's actually forum-speak for "wish i'd thought of that... " the author just hasn't got the balls to admit it..

the free and open discussion of modding allways attracts these sorts of negative people..some with expertise some without...it matters not as neither contribute anything other than bile...for some reason some people just can't deal with it...probably because it is game centred...not ego centred...either way they just have to barge in and stop it when ever they find it..

hardly anything to boast about tho is it?? or maybe it is?? perhaps i'm denying myself one of the great joys of forum life...it certainly seems a popular and accepted forum pastime..

it's just a bit of fun mate...that's all it is..if you want to go off on some negative diatribe about how this can't be done or that can't be done..then as far as i'm concerned your not welcome..there are quite enough kill joys in the world to go round...i fail to see the attraction in that sort of behaviour..but i'm sadly in the minority it oft' seems..RTFLMAO...so what was it you said couldn't be done again?? oh i see..

zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
wake me up when they're thru some-one..

bsalyers
09-28-07, 10:21 AM
Wow. This is quickly turning into one of the snarkiest threads on the site.

I have a suggestion: Why not confine all comments to the game itself, leaving personal commentary out of it. As an example, any comment like "If you do this to the game, it changes this"; or "I have found that it is possible to do this" would be fine, while remarks that begin "You are a-" or "You seem to me-", or comments that critique a person's methodology or ideas, would be off-limits. Seems to me that all the "LOL"s in the world can't soften the tone of a rude remark, however politely couched, and that can't possibly be productive.

I'm not as bright as many of you on this forum. I'm just a consultant, not a programmer. I have, however managed to successfully avoid flame wars, and I believe that's a good thing.

CB..
09-28-07, 10:35 AM
well ok but before this descends into the surreal pit of supposed forum etiquette..
i am at aloss as to how to deal with some-one how in spite of being able to code their own game insists on telling me i can't run VB code in SOF missions when i have allready randomised succesfully almost every aspect of the stock campaign using VB code..and given full and clear examples of that code for all to view....it doesn't matter if you know what that means or not..that's not important..you can see the problem....some one is just balls out lie-ing...the disturbing thing is WHY??? i frankly just don't get it...or rather would prefer it if i didn't get it..

or maybe the whole damn thing is just barmy...either way i don't think they've invented the forum etiquette for this sort of tripe as yet...other than to ignore it...

either way the thread and the discussion is sabotaged...again WHY?
gives me the creeps..

bsalyers
09-28-07, 10:44 AM
I understand what you are saying, CB.. My suggestion would be to do as you yourself have already stated: ignore nay-sayers and prove what can be done with your work.

Which, by the way, looks quite interesting. I've already downloaded two of your mods and look forward to trying them, once I'm back from my mini-moon with my new wife.
:D

Best to all.

CB..
09-28-07, 11:07 AM
congratulations on your new matrimonial status!:up:

trouble is with this situation is that i didn't come here to prove anything..just to have a bit of a natter about modding SOF....it's the way you allways get forced into some sort of ego battle with some one else that baffles me..i enjoy the game i enjoy modding...i enjoy talking about both....but you just can't do it anymore...it scares the piss out of people..it has to be "ego trip stuff" and nothing else...i'm too old to be an "ego trip junkie" ...and often it succesfully hides behind the skirts of forum etiquette..really there isn't an effective way to deal with it that doesn't at the same time ruin the pleasure of discussion out right ,forcing you inexorably into the "ego battle".(we all have one after all..) you have to "win" or "lose".there can be no nattering about what you enjoy if what you are talking about threatens some one else's "area of expertise or percieved forum status"..the spin doctors have won the day again..:damn:

i suppose it could be said "if you can't beat them..join them..." but.. balls to that ..don't want to join that particular club..

Deamon
09-28-07, 06:57 PM
well faced with this sort of pig ignorant garbage
This makes me wonder if you read my posts at all and if so, whether you can comprehend them.

i can only repeat what i have allready said...and i have allready said everything at least twice.... It doesn't matter how often you repeat your allegations, presumptions and offenses, this doesn't makes them more true.

folks don't like it...that's up to them..i can only imagine that folks find this sim threatening in some manner.. Yeah, everything is possible in imagination. Best would be you keep your (paranoid ???) imaginations for you. Or like CB.. would say, start a separate thread where you express your imaginations and stop hi-jacking this thread.

and that is none of my buisness...take it else where..this is pathetic people...utterly pathetic..what the hell do you think your actually doing?? Hey, you started it!

i can only suggest that if you are so keen to discuss the many things you believe CANNOT be done with this simulation...that you should indeed start a seperate thread and express your self freely and fully there... It is an irony that it is actually YOU who is keep talking about things that cannot be done, namely stuff like running VB code in SOF. I have tried to run some VB code and it doesn't run. What doesn't surprises me. Also mixing VB code with script commands would produce nothing more than conflicts.

A game actually can run an external language, imo if this language is supported by a virtual mashine. It would just need to be able to read out the calculation results of it and execute the laguage(VB or what ever) code in separate files, means insert only function calls of that language into the script code.

Also what is the point to insist on things that are very apparently not possible. How does this serve to the moding progress ???

leaving this thread for those who have the desire to discuss what CAN be done with this sim...unless you are absolutely determined to hi-jack this thread..?? See above.

if you wish to discuss IUF then i believe there is in fact a special forum set aside for such discussions??
No i do not want to discuss it here. I just get too excited sometimes. Ignore it. I can even edit it out if it does it feel you any better.

personaly i have allways felt that anybody who uses the phrase.."i'm sorry to dissapoint you but...etc etc" should be banned immediately lol...(but that's just my opinion..lol)... That says all about you. This makes me kinda wonder that with an attitude like this you still haven't managed it to get banned from the subsim forum.

as they are never being SINCERE - nor are they ever correct..it's actually forum-speak for "wish i'd thought of that... " the author just hasn't got the balls to admit it.. Sincer ? This is getting more and more ironically. I didn't knew you before CB.. and thought you are a nice guy who is trying to mod SOF. You got me initially interested and i thought i help you out here and there with advice. But in return you keep pissing on me with your (paranoid ???) and arrogant presumptions, only because i was of a different oppinion than you.

"folks fear SOF..., Sabotage...., deliberately...., completely different universe"

Your(paranoid ???) imagination indeed runs riot with you.

So why don't YOU admit that you are simple pissed because I refuse to submit unconditioned to your narcism and surreal perception of SOF's limiteless scripting power ?

You seem to be unable to deal with a simple rational matter and seem to piss at any views that doesn't submit uncoditionally to yours. You indeed to seem to project some hidden intentions on me that i actually do not even have.

All i wanted was to offer you my help because i got somewhat interested, not more and not less than this. But you blow it up to the point of a cold war.

I mean if someone starts to shove me under false allegations i feel that i have to reply to that correspondingly. Don't expect anything less then this.

the free and open discussion of modding allways attracts these sorts of negative people..
Yeah, and while you are at it, als don't forget to mention thous egocentric snobs that also seem to be awefully attracted by thous discussions.

it's just a bit of fun mate...that's all it is.. That's just what i was about to say.

if you want to go off on some negative diatribe about how this can't be done or that can't be done..then as far as i'm concerned your not welcome..there are quite enough kill joys in the world to go round...i fail to see the attraction in that sort of behaviour..but i'm sadly in the minority it oft' seems..RTFLMAO... That's what i would propose to YOU

You talked out loud that SOF runs VB. I thought wow, jumpted into it and..

no it doesn't run VB. I simple told you that and hoped we could go over it and see what actually CAN be done but you kept insisiting it runs VB. I checked the scripts again, dusted off my VB book tried to run some VB code. Nope, it doesn't run. I thought i would do you a favour to make it clear to you that SOF doesn't run VB code. But you perceived this as an sabotage attempt while i meant it as a service for you to explain to you that this is actually SOFs scripting language and not VB.

I am really stomped by your embittered reactions. I meant to help you but you bite my hand.

I made the mistake to get excited by your talks before checking the matter my self, thus my rather disapointed assesment.

zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
wake me up when they're thru some-one.. Wake me up when you have managed to run VB code in SOF.

i am at aloss as to how to deal with some-one how in spite of being able to code their own game insists on telling me i can't run VB code in SOF missions Oh, let me explain. First, learn coding! Then it would need you only one look and one simple code snipped to realize that SOF doesn't run VB code!

You wouldn't even need to run some code snipped to realize that the code you see in SOF isn't VB but simple SOF's scripting language or any other scripting language around.

For example have you noticed that the "endif" command in SOF is being written in VB as "End If" ?

This alone is enough to doubt that SOF runs VB code. Further comperisons of the SOF scripting language with the actualy VB reveal more and more evidence that SOF doesn't run VB.

And if even this do not convince you that SOF do not run VB code then why don't you try to run some in one of the scripts ?

Heck, i even offered you my assitence in learning coding but now i changed my mind. I fear now you would see this as an infiltration attempt by the leader of the anti SOF conspiracy to sabotage your moding attempts because of fear from SOF :hmm:

when i have allready randomised succesfully almost every aspect of the stock campaign using VB code.. Yeah, you randomized it by using the random function provided by the SOFs scripting language. But what does this have to do with VB ?

you can see the problem....some one is just balls out lie-ing...the disturbing thing is WHY???
Dwelling in arrogance ?

The problem is that someone who apparently lacks even a basic understanding of a specific programming language is arguing about a coding matter with an actual coder(Not that i want to sound arrogant). You don't even notice how you redicule yourself with your uneducated statements.

i frankly just don't get it... Dude, learn coding! Learn VB. Then it will become very apparent to you.

or rather would prefer it if i didn't get it.. Yeah, dwell in surrealism and prejudices instead. I don't care.

either way the thread and the discussion is sabotaged...again WHY? Because you cannot stop to post your uneducated BS and incite me with your arrogant and offending presumptions. You rip what i say out of the contex, construct some lunatic allegations out of it and start to blame me for the derailing of this thread.

It is actually a very simple matter that what you deal with here is a scripting language and not VB. I still have a lot to learn but I dare to say that i know coding a hell of alot better than you and I simple offered you my sincer advice, and all you do is screem SABOTAAAAAAGE!!!

Only because i was of a different oppinion. Time for amental check, dude.

Coding inwolves among other things, rational, logical and consiquent thinking to a high degree. You seem to kinda lack all of it. Maybe this is the reason why you was never able to learn it ???

Ah you have a strong instinct. But i can tell you from my experience instinct is not the right tool to learn a coding language. Rather is bastract and logical thinking the way to go.

trouble is with this situation is that i didn't come here to prove anything..just to have a bit of a natter about modding SOF....
Nor did I came here to disprove anything, i also just wanted to have a natter about moding SOF. I thought "hey that guy might have dicovered something really interesting about it. Want to look into it too and eventually help him out."

After looking into it i gave you my sober and sincer assesment of it that is based on a couple of years of coding and scripting/moding experience of other games and general understanding of programming languages. In no way did I had the intention to discourage your modding attempts or somehow put SOF down(what you apparently seem to think).

