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LGN1
03-22-10, 07:23 AM
Present Readme:

Perl scripts for editing SH3 campaign files, Readme.

Version 0.5

Written by LGN1, July 2010


This package contains six Perl scripts for editing SH3 campaign files. In order to use them you need Perl on your system (see below).

**************************************
PosTimeFilter.pl script:
-------------------
The first script, called PosTimeFilter.pl, extracts all units from the campaign layers that enter a specified area during a specified time. The script will first ask the relevant data (see PosTimeFilter.jpg):

First, it asks whether you want to modify the Campaign_SCR.mis file (enter 's', without the ''), the Campaign_RND.mis file ('r'), or the Campaign_LND.mis file ('l').

Second, it will ask the start date of the date 'window'. The default value is shown in brackets (just press enter to choose the default option).

Third, it will ask the end date of the date 'window'.

Finally, it will ask for the upper longitude, lower longitude, upper latitude, and lower lattitude of the rectangle in which the traffic will NOT be deleted. The desired values can be obtained from the Mission Editor (see MissionEditorCoord.jpg. Be careful, the Mission Editor shows meters and the script wants kilometers). A rough overview for the North Atlantic can be seen in Worldmap.jpg.

After these steps the scripts checks all the units and reports how many it found,... You can then choose to delete the units outside the area/time. The modified file is called PosTime_Campaign_*.mis. The original file Campaign_*.mis is not modified.
**************************************


**************************************
zigzag.pl script (for an example for GWX see ReadmeMedCampaign.txt):
--------------------------------------------------------------------
This script adds a zigzag pattern around the main course of all units satisfying user-specified criteria. It only works for the Campaign_RND.mis file. In detail, the criteria are (see zigzag.jpg):

Max. distance: the maximum distance a group will travel on average without changing course.

Zigzag angle: the average angle for the zigzag pattern around the main course.

Probability for switching zigzag pattern: higher values lead to a less regular zigzag pattern.

Min. ColumnsNo: groups with less columns than the specified value will not zigzag.

Max. ColumnsNo: groups with more columns than the specified value will not zigzag.

Min. Speed: groups with a speed below the chosen value (at any waypoint) will not zigzag.

Max. Speed: groups with a speed above the chosen value (again, at any waypoint) will not zigzag.

Check origin: groups containing a unit from either Japan, Spain, Germany, Sweden, Ireland, Italy, Finland, Portugal, or Environmental will not zigzag.

Min. spawn probability: only groups with a spawn probability higher than the chosen value will zigzag.

Zigzag only for escorted (e), only for unescorted (u), or for all (a) (default a): Allows the user to limit the zigzagging to either escorted groups or unescorted groups.

Start/End date: only groups that exist between start and end date will zigzag.

Zigzag in North Sea: adds zigzag patterns to the North Sea (see Worldmap.jpg for exact area).

Zigzag in Bay of Biscay: same for Bay of Biscay (see Worldmap.jpg for exact area).

Upper longitude,...: boundary values for the area in which groups zigzag (in addition to North Sea, Bay of Biscay if chosen).

The modified file is called ZigZag_Campaign_RND.mis. The original file is not modified. The random radii around all the zigzag waypoints do not overlap. Usually, the random radius is equal to the distance of the waypoint to the main course. This guarantees random course changes. The Loop feature has been disabled for zigzagging units.
**************************************


**************************************
ClassFilter.pl script (mainly for Mission/Campaign designer):
-------------------------------------------------------------
This script extracts all groups/units that contain a specified class, e.g., KLS, NavalBase, Minefield,... from the Campaign_*.mis files. A new Campaign_*.mis file (called 'ClassName'_Campaign_*.mis) is created which contains only the groups containing the specified class (the original file is not touched). You can choose whether you want to extract only groups consisting purely of the chosen type or groups that have at least one unit with the chosen class.
**************************************


**************************************
OriginFilter.pl script (mainly for Mission/Campaign designer):
-------------------------------------------------------------
The same as ClassFilter.pl but in this case you can choose the origin not the class. If you want to choose the class and the origin, just run both scripts after each other. Don't forget to rename the campaign file in-between.
**************************************


