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h.sie
03-31-10, 08:13 PM
Wolfpack Mod V2 from Sergbuto - Reloaded.

The problem was, that Sergbuto build his mod based on Stock SH3 Library files. This leads to file conflicts with modern Supermods like GWX, because they use different Library files.

So I took all relevant data from Sergbutos Library files Shells.dat, Shells.sim
and Shells.zon and put this data into separate files Shells2.dat, Shells2.sim
and Shells2.zon. So there are no more file conflicts. This seems to work well.

The only thing that has to be done now is scripting the Submerged VIIA UBoats into Single Missions and Campaign Files. Examples for that can be found in NYGM, WAC and LSH Supermods.

This Mod contains 2 Test Missions.
1) Wolfpack1: Wolfpack Attack on escorted Convoy
2) Wolfpack2: Wolfpack Attack on non-escorted Convoy

I like that.

Some threads with info about this mod:

http://www.subsim.com/radioroom/showthread.php?t=84480
http://www.subsim.com/radioroom/showthread.php?t=85169
http://www.subsim.com/radioroom/showthread.php?t=94400
http://www.subsim.com/radioroom/showthread.php?t=126909
http://www.subsim.com/radioroom/showthread.php?t=160939

h.sie

makman94
04-01-10, 12:11 AM
Wolfpack Mod V2 from Sergbuto - Reloaded.

The problem was, that Sergbuto build his mod based on Stock SH3 Library files. This leads to file conflicts with modern Supermods like GWX, because they use different Library files.

So I took all relevant data from Sergbutos Library files Shells.dat, Shells.sim
and Shells.zon and put this data into separate files Shells2.dat, Shells2.sim
and Shells2.zon. So there are no more file conflicts. This seems to work well.

The only thing that has to be done now is scripting the Submerged VIIA UBoats into Single Missions and Campaign Files. Examples for that can be found in NYGM, WAC and LSH Supermods.

This Mod contains 2 Test Missions.
1) Wolfpack1: Wolfpack Attack on escorted Convoy
2) Wolfpack2: Wolfpack Attack on non-escorted Convoy

I like that.

h.sie

thank you for that H.Sie ! :up:
haven't test it yet but ,as you say,it work ok ...right?
so Sergbuto's mod 'puts' wolfpacks in the game ? and if so ...i am wondering...why all this time people are complaining that wolfpacks are 'missing' from the game ?

nemo7
04-01-10, 02:16 AM
Καλημέρα Μάνο και καλό Πάσχα. Συγχαρητήρια για το εξαιρετικό M.E.P 3.0.

This mod is for a "virtual wolfpack" mission. That is to say, it gives you the sense of a wolfpack but it's not operational; you are not a member of any wolfpack. It is pretty immersive though. Nice job h.sie. As always. :salute:

Huskalar
04-01-10, 02:30 AM
This is even better. Thank you very much, h.sie. :rock::rock::rock:

h.sie
04-01-10, 02:43 AM
Hi makman, yes it works in principle, if the U-Boots are scripted correctly (!!!) into the campaign. NYGM, WAC and LSH already have this mod included. GWX has surfaced UBoot Wolfpacks. The AI-UBoots in this mod are not very intelligent, they shoot some virtual torpedos, they are always on periscope depth, they cannot dive or evade and so on. But in my optinion that does not matter, because in the player's position you don't see that. you only see a battle at the horizon: destroyers shooting and depthcharging, ships exploding and sinking. play one of the single-missions and attack the convoy and see what happens.

In NYGM the german AI-Uboots are assigned to some of the allied convoys in the RND layer. they do nothing until the convoy comes into the visual range of the players UBoot. then they start to attack.

For my private use of GWX, I'll replace 75% or maybe all surfaced AI-Uboots in the RND layer with the submerged Type VIIA that is included in this mod, and I think that's done in a hour.....

verte
04-01-10, 04:51 AM
For my private use of GWX, I'll replace 75% or maybe all surfaced AI-Uboots in the RND layer with the submerged Type VIIA that is included in this mod, and I think that's done in a hour.....

