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LGN1
02-09-15, 02:04 PM
Hi,

some time ago I have written yet another small perl tool/app. This time the tool/app provides a more dynamic SH3 career.

Please note that the tool/app modifies campaign files and thus, requires some care from the user to avoid CTDs when loading save-games. I recommend the tool/app only for players who are familiar with SH3 and computers in general.

Here's the download link and the readme:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4611




SH3 Submarine Tracking Room V8 Readme

Written by LGN1

ONLY FOR EXPERIENCED PLAYERS.

V8 Changes:
-----------

- Added coordinates for more grids (AM and BF grids)
- Implemented a Résistance feature: Later in the war there is a chance that your departure from a French port is known to the Allies and a destroyer group awaits you in the Bay of Biscay (the date and probability is adjustable via the ini file). In addition, there are special 'spotter' units in the Bay of Biscay which can detect you very early, i.e., it might be that the destroyers know your position before you detect them. Good luck escaping them in shallow waters :-)



V7 Changes:
-----------

- new ini file is created which allows to adjust Airstrike.cfg parameters for when being detected



V6 Changes:
-----------

- new ini file is created
- added a parameter to the ini file for changing the time a HK group searches a grid
- added a parameter to the ini file for changing the time period which is taken into account for determining the detection probability



V5 Changes:
-----------

- fixed small bug (not CTD critical)
- tuned detection probability for radio messages before mid-1942 to reflect huffduff development
- tuned air-strike probabilities
- shortened response time of HK groups. THIS REQUIRES THE LAST MESSAGE IN THE CONSOLE NOT EARLIER THAN ONE HOUR BEFORE THE SAVE-GAME TIME! I STRONGLY RECOMMEND TO HAVE A MESSAGE IN THE CONSOLE JUST BEFORE SAVING (e.g., ask for a weather report, ask for range to course end, ask for depth,...).



This small tool/app provides a dynamic response to the player's actions in SH3. Whenever you sink a ship, shoot down an aircraft, or send a radio message there is a chance that the Allies will respond to this by sending a hunter-killer group to your last known position. Early in the war there are only few areas where this can happen, but later in the war you will be hunted almost everywhere as soon as you are detected.

Installation:
-------------
1.) This tool/app requires the use of SH3 Commander!

2.) In order to install the tool, you just have to copy the executable (which is a packed perl script) to the directory where SH3 stores the save-games/careers (usually ...\Documents\SH3\data\cfg). It should be in the same directory as, e.g., GameplaySettings.cfg, main.cfg, and the Careers folder. I recommend to send a link to your desktop to easily start/access the app.

3.) You must merge the provided campaign layer "dyn_Campaign_RND.mis" with your "Campaign_RND.mis" from SH3. This can be done either by hand or via the "Merge..." functionality of the SH3 mission editor (see, e.g., Wreford-Brown's mods for a detailed explanation of how this works: http://www.subsim.com/radioroom/showthread.php?t=206493).

In addition, for the RND layer you can use the included "Merge_RND.exe" tool (you need the two RND files (which you like to merge) in the same directory together with the tool).

The file "dyn_test_Campaign_RND.mis" is provided for testing purposes. In this file all ships will be reported hourly.

4.) If you also want to have land-based airpower you must install the "LGN1 Airbase" via JSGME and merge the "dyn_Campaign_LND.mis" file with your "Campaign_LND.mis" file. With this file you can expect heavy air activity if you are detected close to British main ports.

For NYGM and GWX I have provided the modified campaign files (with zigzagging units). If you use these files you still have to install the "LGN1 Airbase" via JSGME.

Input parameters:
-----------------
The tool/app asks you for your SH3 in-game language, the SH3 Commander path, and the career you want to play. In addition, it provides the option to back-up the "randomised events" file of SH3 Commander (this is only recommended the first time you use the tool/app) and a "debug" option. This option shows some information which might be useful if a debugging should be required. I hope it will not be required.

How it works:
-------------
Given the commander name, the tool/app tries to get some information about your activities from the save-games. Depending on the information found, the tool/app then randomly "sends" a hunter-killer group to your last known position. This is done via SH3 Commander's "randomised events" file. The tool/app then starts SH3 Commander with the pre-selected commander.

Tuning:
-------
After you have run the app for the first time, a file 'Submarine Tracking Room.ini' is created in the exe directory (...\SH3\data\cfg). In this file you can tune the probabilities for being detected depending on the event (just use a standard text editor).


Warnings:
---------
A few items should be kept in mind when using the tool/app:

0.) Do not use different commanders in the tool/app and in SH3. If you want to change the commander, leave SH3 and start it again via the tool/app with the new commander.

1.) You must choose your SH3 language in the tool/app! If not chosen correctly it will not work.

2.) The tool/app uses your current patrol save-games. In your current patrol you can load any save-game. However, you cannot load save-games from earlier patrols. If you want to go back to an earlier stage of your career, you have to load a save-game 'in port before/after...', exit SH3, and load the game via the tool/app again.

3.) Once you have used the tool/app during a patrol, you must always use it during this patrol. If not your save game will probably not load.

4.) I recommend playing only one commander a time and DID (dead is dead, no save game reloading).

5.) In order to avoid problems, you should always have at least one message in the console (weather reports, command confirmations,...) for every day.


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

1) 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.

2) Use at own risk! Please post any feedback here at Subsim!

Cheers, LGN1

Not for comercial use!

brett25
02-10-15, 02:24 AM
wow this is really cool. thanks for this mod. i wll test it out.... btw, how long till the escorts show up?:yeah:

sublynx
02-10-15, 10:07 AM
Very cool! I need to try this one ASAP!

LGN1
02-10-15, 02:58 PM
wow this is really cool. thanks for this mod. i wll test it out.... btw, how long till the escorts show up?:yeah:

If you are detected the ships show up the next time you load the game. However, depending on your position and the escorts initial positions it might take some hours or days until they reach your position. Usually, they will patrol in the area for two weeks.

For testing you can set the "ReportPosProbability=" for the first group in the campaign file to hundred ("ReportPosProbability=100"). Then you can see the group's position on the map every hour.

Regards, LGN1

TorpX
02-11-15, 09:44 PM
This is a very clever idea, LGN1.

It is the sort of thing that definitely be in the next generation of sub sim. :up:

LGN1
02-12-15, 03:04 PM
Thanks for the kind words!

Some additional information:



The main effect of the tool/app will only be from end of '42 onwards when Hunter-Killer groups appear.
I have chosen the Bogue as NCVE because it is already in stock SH3 (all ships are chosen from stock SH3). You might adapt the *.cfg file with more squadrons if the air-cover is not dense enough.
If desired you can change the ship types in the additional groups. However, you should not change the number of ships per group and you should also make sure that the ships have a high enough max. speed.

The idea for the mod came to me after sinking a ship in the Channel entrance beginning of June '44 and nothing happened. In real-life, I bet, hell would have broken out when a ship had been sunk at this place and time.



Regards, LGN1

areo16
02-12-15, 06:48 PM
I just wanted to say, well done here. I know it took you a long time to create the KM grid to meters long-lat conversion part of the app.

:salute:

sublynx
02-13-15, 02:24 PM
One passage from the U-boat Commander's handbook:

When to Transmit Messages .
70.) Messages for the transmission of which no special time has been fixed should be transmitted, as far as possible, in the evening or during the night, and before important changes of position, in order to frustrate a possible reaction of the enemy to a bearing by sending into action antisubmarine formations or aircraft, or by diverting ships or convoys.

It's just great to watch SH3 develop! one by one the chapters come alive as the modders better the game :)

igorlikespike
03-09-15, 11:00 AM
Hi LGN!

Another great idea, thank you for sharing it.
But I do have a problem - whenever I start the mod I can only select new career but not a existing one. Did I miss sometnihg with the mod path to SH 3 Commander?

CTU_Clay
03-09-15, 01:37 PM
Hi LGN1,
Will your mod work with an already rewritten campaign & it's related components of either stock SH3 or SH3GWX3.0?
Clay

Jimbuna
03-09-15, 02:46 PM
Sounds cool but is it only Hunter-Killer groups that are spawned or other assets such as Air as well?

sublynx
03-09-15, 03:03 PM
The hunter-killer groups have a Bogue class with them.

LGN1
03-10-15, 03:43 PM
Hi,

@igorlikespike: did you put the exe into the correct directory (together with the main.cfg, playersettings.cfg,... and the Careers directory)? Can you see the career names in the Careers directory? This should work independently of the SH3 Commander path. What messages do you get when you check the debug option?

@CTU_Clay: I'm not sure whether I fully understand your question. The mod works with all campaign files IF the required units/groups are added to the file (this is checked by the tool). For the ships in the HK groups I have chosen types that are already in stock SH3. Thus, they should be also present in all the mods (I'm not aware of any super-mod that removes stock ships completely).

@Jimbuna: As sublynx already said, most HK groups have an aircraft carrier which spawns planes. By changing the number of squadrons in the corresponding cfg file you can have a very dense aircover. The planes are the most dangerous part of the HK groups. Close to Gibraltar and the British Isles you will have groups without carriers.

Regards, LGN1

Jimbuna
03-10-15, 03:59 PM
Oh I agree, but in the early years HK Groups were devoid of air assets and would have to rely on land based aircraft.

If this is mirrored in the above then historical accuracy will have definitely been achieved.