**************************************
TypeFilter.pl script (mainly for Mission/Campaign designer):
-------------------------------------------------------------
The same as ClassFilter.pl but in this case you can choose the type not the class. Again, you can combine all the filters. Just rename in-between running the different scripts.
**************************************


**************************************
RemoveClass.pl script:
-------------------------------------------------------------
This script removes all groups/units that contain a specified class, e.g., KLS, NavalBase, Minefield,... from the Campaign_*.mis files. A new Campaign_*.mis file (called 'Rem_ClassName'_Campaign_*.mis) is created which contains only the groups not containing the specified class (the original file is not touched).
**************************************


**************************************
Some important notes:
---------------------

1) These scripts are my first Perl scripts and they are probably not 100% foolproof. Unreasonable input parameters may lead to messed-up campaign layers. It is not checked whether the input parameters make sense.

2) With the given zigzag script it is very easy to overload the campaign layer with waypoints. I recommend to first reduce the size of the campaign layers with the first script before adding new zigzag waypoints. Just choose an area you will not leave during the patrol.

3) Use the available parameters to keep the number of new waypoints in a reasonable range. For instance, if you think that attacking convoys is already difficult enough, use Max. ColumnsNo = 1 to have only single ships and one column convoys zigzag. You may also limit the zigzagging to a smaller area where you will spend most of your time during a patrol. Clearly, a small max. distance makes it more realistic and challenging, but also increases the number of waypoints! In general, one has to find an appropriate balance between zigzag area, zigzagging groups, and zigzag distance. User feedback is very important here. Please share your experiences!

4) The zigzag script does not check whether a new waypoint is on land. I guess this is no problem if you are not close to land (I think ships that are not rendered just travel over land). If you are close, the ships might end up on the beach. So, you either stay away from the coast or, even better, avoid to use the zigzag script in areas close to land. If you use it in these areas, you may later check with the Mission Editor whether there are any waypoints on land (and correct it if necessary).

4) The scripts report how many units they found, how many they removed,... It's a good idea to check whether they found all the units and whether the new files have the correct number of ships (just open the files with Notepad and look for the number of the last unit/group). You can also check whether the last unit/group in the new file is also the last unit in the Mission Editor. If not, then there is a problem with renumbering. I have never encountered any such problem, but it is better if you check it also.
The zigzag script writes the new data with different number of decimal digits (not always six). I guess that's fine. If you don't like it, just open the new file in the Mission Editor and save it again. All numbers should have six decimal digits now.

5) Feel free to modify/improve the script as you wish. If you do so, please share it with others. The script is probably not very elegant, but straight-forward. If you have any question don't hesitate to ask.

6) Use at own risk! Please post any feedback here:

http://www.subsim.com/radioroom/showthread.php?t=165794

Cheers, LGN1

Not for comercial use!

**************************************
Getting Perl and using the script:
----------------------------------

you can download Perl from here:

http://www.perl.org/get.html

After installing it, go to 'Start' and click 'Run...'. Enter 'cmd' and press OK. You should now have a window similar to the one in PosTimeFilter.jpg. Go to the directory with the script and the Campaign* files you want to modify (If you have the files on the Desktop write 'cd Desktop' and press return. That should be enough).
Now enter 'perl PosTimeFilter.pl' or 'perl zigzag.pl' depending on which script you want to run. Press return and enter the parameters. Return and you are done.


Old post:

Hi,

ships in SH3 change course much less frequently than they did in real life. In principle, this can be easily changed by adding more waypoints to the campaign layers. However, since these layers are already quite large, adding more waypoints directly is not feasible in practice. Therefore, ships in SH3 zigzag not very much. A very informative thread about this topic can be found here:

http://www.subsim.com/radioroom//showthread.php?t=139391

In order to achieve a more challenging zigzag behavior of the ships in SH3, I have written two Perl scripts (similar to an existing tool for SH4: http://www.subsim.com/radioroom/showthread.php?t=113918 ; Perl can be obtained from here: http://www.perl.org/get.html ):

The first script allows the user to automatically delete all units in the SRC and RND layer that do not enter a given (rectangular) area. The user can also specify a date 'window'. Thus, it is very easy to adjust campaign layers depending on your patrol area.

