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View Full Version : New Campaign when?


simsurfer
03-26-10, 03:06 PM
So ummm, when can we all look forward to a new Dynamic Campaign in Silent Hunter 5 as the one that came with the game is canned, scripted and boring.

Just curious.

SabreHawk
03-26-10, 03:25 PM
Hmmm, well as soon as you write one thats better I geuss.:03:

mookiemookie
03-26-10, 03:29 PM
How is it scripted? I don't think we're seeing the exact same ships in the exact same places at the exact same times, are we?

bigboywooly
03-26-10, 04:38 PM
How is it scripted? I don't think we're seeing the exact same ships in the exact same places at the exact same times, are we?

Basically yes

HX convoy from SH3

http://i60.photobucket.com/albums/h22/bigboywooly/SH5/HXSH3.jpg

Note the highlighted waypoints
Convoy will travel along this route
As waypoints have a large radius convoy will appear anywhere within that waypoints radius

SH3 HX ( part of )

[RndGroup 210]
GroupName=HX39Convoy
Category=0
CommandEntry=0
Long=-7617701.000000
Lat=5343775.000000
Height=0.000000
DelayMin=60
DelayMinInterv=20160
SpawnProbability=90
RandStartRadius=0.000000
ReportPosMin=1440
ReportPosProbability=25
Heading=145.742996
Speed=6.000000
ColumnsNo=5
Spacing=900
DeleteOnLastWaypoint=true
CurrentInstanceID=0
GameEntryDate=19391003 < Date convoy starts
GameEntryTime=200
GameExitDate=19391229 < Date convoy ends - a new instance of this convoy is scripted starting after this end date to allow for increased merc and escorts number
GameExitTime=0
NextWP=0

[RndGroup 210.RndUnit 1]
Type=101 < Unnamed tanker - so game will pick any tanker from Br roster
Origin=British
Side=0
CargoExt=-1
CargoInt=0
CfgDate=19390101
No=2 < Two of will show
Escort=false
SpawnProbability=100 < Will show every time convoy sails
CrewRating=2

[RndGroup 210.RndUnit 2]
Type=101
Origin=British
Side=0
CargoExt=-1
CargoInt=0
CfgDate=19390101
No=1
Escort=false
SpawnProbability=50 < 50% chance will sail
CrewRating=2

SH5 HX convoy

http://i60.photobucket.com/albums/h22/bigboywooly/SH5/HXSH5.jpg

Doesnt use waypoints but uses node path
Again as nodes have large radius convoy can appear anywhere within that nodes radius
Nodes are conected to create a path that the convoy will follow for A to B
You can define path or leave for game to decide which with what I have seen is shortest route ( In Kiel for instance everything travels down the canal to Atlatic/North sea and nothing goes around Denmark )

- Just have to say the use of the nodes and generators greatly reduces the file sizes as was all the waypoimts which bloated the RND
AND they are one of the better inclusions in SH5 IMHO

HX convoy ( GroupTypeDefs.mis )

[LanesGraph.Node 21.NodeGroup 1]
Type=HX_
Name=HX
Country=British
Speed=9.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=2170
ReportPosProbability=60

[LanesGraph.Node 21.NodeGroup 1.NGMission 1]
Name=Liverpool
ObjectiveType=0
TargetNode=Liverpool
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=8.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19390916 < Date convoy starts
EndDate=19451231 < Date convoy ends - one entry for entire war

HX convoy ( Convoy.mis ) part of

[HX_.ConvoyUnit 1]
Type=102 < Again unnamed class so random pick from Br roster
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=10 < Ten of this unit type will always show
SpawnProbability=100 < Will always sail with convoy
GroupLinkId=0

[HX_.ConvoyUnit 2]
Type=101 < Un named tanker class so random choice
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2 < Two of
SpawnProbability=100 < Will always sail
GroupLinkId=0

Those parts are near on identical except nodes used rather than waypoints
Convoy still scripted although randomly as was the SH3 example
The only difference is IF you complete the missions in full THEN the game will alter things
Not sure exactly how
Does convoy sinkings along one route force the game to move the route ?

In short yes is dynamic - sink the Hood and it wont be there to face Bismark
But yes also scripted as to where units go
Albeit in a more random fashion

And as the selection of units is piss poor even though random selection you will see the same ships as bugger all for the game to choose from

Heibges
03-26-10, 11:04 PM
But wouldn't a convoy's path be restricted to only a certain amount of randomness by fuel capacity?

With all the zig-zagging I believe it took 3/4 again as much fuel as would be consumed on a normal transatlantic passage.

bigboywooly
03-27-10, 08:19 AM
Not sure if mercs have a fuel capacity ingame
Doubt they do
Course changes were fairly frequent in RL dependant on sea state etc and to fool any info that had been obtained
Changes were kept to a minimum with larger broadfront convoys as merchant marine not used to sailing in convoys and station keeping
That situation never really changed re broadfront convoys even later in the war
Constant alterations led to ships being lost,stragglers or danger of collisions but was never a straight line from A to B
Using the large radius on nodes or waypoints means the next instance of the convoy wont appear in the exact same spot
So you cant sit at a designated spot and wait for them