But apparently that wasn't an assesment you liked to hear. And because it diverged so much from your own "intuitive" "assesment" based on your diffuse understanding of coding(if you have any at all) you started to call me a saboteur, what let's me think that you are indeed an egocentric narcist who lives somewhere between reality and phantasy. You seem to switch between them at will, rip it out of context and coming back with rediculous insolent allegations.

Well, if you preffer to deceive yourself and others about the VB issue then be my guest, it doesn't matters after all. Rationality can never win agains irrationality. So i will loose this debate anyway.

i'm too old to be an "ego trip junkie" MUAHAHAHA :rotfl:

Sorry couldn't resist. That is so ironically :lol:

...and often it succesfully hides behind the skirts of forum etiquette..really there isn't an effective way to deal with it that doesn't at the same time ruin the pleasure of discussion out right ,forcing you inexorably into the "ego battle".(we all have one after all..) you have to "win" or "lose".there can be no nattering about what you enjoy if what you are talking about threatens some one else's "area of expertise or percieved forum status"..the spin doctors have won the day again... It is not my field of expertise that feels threatened, nor my forum status. And if you don't agree with me that SOF cannot run VB code, fine!

What made me pissed off are your insolent allegations of sabotaging your moding attempts because of fear of SOF. You seem to be pretty trigger happy when it comes down to express your prejudices and insolent allegations, and to make the irony perfect you then wonder about people starting with you "ego battles". And as if this wouldn't be enough you come with a phrase like this:
i'm too old to be an "ego trip junkie" I can't help but start to laugh out loud :lol:

And no in no way do i fear SOF, especially not after i saw what it actually is. It is actually the opposite. It will only raise the interest in WWI subsims what is only of benefit for my own project.

And actually i even like SOF to some extent. Sometimes it really hooks me up for some time. Knowing how damn hard it is to pull out a project from scratch i very well aknowledge what the SOF devs pulled out with the limited resources of a budget project. I also recognize that there were pretty high ambitions behind the project and it could have to turned out a really fine sim when they would had some more budget. That it comes with a scripting language at all is phantastic, actually. I hope you have a good time with it(and this is a sincer wish for you from my side). I certainly welcome it that someone finally started to mod SOF, since i too would like to see what all can be pulled out of it.

Anyway you are on your own now, since you awefully discouraged me to help you out anymore. You successfullysabotaged my SOF moding attempts :ping:

I almost know in advance how you will reply, so save it. Use your time instead to implement more VB code into SOF instead ;)

I think we are pretty much done with each other. I also hope you are not angry on me as i am not on you. The whole thing isn't worth it. I hope this is at least something we can agree on.

I hope I will be able to resist to post here anymore, since i do not want to "sabotage" your attempts to run VB code in SOF. :ping:

Also thanks for the neat clash, it was very entertaining at times and keept me lough out loud quite often.

BTW: If you want to avoid "ego clashs" in the future just put the gun down.

--Deamon has left the building

CB..
09-29-07, 06:26 AM
SOF EARLY WAR CAMPAIGN
FULLY RANDOMISED WITH CHANGING WEATHER...

http://www.ebort2.co.uk/SOF/SOF_random_campaign1W.zip


because actions speak louder than words...even on a forum..
and i'm sick of talking about it...you can shoot ME down in flames
but that's just BS...(and from a SubSim.com moderator too...) the above linked campaign is indisputable...

but yes.. indeed.. your right i was a fool for thinking this was the correct place to openly discuss modding ...especailly this particular SubSim...wrong place wrong time..your quite right..it isn't possible..lol
i could have come in here and slagged this game off till the cows came home and i would never have got an argument from any-one..
so you'll have to excuse me for not taking any of this BS seriously

j_o_nn_y
09-29-07, 07:55 AM
It would be nice to mod the game with your mods CB, but it never loads for me. Just crashes with an error report when the loading bar goes across the screen. Is there any chance someone could fix this or know how to get round it. Im asking this in this post as Strategy First technical support are useless. Keep wanting me to send DXdiag etc when I have downloaded all updated drivers for graphics cards etc..

CB..
09-29-07, 08:07 AM
It would be nice to mod the game with your mods CB, but it never loads for me. Just crashes with an error report when the loading bar goes across the screen. Is there any chance someone could fix this or know how to get round it. Im asking this in this post as Strategy First technical support are useless. Keep wanting me to send DXdiag etc when I have downloaded all updated drivers for graphics cards etc..

would that be the game never loads as stock..or the modded campaign never loads?

CB..
09-29-07, 03:41 PM
* int IRandom(int min, int max);
* Gives an integer random number in the interval min <= x <= max.
* (max-min < MAXINT).
* The resolution is the same as for Random().

the above an explanation of the irandom code function from microsoft.com


///////////////////////////////////////////////////////////////////////

and here an example of it's use in an functioning SOF mission script

irandom [num1],$1,$27

//////////////////////////////////////


If <Boolean expression> then
one or more statements that
are executed if the Boolean
expression is true
Else
one or more statements that
are executed if the Boolean
expression is false
End If


the above an explanation of the IF ELSE function from microsoft.com

/////////////////////////////////////

and here it's use in a functioning this time entirely STOCK SOF mission script


if
SetCondition [feind1]
then
KiSetCommand [ship1],$9,8000,4000,3000,[feind1]
else
if
!Setcondition [order1]
then
SimSetSpeeddirect [ship1],10
KiSetCommand [ship1],$d,-0.785,10,0,$0
endif
endif


//////////////////
and here i have combined both functions to randomise the early war campaign



# Nah Patrouille 23.08.1914 ( 3001)
id mysim
int num
int num1
int num2
int num3
int num4
int num5
int numT
float gt
int processed
int weather
int processed2
int weather2
int processed3
int weather3

phase init
SetDescriptionMapTexture "ordermap_nordsee.jpg"
SetTimeLimit $0
StartTime 11.0, 15.0
CampaignStartDate

ChangeGeoPivot 8,53
irandom [num],$1,$3
if
sameint [num],$1
then
Weather "sun"
endif
if
sameint [num],$2
then
Weather "rainsun"
endif
if
sameint [num],$3
then
Weather "sunrise"
endif

irandom [numT],$1,$27
if
sameint [numT],$1
then
*SDensity1914
endif
if
sameint [numT],$2
then
*SDensity1914
*TOstengland
endif
if
sameint [numT],$3
then
*SDensity1914
*TOstengland
*TKanal
endif
if
sameint [numT],$4
then
*SDensity1914
*TOstengland
*TKanal
*PKanal
endif
if
sameint [numT],$5
then
*SDensity1914
*TOstengland
*TKanal
*PKanal
*MKanal
endif
if
sameint [numT],$6
then
*SDensity1914
*TOstengland
*TKanal
*PKanal
*MKanal
*MNordSee
endif
if
sameint [numT],$7
then
*TOstengland
*TKanal
*PKanal
*MKanal
*MNordSee
endif
if
sameint [numT],$8
then
*TKanal
*PKanal
*MKanal
*MNordSee
endif
if
sameint [numT],$9
then
*PKanal
*MKanal
*MNordSee
endif
if
sameint [numT],$10
then
*MKanal
*MNordSee
endif
if
sameint [numT],$11
then
*SDensity1914
*MKanal
*MNordSee
endif
if
sameint [numT],$12
then
*SDensity1914
*TKanal
*PKanal
*MKanal
endif
if
sameint [numT],$13
then
*SDensity1914
*TOstengland
*MNordSee
endif
if
sameint [numT],$14
then
*TOstengland
*MNordSee
endif
if
sameint [numT],$15
then
*TOstengland
*PKanal
*MKanal
endif
if
sameint [numT],$16
then
*TOstengland
*PKanal
*MKanal
*MNordSee
endif
if
sameint [numT],$17
then
*TKanal
*PKanal
endif
if
sameint [numT],$18
then
*TOstengland
*TKanal
*MNordSee
endif
if
sameint [numT],$19
then
*MNordSee
endif
if
sameint [numT],$20
then
*MKanal
endif
if
sameint [numT],$21
then
*TKanal
*MNordSee
endif
if
sameint [numT],$22
then
*SDensity1914
*PKanal
*MNordSee
endif
if
sameint [numT],$23
then
*SDensity1914
*MNordSee
endif
if
sameint [numT],$24
then
*SDensity1914
*TKanal
*MKanal
*MNordSee
endif
if
sameint [numT],$25
then
*TOstengland
*PKanal
*MNordSee
endif
if
sameint [numT],$26
then
*PKanal
*MKanal
endif
if
sameint [numT],$27
then
*TOstengland
endif

CreateSimulationObject [mysim],"ufp"
SetPositionGeo [mysim],8.214,53.5399,0
BindToController [mysim]
irandom [num1],$1,$27
if
sameint [num1],$1
then
DefineMissionGoal $0,"StayArea", 6.353, 55.608, 50000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$2
then
DefineMissionGoal $0,"StayArea", 5.338, 54.577, 50000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$3
then
DefineMissionGoal $0,"StayArea", 6.353, 55.608, 50000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$4
then
DefineMissionGoal $0,"StayArea", 3.483, 52.963, 50000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$5
then
DefineMissionGoal $0,"StayArea", 3.277, 51.486, 10000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$6
then
DefineMissionGoal $0,"StayArea", 3.183, 51.744, 30000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$7
then
DefineMissionGoal $0,"StayArea", 2.455, 51.389, 30000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$8
then
DefineMissionGoal $0,"StayArea", 3.183, 51.744, 30000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$9
then
DefineMissionGoal $0,"StayArea", 2.455, 51.389, 30000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Targetz Area"
endif
if
sameint [num1],$10
then
DefineMissionGoal $0,"StayArea", 4.167, 58.484, 50000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$11
then
DefineMissionGoal $0,"StayArea", 3.651, 59.862, 50000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$12
then
DefineMissionGoal $0,"StayArea", 7.466, 57.417, 60000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$13
then
DefineMissionGoal $0,"StayArea", 3.234, 54.680, 30000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$14
then
DefineMissionGoal $0,"StayArea", 0.604, 57.668, 50000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$15
then
DefineMissionGoal $0,"StayArea", -2.840, 58.852, 30000, $2d0
SetMissionGoalText $0,"Go to Target Area",$1,"Target Area"
endif
if
sameint [num1],$16
then
DefineMissionGoal $0,"StayArea", 3.901, 52.581, 15000, $2d0
SetMissionGoalText $0,"Go to Target Area",$1,"Target Area"
endif
if
sameint [num1],$17
then
DefineMissionGoal $0,"StayArea", -1.141, 56.265, 75000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$18
then
DefineMissionGoal $0,"StayArea", 10.372, 66.666, 75000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$19
then
DefineMissionGoal $0,"StayArea",6.788, 64.595, 75000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$20
then
DefineMissionGoal $0,"StayArea", -3.742, 60.263, 75000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$21
then
DefineMissionGoal $0,"StayArea", 0.854, 60.847, 75000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$22
then
DefineMissionGoal $0,"StayArea", -1.425, 56.569, 50000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$23
then
DefineMissionGoal $0,"StayArea",0.721, 55.679, 50000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$24
then
DefineMissionGoal $0,"StayArea", 0.253,55.287, 75000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$25
then
DefineMissionGoal $0,"StayArea", -1.141, 56.265, 75000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$26
then
DefineMissionGoal $0,"StayArea", -11.069, 53.020, 75000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
if
sameint [num1],$27
then
DefineMissionGoal $0,"StayArea", -0.818, 55.641, 50000, $2d0
SetMissionGoalText $0,"Patrol in Target Area",$1,"Target Area"
endif
DefineMissionGoal $1,"StayArea", 8.129, 53.49, 3000, $1,$3
SetMissionGoalText $1,"Rückkehr zur Basis",$1,"Heimatgebiet"
ApplyStateEngine $0,"FleeNorth#borneo#6.353,55.608,50000,720#0"