The second script allows the user to automatically add zigzag waypoints (with an average distance and angle) to user-specified units in the RND layer. One can choose:

- max. average distance between waypoints,
- average zigzag angle with respect to main course,

Units options:

- min./max. number of columns,
- min./max. speed,
- date 'window',
- min. spawn probability,
- option to switch off the zigzag for axis and neutral units,
- user specified (rectangular) area for zigzagging (two rectangles for Bay of Biscay and North Sea already implemented). Repeated use of the script allows more areas.

Currently I am testing the script and it seems everything works fine. Manual targeting is now much more challenging because you cannot simply shadow the target for a few hours, position yourself ahead of it, and wait until it arrives. U-Jagdtools become more important now! :up:

For a date 'window' 1.1.1941 to 1.1.1942, zigzag area: Long: -3250 to 0, Lat: 3400 to 7600 (see screenshot below), average distance between waypoints 80km (7kn ship changes course roughly every 6 hours), I obtained a RND file of size 1.57 MB (stock GWX: 8.37 MB). For a distance of 50km I obtained 1.67 MB.

Some final remarks:

- Unfortunately, I don't know how to check whether waypoints are on land. However, I guess waypoints over land are no problem if you are not close (outside of render area). The best thing is to choose the zigzag area not too close to land.

- this is the first perl program/script I have written; so it is probably not the most elegant one. However, it should be easy to understand if someone wants to change something.

Screenshot:

http://img510.imageshack.us/img510/116/perlscriptopt.jpg (http://img510.imageshack.us/i/perlscriptopt.jpg/)


Download:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1681

Hitman
03-22-10, 08:08 AM
Very, very interesting :D

Uber Gruber
03-22-10, 08:48 AM
Ooooooo.....me likey:rock:

Rubini
03-22-10, 08:57 AM
Yeah, Seems very intereting and useful.:up:

The waypoints area over land can be or not a problem. I can asure you that GWX and NYGM don't have this problem because we spent a lot of time in the past just looking for this issue.

But as you said isn't a big issue anyway, the problem is major at spawn point, when , if at land, will be not spawned at all.

LGN1
03-22-10, 09:27 AM
Thanks for the nice words :) At present the script is still rather basic. However, it can be easily understood by anyone who is willing to deal with it and it offers many cool possibilities to quickly adapt the campaign layers.

I don't know how many players want to use it, so I don't know how useful it is to implement more areas like the North Sea and Bay of Biscay. Obviously, the Med is difficult also. It requires several rectangles to cover it properly :-?

Maybe I add a 'Med area' :hmmm:

Cheers, LGN1

Hitman
03-22-10, 09:49 AM
If I understood it right, we script manually (Or choose an already scripted one) a convoy route and then run the editor so that it sets a zizag pattern along the existing convoy route? Or will it create the route from scratch? If so, how can we define historic routes?

LGN1
03-22-10, 11:28 AM
Hi Hitman,

yes, you choose a campaign_RND.mis file, specify the parameters, and the script then adds the zigzagging along the course.

Here's an example with your/GWX med. campaign_RND file:

http://img260.imageshack.us/img260/1984/normalb.jpg (http://img260.imageshack.us/i/normalb.jpg/)

Seconds later after running the script, it looks like this (the random radius for the waypoints is not shown):

http://img443.imageshack.us/img443/4438/zigzag.jpg (http://img443.imageshack.us/i/zigzag.jpg/)

All units satisfying the specified parameters now zigzag along the old route. In the example the ships change their course on average every 50km (approx. 4h@7kn). The RND size increased from 1.3 to 2 MB (158 of 343 units zigzag, 4455 waypoints added). The SRC file is not touched.

Cheers, LGN1

LGN1
03-22-10, 11:40 AM
Just to further clarify: in the above example all units with the following characteristics zigzag:

- Speed: never below 5kn and never above 15kn.

- Single ships and convoys with up to 5 columns zigzag (slow, broad convoys don't zigzag. See thread linked in first post).

