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View Full Version : Convoy Lag


BigRich
06-25-11, 09:10 PM
Firstly I would like to thank iambecomelife for introducing a big mod, which goes a long wa to addresing the stock induvidual and convoy makeups with more realistic ship types.
However, after installing the 'Merchand Fleet Mod; I have noticed that certain ships, ie tankers and uk type ore carriers all seem to lag somewhat behind their allocated convoy. There have been a few instances of these (all mod ships) lagging so far behind their convoy they are actually sitting still...
On approaching my last convoy, every ship was sitting still (0 knots) and on poking my nose around, only the escorts responded to my presence, all merchant ships, HMS Nelson included! decided to stay put.
Does anyone suffer from the samle problem?

Stiebler
06-26-11, 05:03 AM
Does anyone suffer from the same problem?Yes.

You don't say which (if any) super-mod you are using, but I have observed this problem often with NYGM.

I have investigated it thoroughly.
1. The problem occurs most often (although not always) with a combination of IABL's large merchant fleet mod and a generic campaign_RND.mis file. By 'generic', I mean a campaign file which allows random substitution of merchant ships in convoys, instead of always having the same merchant ships.
2. If you use NYGM's selected IABL merchant ships, an old combination available for download by clicking on my signature below, the problem with generic campaign files is greatly reduced. The selected IABL ships pack has been thoroughly tested for use with NYGM, and gives no special difficulties.
3. If you use NYGM's selected IABL merchant ships placed specifically in convoys (that is, not using a generic campaign_RND.mis file), the problem never occurs at all. (I have not tried placing merchant ships from IABL's large merchant fleet specifically into convoys, it would take too long.)

A related difficulty, that occurs whenever you use a generic ships campaign_RND.mis file, is that some convoys will be expected to run at high speeds, higher than will be permitted to a few of the randomly included merchant ships. Naturally, these slow ships fall behind the remainder of the faster ships of the convoy.

If you observe any generically created convoy as you close it (watch it on the map, button F5), you will observe that the ships constantly try to dodge each other shortly after they are spawned, or shortly after ships have been sunk by a successful torpedo attack. I believe that this is probably due to speed problems among the ships too. In any case, in the end, some arrive in positions where the SH3 algorithm will not permit them to move (except very very slowly, ca 1 kt), because of the risk of collisions.

Generically-created convoys are a pain in the neck, but the alternative is to keep seeing the same ships in the same convoys on every contact. Usually, the generic convoys function OK. Occasionally, as you have found, they do not.

Stiebler.

VONHARRIS
06-26-11, 02:19 PM
Does anyone suffer from the samle problem?

I sometimes have the same problem running GWX.
On the other hand my PC doesn't want to run the entire MFM so I have added some ships by hand.
The problem seems to appear always with the tankers.

Gerald
06-26-11, 02:22 PM
I sometimes have the same problem running GWX.
On the other hand my PC doesn't want to run the entire MFM so I have added some ships by hand.
The problem seems to appear always with the tankers. VONHARRIS,you have a cool sig :DL

VONHARRIS
06-26-11, 11:53 PM
VONHARRIS,you have a cool sig :DL
OT answer but thanks.
It is not mine, I used after permission by Missing Name.