#Mission
ApplyStateEngine $0,"TradeRouteFour#Borneo,1#-1.698,56.719#1.593,53.601#6.840,54.450#-1.698,56.719#12"
ApplyStateEngine $0,"TradeRouteFour#Berberis,2#2.380,51.776#4.047,55.89 2#-2.069,58.676#5.218,54.278#15"
ApplyStateEngine $0,"Traderoutefour#Prometheus,3#-2.704,56.143#-0.795,56.081#0.858,53.377#1.975,52.607#10"
irandom [num2],$1,$11
if
sameint [num2],$1
then
ApplyStateEngine $0,"ThreePoint#lion#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#10"
ApplyStateEngine $0,"ThreePoint#zerst3#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#10"
endif
if
sameint [num2],$2
then
ApplyStateEngine $0,"ThreePoint#iron_duke#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#11"
ApplyStateEngine $0,"ThreePoint#zerst3#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#11"
endif
if
sameint [num2],$3
then
ApplyStateEngine $0,"ThreePoint#iron_duke#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#12"
ApplyStateEngine $0,"ThreePoint#lion#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#12"
endif
if
sameint [num2],$4
then
ApplyStateEngine $0,"ThreePoint#aylwn#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#13"
ApplyStateEngine $0,"ThreePoint#zerst2#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#13"
endif
if
sameint [num2],$5
then
ApplyStateEngine $0,"ThreePoint#aylwn#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#14"
ApplyStateEngine $0,"ThreePoint#cuba#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#14"
endif
if
sameint [num2],$6
then
ApplyStateEngine $0,"ThreePoint#cressy#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#15"
ApplyStateEngine $0,"ThreePoint#zerst2#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#15"
endif
if
sameint [num2],$7
then
ApplyStateEngine $0,"ThreePoint#iron_duke#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#16"
ApplyStateEngine $0,"ThreePoint#zerst3#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#16"
endif
if
sameint [num2],$8
then
ApplyStateEngine $0,"ThreePoint#iron_duke#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#17"
ApplyStateEngine $0,"ThreePoint#lion#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#17"
endif
if
sameint [num2],$9
then
ApplyStateEngine $0,"ThreePoint#aylwn#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#18"
ApplyStateEngine $0,"ThreePoint#zerst2#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#18"
endif
if
sameint [num2],$10
then
ApplyStateEngine $0,"ThreePoint#aylwn#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#19"
ApplyStateEngine $0,"ThreePoint#cuba#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#19"
endif
if
sameint [num2],$11
then
ApplyStateEngine $0,"ThreePoint#cressy#-2.600,58.900,300000000#-0.200,59.900#-0.400,57.700#20"
ApplyStateEngine $0,"ThreePoint#zerst2#-2.615,58.900,300000000#-0.200,59.900#-0.400,57.700#20"
endif

irandom [num3],$1,$3
if
sameint [num3],$1
then
AddPositionTracker $1,$630,"Von Admiralität.\\To .\U-Boote.\Hostile contact.\\Position: %s\Course: %d\\Instructions,\if possible.\Attack.\if current orders\allow!"
endif
if
sameint [num3],$2
then
AddPositionTracker $2,$630,"Von Admiralität.\\To .\U-Boote.\Enemy contact.\\Position: %s\Course: %d\\Instructions,\Confirm this contact.\ And Attack.\if current orders allow\Kaptain!"
endif
if
sameint [num3],$3
then
AddPositionTracker $3,$630,"Von Admiralität.\\To .\U-Boote.\British contact.\\Position: %s\Course: %d\\Instructions,\Confirm this contact.\ And Attack.\if current orders allow\Kaptain!"
endif

irandom [num4],$1,$3
if
sameint [num4],$1
then
AddRandomShips "Attack#zerst3#6.840,54.450,200000#20",1120
endif
if
sameint [num4],$2
then
AddRandomShips "Attack#zerst3#0.858,53.377,200000#20",1120
endif
if
sameint [num4],$3
then
AddRandomShips "Attack#zerst3#2.380,51.776,200000#20",1120
endif

irandom [num5],$1,$3
if
sameint [num5],$1
then
ApplyStateEngine $0,"TradeRouteFour#Zerst3#-1.679,56.726#1.593,53.601#6.840,54.450#-1.698,56.719#12"
endif
if
sameint [num5],$2
then
ApplyStateEngine $0,"TradeRouteFour#Zerst3#2.389,51.789#4.047,55.892#-2.069,58.676#5.218,54.278#15"
endif
if
sameint [num5],$3
then
ApplyStateEngine $0,"Traderoutefour#zerst3#-2.712,56.148#-0.795,56.081#0.858,53.377#1.975,52.607#10"
endif
EveryFrame
CompleteOnGoal "Willkommen zu Hause!",$2
irandom [weather],$1,$3
if
sameint [weather],$1
then
GameTime [gt]
ifall
sameint [processed],$0
greater [gt],36000
then
Weather "mgrain"
setint [processed],$1
endif
endif
if
sameint [weather],$2
then
GameTime [gt]
ifall
sameint [processed],$0
greater [gt],36000
then
Weather "mgfog"
setint [processed],$1
endif
endif
if
sameint [weather],$3
then
GameTime [gt]
ifall
sameint [processed],$0
greater [gt],36000
then
Weather "mgsun"
setint [processed],$1
endif
endif
irandom [weather2],$1,$3
if
sameint [weather2],$1
then
GameTime [gt]
ifall
sameint [processed2],$0
greater [gt],70000
then
Weather "mgsun"
setint [processed2],$1
endif
endif
if
sameint [weather2],$2
then
GameTime [gt]
ifall
sameint [processed2],$0
greater [gt],70000
then
Weather "mgrain"
setint [processed2],$1
endif
endif
if
sameint [weather2],$3
then
GameTime [gt]
ifall
sameint [processed2],$0
greater [gt],70000
then
Weather "mgfog"
setint [processed2],$1
endif
endif
irandom [weather3],$1,$3
if
sameint [weather3],$1
then
GameTime [gt]
ifall
sameint [processed3],$0
greater [gt],280000
then
Weather "mgsun"
setint [processed3],$1
endif
endif
if
sameint [weather3],$2
then
GameTime [gt]
ifall
sameint [processed3],$0
greater [gt],280000
then
Weather "mgrain"
setint [processed3],$1
endif
endif
if
sameint [weather3],$3
then
GameTime [gt]
ifall
sameint [processed3],$0
greater [gt],280000
then
Weather "mgfog"
setint [processed3],$1
endif
endif
Endphase
end



showing perfectly how the raw VB code has been combined with the more natural SOF mission script code to randomise the in mission events...the as i have allready stated truly remarkable thing here is that you do not need an external mission generator to do this...the actual SOF mission script it self becomes the mission generator in effect...


i DO hope this doesn't freak any one else out.(or perhaps that should be any-one ELSE IF out)..as i'm getting a bit tired of it by now....:rotfl:

grow up people

a jokes a joke...but rank stupidity is just rank stupidity and i wouldn't want to think that of any-body here...? or should i?

the only possible argument is to debate what PRECISE form of code we are talking about here.. visual basic..visual studio..visual net..C++ even perhaps javascript....but that would be nit picking to the extreme as these functions are used in one shape or another by nearly if not all such code

if you cannot believe it works.....download the campaign and run it...if you cannot believe it works after that then contact microsoft and inform them of their mistakes ...or consult a doctor..

ICR3D
09-29-07, 04:54 PM
Purchased this game after reading the discussions in this forum. It is a quality product and nothing budget about it.

I have used CB's voice files and random campaign files without problems BUT make sure you delete the 'readme.txt' that came with the files. It crashed SOF when I failed to do so.

BTW, MoBo (the maneuvering board software) works fine with this game.

CB..
09-29-07, 05:31 PM
Cheers...yup nowt wrong with the game ..i'd play it just to see the ship models in action...even if that was all there was to it...the fact it is moddable makes it fun to experiment with as well....sorry to hear about the readme.txt problem.....glad you got it sorted:up:

just had a look at the mobo forum...hadn't been in there before....fascinating stuff ..certainly adds a new level of interest to any subsim..can't be bad

Deamon
09-29-07, 06:03 PM
and i'm sick of talking about it...you can shoot ME down in flames
but that's just BS...ly (and from a SubSim.com moderator too...)ly Being a subsim.com mod doesn't strips me off from the right to defend myself. It's granted for anybody to reply to accusations and allegations(including mods). And i think when a mod actually explains his position instead of simple editing someones posts he don't like or ban this person, is a hell of alot better don't you think so ? ( not that i have any mod power here )

I actually HAVE balls to admit what i think. Although i try to avoid it when i see someone can't take it. But sometimes you have no choice but pull the gun.

but yes.. indeed.. your right i was a fool for thinking this was the correct place to openly discuss modding
I never said that. Hey no reason to feel hurt now. It's just a game, remember ? :)

...especailly this particular SubSim...wrong place wrong time..your quite right..it isn't possible..lol
Nahh, what actually happened was simple that two guys crossed each others way that should have better stay away from each other. **** happens. I mean how could we know this in advance ?

Some people just can't communicate with each other. I don't blame YOU for that because communication must come from both sides and the time was maybe just not ripe for us.

But luckily there is enough room for everybody to go his own way.

It's unavoidable in live that things like that happen from time to time. Important is just that we do not go overboard with it. And i think we ended this conflict without making the mods locking this thread. This kinda qualifies us as adults. Cheers mate:()1:

As you said correctly, it is just about a game, just about having some fun. How people can fight each other because of a game! Unimaginable how people would fight each other for real matters!

i could have come in here and slagged this game off till the cows came home and i would never have got an argument from any-one..
I want to encourage you to go ahead and mod it!