- Units/convoys that include a:
German,
Italian,
Japanese,
Irish,
Finnish,
Swedish,
Spanish,
or Environmental
unit, do not zigzag (in order to keep the RND file small).

Cheers, LGN1

Sailor Steve
03-22-10, 11:45 AM
That's pretty cool stuff!

Hitman
03-22-10, 04:09 PM
Amazing :o

Looking forward to get it :yeah:

Another question:

What happens to the former radius of the waypoints? Can it happen that large radius causes convoys to circle in a small area once the editor has been run and it has added zigzags? I'm asking this because after implementing the zigzags the legs seem to be much smaller, so if they are displaced due to random radius this could eventually cause a problem.

BTW if you are interested in programming another useful tool, then do one that allows MERGUING different text files for convoy routes. That would allow creating a whole campaign from separatedly scripted parts, making things much easier.

LGN1
03-22-10, 05:45 PM
Hi Hitman,

to avoid possible problems, I have already taken care that the random radii (???) do not overlap. At the moment the random radius is max. 20% of the max. distance you specify (in an extreme case the distance between the waypoints is only 50% of max. distance, two waypoints ===> roughly 20% of specified max. distance. I guess this is enough randomness). Usually, the random radius is equal to the distance of the waypoint from the main course axis (but, as I said, max. 20% of specified max. distance). These things however can be easily tweaked.

Another thing I had to tweak was the loop feature. At the moment I have just disabled looping to other waypoints for the zigzagging units (obviously, the waypoint counting is changed). I don't know yet how serious this is for the gameplay. :hmmm: In general, I think this tool can easily change the whole style of playing, no easy 90 degrees shot after shadowing a straight-running merchant for some time :up: Try to catch/shadow a 12kn merchant at 16km distance that changes course every 2-2.5 hours :timeout: I guess that will be a really tough game :yeah:

Concerning the tool you are mentioning: I am not sure whether I understand it. You want a tool that takes several RND/SRC layers and merges them to a single layer (doesn't the editor have such a feature :06:)? Anyway, such a tool should be quite easy to program (on the first look).

Cheers, LGN1

Ktl_KUrtz
03-23-10, 05:35 AM
Excellent!:salute:
I am looking forward to using it!:up:
Thanks.
KUrtz

Hitman
03-23-10, 11:29 AM
Concerning the tool you are mentioning: I am not sure whether I understand it. You want a tool that takes several RND/SRC layers and merges them to a single layer

Yes I want to use the mission editor for example to script my artic convoys, then open a new file and separately script my patrols around the british isles, then f.e. a thrid file with the caribbean convoys. And then, a tool that can mergue all three files in one, or simply add them to an existing campaign RND file. This makes convoy scripting much easier, as you work one by one and then the tool merges them into the basic campaign file you are working with. :yep:

(doesn't the editor have such a feature :06:)?

Uhhh not that I'm aware of ... or does it??? :06:

SquareSteelBar
03-23-10, 01:38 PM
SH3 MissionEditor has a merge feature:

menu bar -> 'File' -> 'Merge with...'

Hitman
03-23-10, 01:47 PM
SH3 MissionEditor has a merge feature:

menu bar -> 'File' -> 'Merge with...'

:damn:

How many hours of work that could have saved me :shifty:

bigboywooly
03-23-10, 05:26 PM
Wow you are joking Hitman
Seriously ?
Oh wow
LMAO

Not funny

I tell you what would be a good tool
One that can extract only certain things from the layers
Such as mines,Airbases,naval bases,icebergs
Or subnets etc on to seperate mis files
Sooooo handy that would be

Ktl_KUrtz
03-25-10, 08:13 AM
Hi LGN1,
Is it possible to delete a class of ship eg. KLS in Campaign using the above programme?
I would also like to replace one class with another say KLS with NPPL_!
Is that possible?
Do you have campaign scripts for SHIII?
Kurtz

Hitman
03-25-10, 09:21 AM
Wow you are joking Hitman
Seriously ?
Oh wow
LMAO

Not funny

Nope, not joking, but I usually found workarounds easily. In any case, it's not that I wasted time with that, but more that I was prevented fromd oing some things because of the overwhelming task I faced.