Thanks for the updated mod. If you cannot release a modified GWX campaign, could you point some instructions how to modify it?

h.sie
04-01-10, 05:26 AM
Hi verte,

the problems are:

1) The GWX campaign is property of GWX. I don't want to change this, except for my private use.

2) Even if I had the permission to modify the GWX-campaign: I don't have the time and the nerves to give support for all problems that might occur.

3) I don't have much experiences in scripting and adding wolfpacks. I'm starting with this subject.

I think the easiest way is to replace some or all of the GWX surfaced wolfpack AI-UBoats with the submerged VIIA UBoats from this mod in the RND layer.

Look at the RND layer of the NYGM-Mod. Stiebler already added some wolfpack UBoats to some convoys in the RND layer.

Maybe there is a modder who wants to ask for permission to change GWX campaign and add wolfpacks. But not me. I'm very tired.

h.sie

verte
04-01-10, 05:57 AM
Maybe there is a modder who wants to ask for permission to change GWX campaign and add wolfpacks. But not me. I'm very tired.

I understand, no problem :salute:

Magic1111
04-01-10, 06:24 AM
Thank you h.sie for reloaded the MOD ! :up:

Best regards,
Magic:salute:

LGN1
04-01-10, 06:24 AM
Hi h.sie,

nice work. Thanks :up:

I don't know how critical it is, but I guess it's better if the submarine name/class is added to the EnglishNames.cfg... in the submarine folder.

Cheers, LGN1

PS: When replacing the AI subs, I guess one should remove the line 'Loadout=Crew on Deck'. Right?

h.sie
04-01-10, 06:51 AM
Hi LGN,

Regarding "Loadout": correct.

Regarding "German/EnglishNames.cfg": I don't know.

For my private use I plan to search only the RND layer for all German UBoats that are assigned to allied convoys. These entries I'll replace with the following entry:

-----------------------
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3
-----------------------

Perhaps one can change "No", "SpawnProbability" and "CrewRating" a little bit...

In GWX there are 2 types of german UBoats that are assigned to allied convoys: "VIIC/41" and "Resupply UBoat", which is a IXB.
I don't know why this is called Resupply UBoat. I think it's job is not to resupply the convoy but to attack it.

I will not touch german UBoats which are NOT assigned to allied convoys.

And I'll also not touch convoys with speed more than 11kts, because VIIA max. Speed is 11kts and I don't want to change the convoy behaviour by adding a slow moving unit.

BBW made some german UBoats the leader of the allied convoy!! I don't know why he did this and I don't know if that has a negative impact. But if it works with surfaced UBoats, so why should it not work with submerged ones? We'll see.

LGN1, did you succeed to adapt the Anti-Hummingbird mod to GWX?

h.sie

h.sie
04-01-10, 07:07 AM
Maybe there occur FPS hits when wolfpacks attack large convoys with lots of escorts and armed merchants, because they all are firing like crazy on the wolfpack UBoats.

LGN1
04-01-10, 01:36 PM
Hi h.sie,

I have read the issue with the fps. But it's the same with surface AI U-boats, isn't it? I don't see why this should be a problem only for the submerged AI boats :06:

Concerning the Anti-Hummingbird mod: Yes, I got it working. If you want to have details, just pm me.

Cheers, LGN1

bigboywooly
04-01-10, 02:02 PM
Hi h.sie
Nice one
There can be an impact on FPS using the submerged units in firefights with convoys
True the surfaced units will do the same but as surfaced dont tend to last long
The game sees the submerged sub as a surface unit so everything opens up on the sub
As long as your system can handle it go for it
GWX already has AI subs attached to convoys also so you can replace some of those with the VIIA or indeed add more

If you need a hand just ask

brett25
04-01-10, 02:09 PM
thank you, h.sie for this and all your great data mods, very awesome stuff mate:salute:

h.sie
04-01-10, 04:14 PM
hi guys,

thanks for the positive replies.