It actually makes my heart happy to see people enjoying a WWI subsim and enjoying it so much that they try to mod it :yep:

This makes me very VERY happy! I just regret that the thread didn't turned out with us as what we both might have wished it to.

so you'll have to excuse me for not taking any of this BS seriously No problem mate. If this is your honest oppinion then i accept that. I take your right for granted to disagree with me. You see ? I am a very tolerant mod :)

Have a good time with SOF!

Deamon

CB..
09-30-07, 03:49 AM
sorry bud but i'm not going to negotiate with terrorists..even small time one's like your self....so you go right ahead and pull that trigger..

j_o_nn_y
09-30-07, 01:56 PM
Its the original game. Crashes when loading. Cant even play it. Spent $19.99 on the downloaded version and so im not too happy. :cry:

CB..
09-30-07, 02:43 PM
Its the original game. Crashes when loading. Cant even play it. Spent $19.99 on the downloaded version and so im not too happy. :cry:
i don't blame you..that's bad news..i can't think of anything of the top of my head as to why....have you tried running the game in windows compatibility mode

right click on the desktop shortcut select properties...then compatibility and try selecting "run this program in compatibility mode for--windows 2000"

that's how i have mine set up...tho having just checked i can't remember why i set it like that...if yours is allready set like that, try adifferent settings

computer games:damn: they're allways a pain in the but..you never get this stuff with monopoly or other traditional board games!!! you don't open the box and find the board won't display correctly on your kitchen table lol

Hitman
09-30-07, 02:58 PM
It would be nice to mod the game with your mods CB, but it never loads for me. Just crashes with an error report when the loading bar goes across the screen. Is there any chance someone could fix this or know how to get round it. Im asking this in this post as Strategy First technical support are useless. Keep wanting me to send DXdiag etc when I have downloaded all updated drivers for graphics cards etc..


Can you post a copy of that error log? :hmm:

I would bet on a missing/corrupt file that causes the crash due to the game's engine inability to find it :yep: which seems a possible situation in a download version :88)

Let us track the error...if it is only a missing file we might be able to supply it to you :ping:

ICR3D
09-30-07, 06:32 PM
At first I thougt the 'readme.txt' files in CB's minimods were responsible, but that was coincidental. I experienced random crashes afterwards until I ran SOF under Win2000 compatibilty mode. Program is more stable now.

dcb
09-30-07, 11:29 PM
Its the original game. Crashes when loading. Cant even play it. Spent $19.99 on the downloaded version and so im not too happy. :cry:

Do you have an ATI card? If yes, that's the reason. The game is incompatible with certain ATI cards. Details here, post #3:

http://www.subsim.com/radioroom/showthread.php?t=102034

ALTEN
10-01-07, 09:26 AM
Hi all
I would avise anyone buying SOF to buy the boxed version from Strategy Frist, it runs fine for me. I'm using an ATI Radeon X800 GTO 256MB graphics card.
The german and download versions seem to be a bit troublesome.
This is a great little sim with lots of potential, at the moment it's missing three things,a savegame feature. a relitve bearing indicator for the periscope accurate to 1 degree and some sort of crosshairs for the periscope.
Here's a quick fix, all you need is a 12 inch clear plastic ruler and some Blu-Tack.
Align one edge of the ruler with centre of the periscope view and attach each end to the top and bottom edge or your monitor with the Blu-Tack.
It's a bit Heath Robinson, but better than nothing.
Hey CB keep up the good work :up: I noticed Moby Dick in the textures folder, wonder when he pops up?

CB..
10-01-07, 11:48 AM
Cheers Alten:up:
good advice..yes i am going to get round to bying the english version of the game sooner or later..(mines the german boxed version)..i still haven't managed to get the realism options to "stick" even when setting them up directly in the parameters.txt...it gives me different realism settings ever time i play the game for some mildly amusing reason best known to itself!! lol..it sounds like they have just done a tiny bit of minor patching on the game for the english version...perhaps?
i certainly don't mind buying the game twice..it's money well spent..:yep:

yes moby dick!!! i saw him aswell! haven't found any other reference to him or a model file as yet but there may be something knocking about some where that was designed to have him show up in game from time to time..there's model file of a guy with a beard in a rowing boat in the game aswell...
lol some fun could be had with him i'm sure!..there's even a rather splendid model file of a castle with a small harbour in the game which is waiting to be used

say i think HM (Hitman) said he had made a scope mod with cross hairs on for himself....maybe he might be willing to make it into a mod? i'd be interested aswell
i'm using his excellent manual targeting system to great effect and thoroughly enjoying it too..
i'm still experimenting with the morselamp code work as soon as i've found the most interesting and usefull way to use it in the campaign i'll add it to what i've allready done..eventually of course i will re write the entire campaign from scratch...as all i'm doing right now is messing about trying out different things with the code..even now with the small progress i have made there are some really exciting things that can be done that i haven't worked on as yet...even if some of those are pure eye candy and not much more....lol
i could place a zeppelin over the english coast and have ground based searchlights scanning the skies for it...using the lighthouse "beams" which are usable as seperate entitys and fully controllable as to direction angle movement etc..it's virtually endless!! i need lots of practice to get the code right...other wise it just looks silly....great fun tho picking these things up as you go along..i can't see an end to the possibilities...even with binoculars lol...even using nothing but the small tidbits of code i've learn't so far..hats off to the games devs..they certainly created a wonderfull sand pitt to experiment in...i think it's possible to do "specail missions" also..ala SH4...such as rescueing the crew of a damaged uboat...this by using the morselamp feature to communicate the crews situation to the player...and the dynamic radio message function to guide the player to the crippled uboat in the first place...you then sink it deliberately to prevent it falling into enemy hands and that's objective complete..it's still a little out side my scope at the second..so it would be fairly "clumsy" at first but with practice these thing should get easier to write :sunny:
i can then have this as a randomised campaign event (as a hidden non compulsory mission objective) so it can be just another part of normal gameplay rather than being a tightly scripted event..if by accident you happen to get within a certain range of the crippled uboat the "event" is triggered and you get the chance to find and "rescue" the crew..if not then you never knew it was there to be done.. making it fairly "dynamic" and a surprise..not central to the gameplay but these things can make for fun gameplay.. .bit of imagination and lots of other similar stuff can be done along the same lines...downed zeppellin in the north sea..spy pick up along the coast..dynamic little events that kinda brings a game to life..

ALTEN
10-01-07, 02:08 PM
Sounds good CB. here's what you need to do to save your realism settings.
After changing your settings click on "Save all settings" on the SETTINGS screen
and then "Yes" on the SAVE SETTINGS screen.

CB..
10-01-07, 02:46 PM
Cheers Again Alten ..i'll certainly double check that:up:

Hitman
10-01-07, 02:50 PM
say i think HM (Hitman) said he had made a scope mod with cross hairs on for himself....maybe he might be willing to make it into a mod? i'd be interested aswell


Yes I did it this summer but then lost the graphic :damn: Nothing special, just adding a reticle that is already in the game (Though not implemented) to the Alpha channel of the scope view. I would gladly post the file but as I said, I lost it :88) and before doing it again I was willing to test the exact scope angle of sight, but for that I would need a custom mission and I don't know how to build it. What I need is a ship of 150 metres length (Or any other large length that is known) perpendicular to the submarine's bow at exactly 1000 metres. Having that, I can see how many pixels it covers in the scope and as such, the number of degrees the scope view covers horizontally. Adjusting a reticle later with a mark per degree or half-degree is easy :up:

CB..
10-01-07, 02:56 PM
What I need is a ship of 150 metres length (Or any other large length that is known) perpendicular to the submarine's bow at exactly 1000 metres
give me an hour and i'll see if i can't knock one up...hopefully the model viewer /musuem section of the game gives the ship dimensions (accurately anyway)

CB..
10-01-07, 03:34 PM
i have no data on the exact ship length but here is the iron duke
exactly 1000 metres dead ahead...side on to your sub


http://www.ebort2.co.uk/SOF/HM1.zip


the mission script replaces the uschule1 training mission


your good at math...would it help if i placed a second iron duke at 500 metres?
let me know if there is any specific ship that would be more helpfull


lol this game is a bit wierd with it's positioning scripts

took me a while to set the sub facing due east....heres the code for due east see if you can make any sense of it cos i can't lol

SimSetDirection [mysim],1.565,0,0

in what universe does 1.565 equate to due East??:hmm: (other than the SOF one of course) lol

here's the code for adding a static ship at 1000 metres distance

CreateServerSimulationObject [ship1],"Iron_Duke"
SimSetPosition [ship1],1000,0,0


you just need to add the name of the ship at the top of the script

id ship1

under the

id mysim

which is the name of the player sub
hope that helps HM...:up:

if you want to change the ship to a different one and fancy having a bash your self...then use the names wrritten into the simulationIDs.txt file
and replace the

CreateServerSimulationObject [ship1],"Iron_Duke"

with

CreateServerSimulationObject [ship1],"scharnhorst"

or any other ship type listed in the file
(mission script name is on the left)

if you want the ship at 500 metres then change it to this

CreateServerSimulationObject [ship1],"Iron_Duke"
SimSetPosition [ship1],500,0,0

if you want a second ship then add a new name to the top of the missions script like this

id ship2

and add the new ship like this

CreateServerSimulationObject [ship2],"Iron_Duke"
SimSetPosition [ship2],1000,0,0

the 1000 metres is relative to the player sub in this case...

ALTEN
10-02-07, 06:24 AM
HMS Iron Duke
Length-180m
Beam-28m
Draught-8m
I had look at the game trailer on the SOF website there seems to be a separate
periscope station with reticle and a reticle on the binocular view, strange that these were not implemented in the game.

CB..
10-02-07, 04:29 PM
Cheers Alten..have to wait on HM now..

Hitman
10-03-07, 07:11 AM
Got the mission :up:

Provided the Duke is really 180 metres long in the game I might come up with some exact measuring and a good reticle.

Stay tuned, will come back later tonight :yep:

Thanks

CB..
10-03-07, 07:50 AM
Cheers HM:yep:

Hitman
10-03-07, 09:44 AM
Very well, *if* the Iron Duke really is 180 metres long in the game, the scope has a field of view of 12 degrees in 2x zoom and 6 degrees in 4x zoom :) It would be perfect if we could somehow confirm that. Maybe Horsa can open the mdoel in 3DStudio and tell us how many "units" (Which usually translate in metres in modelling programs) does it measure? :hmm:

I'll do a reticle ASAP with 24 subdivisions, so that in low power each one is 0,5 degrees and in high power 0,25 degrees. Unfortunately for manual targeting, 6 degrees to each side is not much when it comes to deflection angle, but anyway it's already an improvement :up: If someone can figure out how to have precise periscope bearings, now that would do the perfect job :yep:

horsa
10-03-07, 11:09 AM
In SOF he ship models are very much smaller than they should be.