Never mind :88)

LGN1
03-26-10, 03:16 AM
I tell you what would be a good tool
One that can extract only certain things from the layers
Such as mines,Airbases,naval bases,icebergs
Or subnets etc on to seperate mis files
Sooooo handy that would be

Hi BBW,

I am a bit busy at the moment, but I will try to write a small script doing this. Just to clarify: you want to specify a 'class=' (or several) and it removes all entries with different 'class=' setting. Right?

Cheers, LGN1

LGN1
03-26-10, 03:21 AM
Hi LGN1,
Is it possible to delete a class of ship eg. KLS in Campaign using the above programme?
I would also like to replace one class with another say KLS with NPPL_!
Is that possible?
Do you have campaign scripts for SHIII?
Kurtz

Hi Kurtz,

it should be easy to write a script for deleting certain classes. It is slightly more complicated if the unit is part of a bigger group (without simply deleting the whole group) :-?

Replacing units can be easily done with any editor, e.g., notepad. Just choose edit --> replace. I guess it is not worth to write anything for that.

Cheers, LGN1

Ktl_KUrtz
03-26-10, 06:17 AM
Hi Kurtz,

it should be easy to write a script for deleting certain classes. It is slightly more complicated if the unit is part of a bigger group (without simply deleting the whole group) :-?

Replacing units can be easily done with any editor, e.g., notepad. Just choose edit --> replace. I guess it is not worth to write anything for that.

Cheers, LGN1
Yes I see what you mean about replacing one ship with another, maybe with one that has a better skin etc using Notepad.
I wanted to add extra/delete ships in convoys in Campaign.
Thanks for the good advice!
KUrtz

Ktl_KUrtz
03-26-10, 06:19 AM
Ps.
Is it possible to alter the spacing of the ships in the convoy's in Campaign?
I think 700m between ships in a convoy looks realistic!
KUrtz

Jimbuna
03-26-10, 07:15 AM
Watching this with great interest LGN1, very interesting indeed.

@Ktl_KUrtz....careful with the spacings matey, they may go into 'anti collision' mode when they commence their turns.

LGN1
03-27-10, 01:19 PM
Hi all,

here is a first beta:

Please read the Readme.txt carefully and give feedback about the scripts and in-game experiences (good distance setting for zigzag,...)!

This is a beta! Use at your own risk.

Cheers, LGN1

LGN1
03-29-10, 12:49 PM
Hi,

I have uploaded a new version containing another script. The new script allows removing all units/groups containing a specific class from the campaign files (new readme above).

Cheers, LGN1

bigboywooly
03-29-10, 03:03 PM
Nice one
Look forward to trying this out
:sunny:

@ Ktl_KUrtz

700 is probably too tight a formation
900 - 1000 is more like in RL though of course you can adjust to whatever takes your fancy

Word of caution in replacing units with another
If you were to replace the KLS with the PPL then unless you also change the type= ( KLS=102,PPL=103 ) then instant CTD
Speed of units is another concern
All ships have a speed setting in the sim which is usually higher than the cfg - not a lot higher if at all - swopping out a unit that will do say 30 kts with one which will do 13
Instant CTD on waypoints at the higher end for the original unit
2 or 3 kts difference isnt usually an issue as have seen the game run units higher - till they get in render range then will slow to max speed set
So you want a unit in the same range
Going up isnt an issue KLS -> PPL

bigboywooly
03-29-10, 03:22 PM
Just a thought LGN

Is it possible to isolate and remove - to a seperate mis - shipping by country :hmmm:
Only single country entries though not mixed country convoys etc


Ummm is that clear or is it me
lol

Say if I wanted to cherry pick all Lithuania entries
Or Latvia
Or Columbia

or a combination -
Germany, type=407
Etc

LGN1
03-29-10, 04:03 PM
Hi BBW,

no problem at all. Just to clarify, you want only units/groups that are 100% from one country and have a specific type? It should be just a few line changes. Will look into it.