@BBW: thanks. I think I can manage the replacement of the subs by my own - for my private use!

But thinking at other interested people, it would be a great deal, if a well-known campaign guru could make an official or at least semi-official GWX-campaign with wolfpacks. but reading old threads here, I think the GWX team does not like these submerged wolfpacks....

Replacing existing subs in the RND layer is simple and is done in some hours. But WAC and LSH also have scripted wolfpacks in the SCR layer. And LSH (and WAC?) surely has radio messages that inform the player about wolfpack activity, so that the player can take part at the wolfpack attack......I like that idea.

Two questions, BBW: Would it cause problems to have a submerged sub as the convoy leader?

And: What happens, if I add a sub with max. speed = 11kts to a convoy with 13kts?

Thanks,
h.sie

bigboywooly
04-01-10, 04:49 PM
Replacing existing subs in the RND layer is simple and is done in some hours. But WAC and LSH also have scripted wolfpacks in the SCR layer. And LSH (and WAC?) surely has radio messages that inform the player about wolfpack activity, so that the player can take part at the wolfpack attack......I like that idea.

Two questions, BBW: Would it cause problems to have a submerged sub as the convoy leader?

And: What happens, if I add a sub with max. speed = 11kts to a convoy with 13kts?

Thanks,
h.sie

For your own use you can always isolate the VIIA from either WAC or LSH
LGNs new scripts will aid that

As to your questions
Yes its ok to use a sub as a convoy leader - I added some to the GWX convoys as leaders
Means when you get a radio report it will show as a large circle on the nav map
Simulates a following subs reports
When the sub gets sunk then next unit takes over anyway so reports return to square

You could add a unit with a max speed of 11 to a convoy with 13 as out of render range the sub keep up
As enters render range the sub will slow to 11 so fall back behind the convoy
Not ideal for a submerged unit
Plenty more convoys with speeds of 6 to 9 that would be better suited

It wasnt so much GWX didnt like the submerged wolfpacks
I did get permission off Serg to use them and I did add them in - 2.0 IIRC
Just after adding in we began to suffer indisciminate ctd problems so removed last added units one by one
As it was the issue wasnt the sub but another unit that had issues when sinking
As was close to release I never got around to adding them back in as the files were stable and ran out of testing time

makman94
04-02-10, 02:52 AM
Καλημέρα Μάνο και καλό Πάσχα. Συγχαρητήρια για το εξαιρετικό M.E.P 3.0.

This mod is for a "virtual wolfpack" mission. That is to say, it gives you the sense of a wolfpack but it's not operational; you are not a member of any wolfpack. It is pretty immersive though. Nice job h.sie. As always. :salute:

γεια σου κ σενα Νεμο7 κ να εχεις κ εσυ καλη Ανασταση :up:

@Bigboywooly: hi Bigboywooly,
so .... is there a possibility to rework the campaigns for gwx (if Serg is agreed) ?

slipper
07-11-10, 09:49 AM
Hi all,

Been away from SH3 for a while, and ive just reinstalled GWX and some other mods. I am interested in adding the submerged U-Boats from Sergbutos Wolfpack Mod V2, as mentioned in first post.

I was wondering if someone could give a step by step tutorial on adding/replacing the surfaced U-boats of GWX with the submerged ones in the latest mod please? i understand you have to edit the RND layer but have absolutley no idea how to do it.

Also if possible could someone explain how to add the VIIA to convoys so that you get a radio report of a sighting or attack, and can therefore join in.

I have read the previous posts, and can understand why someone would not want to create a mod for this, due to permissions being needed from GWX team, and for dealing with problems from end users. But if someone could just post a tutorial so that it would be up to individual users to sort out themselves.