According to Sketchup the Iron Duke is 5 Metres long ( or 16 feet )

CB..
10-03-07, 11:28 AM
sorry HM hadn't thought of that..
3dsmax has it coming in at 190 metres from the very rear of the stern flag to absolute front of the prow..when viewed above the waterline...it's longer below the waterline tho cos of the extended bow shape...mind you with sketch up giving one result and Max giving another it's just plain confusing sorry it might depend on how skecth up handle it's units measurements (and same with max...i have max set to one unit-one metre so it SHOULD be ok...but having said that i had to import the model file and that may not have produced exactly accurate results either...and the game itself may it's own idea of scale


ypu double checked it again just to be sure...190 metres..

lol all a bit mad...must admit last night i was going to just keep launching torps at it untill i got the AOB setting so the torp just clipped the bow and stern-- and use that as a rough guide to see if it confirmed the clalculations or not but given the lack of detail on the torp angle screen that probably wouldn't have helped ..which is why i didn't bother.

anything you can come up with tho will add to the usability of the scope
(sorry to cut across you like that Horsa..hope you don't mind)

Hitman
10-03-07, 03:29 PM
Well after checking the scale currently existing in the binoculars (It's in black so difficult to see unless you zoom in the graphic) but unimplemented due to not being also in the Alpha channel I found that it has .... 24 divisions! :D (In fact 23 but with a half division on each side till the edge of the field of view)

Looks like we have a winner here :|\\

Too tired today, will try to have the TGA with scale somewhen this week.:dead:

Cheers

CB..
10-03-07, 06:40 PM
cheers again HM, looking forward to it:yep:

Hitman
10-08-07, 08:57 AM
Here's the file:

http://www.mediafire.com/?ebluzeuzz2o

Enjoy!

toolsey
10-08-07, 11:14 AM
Thanks for this Scope mod Hitman, also to CB for his input, i will be installing it tonight, see if i can sink more ships

ALTEN
10-08-07, 11:37 AM
Excellent,many thanks Hitman.:up:

Many thanks CB.:up:

CB..
10-08-07, 01:38 PM
:up:
had a bash at a fast moving destroyer and the scope markings were perfect..
then i got jumped by a Destroyer in the fog and they got their own back..bust the hull open on the sea floor crash diving to avoid it's shell fire..lol ouch...

all in all the game is getting a little more life about it..:up:



cheers also toolsey and Alten..:up:

CB..
10-08-07, 06:31 PM
to celebrate and hopefully compliment HM's new scope i finaly tracked down the white caps in the sea textures..and replaced them with some thing a bit less "mind boggling"..

see if you think it's a step in the right direction or not...

http://www.ebort2.co.uk/SOF/SOF_Water1.jpg


not perfect by any means and it can be improved on adinfinitum

but..here's the download if your feeling sea sick and want to try it out..

http://www.ebort2.co.uk/SOF/SOF_water1.zip


i prefer it over the stock water...lots of subtle effects especaily when seen from the bridge view..let me know if you have any problems with it..

doesn't look quite so silly any more... no??..

ICR3D
10-08-07, 10:38 PM
Thanks Hitman for the periscope mod and CB for the water texture. You guys are making a good game better.

CB, can you expound on how to use the periscope mod for manual targetting?

CB..
10-09-07, 05:33 AM
Here you go:


http://aycu04.webshots.com/image/25403/2002521065476237527_rs.jpg





Description:

The numbers in the first column (26/31/36) are for the Torpedo Speed you set.

The numbers in the first row (2 to 25) are for the enemy speed.

The match case is the number of degrees of the Deflection Angle or Gyro Angle.

How to use in game:

Let us say that you are willing to shoot a 31 Knots torpedo to a 8 knots target. First of all, you get into a 90º course towards him, i.e. the target and you have perpendicular courses. Looking at the table, this gives us a deflection angle of exactly 15 degrees.

Put your scope dead centered on your bow. (0º bearing)

Set the Torpedo Gyro to 15 degrees in the opposite direction the target comes from (Left if the target is right of your bow and vice-versa)

When the target crosses your bow (0º bearing for you, the direction to which you trained your scope), shoot the torpedo. That's all. :D

Historic notes:

In real life the procedure was in fact the opposite, i.e. you left a 0º Gyro Angle (Torpedo shoots straigth and does not turn) and the scope was trained 15º from the bow in the direction of the target. Since we don't have a precise scope bearing marker, unfortunately we must resort to turning the torpedo instead, by means of the available Gyro Angle :damn:

However it works the same EXCEPT that with the historical procedure the torpedo hits the target at exactly 90º AOB, thus minimizing the chances of duds, whereas using this forced method we will hit with an acute angle, always more prone to duds. :shifty:

i'm using HM's excellent system....for me the graduations on the scope allow me to experiment with variations on the theme beacuse i can adjust the moment i fire the torp to help balance out any difficulty there is setting an accurate torp angle with the slightly basic torp AOB screen gizmo

ICR3D
10-11-07, 02:33 AM
Thanks for the explanation CB.

Too bad it's not possible to implement what Hitman wrote under Historical Note: setting gyro angle to 0 and training the scope to say 15 degrees towards the target....

Can this be done to add a bearing marker: Place a target (it could be a dot or a verticle line) at 0 bearing, another at a number of degrees starboard, another target same number of degrees to port. Then when one rotates the scope, one can count the number of degrees rotated using the reticle on the scope.

CB..
10-11-07, 11:58 AM
if one could find the graphic file for the view angle (the yellow view cone) on the compass and replace it or add a thin centre line ..then you could use the compass to guestimate the view angle (at least as accurately as you can set the torpedo angle anyway..given the crude AOB gizmoe)

other than that you can see the bow of the sub as you surface or decrease the depth so you can get 12 degrees of the bow by setting the scope extreme edge on the tip of the bow..at relatively close range the ship itself is large enough in the scope for the centre of the ship to be 2 or 3 degrees "behind" the bow of the ship..so there's 15 degrees if you fire the instant the bow comes into view etc etc ....really it is a case of using all the possible bits and bobs of information you can gather adding a bit of practice and experience to the mix and improving your guestimate untill it is reliable...part of the fun in a way

Scaz65
10-15-07, 03:07 PM
Has anyone heard anything about a patch for this game?

Chock
10-20-07, 11:03 PM
Target doing 12knots. Single stern shot, range 5300, with all the realism settings on, another half a second and it would have passed by the stern. I love it when a plan comes together:rotfl:

http://i78.photobucket.com/albums/j105/AlanBradbury/Havesomeofthat2-1.jpg

http://i78.photobucket.com/albums/j105/AlanBradbury/Havesomeofthat3.jpg

http://i78.photobucket.com/albums/j105/AlanBradbury/Havesomeofthat1.jpg

:D Chock

NiclDoe
10-20-07, 11:48 PM
Nice photos again and should i buy this 20 dollar game or no. i really want to but i will ask my members here. plus im getting a new computer thats an Alienware soon and it will have all the specs needed. Also does the game have an auto range AOB etc so i can just fire tubes at targets without the need to do all the stuff by myself?

Hitman
10-21-07, 02:01 AM
Also does the game have an auto range AOB etc so i can just fire tubes at targets without the need to do all the stuff by myself?

Yes

should i buy this 20 dollar game or no

Depends on what you expect. Graphics are worser than SH3, but the game is entertaining and with some potential. I would say you might have much fun for 20$ if you are not too demanding and can close an eye or two sometimes.

Chock
10-21-07, 09:55 AM
Shells of Fury (or Die schalen des Zorns in my case, cos I have the German version) is a funny game in a lot of ways. Graphically, it looks oldish in some places, but then there are parts of it that look stunningly well done too, and it's apparent that it was intended to be more than it eventually ended up being upon release. Of course the upside of that means that it has the potential to be improved by mods and there are a few people doing that kind of thing (including me).

If you would be put off by having to do completely manual targetting, then don't be, as you can have the sim assist you. What you do is spot the target in the scope and press 'L' to 'lock' it. This is the equivalent of having taken range and speed data and passed it along to your crew. In the torpedo room you see data for your solution chalked up on a board and the gyro angles are set on the torpedo. From this you can decide whether it is worth taking the shot at that point (note that a hit is not guaranteed by this, and some careful judgement is required with long range shots, so it's not that simple). Like SH3 etc, you can select torpedo depth and one of three speeds for the torp, which affects its range as it does in other sims, so in this respect, it is no less complex than other sub sims. Of course you can forego all that and do it manually if you like with pure deflection shots, as was often done for real in WW1, but it is tricky at range, and although I have had some success with it (courtesy of the speed data chart I made for it, which you can find on this thread), it is tricky to say the least.

Another thing which forces you to think a bit where Shells of Fury is concerned, is that the ship AI is very intelligent and will spot you if you take liberties with leaving the scope up (this is much more realistic than in the SH games, although it has to be said that the crews on the ships do seem to be particularly eagle eyed, which is probably not that realistic. Again, I get around that by plotting courses for targets spotted at range on the map, stop and submerge and keep the scope down. In SH you can do that and track the target with the hydrophone, but there is no hydrophone in SOF, so instead I time the target over its course plotted on the map by using my home made speed/distance chart, until I think the target is in an ideal position for a shot. At that point, it's up with the scope, quick check to see range and course, fire a torp and back down with the scope, to prevent the target spotting me and beginning to zig zag. This requires quite a bit of positional planning and forethought as your sub is not particularly fast, which is why I was pleased the shot pictured above came off at such a range. In short, SOF offers the same kind of challenges that SH does, but with some twists.

Where it differs is that the deck gun (if you have a sub equipped with one) is much more of a primary weapon in WW1 than it was in WW2, and is much more like a proper naval artillery piece than the auxilliary weapon it was in WW2, with gun laying being more realistically portrayed than it is in either SH3 or SH4, in that you have a chart alongside the gun which marks where the rounds are dropping as though you have a gunnery officer plotting things. Because of this, you can range your guns in much the same way as it was done for real back then, with a long shot and a short shot either side with rings marked around the target on your shooting clipboard to indicate how long or wide your shot is. This is very similar to how WW1 artillery observation aircraft equipped with a morse radio would spot for artillery, and so, is inkeeping with the period.

Another aspect of WW1 subs that has received scant attention in most other subs sims, is that you can lay mines, and there are enemy minefields to negotiate too, which incidentally, are annoyingly deadly if you try and be a smartass and go through them like I've tried to do (and failed) a few times!

If you are an 'eye candy' fan, you might face a bit of a dilemma with SOF. The ship models are superbly evocative of the period and some of them are real modeling masterpieces, and yet other bits of the sim show some rough edges graphically (although most could be corrected with mods). For example, the texture for the 'sky dome' has a noticeable 'join' where the texture was not drawn carefully enough in Photoshop (or whatever they used to create it), not a disaster, but a bit sloppy nonetheless. so I've tweeked a few things like that for myself in it, such as drawing ranging lines on the periscope (which by default has none) and reducing the stupidly big green crosshair you get on the antiaircraft machine gun to a very small dot. I intend to stick all these mods in a big file at some point by the way and make them available, but if anyone cannot wait, PM me.