Cheers, LGN1

bigboywooly
03-29-10, 04:23 PM
Yeah type not class

If say I waanted to lift out all German airbases - 406
Or Italian subs - 200

Thanx LGN

Had a run through with your scripts just now
Easy to use
Very cool actually

Can see me using this a fair bit

Madox58
03-29-10, 04:44 PM
Getting lazy there Mate?
:haha:

Ktl_KUrtz
03-30-10, 04:36 AM
Nice one
Look forward to trying this out
:sunny:

@ Ktl_KUrtz

700 is probably too tight a formation
900 - 1000 is more like in RL though of course you can adjust to whatever takes your fancy

Word of caution in replacing units with another
If you were to replace the KLS with the PPL then unless you also change the type= ( KLS=102,PPL=103 ) then instant CTD
Speed of units is another concern
All ships have a speed setting in the sim which is usually higher than the cfg - not a lot higher if at all - swopping out a unit that will do say 30 kts with one which will do 13
Instant CTD on waypoints at the higher end for the original unit
2 or 3 kts difference isnt usually an issue as have seen the game run units higher - till they get in render range then will slow to max speed set
So you want a unit in the same range
Going up isnt an issue KLS -> PPL

Yes that all makes sense!
I can see where you are coming from regarding the type of ships and speeds involved, 102v103 etc!
I'll settle for 1000m ship spacing in the convoys.
It looks like I might have to re-install as I have changed the type and renamed a few ships. [Otherwise I will get a CTD!]
I would still like to delete all KLSs' in Campaign!
KUrtz

bigboywooly
03-30-10, 05:56 AM
Well replace them with another type=102
Find a new merc you like from the many knocking about and switch them

bigboywooly
03-30-10, 05:58 AM
Getting lazy there Mate?
:haha:

Obviously
lol
No some things are so entagled but this tool does the job easily enough
Hey need some references of what to chuck into SH5
:rotfl2:

LGN1
03-30-10, 06:14 AM
Hi,

I have uploaded some more scripts. Now you can extract units depending on either class, origin, type. If you want to use combinations, just run the scripts after each other (don't forget to rename the campaign files).

@Ktl_KUrtz: there is a script that does it. But be careful. It removes all groups/units containing the class (i.e., also groups that contain only one unit of this class).

@BBW: Glad it is useful. Let me know if you need some other scripts. I tried to make it as easy as possible to use. I know many people hesitate to go through all the stuff, but I don't know how to make a graphical interface :-?

Cheers, LGN1

Ktl_KUrtz
03-31-10, 03:56 AM
Very Cool LGN!
That is what I was looking for!:up:
Thanks.
KUrtz

LGN1
03-31-10, 10:52 AM
Hi,

I have started a patrol in the Med using Hitman's/GWX campaign layers in combination with the zigzag script (zigzag distance 25km). Here's a report:

10:11 My watch crew spots some ships heading east. The typical Med contact: Two Black-Swan and two small merchants. I start to shadow them. The weather makes it difficult: Wind 1m/s, 9km view. The contact is fast (around 9kn).

http://img89.imageshack.us/img89/9382/86380183.jpg (http://img89.imageshack.us/i/86380183.jpg/)

I follow the ships for some hours and plot their position every 30min to get an idea of their general course. At 14:41 I am spotted and attacked. They have changed course to SE and I did not notice it in time. Have to dive.

http://img175.imageshack.us/img175/1151/95150499.jpg (http://img175.imageshack.us/i/95150499.jpg/)

I re-establish contact at around 5pm. It's getting dark.

http://img89.imageshack.us/img89/9332/38404715.jpg (http://img89.imageshack.us/i/38404715.jpg/)

I position myself ahead of them but they change course again. Have to make another end-around.

http://img122.imageshack.us/img122/1859/90496696.jpg (http://img122.imageshack.us/i/90496696.jpg/)

I guess the next course change will be again in the direction SE. I position myself and wait.

http://img534.imageshack.us/img534/8940/39100030.jpg (http://img534.imageshack.us/i/39100030.jpg/)

And...

http://img535.imageshack.us/img535/6405/54912453.jpg (http://img535.imageshack.us/i/54912453.jpg/)

One Black Swan and the two merchants go down.