Hoping someone can help out an old git! like myself to get this up and running :)

regards

slipper

slipper
07-17-10, 04:41 AM
Hi all,

Just a bump to bring this back to the top. Any help on the above please? Would someone be allowed to post a modified GWX campaign?

ever hopefull

regards

slipper:)

slipper
07-18-10, 07:01 AM
Hi all,

After a bit of trial and error i think i have figured out how to add Sergbutto's wolfpack mod V2 to GWX's RND campaign layers, thanks to the info on these pages. However i have a few questions to ask regards adding U-Boats to the scripted layers.

h.sie wrote

But WAC and LSH also have scripted wolfpacks in the SCR layer. And LSH (and WAC?) surely has radio messages that inform the player about wolfpack activity, so that the player can take part at the wolfpack attack......I like that idea.1. Can i just copy the scripted wolfpacks from the SCR layer in LSH or WAC into the GWX SCR layer for them to appear? or do i need to edit any other files?

2. How do i enter the radio messages that inform the player about U-Boat activity? or are they just a consequence of adding units to the SCR layer?

bigboywooly wrote

For your own use you can always isolate the VIIA from either WAC or LSH
LGNs new scripts will aid that3. What LGN's scripts are referred to ? the SCR layers? or something else?


As to your questions
Yes its ok to use a sub as a convoy leader - I added some to the GWX convoys as leaders
Means when you get a radio report it will show as a large circle on the nav map
Simulates a following subs reports
When the sub gets sunk then next unit takes over anyway so reports return to squar4. Will the Convoy automatically detect the submerged U-Boat and attack straight away? or do they wait for the U-Boat to attack? if so what governs the U-Boat attacking?


I am slowly getting there but would really appreciate a bit of direction on the above topics, thanks to all who have posted for letting me get this far on their advice, and thanks to all the modders for making this great sim even better.

regards

slipper :)

LGN1
07-18-10, 12:47 PM
Hi,

here are some answers:

1. You can just copy them into the GWX SCR layer (but you also need the files for the submarine itself). Be aware that the numbering must be continuous. You can also use the merge function of the mission editor. You must be careful that the names of the sub are correct and that the scripted convoys from LSH and WAC do not include any ships not present in GWX. To be on the safe side I would just copy the entries containing only the u-boat. No mixed convoys.

2. The radio messages are in \data\Campaigns\Campaign\messages_en.txt. However, I think this file is not 'synchronized' with the campaign layers.

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

4. The u-boat is just like any other ship. As soon as they spot each other they start to attack. Just run the test mission provided by h.sie.

I hope these answers help. If you have further questions just ask.

Cheers, LGN1

slipper
07-19-10, 08:13 AM
LGN1,

Thanks for the reply, and taking the time to help out. Firstly your perlscripts mod you linked to looks absolutley amazing i can see that being very usefull.

Secondly i have a few questions regards your answers above, if you would not mind answering please.

1. You can just copy them into the GWX SCR layer (but you also need the files for the submarine itself). Be aware that the numbering must be continuous. You can also use the merge function of the mission editor. You must be careful that the names of the sub are correct and that the scripted convoys from LSH and WAC do not include any ships not present in GWX. To be on the safe side I would just copy the entries containing only the u-boat. No mixed convoys.1.If i use your perlscripts to isolate all U-Boat entries from WAC or LSH, and then merge them with the GWX SCR layer, will the numbering be done automatically?

2.What files do i also need for the submarine itself? will they not already be in GWX?

3.Will names of the subs be different in GWX and/or LSH,WAC?


2. The radio messages are in \data\Campaigns\Campaign\messages_en.txt. However, I think this file is not 'synchronized' with the campaign layers.


4.How do you mean synchronized? how would i do this?


4. The u-boat is just like any other ship. As soon as they spot each other they start to attack. Just run the test mission provided by h.sie.

5.Even though subs are submerged the surface ships treat them as surfaced, yes?