It has a good campaign (several campaigns in fact to be strictly accurate), plus single missions and a mission generator too, and for the most part the campaigns and missions are fairly historically accurate, so that's another plus point.

With the dearth of WW1 sub sims available, the simple fact is, if you want to play a WW1 sub game, at the moment it is this or nothing, and that fact alone makes it worth having for me. But if you want, and expect something which looks as polished as SH4 from both an audio and visual standpoint, then you might be disappointed. Personally, I can live with its rough edges, as it does 'feel' like WW1 in terms of appearance and 'clunkiness' of the switches and levers in your sub.

For the price, if you like subs, I think it's worth having, as there is definitely fun to be had with it.

:D Chock

NiclDoe
10-21-07, 11:53 AM
Thanks guys and i will give her a try on my new 2 Gig RAM when I get her and grapics are not the things I look at for games. I look at gameplay and replay value. also I look at some screens and there is a mission editor which you crete missions and play them while having the game on. Also can you choose your own boat? 1 final question is that how does the campagin work? Is it like SH in which you patrol and sink ships along the way or you can plant mines or sink anything that you see type?
PS Chock can you make a Video showing the game in action so i can see more about it. Thanks if you can becuase it would really help.

Chock
10-21-07, 04:29 PM
PS Chock can you make a Video showing the game in action so i can see more about it. Thanks if you can becuase it would really help.

Your wish is my command, here you go, note that it's not in any particular order, I just stuck a load of FRAPs clips together, also note this is the German version and that ramming that I did at the end resulted in my sub sinking:

http://www.youtube.com/watch?v=1QYK2cxyilA

:D Chock

NiclDoe
10-21-07, 06:43 PM
Thanks very much Chock and now i will buy the english version in a month becuase thats when im getting my new PC. I'm look foward to more cool videos if you can make them. You dont have to but thats a very cool movie which the real waves becuase thats what the ocean has. Did the ship sink by the way? Also how long does it take to sink an average ship with 2 torps? Sorry if i ask so many questions.:oops: its just that i like to learn.

Chock
10-21-07, 07:08 PM
I never got to see if the ship sank, because mine went down in about 30 seconds, and I wouldn't normally try ramming, although it is possible to sink stuff that way as I have done it with a small fishing boat before, I just did it there to demo the collision detection for you.

It can take quite a while to nail something with the gun, as they definitely try and make a run for it, but you can sink a ship with a torpedo in one shot a lot of the time, although missing them means it often costs more than one. For example that series of screenshots which I posted was a one shot deal, but on the same mission prior to that, I had used three to hit a fishing trawler because I had the petrol boat with no deck gun, which was annoying, but not unrealistic. Unfortunately some of the fun is spoiled by the fact that you get a message coming up telling you that a ship is destroyed, so there is never any doubt as to whether something is going to sink (don't know if you can turn that message off, as my German is terrible and if there is an option for it, I wouldn't know even if I was looking at it!)

As far as how long it takes to sink after being hit by a torpedo, I was submerged at a range of 5300 when I fired the torpedo at that freighter in the screenshots, and when it registered a hit, I surfaced and raced over there at 13-14 knots, as you can see, I got there just as her decks were being swamped and that may be because it was a good hit on the stern which in reality would have blasted the packing open on the screws and been fairly disastrous for them. So I reckon it went down in well under ten minutes, which seems fairly believable under the circumstances.

:D Chock

NiclDoe
10-21-07, 08:00 PM
Wow thats really fast for a sub to go down. Plus the men must have been happy for their kill but that soon chnaged when it sunk. also i like to see how the deck gun works becuase earier you said it is stronger and i want to see that in action. You do not have to make a movie on it but what would be really cool is a movie on a sub like U-14 leaves Kiel and sinks a few ships and returns home like the videos people make. Just tell me when it comes up or ill find it my self.

Chock
10-21-07, 08:15 PM
What am I, your personal video service?!!

Incidentally, I just timed a destroyer sinking after one torpedo hit in the bow, which set it on fire, and it took 48 minutes for it to sink completely out of sight.

:D Chock

NiclDoe
10-22-07, 05:56 AM
Im just kidding Chock and I was about to delete it but I fell asleep after I posted it. :88) BTW your vids on Youtube are really good and like the way you make them.Also does the ship take damage from fires or no.

Chock
10-22-07, 12:30 PM
I don't honestly think the fire is anything other than 'eye candy'

:D Chock

CB..
10-23-07, 08:20 AM
to add to the threads flow here's an example mission showing the scripting method for simple escorted vessels....
a merchant escorted by two destroyers...

it also proves the sub damage system works (after a fashion anyway lol)
as this is the ONLY mission i've played where i have suffered damage without being destroyed..showing the damage/repair screen facility works..to a point...

the scripting for the escorts is only basic but it shows aggresive action against the player if spotted evasive maneuvers from the merchant and return to set course after the danger is presumed gone
as you can see (if you play it) this gives reasonable gamplay..tho obviously not perfect..so glass half full attitudes please ...not half empty lol (ie no rivet counting)
i've deliberately kept the script to a minimum..as it would be possible to have two foolscap pages worth of scripting just for the escorts alone...(let alone the merchant aswell) and if i am to add these effects to the campaign obviously they are going to have to be done as simply as possible- other wise writing the dang campaign script would be completely mind boggling...LOL buckets of blood isn't in it!
and i'm a LONG LONG way from anything like a decent grasp on the SOF scripting
given time tho simulated late war hydrophones are possible...i can do it now but not to my own satisfaction

this script replaces the uschule1 training mission..pop it in the scripts folder

http://www.ebort2.co.uk/SOF/SOF_escort.zip

enjoy it for what it is...i'll add this sort of thing to the campaign at some point when i've ironed out some more of the scripting involved

note for those interested..
i've used the mission generator scripting method for choosing the ships displayed in the mission.

like thus

CreateMGMerchantShip [c1]
SetPositionGeo [c1],10.312,54.534,0

the createMGmerchantShip instruction creates a random type of merchant for inclusion in the mission..
so this would be highly usefull for placing ships in "ports" the setpositiongeo does what it says on the tin..lat long position..
you just need to add the

id c1
to the mission header

and add the ship below the player subs entry and bingo your done..

Chock
10-23-07, 03:03 PM
I'm sure people into this sim will apprciate your efforts CB. I think SOF is a great sim in that it offers something a little different, and I just hope more people catch onto that. sure it has some rough edges, but that's exactly where it gives modders the opportunity to shine, and it is very easily 'moddable', although thus far I've limited my efforts to the purely visual stuff and the odd audio tweek.

:D Chock

CB..
10-23-07, 04:49 PM
cheers Chock

i've discovered the other vital (well highly desirable anyway) ingredient for incorporating escorted ships into the campaign...the ability to give the ships a proper route to follow..
and also fixed a glitch with the script where by the destroyers would remain stationary if you sank the merchant..(now they continue searching the area around the doomed ship)

so download the script again if you fancy it..

the scripting is a real head-ache but very flexible
here's the mini convoy route scripting from the mission


AddStateEngine [c1]
AddStateItem [c1],"s:5"
AddStateItem [c1],"a:0,GoTo:g10.446,54.667,0,7"
AddStateItem [c1],"c:0,1,LastDestinationReached:1500"
AddStateItem [c1],"a:1,GoTo:g10.557,54.538,0,10"
AddStateItem [c1],"c:1,2,LastDestinationReached:1500"
AddStateItem [c1],"a:2,GoTo:g10.266,54.485,0,4"
AddStateItem [c1],"c:2,3,LastDestinationReached:1500"
AddStateItem [c1],"a:3,GoTo:g10.446,54.667,0,12"
AddStateItem [c1],"c:0,4,EnemyVisible:6000"
AddStateItem [c1],"c:1,4,EnemyVisible:6000"
AddStateItem [c1],"c:2,4,EnemyVisible:6000"
AddStateItem [c1],"c:4,0,-EnemyVisible:7000"
AddStateItem [c1],"a:4,Flee"

i've marked the route on the map so you can follow it if you want to see it at work

the escorts simply escort the main ship so follow the same route as required..
i've adapted the script to make the destroyers bob and weave along side the merchant to make them a very difficult target and a more effective "screen"
this also helps to keep them active if the merchant is destroyed

there's lots of alternative ai behaviours you can apply to the escorts (and the merchant) almost unlimited variety in fact..you can even make up your own once you've got an idea of what the heck is going on (lol)
they are not all 100% reliable but what the heck is?
makes life interesting

i've gotten more damage from testing these ideas out in this script than in an entire campaigns worth of playing lol...so the destroyers are reasonably agressive..they shell your scope when spotted..and often get a hit on the sub in the process which causes damage to the compressor scope engines etc etc quite often...nice to see that side of the sim at work...was given a 6 hour time estimate for one repair job..so it can be fairly serious..tho i didn't notice an drop in performance from the sub when damaged so that's maybe some thing that needs looking at

keep up the good work
:up:

CB..
10-23-07, 08:03 PM
just an update to the escorted ships idea..

i am testing the scripting for "timed" spawning of these mini "convoys" at various locations...fingers crossed it seems to be fine so far...
this means that these escorted ships can spawn in "ports" and follow accepted routes with new vessels spawning at timed intervals thru the mission creating busy shipping routes for the player to "haunt"

this should be a huge improvement over the current random ship scripting that the stock campaign uses to populate the map..(with the stock campaign the ships come to you ..not the other way round..with some minor exceptions)

coupled with the escorts this raises the gameplay significantly

and now i have a method worked out for scripting escorted vessels with proper routes this isn't too hard to script nor does it require "pages" of script

the use of the MGship function also means that every ship that appears is automatically randomised so you will meet a greater variety of vessels..

remember that mining training mission?
the one where once you have laid the mines at an objective the nearby ship wakes up a sails into the mine field??

same scripting can be used to start a stationary "mini" convoy moving out of port and onto it's main route..all very usefull :hmm: :|\\


UPDATE///////

here's a full campaign style mission incorporating the escorted vessels scripting
i have also found a neat exploitable twist to the idea which saves a lot of additional scripting....(tho may have the occasional issue..will see)
in that i can duplicate the same set of merchant/escort vessels respawning them again and again over time WITHOUT deleting the original vessels so this way you can build up the number of escorted vessels along a set route without having the script each vessel individualy...seems happy to do this...certainly doesn't cause any crahses and the duplicated vessels seem to behave perfectly acceptably under most circumstances..it also applys the randomised vessel type each time aswell so you get different ships with each spawn..

the mission also has changing weather changing seastate and other randomised features (see readme for details)
this is a quick experiment to see how the escorts might be worked into the campaign....