LGN1
04-01-10, 01:48 PM
Hi,

I made some more observations:

- Finding/Catching radio contacts is much harder now because of all the course changes :up:

- You have to observe the ships much longer. No more shadowing for 30 min., then end-around outside of the range of sight with full speed, and then waiting in front until the ships arrive. Now you have to stay in the range of sight for quite some time while shadowing and thus, increase the chance of being spotted :up: Especially when the contact changes course towards you, you need to be careful!

- Usually you have to guess where the ships will be in order to position yourself ahead of them. This requires shadowing until you know the basic zigzag pattern. It's great to see how the zigzag emerges on the map with time.

I like it a lot and find it considerably more challenging and fun. If possible, I think a distance around 20km is just fine!

Cheers, LGN1

LGN1
04-03-10, 06:11 AM
New version released!

- Added option to make zigzag pattern less predictable (zigzag.pl).

- Included as an example GWX Med campaign with zigzagging units.

Cheers, LGN1

Download:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1681

Sailor Steve
04-03-10, 01:17 PM
Awesome stuff, man! There always seems to be something new making this game better.:rock:

LGN1
04-03-10, 04:09 PM
Hi Sailor Steve,

thanks a lot! After years of manual targeting via shadowing, quick end-around, and 90° shots, the zigzagging is a new experience :up:

I made some other observations:

- Slow, unescorted ships do not gain much by zigzagging. It's still quite easy to sink them. In most cases you can quickly re-position yourself submerged. However, if they are faster than your submerged boat or have escorts that can hear you, it's considerably harder. The next version of the script (edit: version 0.5, released) includes an option to choose zigzagging only for escorted, unescorted, or all units. Thus, you can have different zigzag behaviors for these groups. For instance, unescorted groups do zigzag only for speeds higher than 6kn, escorted for speeds higher than 4kn.

- The range of sight (i.e., the weather and time) is now more important. The closer you can get on the surface, the higher the chances that the contact will not change course while you are waiting in a good position. If the weather is perfect and you have to stay at a distance of approx. 16km it is much harder to guess a good position for an attack :up:

Cheers, LGN1

LGN1
06-18-13, 02:59 PM
I have uploaded a new version:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1681

The main difference is that it now includes the zigzag script with a gui. In addition, the gui script is also included as an executable, i.e., a perl installation is no longer required (you can open the executable with, e.g., 7zip and check the script if you like).

I have checked the executable only on my own installation. I would be very happy if someone could test it (just make a folder, copy the executable and the campaign_rnd file into this folder and run the executable). Please report back whether it works and your OS (Windows 7, XP,.... with/without perl installation). Thanks a lot!

Regards, LGN1


http://www.subsim.com/radioroom/downloads/zigzag_gui_OsN.jpg

machiavelli
06-18-13, 04:28 PM
This is a fantastic tool LGN1. Without it, SH3 Dynamic Campaign would have not been possible. I'll be posting a new versio of that shortly. Literally, it wouldn't have even been slightly possible.

Consigliere
06-19-13, 06:26 AM
I would be very happy if someone could test it (just make a folder, copy the executable and the campaign_rnd file into this folder and run the executable). Please report back whether it works and your OS (Windows 7, XP,.... with/without perl installation). Thanks a lot!
Hi, LGN1. WinXP SP3 here. No Perl. Results on a stock campaign_rnd:
http://s0.uploads.ru/t/EVW4z.jpg (http://s0.uploads.ru/EVW4z.jpg)
Not tested in game though... but seems it should be ok.

LGN1
06-19-13, 12:19 PM
Hi,

thanks for the feedback. If the script works there shouldn't be a problem in-game. Nothing has been changed on the modification of the rnd file. I'm glad that it seems to work!

This allows me to make another mod easily accessible for other players :yeah:

Regards, LGN1

machiavelli
06-19-13, 12:26 PM
Hi,

thanks for the feedback. If the script works there shouldn't be a problem in-game. Nothing has been changed on the modification of the rnd file. I'm glad that it seems to work!

This allows me to make another mod easily accessible for other players :yeah:

Regards, LGN1

Yes, compiling it with a GUI as you've done makes it more user friendly for those that don't know how to use Perl.