LGN thanks in advance for any additional help you can provide, like i said earlier i have not played for a while, so i am abit out of the loop.

regards

slipper :)

LGN1
07-19-10, 08:53 AM
Hi,

some answers:

1) Yes, the mission editor does the numbering by itself. The script should give you a correctly numbered src file that you merge with the correctly numbered GWX file.

2) h.sie's submerged VIIC files, the files mentioned on the first page.

3) I don't know. I don't have LSH or WAC. You have to check the Class=SSTypeVIIA line. The class name should be the same as in the roster and submarine folder.

4) The messages are sent at certain times/dates. However, IIRC, the ships in the src layer are not always at the same time at the same point (depending when you leave the port). So, if you have a message saying that a convoy/sub is at the moment at position x it's not guaranteed that it is there. The radio contacts on the map are a different story (see BBW posts on the first page).

5) Yes.

I can recommend you to take a look at the structure of the campaign files. It's quite easy and you can check the files easily without the mission editor (e.g. the numbering).

Cheers, LGN1

slipper
07-19-10, 09:08 AM
LGN,

Thanks again for your reply, it all seems pretty clear i think. I will have a play around and see how i get on.

Just out of interest have you added Serbuttos V2 U-Boats to GWX RND and SCR layers? If so do they work ok?

thanks again mate

regards

slipper :)

LGN1
07-19-10, 09:55 AM
Glad I could help.

I did not add them because I try to limit the number of units in the game (because of loading time). That's why I only add units that I can see frequently, i.e., merchants :D I think together with the large campaign files the number of units in GWX is responsible for the long loading times.

In addition, I think it's just not worth the effort because you will hardly see them and the surfaced have more or less the same effect on the game play.

Cheers, LGN1

slipper
07-19-10, 03:01 PM
Ok,

Thanks LGN for your help, much appreciated.

regards

slipper :)

p.s if h.sie reads this i was wondering if you ever had any luck merging supermods campaign files? or if it was even possible?

thanks

slipper

h.sie
07-21-10, 02:22 PM
Hi slipper, sorry for the late reply.

In the Campaign_RND.mis you have to replace all or some (as you like)
of the surfaced wolfpack u-boats

- "SSTypeVIIC/41"
- "Resupply Uboat" (Typ IXB))

(which are scripted into allied convoys) by the following entry:

----------------------------
[RndGroup xx.RndUnit yy]
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=100
CrewRating=3
-----------------------------

You can change the values for SpawnProbability, CrewRating and No to fit your personal taste. Make a backup of the original _RND.mis file.

h.sie

slipper
07-21-10, 03:01 PM
h.sie,

Thanks alot mate, more or less gleaned this information from previous posts you have made, but thanks for getting back to me anyway and nice to have confirmation that i was on the right track.

Dont suppose you have tried anything similar with SCR U-Boats?

regards and many thanks

slipper :)

h.sie
07-21-10, 03:11 PM
No, I havn't. Scripting in the SCR requires good timing (synchronizing), otherwise the uboats won't meet the convoys. Too much work, I think. Scripting them directly into the convoys in the RND layer has the advantage that no timing is required. Everytime a convoy enters the render range (20-30km radius??) the uboats "wake up" and discover that they are hostile and start to attack. you can see the explosions of the fight at the horizon and you have to go on flank speed if you want to take part at the fight. not very realistic, but better than nothing I think. In real life the BDU gave the order to attack if enough uboats were near enough to the convoy.

h.sie
12-30-11, 11:21 AM
New version V3 available on my mediafire page.

I had no CTD so far with the older version V2, but SquareSteelBar found some duplicate ID's in the .dat files and changed them to unique values.

Thanks, SSB !

Ad Günther Lütjens
01-10-12, 12:09 PM
Hello,
Tank for mod offered graciously.:yeah:
As gifts here is a frenchie translation of the mission Wolfpack.
http://www.megaupload.com/?d=BRA3YT8H