http://www.ebort2.co.uk/SOF/SOF_camescort1.zip


have included a rewored uschule1 mission to show the respawn/duplication script
this i am hoping provided a quick way to build a larger proper convoy system into the game...if not then there are other more long winded methods to use...but i'm looking at abrieviated methods requiring the bare minimum of scripting..and learning as i go along

good hunting:up:


Further Information//

here's the info i have gathered so far regarding the KISetCommands

KiSetCommand [b1],$b,7000,0,0,$0 = active attacks mode fires guns 7000 = range fire guns

KiSetCommand [b1],$b,10000,3000,0,$0=active attack mode 10000 range fire guns..3000 range launch torpedoes

KiSetCommand [b1],$4,1000,-1.57,400,[c1] = escort vessel command

escorts at 1000 metres distance to the left (-1.57) (1.57 has the escort to the right) not clear on the 400 should be fore/aft of the escorted ship...escort = b1 escorted vessel = c1

KiSetCommand [b1],$6,0,0,60,[mysim]; = leg it run away etc

runs away from the players sub (mysim) when detected

KiSetCommand [b1],$2,0,0,0,[mysim] = ram player/vessel

rams player vessel (mysim) when detected

KiSetCommand [c1],$d,3.14,10,0,$0 = south at 10 knots

ship heads south (3.14 at 10 knots)

interesting and "open source" way to allow for complex AI behaviour..yu can combine sets also like this

KiSetCommand [c1],$d,3.14,10,0,$0
KiSetCommand [c1],$b,10000,3000,0,$0

ie go south at ten knots maintaining alert status being ready to attack with main guns at 10000 metres and torps at 3000 meters....and so on

here you can switch ai commands depending on curcumstance
the kisetcommand change if an enemy is detected allowing for customisable and dynamic changes in response to danger

if
setcondition [feind]
then
SimSetSpeed [b3],$35
KiSetCommand [b3],$2,0,0,0,[feind]
KiSetCommand [b3],$b,7000,0,0,$0
SimSetSpeed [b4],$35
KiSetCommand [b4],$4,500,1.57,400,[b3]
KiSetCommand [b4],$b,7000,0,0,$0
else
SimSetSpeed [b3],$6
KiSetCommand [b3],$4,2500,-1.57,400,[c2]
KiSetCommand [b3],$b,7000,0,0,$0
SimSetSpeed [b4],$6
KiSetCommand [b4],$4,2500,1.57,400,[c2]
KiSetCommand [b4],$b,7000,0,0,$0
endif

tho the above requires additonal script elemnts aswell which i wont go into here at the second

you have to set up the

setcondition [feind]

which is "enemy detected"

scripting to allow for this switch

Hawk U-375
11-09-07, 11:39 AM
After reading this thread....i went out and bought the game....Thanks CB and others for your "Hard Work"...It's a GREAT game ....Now!:up:

Hawk U-375
11-09-07, 11:43 PM
CB,
Is there anyway of getting rid of the damage/detection warnings on the control room display?

USS Sea Tiger
11-10-07, 01:50 AM
I have the game ,, but shelved it,

then I came upon this thread and must ask a few silly questions

how did you get the outside view away from the sub? I seem to be forever stuck on my boat, or in it,

how did you make your screen shots??


thanks from a bewildered USS Sea Tiger

ALTEN
11-10-07, 01:27 PM
Hi UST

TAB will give you the external view.
I'm not sure of the best way to take a screen shot, one way is to press
'Print Screen' this will send a screen shot your Windows Clipboard.
You can then copy from the Clipboard (if you can find it) to 'My Pictures'
or wherever.

Hawk U-375
11-10-07, 02:38 PM
I bought the Downloadable version and LOVE IT! Thanks to CB's hard work...:rock:
There is ALOT of potential to make this game GREAT. I like to mess with sound files......so i'm looking into things.

jdkbph
11-10-07, 10:20 PM
After reading the thread here I went ahead and downloaded the game. Initial impressions - runs fine on my kit (E6600 @ 3.0 Ghz, o/c'd 8800GTS, etc) and while not spectacular, the visuals work.

After going through all the training missions, 3 things are bothering me:

1. No exact bearing indication for the binocs or more importantly the scope - enough has been said about that already, and hopefully either the dev or the modders will come up with a solution.

2. Limited external views - doesn't seem to be any real reason for it either. The sub models are are all fully developed... just needs some way to move/rotate the TAB view.

3. The mouse and KP arrow key controls for the views are dog slow. I'm sure that somewhere in all those text files - maybe in the userinterface files? - is a setting for rotation speed or sensitivity. Half of it is in German though... makes it hard to pin down.

Have we heard anything from the devs snce release RE a possible patch? I checked out their web site and forums but not much going on there.


JD

PS. to CB and those trying to polish what could very well be a diamond in the rough... don't let the nay-sayers get you down. Those of us interested in actually playing this game appreciate your efforts.

PPS. would it make sense to add a new thread right next to this one where ready for prime time mods could be placed or listed? It's hard to keep track of things with this thread going on 12 pages and sure to grow significantly larger. We'll probably (hopefully) need one for strategy and tactics as well. Just a thought.

Chock
11-10-07, 11:38 PM
Yup, it's rough around the edges for sure, but there is an enjoyable game in there all the same. It's nice to have one where mines and the deck gun are the primary weapons for much of the time, that makes for a very different experience.

I feel your pain on the German language issues. I bought the German version before it was released in English, in fact I actually bought three copies and gave two of them to of my buddies. My German is limited to ordering beers and asking for directions, so it's a struggle, and it certainly was when I first got the thing and had to wade through the manual, as they never taught us the words for 'torpedo' and 'blow main ballast' in my school German classes, it was all, 'this is my house' and 'the cat is in the garden' etc, stuff like that. How thoughtless!

A quick look through the folders will reveal that it is eminently moddable and I'm on the case with some, with the intention of putting them all in one package when there is something to shout about, at which point, I would start another thread for it.

The most annoying thing is that there was the facility to shift the camera about on it before release, as evidenced by the video promo for it, and it beats me why they ditched it, because the models are generally not bad, and some of them are very good indeed, but you don't get to enjoy them as half the time they are sinking when you get close enough to check them out.

:D Chock

horsa
11-14-07, 09:51 AM
@ USS Sea Tiger

how did you get the outside view away from the sub? I seem to be forever stuck on my boat, or in it,


I take it you mean you've gone to ext camera on TAB and then can't get response from the usual F keys. You need to hit TAB again and get back to the bridge. Then its business as usual.

AngusJS
11-15-07, 02:49 AM
So how dynamic is the campaign? Is it like SH3, where I can go wherever my heart desires, and I will have a chance of coming across something? Or does this happen only in the preset patrol zone for that mission? Is weather random?

I saw the Russian version of this a few months ago, but didn't pick it up because I understood that the campaign was just a string of canned missions. However, if this is not the case, then that's a another matter.

Sorry if these questions have already been answered.

Thanks

horsa
11-15-07, 05:45 AM
@AngusJ

Hi

CB has done a lot of digging into the campaign structure and is of the opinion that the randomness of the campaign is better done than SH3. This rather over long thread dates back to when the SOF forum was just that - an over long thread, but if you scim back it has a lot of his analysis.

kiwi_2005
11-16-07, 03:35 PM
[quote]
extrapolate what CAN be done...not what CAN'T be done...this requires a positive mind set...not a negative one...by default..and if in the end what ever it is your trying to do indeed cannot be done....then nothing has been lost and a whole lot gained by making the serious attempt...etc

I like your philosophy :) well said. Im a moron ive been waiting for this game to come out, i head to the main subsim page for the first time in ages and find out Shells of Fury is out! :roll: Got my eye on this game i might just get it.

stellaferox
11-23-07, 04:00 AM
Hi guys,

I am overwhelmed by the moddibility of this game. Maybe this is why it has come as it is. Anyone considered that option, taken in account that SH2 and SH3 are modded as is the case now? I think that part 2 of the game will be the version with all the best mods, as Dangerous Waters was a while ago.
Anyway, I have the english version but like to play (as in SH2/3) in german for the feel of reality. Any possibility to download a transcriptionfile for that purpose?
thnx
Marc

RConch
11-23-07, 06:58 AM
First let me say "Hello"
I have not been back to subsim since my extreme displeasure with SH2, no need to rehash ancient issues.
Want to say hello to any old veterans that still remember me-I joined in July of 02. Started the "U-Boat Question of the Day".
I really debated if I wanted to get back into a U-Boat sim after leaving for several of years(4), but a random mention of this game in a magazine somehow has excited deep "old feelings".
I ordered the game yesterday in English (boxed version) and have since downloaded several interesting mods from C.B.'s site.
You fellows seem to be a serious lot and I look forward to joining you in this this unique game.
I can almost smell the salt water, unwashed bodies, and of course, the rotting food again.
"Good Hunting" and cheers.

cdragon
11-23-07, 10:40 AM
First let me say "Hello"
I have not been back to subsim since my extreme displeasure with SH2, no need to rehash ancient issues.
Want to say hello to any old veterans that still remember me-I joined in July of 02. Started the "U-Boat Question of the Day".
I really debated if I wanted to get back into a U-Boat sim after leaving for several of years(4), but a random mention of this game in a magazine somehow has excited deep "old feelings".
I ordered the game yesterday in English (boxed version) and have since downloaded several interesting mods from C.B.'s site.
You fellows seem to be a serious lot and I look forward to joining you in this this unique game.
I can almost smell the salt water, unwashed bodies, and of course, the rotting food again.
"Good Hunting" and cheers.

Hey, Rconch. Welcome back! :)

Hitman
11-23-07, 12:13 PM
Hey Rconch :D I remember you from the Sh2 days :yep:

Glad to see you back mate :up:

RConch
11-23-07, 05:18 PM
Thanks! This looked to good to pass up.
So this looks like a tough sim-anyone finish the first campaign?
Do you start out with a pariffin burner?

Nanon
04-18-16, 04:18 PM
First let me say Hello to all, cause it's my first post here:).
I read all this topic, but I've got a question. After reading Max Valentiner and other U-Boot commanders memories I know that deck gun was primary weapon for WW1 U-Boote. In his book Valentiner wrote, that they put about 300 shells for 88mm deck gun on the ship. And my question is: is it possible to change amount of shells in game? I remember the speed of the U-boot can be changed in shipdata file. But how to increase the ammo? Any idea?

Aktungbby
04-18-16, 05:09 PM
Nanon!:Kaleun_Salute:

Jimbuna
04-19-16, 05:36 AM
Welcome to SubSim Nanon :sunny:

Buddahaid
05-19-16, 08:41 PM
Was there ever a save game feature modded into the game? I have Kurs West but stopped playing as the patrol time was just too long. I can't sit for four hours to complete a patrol.

Deamon
05-20-16, 05:20 PM
Was there ever a save game feature modded into the game?
AFAIK, no.

WWII44
06-08-20, 05:43 PM
Terribly sorry for a necro-post but the link is very dead.