LGN1
03-10-15, 04:02 PM
HK groups with carriers will only appear from the end of '42 onwards. Before this time there are only destroyer groups close to Gibraltar and the British Isles.

Jimbuna
03-11-15, 07:20 AM
HK groups with carriers will only appear from the end of '42 onwards. Before this time there are only destroyer groups close to Gibraltar and the British Isles.

Rgr that...cheers :up:

igorlikespike
03-11-15, 06:17 PM
[QUOTE=LGN1;2295690]Hi,

@igorlikespike: did you put the exe into the correct directory (together with the main.cfg, playersettings.cfg,... and the Careers directory)? Can you see the career names in the Careers directory? This should work independently of the SH3 Commander path. What messages do you get when you check the debug option?

I see I have a bigger problem than thought previosly - somehow my SH 3 installation has put Career directory into another place and not inside my SH3 folder. Since I am afraid (and tired of) any game crashes on my painstakingly built game and all its mods, I have decided againdst moving the Career folder into ain game folder, so I have copied the exe files into this separate Career folder as well but to no avail.

LGN1
03-12-15, 04:29 PM
Hi igorlikespike,

have you copied the exe into the 'new' career folder or into the folder containing the 'new' career folder? You should do the second thing.

Regards, LGN1

igorlikespike
03-15-15, 05:33 PM
Hi igorlikespike,

have you copied the exe into the 'new' career folder or into the folder containing the 'new' career folder? You should do the second thing.

Regards, LGN1

Hi LGN,

Im not sure I understand you correctly,

I have placed the exe in this path
C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg - (there are no career folders in this path)

and also in this folder
\Documents and Settings\user\My Documents\SH3\data\cfg\Careers

is this correct?

BigWalleye
03-15-15, 07:37 PM
Hi LGN,

Im not sure I understand you correctly,

I have placed the exe in this path
C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg - (there are no career folders in this path)

and also in this folder
\Documents and Settings\user\My Documents\SH3\data\cfg\Careers

is this correct?

I believe that neither location is correct. The Submarine Tracking Room V1.exe file in the first path,

C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg

is not required and should be deleted.

The Submarine Tracking Room V1.exe file in the second path,

\Documents and Settings\user\My Documents\SH3\data\cfg\Careers

should be moved to

\Documents and Settings\user\My Documents\SH3\data\cfg

Then Submarine Tracking Room V1 should function properly.

igorlikespike
03-17-15, 09:46 AM
I believe that neither location is correct. The Submarine Tracking Room V1.exe file in the first path,

C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg

is not required and should be deleted.

The Submarine Tracking Room V1.exe file in the second path,

\Documents and Settings\user\My Documents\SH3\data\cfg\Careers

should be moved to

\Documents and Settings\user\My Documents\SH3\data\cfg

Then Submarine Tracking Room V1 should function properly.

Eureka, this is the trick! BigWalleye thank you ever so much!:yeah:

BigWalleye
03-17-15, 01:00 PM
Eureka, this is the trick! BigWalleye thank you ever so much!:yeah:

Ypu are most welcome!

OT: My grandfather, Louis Repovs, was from Ljubljana.

igorlikespike
03-18-15, 02:54 PM
Ypu are most welcome!

OT: My grandfather, Louis Repovs, was from Ljubljana.

Its a small world I guess!

LGN1
03-24-15, 03:51 PM
@igorlikespike: I'm glad your problems have been solved :up:

@BigWalleye: Thanks for helping!

@all:

I have uploaded a new version which also contains an airbase which will be activated when you are detected. The airbase is placed at several ports/regions. Now you can expect heavy air cover in regions close to British main ports, e.g., Gibraltar, Malta, British Isles, Alexandria, Halifax... if you are detected.

The air base currently uses only Hurricanes, however, you can change the plane type as you wish (but don't change the number of squadrons).

Regards, LGN1

BigWalleye
03-24-15, 04:51 PM
@igorlikespike: I'm glad your problems have been solved :up:

@BigWalleye: Thanks for helping!

@all:

I have uploaded a new version which also contains an airbase which will be activated when you are detected. The airbase is placed at several ports/regions. Now you can expect heavy air cover in regions close to British main ports, e.g., Gibraltar, Malta, British Isles, Alexandria, Halifax... if you are detected.

The air base currently uses only Hurricanes, however, you can change the plane type as you wish (but don't change the number of squadrons).

Regards, LGN1

Thanks, LGN1! The land-based aircraft will be especially noticed in early-war patrols around the British Isles, which is what I seem to do mostly.:) Nice addition.

brett25
03-24-15, 11:00 PM
I have uploaded a new version which also contains an airbase which will be activated when you are detected.

this is fantastic LGN1, really cool mod, cant wait to play a patrol with it! Thanks alot M8 :salute:

sublynx
03-25-15, 04:48 AM
Excellent!

(I guess I should change the Hurricanes but it seems that in NYGM even the Hurricanes catch me and cause damage.)

igorlikespike
03-29-15, 02:32 AM
HI LGN1, can your mod be applied to GWX Indian ocean only and GWX merged campaign mod?

LGN1
03-29-15, 03:44 PM
@igorlikespike,

for the merged campaign it is included in the download (but requires h.sie's u-boats).

For the "Indian ocean only" it's not included (also not for the "Black Sea only") because there are no grids in this region and, thus, the mod does not work there.

@all: Thanks for the positive feedback. It would be great if someone could post some feedback about the air activitiy in case some tweaking should be required (aircraft type, density, ....)

Regards, LGN1

sublynx
03-29-15, 03:51 PM
November 1942, north of Madeira. I suddenly got a report of a warship group in my grid heading my direction. I try to make my radio reports at night time, so I had plenty of time to gain distance to the group. I was bombed the following day, though. Now I should start hourly radio reports on the convoy I found. Why do I feel very reluctant to do so...

I had to save the game. I hope the mod does not generate a second hunter killer group to my vicinity...

sublynx
03-30-15, 02:19 PM
Strange happenings. As I reported in my last post in this thread, I got a report about a warship group in my grid. 15 knots, course West. I kept going at 15 knots myself, all through the night to get away from the group, and to search for a convoy BdU had informed me about.

I found the convoy, made a plot like this:

http://i.imgur.com/8QXxfoF.jpg

I then switched the dials in F6 to report a convoy, course 45 degrees True, speed 7 knots.

But... It reported this:

http://i.imgur.com/W6dPjMf.jpg

It guess it reports the suspected Hunter-killer group instead of the convoy:06:

I tried reporting the convoy again, too. The same strange radio report again. Not a big thing, I can live with it.

Oh, and I've already had a successful wolfpack attack this patrol, so I don't mind that BdU ordered me to attack alone after the erroneous radio reports :ping:

LGN1
03-31-15, 02:38 PM
Hi sublynx,



If a grid is already patrolled no further HK groups are sent
Normally the HK groups should not be reported on the map. For testing purposes I created the files with hourly reports and forgot to delete them in V1 :oops: Do you also have campaign files with _mod in the name? These should be the correct ones without map reports. Sorry about this. The most recent files just have these files.
I have no idea why your radio message shows other numbers than what you have entered. However, I don't think this is related to my mod. This mod should not change anything with respect to reporting convoys.

Regards, LGN1

sublynx
04-01-15, 06:47 AM
I have an older version since I haven't been able to finish my patrol yet. I'll see how it goes with the new version after I get to port.

sublynx
04-04-15, 06:05 AM
Just thought I'd tell some experiences.

The bad:
I had a save game CTD so I had to abandon the patrol where a hunter-killer group appeared. I was using the old version of Submarine Tracking Room, but I'm now off the mod, as I want to keep playing with my current setup to see if my game is stable or not. I nearly ever have CTD's, although I'm constantly tinkering with my mod soup.

The good:
Playing with the mod was absolutely great. At first everything went like in a usual SH3 game. Patrolling, then attacking a convoy. Managed to get a wolfpack attack, though. Then patrolling again, getting another convoy report - and then a warship group was reported heading straight towards me. I was suddenly attacked by an airplane. I ran away from the hunter-killer group at night time trying to get to the convoy. Then while getting ready to attack the convoy, I start to get radar warning after radar warning. In the hydrophone I suddenly hear - or imagine hearing - three groups of ships. One convoy with its escorts and two warship groups with fast screws. (I don't know if it's possible to have 2 HKG's at the same area, but I was on the border of two grids). I ran away from the site submerged all through the day, and maximum cruise speed by night :oops:

Then made a save 170 km from the last radar warning spot, and 120 km from my last radio report, the one save that didn't load.

I have NEVER felt that hunted in SH3 :arrgh!:

It felt real historically correct to me. There I was northwest of Madeira, two large convoys, and suddenly aircrafts and hunter-killer groups jump out of nowhere, and the the radio reports that the allied have made a landing in North Africa. And then I felt a great reluctance to keep attacking that convoy, just like many of the later war U-boat commanders must have felt as well.

It's the first time in SH3 I had to make a decision: "If I attack that convoy, I will get hunted by its escorts, and there is a slight risk of the hunter-killer group joining them, and a big risk of getting attacked from the air, if I survive and surface to air the boat and load the batteries."

Once I get my stability issues cleared, I'll install V2 and begin playing with that. And if nothing else helps, I'll not save at sea - I'll just hibernate the game and only save at ports.

LGN1
04-06-15, 01:19 PM
Hi sublynx,

thanks for your long post!

Since the mod changes campaign files during a patrol, CTD can easily happen if one is not cautious. I assume you have always used the mod when loading a save-game.

In your save-game folder there should be a file "LGN_old_entries.txt". Do you still have this? Would you mind posting the content here?

In addition, do you still have the "Randomised events.cfg" file that was used when loading the save-game? If yes could you please post the entries below the line ";---DO NOT CHANGE THIS SECTION / DIESEN ABSCHNITT NICHT ÄNDERN---"?

It would be a great help if you could start a new career and do some tests for me with V1. Just start a patrol, move to some grid in the Atlantic, and send a few status reports (after 1.1.'43). Then leave the game and load the save-game again. Change the grid and do the same again. In order to make it easier I recommend to use an empty campaign_lnd.mis file so that you start your patrol at the equator. In addition, I recommend to set the squadron number to zero in the file 'NCVE_Bogue.cfg'. You can then more easily escape to the next grid. Just do this and see whether you get CTDs.

Regards, LGN1

sublynx
04-07-15, 08:19 AM
I'll see what I can do when I get to my computer. I'm not sure if I have V1 in my game anymore as I was getting ready to install V2 but I'll get back to you if I need a copy of V1.

sublynx
04-07-15, 09:54 AM
The contents of LGN_old_entries.txt:

0
0


and then randomised events.cfg:

;---DO NOT CHANGE THIS SECTION / DIESEN ABSCHNITT NICHT ÄNDERN---
[917:data\Campaigns\Campaign\Campaign_SCR.mis]
ChooseFrom=1
RndMidPat=1

0_Group 53.Unit 1|GameEntryDate=19421106
0_Group 53.Unit 1|GameExitDate=19421120
0_Group 53.Unit 1|Long=-2111972.503906
0_Group 53.Unit 1|Lat=4114835.714844
0_Group 53.Unit 1.Waypoint 1|Long=-2364431.000000
0_Group 53.Unit 1.Waypoint 1|Lat=4108803.000000
0_Group 53.Unit 1.Waypoint 2|Long=-2364431.000000
0_Group 53.Unit 1.Waypoint 2|Lat=4028803.000000
0_Group 53.Unit 1.Waypoint 3|Long=-2144431.000000
0_Group 53.Unit 1.Waypoint 3|Lat=4028803.000000
0_Group 53.Unit 1.Waypoint 4|Long=-2144431.000000
0_Group 53.Unit 1.Waypoint 4|Lat=3948803.000000
0_Group 53.Unit 1.Waypoint 5|Long=-2364431.000000
0_Group 53.Unit 1.Waypoint 5|Lat=3948803.000000
0_Group 53.Unit 2|GameEntryDate=19421106
0_Group 53.Unit 2|GameExitDate=19421120
0_Group 53.Unit 2|Long=-2111200.503906
0_Group 53.Unit 2|Lat=4117213.714844
0_Group 53.Unit 3|GameEntryDate=19421106
0_Group 53.Unit 3|GameExitDate=19421120
0_Group 53.Unit 3|Long=-2109472.503906
0_Group 53.Unit 3|Lat=4114835.714844
0_Group 53.Unit 4|GameEntryDate=19421106
0_Group 53.Unit 4|GameExitDate=19421120
0_Group 53.Unit 4|Long=-2111200.503906
0_Group 53.Unit 4|Lat=4112457.714844
0_Group 53.Unit 5|GameEntryDate=19421106
0_Group 53.Unit 5|GameExitDate=19421120
0_Group 53.Unit 5|Long=-2113994.503906
0_Group 53.Unit 5|Lat=4113365.714844
0_Group 53.Unit 6|GameEntryDate=19421106
0_Group 53.Unit 6|GameExitDate=19421120
0_Group 53.Unit 6|Long=-2113994.503906
0_Group 53.Unit 6|Lat=4116305.714844

[918:data\Campaigns\Campaign\Campaign_SCR.mis]
ChooseFrom=1
RndMidPat=1

0_Group 54.Unit 1|GameEntryDate=19421107
0_Group 54.Unit 1|GameExitDate=19421121
0_Group 54.Unit 1|Long=-2338185.410156
0_Group 54.Unit 1|Lat=4223563.728516
0_Group 54.Unit 1.Waypoint 1|Long=-2569765.000000
0_Group 54.Unit 1.Waypoint 1|Lat=4258167.000000
0_Group 54.Unit 1.Waypoint 2|Long=-2569765.000000
0_Group 54.Unit 1.Waypoint 2|Lat=4338167.000000
0_Group 54.Unit 1.Waypoint 3|Long=-2349765.000000
0_Group 54.Unit 1.Waypoint 3|Lat=4338167.000000
0_Group 54.Unit 1.Waypoint 4|Long=-2349765.000000
0_Group 54.Unit 1.Waypoint 4|Lat=4418167.000000
0_Group 54.Unit 1.Waypoint 5|Long=-2569765.000000
0_Group 54.Unit 1.Waypoint 5|Lat=4418167.000000
0_Group 54.Unit 2|GameEntryDate=19421107
0_Group 54.Unit 2|GameExitDate=19421121
0_Group 54.Unit 2|Long=-2337413.410156
0_Group 54.Unit 2|Lat=4225941.728516
0_Group 54.Unit 3|GameEntryDate=19421107
0_Group 54.Unit 3|GameExitDate=19421121
0_Group 54.Unit 3|Long=-2335685.410156
0_Group 54.Unit 3|Lat=4223563.728516
0_Group 54.Unit 4|GameEntryDate=19421107
0_Group 54.Unit 4|GameExitDate=19421121
0_Group 54.Unit 4|Long=-2337413.410156
0_Group 54.Unit 4|Lat=4221185.728516
0_Group 54.Unit 5|GameEntryDate=19421107
0_Group 54.Unit 5|GameExitDate=19421121
0_Group 54.Unit 5|Long=-2340207.410156
0_Group 54.Unit 5|Lat=4222093.728516
0_Group 54.Unit 6|GameEntryDate=19421107
0_Group 54.Unit 6|GameExitDate=19421121
0_Group 54.Unit 6|Long=-2340207.410156
0_Group 54.Unit 6|Lat=4225033.728516

[919:data\Campaigns\Campaign\Campaign_SCR.mis]
ChooseFrom=1
RndMidPat=1

0_Group 55.Unit 1|GameEntryDate=19421108
0_Group 55.Unit 1|GameExitDate=19421122
0_Group 55.Unit 1|Long=-2432694.931641
0_Group 55.Unit 1|Lat=4562958.992188
0_Group 55.Unit 1.Waypoint 1|Long=-2205765.000000
0_Group 55.Unit 1.Waypoint 1|Lat=4526167.000000
0_Group 55.Unit 1.Waypoint 2|Long=-2205765.000000
0_Group 55.Unit 1.Waypoint 2|Lat=4446167.000000
0_Group 55.Unit 1.Waypoint 3|Long=-2425765.000000
0_Group 55.Unit 1.Waypoint 3|Lat=4446167.000000
0_Group 55.Unit 1.Waypoint 4|Long=-2425765.000000
0_Group 55.Unit 1.Waypoint 4|Lat=4366167.000000
0_Group 55.Unit 1.Waypoint 5|Long=-2205765.000000
0_Group 55.Unit 1.Waypoint 5|Lat=4366167.000000
0_Group 55.Unit 2|GameEntryDate=19421108
0_Group 55.Unit 2|GameExitDate=19421122
0_Group 55.Unit 2|Long=-2431922.931641
0_Group 55.Unit 2|Lat=4565336.992188
0_Group 55.Unit 3|GameEntryDate=19421108
0_Group 55.Unit 3|GameExitDate=19421122
0_Group 55.Unit 3|Long=-2430194.931641
0_Group 55.Unit 3|Lat=4562958.992188
0_Group 55.Unit 4|GameEntryDate=19421108
0_Group 55.Unit 4|GameExitDate=19421122
0_Group 55.Unit 4|Long=-2431922.931641
0_Group 55.Unit 4|Lat=4560580.992188
0_Group 55.Unit 5|GameEntryDate=19421108
0_Group 55.Unit 5|GameExitDate=19421122
0_Group 55.Unit 5|Long=-2434716.931641
0_Group 55.Unit 5|Lat=4561488.992188
0_Group 55.Unit 6|GameEntryDate=19421108
0_Group 55.Unit 6|GameExitDate=19421122
0_Group 55.Unit 6|Long=-2434716.931641
0_Group 55.Unit 6|Lat=4564428.992188

;---DO NOT CHANGE THE SECTION ABOVE / DEN ABSCHNITT OBERHALB NICHT ÄNDERN---


I do seem to have V1 still in my computer, so I'll get back to the testing when I get some time to do it.

LGN1
04-09-15, 02:34 PM
Thanks for posting, sublynx!

It's weired. You have three HK groups, i.e., everything worked fine for at least two save-games :hmmm: However, the two zeroes in LGN_old_entries.txt are wrong. There should be at least two HK groups :-?

Was there anything "non-usual" during your patrol? Did you dock at a supply ship? Did you load a save-game that was not the last one?

I will check the code again whether I can find any reason for your results.

Regards, LGN1

PS: You can also use V2 for testing. However, V1 has the advantage that the HK groups are reported on the map.

sublynx
04-09-15, 10:44 PM
It could be a loading procedure related error then. One patrol usually takes something like at least two weeks to finish. I might have been developing my Lighthouses and Entrance Points mod back then, and that would have been something that would have forced me to load a test career now and then. I also had Submarine Tracking Room as a shortcut on my Desktop, but right beside the shortcut for SH3Commander. It is possible that I would have accidentally just started the game following the old routine of starting SH3 through SH3Commander.

Another possibility might be memory related. I have 4 GB's of memory and the system seems to be struggling with long loading times, even if I don't use MFM anymore. 3 HKG's is a lot if the groups are all near me, together with the convoy I was stalking?

Strange happenings? Yeah trying to report the convoy did not work as I expected. First I thought I reported the convoy with its speed and course (7kn NE) but the radio report gave a HKG's course and speed (15 W). I tried reporting the convoy again but then the radio report gave the data of 2 HKG's, and not the convoy. Now that I know there were 3 groups there is a slight possibility that in low visibility I would have locked on the ships of the groups' instead of the convoy's, if 2 of the groups would have been behind (east from my u-boat) the convoy.

Did you say v1 gives the convoy map positions? It did that in radio messages from BdU, but there were no signs on the navigation map. Come to think of it, the only signs I see in my Navigation Map are the signs indicating a convoy - if the convoy isn't right next to me.

brett25
04-10-15, 12:50 AM
hi lgn1

i also had a CTD when loading a new patrol with the mod activated...I fear this mod will be adding another layer to the CTD problem already plaguing SH3. Messing with the campaign files during a patrol may be a no trespass area of modding, im not sure. It took me many month of troubleshooting in the past to fix a recurrent CTD issue and I have been free now for two years, CTD is always mod inflicted, the vanilla game doesn't have this behavior. As much as I would like to use this mod, and I think the concept is brilliant, I just can't go back to CTD land again. :salute:

sublynx
04-10-15, 06:25 AM
To me this mod is a must have mod. Even if it would cause CTD's I could just keep saving the game until a HKG appears. Then I would stop saving and just hibernate the game instead. Port saves always work.

I think we need some more information on the workings of the mod to see if it really is CTD risky, and even if it was, LGN1 might be able to fix any problems.

I've now started an experimental career to see if any CTD's appear. Maybe by weekend I can report back on that.

areo16
04-11-15, 05:32 AM
To me this mod is a must have mod. Even if it would cause CTD's I could just keep saving the game until a HKG appears. Then I would stop saving and just hibernate the game instead. Port saves always work.

I think we need some more information on the workings of the mod to see if it really is CTD risky, and even if it was, LGN1 might be able to fix any problems.

I've now started an experimental career to see if any CTD's appear. Maybe by weekend I can report back on that.

I'm going to go out on a limb here and say that the reason for the ctd's may be because the HKG are being spawned within the rendering radius of the uboat. And when a ship is added to the campaign layer within the rendering radius, after a save and before a load, then there is a ctd. This is my guess. I'm sure the save game files have information of what is already rendered.

Note: I have not tested this mod yet, but I do have some understanding of how it works.

sublynx
04-11-15, 11:37 AM
That would make sense. I understand that convoys in SH3 are not of historical size because the computers would not be able to handle the amount of ships. 3 HKG's would add 15 - 18 ships to the vicinity. Maybe I'll have a look at the distances in SH3MissionEditor.

sublynx
04-11-15, 12:02 PM
Here are the approximate locations of the HKG's at the save game that failed to load. There are hundreds of kilometers between them, so it's probably not about the rendering disctance - if I understood the latitude/longitude thing in SH3MissionEditor correctly.

http://i.imgur.com/PrAqxwr.jpg

sublynx
04-11-15, 02:07 PM
Well. I now did some test saving and loading, and after a cycle of three messages and three loadings, the game loaded ok, just to CTD the moment I upped the TC to get into the next grid.

Randomised events.cfg:

----------
;---DO NOT CHANGE THIS SECTION / DIESEN ABSCHNITT NICHT ÄNDERN---
;---DO NOT CHANGE THE SECTION ABOVE / DEN ABSCHNITT OBERHALB NICHT ÄNDERN---


LGN OldEntries.txt:

0
0

So no HKG, but still a CTD. But I did do the unthinkable - I have been adding mods between the saves. My real career save did work although, even if I saved submerged near a destroyer while heading for the Gibraltar Straits.

areo16
04-11-15, 03:13 PM
Here are the approximate locations of the HKG's at the save game that failed to load. There are hundreds of kilometers between them, so it's probably not about the rendering disctance - if I understood the latitude/longitude thing in SH3MissionEditor correctly.

http://i.imgur.com/PrAqxwr.jpg


The rendering radius is around your uboat, not the convoys. Where is your uboat in relation to convoys above? Are they within 40km of your uboat when they are placed on the campaign layer?

sublynx
04-12-15, 01:05 AM
My U-boat would be just about visible in the NE edge of the picture (I ran a night at flank speed and travelled a day mostly submerged to get away from the vicinity of the HKG's and the convoy before saving).

When I loaded the crashed save, I was at least two hundred km away from the HKG's and the convoy.

I do suspect that when an HKG appears, it appears inside the 40 km limit. That sounds really dangerous crashwise, but still I was able to load a game three times while a new HKG spawned right next to me.

LGN1
04-13-15, 03:02 PM
Thanks all for reporting back! :up:

I have checked the script again and found some minor bugs, but nothing serious that IMO explains CTDs. I have also tested the mod again and it works on my machine without CTDs. However, there is no chance that I can test all situations by myself.

In order to make debugging easier, the new version will also save the 'old_entries' files for each save-game. With this feature one can also always go back and use old save-games that loaded without CTD (requires just some copying).

The HKG are randomly positioned between 80 to 120 and 110 to 150 km away from the grid center. Although it might happen, it's not very likely that the group will be spawned close to you.

Concerning CTDs in general:
While extensively testing mods I have experienced CTDs and graphical bugs although the mods were fine. These happened just by loading SH3 again and again with different mod setups. Thus, to be completely on the safe side, one should reboot the computer from time to time between different SH sessions and confirm that the save-game still does not load.

Regards, LGN1

PS: How important are the ships in the HKG for players? I could also replace the groups by airbases that are moved to the area. I guess that might be slightly less touchy, but then there were only 'virtual' HKG :hmmm: Any opinions?

sublynx
04-14-15, 10:23 AM
For me the ships in the HKG's are a must. Perhaps two versions, one with just the air threat and the other with both the ships and the planes?

LGN1
04-14-15, 03:13 PM
Now I have also observed CTDs :hmmm:

I'm very sorry about this.

I have pulled the mod from the download section until I understand the problem better. I already have some ideas, but it might take some time until I can test them.

Again, I'm very sorry for any problems caused by my work :down:

But I will not yet give up... :hmm2:

Regards, LGN1

sublynx
04-14-15, 09:47 PM
No harm done. Let's hope you'll find something that would help.

LGN1
05-20-15, 03:15 PM
Hi,

I have uploaded a new (hopefully stable) version (see first post).

Changes:


The rnd campaign layer is now used instead of the scr layer. The rnd layer was originally used by myself in a first version, but then I switched to the scr layer for some (game-play) reasons. From a save-game/stability point of view the rnd layer, however, has advantages.
For every save-game there is now a backup, i.e., if a save-game should not load you can always undo the most recent changes and continue your patrol.

I would be glad if some bold players could test the mod again. I could not produce any CTDs anymore.


Regards, LGN1


PS: It's important that any new unit enters the game AFTER the current time. The closest time to the actual time is obtained from the crp file of the save-game (the console messages). From this time there is a ? day delay (no spoiler :D) until a unit might show up. Thus, to avoid any problems one should have at least one message in the console every day (e.g., a weather report, speed change,....).

sublynx
05-20-15, 08:10 PM
Great news!

I'm still trying to crawl my way through the Gibraltar straits but when I get to port (or sunk - the narrowest part is still ahead and I have basically gone submerged for a day or more now) I'll have a go at it.

How would the mod react to NOT radioing every day? I'm currently following late 1942 orders that prohibit me from sending radio messages until I get through the Straits.

La vache
05-21-15, 12:33 PM
Hallo LGN1

After sinking the first I have done, my results

D:\Spiele\SH3\SilentHunterIII\
Checking Campaign_RND.mis...
The group is 2003
Checking Airbase...
Airbase found!
Careers/Gerhard Klein\Patrols_0.cfg
Patrol number: 0
Latest save game: Careers/Gerhard Klein\0/4.rms
Latest save game: Careers/Gerhard Klein\0/4.clg
Latest save game: Careers/Gerhard Klein\0/4.psc
Latest save game: Careers/Gerhard Klein\0/4.crp
Latest save game: Careers/Gerhard Klein\0/4.txt
Current SH3 date: 19430309
Number of previously written units: 0
Old grids:
Patrol area: BD 99
Ship string: Schiff versenkt!
Aircraft string: Flugzeug abgeschossen!
Grid string: Planquadrat
Number of messages sent: 1
Last message date: 19430304
Last message grid: AF 57
Number of kills: 4
Last kill date: 19430309
Last kill grid: AE 83
Detected!
Start date: 19430311
Grid found!
Lat.: 7478669
Long.: -1688860
Old Section found!
Old Section finished!
End date: 19430318
Press key to proceed...

;---DO NOT CHANGE THIS SECTION / DIESEN ABSCHNITT NICHT ÄNDERN---
[917:data\Campaigns\Campaign\Campaign_RND.mis]
ChooseFrom=1
RndMidPat=1

0_RndGroup 2003|Long=-1551284.316406
0_RndGroup 2003|Lat=7387251.763672
0_RndGroup 2003|GameEntryDate=19430311
0_RndGroup 2003|GameEntryTime=1
0_RndGroup 2003|GameExitDate=19430318
0_RndGroup 2003.Waypoint 1|Long=-1798860.000000
0_RndGroup 2003.Waypoint 1|Lat=7398669.000000
0_RndGroup 2003.Waypoint 2|Long=-1798860.000000
0_RndGroup 2003.Waypoint 2|Lat=7478669.000000
0_RndGroup 2003.Waypoint 3|Long=-1578860.000000
0_RndGroup 2003.Waypoint 3|Lat=7478669.000000
0_RndGroup 2003.Waypoint 4|Long=-1578860.000000
0_RndGroup 2003.Waypoint 4|Lat=7558669.000000
0_RndGroup 2003.Waypoint 5|Long=-1798860.000000
0_RndGroup 2003.Waypoint 5|Lat=7558669.000000

;---LGN Airbase begin---
[917:data\cfg\Airstrike.cfg]
ChooseFrom=1
RndMidPat=1

0_AirStrikeSettings|Default Air Strike Probability=80
0_AirStrikeSettings|Enemy Air Strike Probability Increase on Radio Messages Sent=10
0_AirStrikeSettings|Friendly Air Strike Probability Increase on Contact Report Sent=0
0_AirStrikeSettings|Enemy Air Strike Probability Increase on Player Detection=10

[0:data\Land\LAB_LGNAirBaseGB\LAB_LGNAirBaseGB.cfg]
ChooseFrom=1
RndMidPat=1

0_AirGroup 1|Squadron1No=2
0_AirGroup 1|Squadron2No=2
0_AirGroup 1|Squadron3No=2
0_AirGroup 1|Squadron4No=2
0_AirGroup 1|Squadron5No=2

[0:data\Land\LAB_LGNLRAirBaseGB\LAB_LGNLRAirBaseGB. cfg]
ChooseFrom=1
RndMidPat=1

0_AirGroup 1|Squadron1No=2
0_AirGroup 1|Squadron2No=2
0_AirGroup 1|Squadron3No=2
0_AirGroup 1|Squadron4No=2
0_AirGroup 1|Squadron5No=2
0_AirGroup 2|Squadron1No=2
0_AirGroup 2|Squadron2No=2
0_AirGroup 2|Squadron3No=1
0_AirGroup 2|Squadron4No=1
0_AirGroup 2|Squadron5No=1

;---LGN Airbase end---
;---DO NOT CHANGE THE SECTION ABOVE / DEN ABSCHNITT OBERHALB NICHT ÄNDERN---

http://www.subsim.com/radioroom/<a href=http://www.directupload.net target=_blank>[IMG]http://fs2.directupload.net/images/150521/mw8wyppq.jpghttp://fs2.directupload.net/images/150521/mw8wyppq.jpg

First contact with Air Group after 4 hours, with Hunter Group after 4 days.

There are a career that always reports "in port" although at sea.

D:\Spiele\SH3\SilentHunterIII\
Checking Campaign_RND.mis...
The group is 2003
Checking Airbase...
Airbase found!
Careers/Ewald Hintsche\Patrols_0.cfg
Patrol number: 1
In port! Start commander...
Old Section found!
Old Section finished!

Become more careers testing, great thanks for their work.

La vache

LGN1
05-21-15, 02:56 PM
Hi sublynx & La vache,

thanks a lot for testing :up:

@sublynx: You do not have to send a radio message every day. In fact, if you want to reduce your risk of being detected, I recommend not to send too many messages :D. However, you should have at least one 'message' in the console, e.g., from the weapon officer or navigator or watch officer,... This is needed so that the app knows the current date and can send the HK group in the future. If the HK group is sent in the past --> CTD (in La vache's post "Current SH3 date" should always be before "Start date").

@La vache: The app determines whether a patrol is finished or not by looking for the file Log_X.cfg (where X is the number of the last folder). For the first patrol X=0, for the second X=1,... holds. Usually, this file is created at the end of a patrol. However, I just observed that the file is not deleted if you load an earlier save-game, e.g., if you finish your second patrol (--> Log_1.cfg is created by SH3) and then load a save-game from the second patrol --> the app "thinks" that patrol 2 is finished because it detected the file Log_1.cfg. Does this explain your observation? Have you reloaded an older save-game and still have the file Log_1.cfg in your Career folder?

Regards, LGN1

sublynx
05-21-15, 05:08 PM
ok thanks now I get it.

La vache
05-22-15, 08:00 AM
@La vache: The app determines whether a patrol is finished or not by looking for the file Log_X.cfg (where X is the number of the last folder). For the first patrol X=0, for the second X=1,... holds. Usually, this file is created at the end of a patrol. However, I just observed that the file is not deleted if you load an earlier save-game, e.g., if you finish your second patrol (--> Log_1.cfg is created by SH3) and then load a save-game from the second patrol --> the app "thinks" that patrol 2 is finished because it detected the file Log_1.cfg. Does this explain your observation? Have you reloaded an older save-game and still have the file Log_1.cfg in your Career folder?

Regards, LGN1

You're right, it was an older career, log file is deleted it works.

I had to seek Hunter Group, should the other way around. Is it possible to optimize this?

Regards La vache

brett25
05-22-15, 09:55 PM
Thanks a lot LGN1 for the new version. I will try it out and keep you updated:salute:

LGN1
05-25-15, 02:42 PM
@brett25: Thanks for testing the mod! I hope you will enjoy it.

@La vache: Good to know that your problem has been fixed. Since I currently don't have a better idea and the 'In port...' issue doesn't cause CTDs, I think I will keep the mod as it is. Maybe I will get a better idea in the future...

Concerning the HK groups: Currently the groups only know your grid and thus, the groups patrol the area. This could be improved, however, it would require more work from the player which I want to avoid. In addition, the planes should be the biggest threat not the ships. If you want to have more air attacks you can decrease the "Logic Steps Between Air Sessions" in Airstrike.cfg and also add more squadrons to the NCVE_Bogue.cfg file.

In general, my aim with the mod is to prevent the player from hunting in an area after he has been detected. He should feel hunted and trying to slowly escape the area.

Regards, LGN1

La vache
05-27-15, 09:58 AM
Forgive if I ask, I try to make not mistakes.

I use Stieblers Null Grid Mod.
When I start at the U-tankers and Submarine Tracking Room use I get report:
D:\Spiele\SH3\SilentHunterIII\
Checking Campaign_RND.mis...
The group is 2003
Checking Airbase...
Airbase found!
Careers/Heinz L÷gers\Patrols_0.cfg
Patrol number: 1
Latest save game: Careers/Heinz L÷gers\1/4.rms
Latest save game: Careers/Heinz L÷gers\1/4.clg
Latest save game: Careers/Heinz L÷gers\1/4.psc
Latest save game: Careers/Heinz L÷gers\1/4.crp
Latest save game: Careers/Heinz L÷gers\1/4.txt
Current SH3 date: 19430504
Number of previously written units: 0
Old grids:
Use of uninitialized value $patrol_area in substr at script/Submarine Tracking Room V4.pl line 325.
Use of uninitialized value $patrol_area in substr at script/Submarine Tracking Room V4.pl line 325.
substr outside of string at script/Submarine Tracking Room V4.pl line 325.
Use of uninitialized value in concatenation (.) or string at script/Submarine Tracking Room V4.pl line 325.
Patrol area:
Ship string: Schiff versenkt!
Aircraft string: Flugzeug abgeschossen!
Grid string: Planquadrat
Number of messages sent: 4
Last message date: 19430503
Last message grid: AL 2|
Number of kills: 1
Last kill date: 19430503
Last kill grid: AL 2|
Grid not found or not detected!
Old Section found!
Old Section finished!
Press key to proceed...

If I change PSC file Patrol Area = I get report:
D:\Spiele\SH3\SilentHunterIII\
Checking Campaign_RND.mis...
The group is 2003
Checking Airbase...
Airbase found!
Careers/Heinz L÷gers\Patrols_0.cfg
Patrol number: 1
Latest save game: Careers/Heinz L÷gers\1/4.rms
Latest save game: Careers/Heinz L÷gers\1/4.clg
Latest save game: Careers/Heinz L÷gers\1/4.psc
Latest save game: Careers/Heinz L÷gers\1/4.crp
Latest save game: Careers/Heinz L÷gers\1/4.txt
Current SH3 date: 19430504
Number of previously written units: 0
Old grids:
Use of uninitialized value $patrol_area in substr at script/Submarine Tracking Room V4.pl line 325.
Use of uninitialized value $patrol_area in substr at script/Submarine Tracking Room V4.pl line 325.
substr outside of string at script/Submarine Tracking Room V4.pl line 325.
Use of uninitialized value in concatenation (.) or string at script/Submarine Tracking Room V4.pl line 325.
Patrol area:
Ship string: Schiff versenkt!
Aircraft string: Flugzeug abgeschossen!
Grid string: Planquadrat
Number of messages sent: 4
Last message date: 19430503
Last message grid: AL 2|
Number of kills: 1
Last kill date: 19430503
Last kill grid: AL 2|
Detected!
Start date: 19430506
Grid found!
Lat.: 7014669
Long.: -2525860
Old Section found!
Old Section finished!
End date: 19430513
Press key to proceed...

Are there any restrictions PSC file to change?
Can affecting Hunter Group through modify PSC Patrol Area =?

Regards La vache

LGN1
05-28-15, 02:52 PM
Hi La vache,

thanks for posting and asking questions. It helps me (and hopefully others).

Concerning your question:

It can happen that you are detected without having sent any message or sunken any ship. In this case the app uses the patrol area (from the .psc file) as a guess for your position. In your example it seems that the "Null Grid" mod somehow changed the file (I don't know the details of this mod).

However, this is not serious because the app uses the grid from the radio message (AL 2). Even without the radio message it would not be serious because the app just would not find your position and thus, not send a HK group. In other words, you can ignore the lines:

Use of uninitialized value $patrol_area in substr at script/Submarine Tracking Room V4.pl line 325.
Use of uninitialized value $patrol_area in substr at script/Submarine Tracking Room V4.pl line 325.
substr outside of string at script/Submarine Tracking Room V4.pl line 325.
Use of uninitialized value in concatenation (.) or string at script/Submarine Tracking Room V4.pl line 325.

The difference between your first and second run ("Grid not found or not detected!" and "Detected!") is just chance. For every sent message or sunken ship the probability increases that you are detected. But this doesn't mean that you are detected. If you run the app again and again for the same save-game, you will be sometimes detected and sometimes not.

Regards, LGN1

PS: The line in the file *.psc should be exactly like this: "PatrolArea=AE89" (well, AE89 might differ :), but no spaces, capital letters as given (not patrolarea,...)).

LGN1
07-21-15, 03:08 PM
Hi all,

has anyone any news about the mod? CTDs? Weired behavior? Suggestions?

I just finished a full patrol with the mod (Date: June 1940, Patrol grid: AN18 at the Scottish coast). Here are my observations:

Positive: No CTDs, all save-games worked without problems, two destroyer groups were sent out to look for me :up:

Negative: After about ten years of playing SH3 I had my first patrol without any sinkings :o. I was detected on my way to the patrol area and from then on had to face heavy air cover during the very long days in the North in June. I had to stay submerged most of the time. This fact, together with the quite high speed of most of the contacts, forced me to take shots from quite some distance (>2000m). The distance combined with frequently zig-zagging units and several duds (wind speed was 15m/s) led to many misses. And in the case of the single hit I scored, the ship didn't sink and I could not keep up with the speed submerged. Quite frustrating, but still fun :D

Summary: After being detected and thus, loosing the element of surprise, staying in the area was basically futile. For a patrol area that close to the British Isles I consider this quite realistic even for 1940. It seems the times of happily sinking ships close to the British Isles without any reaction are over, at least with the mod.

Regards, LGN1

areo16
07-21-15, 03:46 PM
Hi all,

has anyone any news about the mod? CTDs? Weired behavior? Suggestions?

I just finished a full patrol with the mod (Date: June 1940, Patrol grid: AN18 at the Scottish coast). Here are my observations:

Positive: No CTDs, all save-games worked without problems, two destroyer groups were sent out to look for me :up:

Negative: After about ten years of playing SH3 I had my first patrol without any sinkings :o. I was detected on my way to the patrol area and from then on had to face heavy air cover during the very long days in the North in June. I had to stay submerged most of the time. This fact, together with the quite high speed of most of the contacts, forced me to take shots from quite some distance (>2000m). The distance combined with frequently zig-zagging units and several duds (wind speed was 15m/s) led to many misses. And in the case of the single hit I scored, the ship didn't sink and I could not keep up with the speed submerged. Quite frustrating, but still fun :D

Summary: After being detected and thus, loosing the element of surprise, staying in the area was basically futile. For a patrol area that close to the British Isles I consider this quite realistic even for 1940. It seems the times of happily sinking ships close to the British Isles without any reaction are over, at least with the mod.

Regards, LGN1

Awesome!:rock:

La vache
07-22-15, 08:06 AM
Thank LGN1

I have a lot of joy and frustration with their mod.
No CTD but many ASW.
I use it with LSH and their zig-zagging tool. Unbelievable.

La vache

LGN1
09-10-15, 03:34 PM
Hi,

I have uploaded a new version with some improvements.

As usual any feedback is appreciated!

Regards, LGN1

LGN1
09-10-15, 04:19 PM
Just one more comment:

The new version is save-game compatible. Just replace the V4 exe with the new one.

Regards, LGN1

La vache
09-15-15, 06:44 AM
Thanks for new version. My wish shortened reaction time fulfilled, many thanks.

Regards, La vache

LGN1
09-17-15, 02:53 PM
Hi,

just a tip for having a message in the console before saving: I always save at TC=1 ('Enter' in my setup) and on the main nav map ('F5'). Therefore, I have linked the 'Enter' and 'F5' key also to the command 'Distance to end of course'. Now when I press 'Enter' or 'F5' my navigator always tells me the distance to the course end in the console.

Regards, LGN1

La vache
10-05-15, 03:22 PM
They have reduced impact AirStrikeSettings compared to V4.
I have not yet experienced the AirStrikeSettings goes if condition lost for detection, on original value.
When I go Biscay return to the Base, AirStrikeSettings location on original values manually, otherwise not possible to arrive.
Is it possible to make AirStrikeSettings to original values when boat not detected?

Regards, La vache

LGN1
10-06-15, 02:23 PM
Hi La vache,

this should be the case in V5 (I have checked the code again). But in V4 was a bug that prevented the airstrike.cfg settings from going back to the original values when not being detected.

Are you using V5? Have you tried it with a new patrol?

Regards, LGN1

La vache
10-08-15, 07:34 AM
Very good, I am not currently on the return trip. But this is an important change. :up:

Regards, La vache

La vache
10-19-15, 11:34 AM
Hi LGN1

I kept radio silence for six days, Airstrike Settings change was not reversed.

How am I supposed conduct myself.

Checking Campaign_RND.mis...
The group is 2003
Checking Airbase...
Airbase found!
Careers/Walter Amann\Patrols_0.cfg
Patrol number: 3
Latest save game: Careers/Walter Amann\3/8.rms
Latest save game: Careers/Walter Amann\3/8.clg
Latest save game: Careers/Walter Amann\3/8.psc
Latest save game: Careers/Walter Amann\3/8.crp
Latest save game: Careers/Walter Amann\3/8.txt
Current SH3 date: 19431003
Current SH3 time: 1841
Number of previously written units: 3
Old grids: BE 92 BE 98 CG 11
Patrol area: DS 65
Ship string: Schiff versenkt!
Aircraft string: Flugzeug abgeschossen!
Grid string: Planquadrat
Number of messages sent: 18
Last message date: 19430927
Last message grid: CG 11
Number of kills: 6
Last kill date: 19430927
Last kill grid: CG 11
Detected!
Start date: 19431003
Start time: 2000
Grid found!
Lat.: 5094167
Long.: -1739773
Old Section found!
Old Section finished!
Grid already patrolled!
Press key to proceed...

LGN1
10-20-15, 11:06 AM
Hi La vache,

the setting did not revert because you were detected again (see tenth line from below in your post).

The script counts how many messages you sent, how many ships you sunk, how many aircrafts you shot down,... Based on these numbers a probability is calculated for being detected/hunted. It does not take into account when these things happened during a patrol, i.e., the probability can only increase during a patrol.

Actually, it might be a good idea to also take the time into account and neglect events older than, e.g., 14 days :hmmm: I guess that's for V6 :D

Let's see when I will find time for this improvement!

Regards, LGN1

PS: In V4 was a bug that prevented the airstrike setting to revert even when not being detected. That bug was what I was refering to in my earlier posts.

Lanzfeld
10-21-15, 08:14 AM
A bit confused :dead:.

I thought NYGM did this already. I mean send ships to your location after a detected transmission.

...or am I not remembering correctly?:/\\!!

areo16
10-21-15, 02:09 PM
A bit confused :dead:.

I thought NYGM did this already. I mean send ships to your location after a detected transmission.

...or am I not remembering correctly?:/\\!!


No, nothing has done in the past what LGN1 has presented here. This is a dynamic response by the enemy AI according to your actions.

La vache
10-22-15, 12:30 AM
Actually, it might be a good idea to also take the time into account and neglect events older than, e.g., 14 days :hmmm: I guess that's for V6 :D

If possible, that would be good.
There are the captain possibility to evade.
Perhaps the value of loss of contact adjustable?

Regards, La vache

keysersoze
10-22-15, 01:59 PM
Hi LGN,

Your mod sounds wonderful and I'd love to test it. However, I'm getting an error with the SH3 Commander path. I am able to successfully choose my career, but when I try to enter the SH3 Commander path (C:\Program Files (x86)\SH3 Commander), I get the following error:

"File not found. SH3Cmdr.ini not found. Check SH3Cmdr Path."

I'm sure I'm doing something stupid. Any help would be appreciated.

LGN1
10-22-15, 03:29 PM
Hi keysersoze,

have you tried to add another backslash \ at the end? This might do the trick.

I don't know for sure, but you might later run into trouble when the script tries to write to your ini file. The reason might be your installation of SH3 Commander in the "Program Files" directory. Since this is a specially protected directory, I avoid installing SH3 and SH3 Commander there.

As I said, I don't know for sure, just try it.

Regards, LGN1

keysersoze
10-22-15, 11:00 PM
LGN1,

Thanks for your response. Indeed, it seems having installed Commander in Program Files was the problem. I moved the installation and everything functioned normally.

I'm running my first patrol of a new career now and will report my results with your tool.

Best,
keysersoze

keysersoze
10-23-15, 12:51 PM
LGN1,

I'm sorry to keep pestering you with questions, but I want to make sure I've installed your mod correctly.

I am running NYGM with Zigzagging units. Do I still need to merge dyn_RND.mis with my RND.mis file, or can I simply enable the RND.mis file you've provided via JSGME?

LGN1
10-23-15, 01:28 PM
Hi keysersoze,

glad you sorted the SH3 Commander problem. In the next version I will include a comment about it in the readme.

You can just enable the NYGM rnd file. You don't have to merge anything. If you check the 'debug' option in the GUI, you get a message telling you whether the tool found all units necessary.

Regards, LGN1

LGN1
10-31-15, 03:49 PM
Hi,

I have uploaded V6. It allows the user to adjust the time a HK group searches a grid and to adjust the time period that is taken into account for determining the detection probability.

Regards, LGN1

PS: Only the executable has been updated and needs to be replaced.

La vache
11-08-15, 11:43 AM
Good news THX LGN1

areo16
11-08-15, 05:03 PM
Hi LGN1,

I found a small bug trying to integrate it within SH3DC.

It seems you compiled the exe for 64-bit windows only. Perhaps 32-bit is better for all user compatibility?

Just v6 seems to have the problem. v4 seems to be 32 bit compatible.

LGN1
11-09-15, 04:34 PM
Hi areo16,

thanks for the information! All versions were compiled on 64-bit machines, however, on different ones. Maybe the perl installation is different between the two machines (I don't remember the details) :hmmm:

Anyway, I have uploaded a new exe which was compiled with a 32-bit perl version instead of a 64-bit version. Since I don't have any 32-bit machine, it would be great if you could test the new version for me.

Regards, LGN1

areo16
11-09-15, 05:40 PM
Hi areo16,

thanks for the information! All versions were compiled on 64-bit machines, however, on different ones. Maybe the perl installation is different between the two machines (I don't remember the details) :hmmm:

Anyway, I have uploaded a new exe which was compiled with a 32-bit perl version instead of a 64-bit version. Since I don't have any 32-bit machine, it would be great if you could test the new version for me.

Regards, LGN1


Awesome. I'll give it a go. I have my x64 desktop and an x86 laptop, so I can test both environments. (I ran into similar issues with the background scripts for SH3DC. My initial release was in in x64 executables, but I changed them to x86 after I found the potential problem, because not everyone has x64 windows).

LGN1
11-17-15, 02:49 PM
Hi,

@aero16: Have you tested the new version? Does it work?

@BL!TZKR!EG: the name was inspired by Rodger Winn's tracking room:

https://en.wikipedia.org/wiki/Rodger_Winn

Regards, LGN1

areo16
11-18-15, 03:25 PM
Hi,

@aero16: Have you tested the new version? Does it work?

@BL!TZKR!EG: the name was inspired by Rodger Winn's tracking room:

https://en.wikipedia.org/wiki/Rodger_Winn

Regards, LGN1

Sorry, got sidetracked with my other stuff.

I am not getting the 64 bit error anymore, on my 32 bit Windows. But the program is not executing correctly. It appears to hang at 72 kb. No windows pup up, not the console window or the program window.

Not sure what the cause is. Program works fine on my 64 bit Windows.

LGN1
11-22-15, 01:38 PM
@areo16,

thanks for testing!

I have now recompiled the script on the machine I have used for all the earlier versions. Could you please test this version?

If this does not work, I don't know what to do. I guess then people with a 32-bit machine have to install perl if they want to use the mod :-?

@all: I have also changed the spawning in the campaign layers a bit to provide some more flexibility (and shorter response times).

Regards, LGN1

LGN1
01-12-16, 04:45 PM
Hi areo16,

could you please test the new version and check whether it works on 32-bit (please download the mod from subsim since Plissken's server still has the older version)?

Regards, LGN1

areo16
01-13-16, 03:22 AM
Hi areo16,

could you please test the new version and check whether it works on 32-bit (please download the mod from subsim since Plissken's server still has the older version)?

Regards, LGN1

I've tested version 6 on 32 bit and it appears to work correctly.

LGN1
01-13-16, 03:42 PM
Great news!

Thanks for testing, areo16!

Best, LGN1

LGN1
02-14-16, 03:11 PM
Hi all,

I have uploaded a new version, V7. Based on some more experience with the tool, I have added a way to adjust the airstrike probability values.

Best, LGN1

La vache
02-14-16, 06:26 PM
Good news, Thanks.

Obltn Strand
07-23-16, 06:06 AM
Does this mod work together with WB's Mid Patrol Orders?

LGN1
07-25-16, 03:52 PM
Hi Obltn Strand,

I don't use WB's Mid Patrol Orders, but from what I know about it, I don't see a reason why the two mods shouldn't work together.

Best, LGN1

PS: I'm currently working on a new version with new features, however, it still may take some time.

areo16
07-25-16, 11:23 PM
Hi Obltn Strand,

I don't use WB's Mid Patrol Orders, but from what I know about it, I don't see a reason why the two mods shouldn't work together.

Best, LGN1

PS: I'm currently working on a new version with new features, however, it still may take some time.


I'm so envious. You have some extra time to work on your mod. I would like to work more on my but I only get a couple hours a week if any. I think your mod is great. I've already implemented it into SH3DC, making it auto-launch if they have SH3 Tracking Room installed. It makes the campaign more dynamic. It's an idea that you could certainly expand on. You could make the enemy or friendly AI much more responsive to user actions, moving ships here and there. You write in perl, so editing campaign files is easy for you.

Share your ideas with us if you don't mind. I was thinking maybe having the Ai respond by not just sending a task force but by increasing air cover as well. Even making it on a theatre level if the user continously sinks ships in a particular theatre. For example, if a user sinks many ships in the Med, for the Allies to bulk up ships in the Med theatre in general. Things like this. And perhaps somehow interact with the random spawning of merchants. To adjust the values to react to user sinkings in a general area, reflecting that merchants and convoys will try to avoid this area.

But the algorithms for such things, if there are various levels of how the AI will react, depending on the number or type of sinkings. This all could be kept track of, and you could get the community involved in thinking of an algorithm that would work for such AI behavoir. For example, a Carrier sinking should get what response (give it a number value on a scale). A C2 will get some other value on a scale. Also, ship types may have differing values during differnent years of the war, like early in the war a carrier sinking would be huge. In 1945, not so much as there were more carriers and the war was arguably already determined. But you could certainly take this to higher levels. I'd let the historians in these forums chime in on helping with such algorithm values and cause and effect situations.

Obltn Strand
07-26-16, 01:13 AM
Hi Obltn Strand,

I don't use WB's Mid Patrol Orders, but from what I know about it, I don't see a reason why the two mods shouldn't work together.

Best, LGN1

PS: I'm currently working on a new version with new features, however, it still may take some time.
Thanks. Seems like I have some tweaking cut out for me...

Niume
08-01-16, 10:51 AM
Is this mod compatible with wac and What program do I need to launch .pl program?

LGN1
08-16-16, 01:22 PM
Hi all,

I have uploaded a new version. This version includes a new Résistance feature:

Later in the war there is a chance that your departure from a French port is known to the Allies and a destroyer group awaits you in the Bay of Biscay. In addition, there are special 'spotter' units in the Bay of Biscay which can detect you very early, i.e., it might be that the destroyers know your position before you detect them!

In order to have all features available you have to edit your campaign_rnd and campaign_lnd file.

Best, LGN1

@Niume: It should be compatible if you follow all the required installation steps (you might also check whether the units are available in WAC). You don't need to use the .pl file, you can use the exe.

LGN1
08-16-16, 01:26 PM
...You could make the enemy or friendly AI much more responsive to user actions, moving ships here and there. You write in perl, so editing campaign files is easy for you.

Share your ideas with us if you don't mind. I was thinking maybe having the Ai respond by not just sending a task force but by increasing air cover as well. Even making it on a theatre level if the user continously sinks ships in a particular theatre. For example, if a user sinks many ships in the Med, for the Allies to bulk up ships in the Med theatre in general. Things like this. And perhaps somehow interact with the random spawning of merchants. To adjust the values to react to user sinkings in a general area, reflecting that merchants and convoys will try to avoid this area.

But the algorithms for such things, if there are various levels of how the AI will react, depending on the number or type of sinkings. This all could be kept track of, and you could get the community involved in thinking of an algorithm that would work for such AI behavoir. For example, a Carrier sinking should get what response (give it a number value on a scale). A C2 will get some other value on a scale. Also, ship types may have differing values during differnent years of the war, like early in the war a carrier sinking would be huge. In 1945, not so much as there were more carriers and the war was arguably already determined. But you could certainly take this to higher levels. I'd let the historians in these forums chime in on helping with such algorithm values and cause and effect situations.

Hi areo,

there are indeed many possibilities for improvement. However, since all of these require a lot of work/time, I only implement the features which I like and which my time permits. In addition, there is not much feedback from other players so I don't think many players use the mod anyway.

Best, LGN1

Obltn Strand
08-16-16, 02:14 PM
Hi areo,

there are indeed many possibilities for improvement. However, since all of these require a lot of work/time, I only implement the features which I like and which my time permits. In addition, there is not much feedback from other players so I don't think many players use the mod anyway.

Best, LGN1
Bit of work to install it. Took better part of a rainy afternoon. Now to find time to play patrol with it...

areo16
08-16-16, 06:56 PM
Hi areo,

there are indeed many possibilities for improvement. However, since all of these require a lot of work/time, I only implement the features which I like and which my time permits. In addition, there is not much feedback from other players so I don't think many players use the mod anyway.

Best, LGN1

I hear ya. But I enjoy modding and its just as fun as gaming anyway. So carrying on the work is really nothing.

I understand about feedback. I get quite little from my mod too, but my mod is quite buggy in its latest release anyhow.

Obltn Strand
09-24-16, 05:57 AM
Well at first hand this mod made me sit on my butt fuzz while patrolling in north channel. That's good thing...
Think I play couple more patrols with it during this weekend and see how goes. Definetly worth all the trouble...

Great mod LGN1 yet another reason to continue this old game...
:Kaleun_Salute:

LGN1
09-25-16, 02:31 PM
Hi Obltn Strand,

I'm glad you like it! Thanks for the feedback!

Please let me know if you have any ideas about improvements or extensions. The tool offers many possibilities for improvements, however, there is hardly any feedback from anyone. Thus, the tool is expanded/improved mainly based on my own experience with it. And because I do not have much time for playing, the development is slow...

Regards, LGN1

Obltn Strand
09-29-16, 06:36 AM
Hi Obltn Strand,

I'm glad you like it! Thanks for the feedback!

Please let me know if you have any ideas about improvements or extensions. The tool offers many possibilities for improvements, however, there is hardly any feedback from anyone. Thus, the tool is expanded/improved mainly based on my own experience with it. And because I do not have much time for playing, the development is slow...

Regards, LGN1
This mod ignited my sh3 spark again so I'll patrol like a ...................................
I'll give feedback as I gain more experience with it.

La vache
10-03-16, 11:26 AM
Hallo LGN1

I have tested the Résistance.
Works very well, but the hunters suffer from cfg Date Bug.
The equipment is always of year 1939.

This used not in HKG group use there "GameEntryDate" correctly cfg Date
I have this corrected with Commander entry.

If you are using "GameEntryDate" for Sab Group
perhaps cfg Date is used correctly.

[0:data\Campaigns\Campaign\Campaign_RND.mis]
ApplyToPeriod=19420101|19430831
ChooseFrom=1
RndMidPat=1

0_RndGroup 1.RndUnit 1|CfgDate=19410601
0_RndGroup 1.RndUnit 2|CfgDate=19410601
0_RndGroup 1.RndUnit 3|CfgDate=19420101
0_RndGroup 2.RndUnit 1|CfgDate=19410601
0_RndGroup 2.RndUnit 2|CfgDate=19410601
0_RndGroup 2.RndUnit 3|CfgDate=19420101
0_RndGroup 3.RndUnit 1|CfgDate=19410601
0_RndGroup 3.RndUnit 2|CfgDate=19410601
0_RndGroup 3.RndUnit 3|CfgDate=19420101
0_RndGroup 4.RndUnit 1|CfgDate=19410601
0_RndGroup 4.RndUnit 2|CfgDate=19410601
0_RndGroup 4.RndUnit 3|CfgDate=19420101
0_RndGroup 5.RndUnit 1|CfgDate=19410601
0_RndGroup 5.RndUnit 2|CfgDate=19410601
0_RndGroup 5.RndUnit 3|CfgDate=19420101
0_RndGroup 6.RndUnit 1|CfgDate=19410601
0_RndGroup 6.RndUnit 2|CfgDate=19410601
0_RndGroup 6.RndUnit 3|CfgDate=19420101
0_RndGroup 7.RndUnit 1|CfgDate=19410601
0_RndGroup 7.RndUnit 2|CfgDate=19410601
0_RndGroup 7.RndUnit 3|CfgDate=19420101
0_RndGroup 8.RndUnit 1|CfgDate=19410601
0_RndGroup 8.RndUnit 2|CfgDate=19410601
0_RndGroup 8.RndUnit 3|CfgDate=19420101

;----------------------------------------------------------------------------------
[1:data\Campaigns\Campaign\Campaign_RND.mis]
ApplyToPeriod=19430901|19431231
ChooseFrom=1
RndMidPat=1

0_RndGroup 1.RndUnit 1|CfgDate=19410601
0_RndGroup 1.RndUnit 2|CfgDate=19410601
0_RndGroup 1.RndUnit 3|CfgDate=19430901
0_RndGroup 2.RndUnit 1|CfgDate=19410601
0_RndGroup 2.RndUnit 2|CfgDate=19410601
0_RndGroup 2.RndUnit 3|CfgDate=19430901
0_RndGroup 3.RndUnit 1|CfgDate=19410601
0_RndGroup 3.RndUnit 2|CfgDate=19410601
0_RndGroup 3.RndUnit 3|CfgDate=19430901
0_RndGroup 4.RndUnit 1|CfgDate=19430901
0_RndGroup 4.RndUnit 2|CfgDate=19410601
0_RndGroup 4.RndUnit 3|CfgDate=19430901
0_RndGroup 5.RndUnit 1|CfgDate=19410601
0_RndGroup 5.RndUnit 2|CfgDate=19410601
0_RndGroup 5.RndUnit 3|CfgDate=19430901
0_RndGroup 6.RndUnit 1|CfgDate=19410601
0_RndGroup 6.RndUnit 2|CfgDate=19410601
0_RndGroup 6.RndUnit 3|CfgDate=19430901
0_RndGroup 7.RndUnit 1|CfgDate=19410601
0_RndGroup 7.RndUnit 2|CfgDate=19410601
0_RndGroup 7.RndUnit 3|CfgDate=19430901
0_RndGroup 8.RndUnit 1|CfgDate=19410601
0_RndGroup 8.RndUnit 2|CfgDate=19410601
0_RndGroup 8.RndUnit 3|CfgDate=19430901

;----------------------------------------------------------------------------------
[2:data\Campaigns\Campaign\Campaign_RND.mis]
ApplyToPeriod=19440101|194512331
ChooseFrom=1
RndMidPat=1

0_RndGroup 1.RndUnit 1|CfgDate=19440101
0_RndGroup 1.RndUnit 2|CfgDate=19440101
0_RndGroup 1.RndUnit 3|CfgDate=19430901
0_RndGroup 2.RndUnit 1|CfgDate=19440101
0_RndGroup 2.RndUnit 2|CfgDate=19440101
0_RndGroup 2.RndUnit 3|CfgDate=19430901
0_RndGroup 3.RndUnit 1|CfgDate=19440101
0_RndGroup 3.RndUnit 2|CfgDate=19440101
0_RndGroup 3.RndUnit 3|CfgDate=19430901
0_RndGroup 4.RndUnit 1|CfgDate=19440101
0_RndGroup 4.RndUnit 2|CfgDate=19440101
0_RndGroup 4.RndUnit 3|CfgDate=19430901
0_RndGroup 5.RndUnit 1|CfgDate=19440101
0_RndGroup 5.RndUnit 2|CfgDate=19440101
0_RndGroup 5.RndUnit 3|CfgDate=19430901
0_RndGroup 6.RndUnit 1|CfgDate=19440101
0_RndGroup 6.RndUnit 2|CfgDate=19440101
0_RndGroup 6.RndUnit 3|CfgDate=19430901
0_RndGroup 7.RndUnit 1|CfgDate=19440101
0_RndGroup 7.RndUnit 2|CfgDate=19440101
0_RndGroup 7.RndUnit 3|CfgDate=19430901
0_RndGroup 8.RndUnit 1|CfgDate=19440101
0_RndGroup 8.RndUnit 2|CfgDate=19440101
0_RndGroup 8.RndUnit 3|CfgDate=19430901

LGN1
10-03-16, 01:37 PM
Hi La vache,

thanks for testing and reporting back about the problem. But it's not a bug, it's a feature to keep the difficulty level low :D (just kidding).

You can either fix it with SH3 Commander as you did (but one must be careful to set the RndGroup number correctly) or just remove the 'Class' line for the entries. I guess I will do this and upload a new version with generic type=4 entries :hmmm:

Best, LGN1

LGN1
11-13-16, 03:05 PM
Hi,

I have uploaded the modified campaign_rnd files without the 'Class' line.

Best, LGN1

Obltn Strand
11-20-16, 11:40 AM
Hi,

I have uploaded the modified campaign_rnd files without the 'Class' line.

Best, LGN1
:Kaleun_Thumbs_Up:

Obltn Strand
03-07-17, 01:51 PM
On my way to refuel from Thalia during my last patrol I think I called in a hunter killer group. Lot of air activity and groups of warships buzzing around. Can't be sure though...but I felt hunted and trapped...that's the main point...

LGN1
03-28-17, 02:21 PM
Hi Obltn Strand,

I'm glad that the mod works! Your experience during the patrol is exactly what I was aiming for and hoping to achieve.

I will probably update the NYGM files of the mod to keep it compatible with the newest NYGM release (although probably most of the users can do this by themselves).

Best, LGN1

Harm
04-01-17, 06:32 AM
Hi LGN1,

when i try to merge the Campaign_LND.mis with dyn_Campaign_LND.mis the editor freeze.
If I load dyn_Campaign_LND.mis into the editor, the map is completely white. If I try to merge, editor freeze before the open file windows appears.
Is there any solution?

I have found the solution by myself, with the merge program it works.

LGN1
04-11-17, 01:45 PM
Hi Harm,

I'm glad you could solve your problem!

Let me guess, the new airbase was missing in your SH3 installation when you tried to use the editor.

Best, LGN1