Aktungbby
06-08-20, 10:08 PM
WWII44!:Kaleun_Salute: after a long silent run!:up:

Vox165
06-30-20, 07:38 AM
Last weekend I installed SOF. After seeing this post, I remembered I had a disk sitting on a shelf gathering dust. When I first tried the sim it ran poorly on my XP machine so I shelved it. This time I installed it on a Win 7/64bit build with a nVidia GTX 1660, and it runs smoothly at 1980x1080 using XP sp2 compatibility settings.

I 'm having fun playing the default game. The game has its ups and downs but is pretty good overall. WWI u-boats have some Interesting history to explore with new challenges. The WWI era u-boats required me to adjust my approach and mindset , and is different from what I use for SH3/SH4 . Im trying to find first hand accounts and apply their techniques to the game. Im interested in manual targeting.

I plan to stay with the default game and then try some of the game's mods from Subsim. I've read through most of the older posts . If anyone has tactical tips, thoughts etc on SOF I'd really like hear about them.

Vox165
09-15-20, 04:42 PM
The mod “U-Boot Kurs West” is well done and really improves the game. I esp liked the new German crew voices and better weather and sea..

I like the challenge of manual targeting and simulating some of the challenges faced by a WWI U-boat commander.. So I made a few mods/tools for that purpose. My goal is to find the targeting parameters (heading, range, speed etc..) myself and maneuver to a firing position

I needed to make a compass on the button bar that I could read bearings from. Also needed a reticle for the binoculars and periscope, and Torp Winkel (deflection angle) dial . Another goal is to reduce the targeting Info/parameters displayed automatically by the game and change or eliminate the map target icons altogether.

Mods made from Strategy-First version on 1920x1080 monitor.
Is anyone still interested in SOF? Should I keep working/posting these mods?


https://www.subsim.com/radioroom/picture.php?albumid=1328&pictureid=11497




RE: Screenshot_1. The periscope needed a new reticle to approximately measure height and length of a target, give an idea of bearing changes, speed etc..

A method of estimating deflection angle from the periscope is desired too. On the periscope station panel itself, the torp Winkel’s dial graduations needed to be made clearer, and calibrated +/- 90 degrees .

I think knowing the exposure/height of the periscope is critical in this sim so I added a number scale to help track how far it was extended.



https://www.subsim.com/radioroom/picture.php?albumid=1328&pictureid=11498



RE: Screenshot_2 Surfaced night attack using new binocular reticle-Uzo-like: I've been spotted by the enemy as it crosses the wire. It looks too late for him.

dsawan
09-16-20, 08:07 PM
Hi, just got the game didgital. I say yes please post any mod info for this sim.

VFC_Baxter
09-16-20, 11:12 PM
Hi Vox. Yes I am still interested in this game a.nd any mods you do for it would be most appreciated. :yeah:

Vox165
09-17-20, 07:33 AM
Great, I'll try and package these mods in a zip this weekend so others can test and give me feedback.

So far,after some testing, the binocular and periscope reticles work well with the compass on the button bar and one in the (F2) control room. The binoculars are very helpful now for collecting targeting data at long range (> 5000m). They also help keep the range while overhauling slower targets and surface attacks. I tried calibrating at mils at 1000m similar to the rifle i use for hunting, but more later on this later.

The torp Winkel dial graduation are still too tiny but are at least clearer and calibrated to +/- full 90 degrees. In the game I'm getting +/- 3 degrees error but this could vary by player monitor. But does seem more realistic now. Vox

Vox165
09-20-20, 10:01 AM
Ok, I mounted 3 mod files on google drive; Periscope, Compass, and Binoculars here;

https://drive.google.com/file/d/1KD3Ga-KpueNIWo3vEyCnP-yamR2R9zpF/view?usp=sharing

If you try these mods please comment and tell me what you think so I know Im on the right track.
These mods were made from the Strategy-First version of SOF. by using a 1920x1080 resolution. I tested at 1024X768 looked OK, but the reticles were a little blurry as I expected.

VFC_Baxter
09-22-20, 04:38 AM
Looks much more authentic . Thank you for your work. :up:

adrians69
09-22-20, 05:12 AM
I'll be interested in any mods also, I haven't played SoF for a long time but I still have it!

Vox165
09-22-20, 07:30 AM
Thanks VFC_Baxter. It really does help to know these mods work for other players, and Im open to anyones suggestions too.

As previously mentioned, my emphasis is manual targeting and a more challenging game. In short, I want to do my own "hunting" and targeting in SOF and to simulate some of the WWI commander's challenges.

I' m working on a new map mod, that replaces the default icons with simple circle marks. The goal is for the player to ID targets without aids and determine target heading, speed, AOB, etc from the map. Another version removes the icons completely. I have also made some progress removing the targeting text that seems to appear on every screen in the default game.

I think manual firing the 88 deck gun is one of SOF's best features. So why ruin the scene with a clip-board? The board seems stuck there unnaturally ( I doubt they used one when in action?), blocks the view, and really spoils the cool effects. Remove -it and the player will need to range his fire based on splashes he can see or by using the reticle in the binoculars. In- short the player needs to learn bracket "Strichschiessen "techniques. More later this after I do some testing. -Vox

Vox165
09-27-20, 10:13 AM
Screenshot_1. An escorted enemy convoy is seen through binoculars at dawn. Convoy’s heading is NNE at about 5 knots at a range of about 7000m. At the far left is a destroyer, near the center a large tanker1, at the far right another destroyer and tanker2. A third destroyer is off the screen on the convoy’s left flank( see map ). Various freighters round out the rest of the convoy. (see *AAR below)


https://www.subsim.com/radioroom/picture.php?albumid=1328&pictureid=11519


Screenshot_2. The map view of the same convoy using the circle icon mod. This mod replaces the default icon symbols for enemy (red) and neutral contacts (blue) with circle-icons. Friendly icon symbols remain default. Torpedo and sinking ship symbols are removed. It would be really nice to have a proper compass to move around the map, but I haven’t had success getting one to work. In the meantime, I added a compass rose to the player’s sub and waypoint markers to help fix directions. The “no-icon” version of the mod removes all enemy and unknown icon symbols from the map.

https://www.subsim.com/radioroom/picture.php?albumid=1328&pictureid=11508


Screenshot_3. Circle icon mod symbols

https://www.subsim.com/radioroom/picture.php?albumid=1328&pictureid=11521




Download icon mods:
https://drive.google.com/file/d/1D27_aJxJNvzwEDKyaQb4wdB5xyeRkdeQ/view?usp=sharing


*AAR : I go to periscope depth shortly after the above screenshots were taken. There is no automatic setting for periscope depth in SOF. Periscope height and boat depth are adjusted separately depending on sea conditions. To avoid being spotted the player must monitor the “detection probability meter” and adjusts height and depth accordingly. My plan was to use bow torpedoes for the middle tanker1 and then swing the boat for a stern shot at tanker2.

Targeting data collected on the surface was used to plot a submerged run to a firing position for a bow shot at tanker1 . Frequent quick periscope checks are made on the submerged run. The scope is raised just high enough to see ship smoke, funnels, and masts. When the firing position is reached, it’s raised higher and longer to collect the final targeting parameters: Target range 400m, heading NNE constant ~5 degrees, traveling at 5 knots, AOB ~90 degrees Port, torp speed 36 knots, 8 degrees deflection angle. My bow was pointed at 100 degrees, the periscope was pointed at ~108 degrees.. I remained unseen- The target crosses the wire and both torps run out ..........1 MISS-DUD?)/1HIT

After shooting at tanker1- I swing hard to starboard to line-up a stern shot on tanker2. I’m was immediately spotted. One of the destroyers moves out fast in my direction to ram and opens fires. I submerge-then escape, and quickly returned to periscope depth. Through the periscope I saw Tanker2 starting to ZigZag. Both stern torps shot ......2XMISS (range 600m, AOB 110 degrees Port). .... Disengage to reload and repair.

I think SOF plays-out fairly authentically using manual targeting.
-Vox

foz
09-29-20, 04:38 PM
Thank`s guy`s for keeping , shells of fury going.
:salute:

toolsey2
10-26-20, 03:54 AM
Vox165 thanks for your continued work on modding Shells of fury I remember when it was first released in a half finished state and thought how great it could of been , a modder named CB did a few good mods for this game and he had done some good mods for SH2 and I was expecting him to do the same for this but he seemed to disappear and then Kurs West came out and that was it until you so I am going to install this again thanks to you and hope you continue if I am not being too cheeky
Regards

Vox165
10-26-20, 08:27 PM
Thanks toolsey and foz it does help to know there still is interest in this classic sim out there. I made these modes for my game, but I thought others might like these too. So, I made them available. It helps to get feedback to know whether these mods work for other players and any thoughts they might have too.



The mod/tools I made so far are designed principally to help collect targeting data, and then plan the attack as a WWI u-boat commander and crew would do. There are similarities and differences between WWI vs. WWII tactics partly because of the technologies that were available which makes this sim different. We could discuss this sometime -if there is interest.


I use the U-Boote Kurs West Mod (recommended very good) and my mine together. CB is listed as a contributor to UKW, but I don’t know what happened after that.


Back to mods... I do use another mod that removes the clipboard at the deck 8.8cm deck station; it opens the view a bit, and seems more authentic. Long range targeting with this gun works very well with my binocular reticle mod so the clipboard is not needed. The other mod I’ve been using removes the auto-targeting txt that appears everywhere in the game. I found it really distracting and defeated the purpose of having to collect your own data. The text can be dropped through the game’s “translate.txt” file. Anyone can change it themselves but I’ll get something available for those who would prefer that. I’m away from my Desktop; give me a week or two to get these posted.

toolsey2
10-27-20, 06:02 AM
Vox165 thank you for reply , I wish i could mod but I left school in 69 and have tried to tinker through the years but work and family has just made time go by and these days I can barely remember my name joke but I really do appreciate people like you anyway about the game as far as I remember it was released in quite an unfinished state which is a shame because the models in it have a certain beauty I think and has the makings of a great sim , the game is still available at Gamersgate if anybody is interested and the Kurs west mod at Subsim downloads plus your mods
Here is a what I think is a great video on YouTube of the game
https://m.youtube.com/watch?v=EAi0q89haQY

mtannel
11-03-20, 11:15 AM
I found this game recently and like it. But I'm having a problem with the UI.
There's a red semi-transparent overlay. This happens to me in the stock/vanilla game, with the several mods I've seen here installed, and in both windowed (left shift start) and full screen mode and with various compatibility settings (I'm running this under windows 10).

It doesn't break the game, but is starting to impact the game's coefficient of fun.

Is this a known issue with a fix?

Thanks to all who have contributed by modding or otherwise supporting the game, it's appreciated.

Sample image of problem (https://drive.google.com/file/d/1Qq-LRUJ48UpXGti5vDtsOcliwRyrQ5mF/view?usp=sharing)

Aktungbby
11-03-20, 12:13 PM
mtannel!:Kaleun_Salute: