View Full Version : Reduced Merchant Ship Crew Visuals
John Pancoast
01-23-22, 01:07 PM
Old news but if anyone doesn't know how to do this, here you go. NYGM has an aspect I like of various AI visual nodes for various objects in the game. I.e., aircraft, escorts, merchants each have their own visual capablities vs. the "one size fits all" of stock and some other mods.
The one size fits all approach means, i.e., that merchant "crews" have the same spotting capability as an escort crew. I agree with NYGM in that a merchant crew shouldn't have the same capabities as an escort crew and modded my installs as such per the NYGM example.
If you'd like to add it to your install(s) it is very easy and very tedious to do.
Very Easy part:
- Simply open the "AI_Sensors.dat" file and add a visual node for the merchants.
Copying NYGM's work, that means add a node called "X"_Visual" in the same format as the standard "AI_Visual" node already present in your AI_Sensors.dat file. You can call this new node anything you want, but it's name has to also be entered in each ship's .sns file per below, so the simpler the name the easier and less time consuming that is to do.
Make it's sensors MaxRange at least half of your environment size. I.e., 16k env. would have an 8k meter range, 20k would be 10k, etc. You can make it whatever range desired if felt that even half range is to much, etc.
Very Tedious part:
- each merchant ship in your install than has to have it's .sns (sensors) file visual node changed to reflect the above. The visual node is usually the first one listed in the .sns file.
With dozens of merchant ships in most installs you can see how this is tedious. I imagine Teddy Bar made a program to do this quickly for the NYGM work but most of us will have to do it by hand, one at a time.
Long ago in the dos days there were commands to do this all at once too but I can't remember what happened last week let alone that far back. :)
I've attached a link (https://www.mediafire.com/file/wyhl8qlf35pqx0f/Reduced_Merchant_Visuals_example.7z/file) to show an example of what needs to be done., using a ship from IABL's MFM mod and the stock AI_Sensors.dat file
Now you can have merchant crews have their own visual ability (or lack thereof).
You can even reduce the range even more to try to simulate the "inside the convoy" night attacks various Commanders actually did, which can be hard to do in most installs due to the shared visual abilities.
But be careful doing this; you don't want them completely blind. :)
Last but not least, apply via JSGME.
FUBAR295
01-23-22, 07:32 PM
John,
Thanks for posting this. :salute: I felt some of the merchant had too good of an eye. That's some of the reason I play NYGM a lot more than some of the other supermods.
Now I have some more tweaking and mod making to do. :doh: :haha:
Good hunting,
FUBAR295
John Pancoast
01-23-22, 09:34 PM
Yes, that's why I did it for other installs. I don't use any one megamod but bits and pieces from them and stock both.
Good tips John, and what you described for merchant visual, we can do exact same for planes in data/air :up:
John Pancoast
01-24-22, 05:39 AM
Good tips John, and what you described for merchant visual, we can do exact same for planes in data/air :up:
Exactly ! You can do it for anything desired.
Mister_M
01-24-22, 07:20 AM
Would be cool to post the NYGM values of each X_visual sensor (or your own version), along with the Sensors.cfg and Sim.cfg (in data/Cfg folder).
:Kaleun_Wink:
John Pancoast
01-24-22, 07:55 AM
Would be cool to post the NYGM values of each X_visual sensor (or your own version), along with the Sensors.cfg and Sim.cfg (in data/Cfg folder).
:Kaleun_Wink:
I don't have a way to post photos/screenshots but here (https://www.mediafire.com/file/x8i7hm93um6kec1/NYGM_Info.7z/file) are the files needed from a base NYGM install. S3D or Timetraveler's program are needed to view the ai_sensors.dat file, the relevant nodes are at the top of the list.
In terms of my own the only one I've ever been interested in is the merchant visual ability, so I just use the NYGM values as is for a 16k env. or halve the range for an 8k env.
I don't worry about different install sensors or sim.cfg settings in using a merchant node; I'm just interested in reducing it and a simple range and/or MaxBearing change will do that regardess. Fine adjustments not needed in other words in my opinion.
But if desired, one would look at the sim.cfg file vs. the sensors.cfg file; the sensors.cfg file is for one's crew, etc. whereas the sim.cfg file affects the ai visuals, etc.
Mister_M
01-24-22, 01:37 PM
I don't have a way to post photos/screenshots but here (https://www.mediafire.com/file/x8i7hm93um6kec1/NYGM_Info.7z/file) are the files needed from a base NYGM install. S3D or Timetraveler's program are needed to view the ai_sensors.dat file, the relevant nodes are at the top of the list.
In terms of my own the only one I've ever been interested in is the merchant visual ability, so I just use the NYGM values as is for a 16k env. or halve the range for an 8k env.
I don't worry about different install sensors or sim.cfg settings in using a merchant node; I'm just interested in reducing it and a simple range and/or MaxBearing change will do that regardess. Fine adjustments not needed in other words in my opinion.
But if desired, one would look at the sim.cfg file vs. the sensors.cfg file; the sensors.cfg file is for one's crew, etc. whereas the sim.cfg file affects the ai visuals, etc.
Thanks ! :up:
Jeff-Groves
01-24-22, 05:43 PM
This is where the Scripting ability of 010 Editor would be VERY handy.
:03:
You tell it to search the cfg files for a given Type,
if found open the sns file and replace the O01 line with the new sensor.
A Complete install adjusted in probably less then a minute!
Jeff-Groves
01-24-22, 07:14 PM
Here's a quick example on how to do it.
//------------------------------------------------
//--- 010 Editor Script File
//
// File: Silent Hunter AI Adjuster
// Authors: Jeff Groves
// E-mail: Privateer@GMX.US
// Version: 1
// Purpose: Script to change the AI Sensors on Merchant Ships
// Category: Change Code for SH3/4
// History:
// 1 2022/1/24 Jeff Groves
//------------------------------------------------
int i, X;
char Y[20];
X = InputRadioButtonBox( "Select your search", "You are about to Find all Merchent Ships", 0, "Abort", "Merchant Ships");
if( X != 1)
{
Y = "Abort";
End;
}
else
{
Y = "UnitType=101";
}
Printf( "You searched for %s\n", Y );
TFindInFilesResults r = FindInFiles( Y, InputDirectory( "Select Folder to search", "C:\\" ), "*.cfg" );
for( i = 0; i < r.count; i++ )
{
Printf( "%s\n", r.file[i].filename );
}
OutputPaneSave( "C:\\temp\\data2.log" );
Easy to add Else if statements for all Merchant Types.
Jeff-Groves
01-24-22, 07:37 PM
Once you have the Merchant identified?
You just tell 010 to open it's .sns file and replace the O01 line then close the .sns file.
FUBAR295
01-24-22, 08:15 PM
Wow Jeff, thanks !:yeah:
John Pancoast and I were just discussing this very thing in a PM. Add mind reader to the list of talents you have.
Again, thank you very much!!!
Good hunting,
FUBAR295
Jeff-Groves
01-24-22, 08:28 PM
The Scripting ability of 010 is why I push it so much!
I rarely program a full exe now days because of it's open abilities!
Sure it costs a few bucks but it is HANDS DOWN the best thing since sliced bread!
:haha:
You see how fast I did a simple example Script?
That Script is actually just an edited Script I had on hand for finding the Shadow objects in the dat files.
So once you have a Script? It's easy to modify them for other needs!
I have to spend a few days in a Motel so I may try to do a complete Script for you to whack the files in one swoop.
No promises but I'll see what happens.
Now. Since ALL Merchants are Types 100 to Type 105?
You could Wild Card the Search to keep from doing multiple Else If statements.
John Pancoast
01-24-22, 08:51 PM
Thanks Jeff ! :up:
Jeff-Groves
01-24-22, 08:52 PM
A WildCard search on a Stock SH3 shows 23 Units.
:03:
Stock GWX shows 72
Easiest is just search a UnitType=10.
That will pop them all.
NOW! Right here is where We can change things up!
for( i = 0; i < r.count; i++ )
{
Printf( "%s\n", r.file[i].filename );
}
Here is where We can grab file names and direct 010 to open the sns file and change things.
I'll strip the cfg extension and tell 010 to open the ShipName.sns file. Then have it find the O01 line and change it.
then it will simply close the file with the changes made.
John Pancoast
01-25-22, 06:54 AM
If anyone is interested I have uploaded a mod containing edited IABL's MFM 3.3 and stock merchant ships .sns files.
Find it here. (https://www.subsim.com/radioroom/downloads.php?do=file&id=6063)
Mister_M
01-25-22, 07:11 AM
The Scripting ability of 010 is why I push it so much!
I rarely program a full exe now days because of it's open abilities!
Sure it costs a few bucks but it is HANDS DOWN the best thing since sliced bread!
:haha:
You see how fast I did a simple example Script?
That Script is actually just an edited Script I had on hand for finding the Shadow objects in the dat files.
So once you have a Script? It's easy to modify them for other needs!
I have to spend a few days in a Motel so I may try to do a complete Script for you to whack the files in one swoop.
No promises but I'll see what happens.
Now. Since ALL Merchants are Types 100 to Type 105?
You could Wild Card the Search to keep from doing multiple Else If statements.
A WildCard search on a Stock SH3 shows 23 Units.
:03:
Stock GWX shows 72
Easiest is just search a UnitType=10.
That will pop them all.
NOW! Right here is where We can change things up!
for( i = 0; i < r.count; i++ )
{
Printf( "%s\n", r.file[i].filename );
}
Here is where We can grab file names and direct 010 to open the sns file and change things.
I'll strip the cfg extension and tell 010 to open the ShipName.sns file. Then have it find the O01 line and change it.
then it will simply close the file with the changes made.
I won't believe it really works until I didn't see it with my eyes... :O:
A program removing all the "SHD" garbage would be very apreciated... :yep:
tonschk
01-25-22, 03:00 PM
If anyone is interested I have uploaded a mod containing edited IABL's MFM 3.3 and stock merchant ships .sns files.
Find it here. (https://www.subsim.com/radioroom/downloads.php?do=file&id=6063)
Thank you very much John Pancoast:up::salute::yeah:
Jeff-Groves
01-28-22, 05:49 PM
I have the Script for 010 to the point of stripping the .cfg extension and working on opening the sns files to replace the O01 setting then saving the file.
Now if there is no O01 or sns file? It just skips as in the case of Iceburgs.
Would adding the ability to check say like Aircraft/other stuff for a sensor change be a good way to go?
John Pancoast
01-28-22, 06:10 PM
Anything you want to put together would be great and much appreciated Jeff !
Mister_M
01-29-22, 03:42 AM
Would adding the ability to check say like Aircraft/other stuff for a sensor change be a good way to go?
Sure ! :yep:
Anvar1061
01-29-22, 06:11 AM
https://www.subsim.com/radioroom/images/smilies/thumbsup.gif
Jeff-Groves
01-29-22, 10:50 AM
Script now changes the extension and opens the sns files one at a time to allow changing the AI_Visual to whatever you wish.
Just have to add the routine to enter whatever you want then it will save and close the file.
WARNING! IT DOES NOT MAKE A BACKUP FILE JUST YET!
Example of what it does when looking at the cfg files.
E:\Ubisoft\Silent Hunter 3\data\Sea\Iceberg\Iceberg.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergM1\IcebergM1.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergM2\IcebergM2.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergM3\IcebergM3.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergS1\IcebergS1.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergS2\IcebergS2.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergS3\IcebergS3.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NATF\NATF.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NF_boat\NF_boat.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NF_boat_1\NF_boat_1.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NF_boat_2\NF_boat_2.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NKC3\NKC3.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NKLS_\NKLS_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NKSQ_\NKSQ_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NKSs_\NKSs_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NLL_\NLL_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NLST\NLST.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NOTMs_\NOTMs_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NOTM_T2\NOTM_T2.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NOTSf\NOTSf.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NPPL_\NPPL_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NTR\NTR.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NVV\NVV.sns
Does it skip the warships?
Anvar1061
01-30-22, 03:09 PM
Does it skip the warships?
Yes
Mister_M
01-30-22, 04:05 PM
Why not allow us to select the types of units we want to include in the search/open/replace/save process ? I'm sure you know how to code this.
Jeff-Groves
01-30-22, 05:08 PM
You'll be able to select Class like Warships, Merchants, Aircraft etc.
Then select the UnitType in that class.
So Warships would give you
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser
Mister_M
01-30-22, 06:34 PM
You'll be able to select Class like Warships, Merchants, Aircraft etc.
Then select the UnitType in that class.
So Warships would give you
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser
:yeah:
Jeff-Groves
01-31-22, 09:36 AM
I've set up a bat file to call the Script without opening the 010 UI.
So here's the first screen you get.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12297
Working on the second level selection box now.
It will look the same but have each type in the selected Class.
All search values will be coded in Hex format to insure no false positives pop.
So to search for a UnitType=101?
I search for 3D3130310D0A,h
John Pancoast
01-31-22, 10:16 AM
I've set up a bat file to call the Script without opening the 010 UI.
So here's the first screen you get.
Working on the second level selection box now.
It will look the same but have each type in the selected Class.
All search values will be coded in Hex format to insure no false positives pop.
So to search for a UnitType=101?
I search for 3D3130310D0A,h
:o Outstanding ! :salute:
Jeff-Groves
01-31-22, 01:43 PM
I see that to make this Script Compatible with SH4/5 I'll have to add a Radio button command to the WarShips type to open a further box.
You're only allowed 15 selections per box.
SH4/5 has 20 WarShip UnitTypes
GWX has 16. Of those 14 and 15 are blank and 16 is IceBurgs.
Don't know about other Mods.
Can you all post the English.cfg from the Roster folder of other Mods?
FUBAR295
01-31-22, 02:46 PM
NYGM 2.5
[ClassNames]
Ship=Ship
Submarine=Submarine
Air=Aircraft
Land=Land
Warship=Warship
Merchant=Merchant Ship
Ordnance=Ordnance
;Warships
Type0=-
Type1=-
Type2=-
Type3=-
Type4=-
Type5=-
Type6=-
Type7=-
Type8=-
Type9=-
Type10=-
Type11=-
Type12=-
Type13=-
;Merchant ships
Type100=-
Type101=-
Type102=-
Type103=-
Type104=-
Type105=-
;Submarine
Type200=-
Type201=-
Type202=-
Type203=-
;Air
Type300=-
Type301=-
Type302=-
Type303=-
Type304=-
Type305=-
Type306=-
;Land
Type400=-
Type401=-
Type402=-
Type403=-
Type404=-
Type405=-
Type406=-
Type407=-
Type408=-
;Ordnance
Type500=-
Type501=-
FUBAR295
01-31-22, 02:48 PM
CCoM 12
[ClassNames]
Ship=Ship
Submarine=Submarine
Air=Aircraft
Land=Land
Warship=Warship
Merchant=Merchant Ship
Ordnance=Ordnance
;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Auxiliary Vessel
Type13=Auxiliary Cruiser
;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Environmental
;Submarine
Type200=Submarine
Type201=Replenishment Submarine
Type202=Missile Submarine
Type203=Environmental
;Air
Type300=Fighter
Type301=Bomber
Type302=Dive Bomber
Type303=Torpedo Bomber
Type304=Patrol
Type305=Helicopter
Type306=Environmental
;Land
Type400=Vehicle
Type401=Tank
Type402=Armored Personnel Carrier
Type403=Artillery
Type404=Antiaircraft
Type405=Missile
Type406=Airbase
Type407=Naval Base
Type408=Environmental
;Ordnance
Type500=Mine
Type501=AntiSub Net
FUBAR295
01-31-22, 02:50 PM
LSH3 v 20
[ClassNames]
Ship=Ship
Submarine=Submarine
Air=Aircraft
Land=Land
Warship=Warship
Merchant=Merchant Ship
Ordnance=Ordnance
;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Auxiliary Vessel
Type13=Auxiliary Cruiser
;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Environmental
;Submarine
Type200=Submarine
Type201=Replenishment Submarine
Type202=Missile Submarine
Type203=Environmental
;Air
Type300=Fighter
Type301=Bomber
Type302=Dive Bomber
Type303=Torpedo Bomber
Type304=Patrol
Type305=Helicopter
Type306=Environmental
;Land
Type400=Vehicle
Type401=Tank
Type402=Armored Personnel Carrier
Type403=Artillery
Type404=Antiaircraft
Type405=Missile
Type406=Airbase
Type407=Naval Base
Type408=Environmental
;Ordnance
Type500=Mine
Type501=AntiSub Net
FUBAR295
01-31-22, 02:51 PM
WAC 5.2
[ClassNames]
Ship=Ship
Submarine=Submarine
Air=Aircraft
Land=Land
Warship=Warship
Merchant=Merchant Ship
Ordnance=Ordnance
;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser
Type14=Iceberg
;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Environmental
;Submarine
Type200=Submarine
Type201=Replenishment Submarine
Type202=Missile Submarine
Type203=Environmental
;Air
Type300=Fighter
Type301=Bomber
Type302=Dive Bomber
Type303=Torpedo Bomber
Type304=Patrol
Type305=Helicopter
Type306=Environmental
;Land
Type400=Vehicle
Type401=Tank
Type402=Armored Personnel Carrier
Type403=Artillery
Type404=Antiaircraft
Type405=Missile
Type406=Airbase
Type407=Naval Base
Type408=Environmental
;Ordnance
Type500=Mine
Type501=AntiSub Net
Jeff-Groves
01-31-22, 03:13 PM
Hmm.
Pretty crazy the differences.
One is probably going to need the know the differences for any Mod they are going to run this script on cause I'm not going to program for all the differences.
Mad Mardigan
01-31-22, 03:17 PM
Hmm.
Pretty crazy the differences.
One is probably going to need the know the differences for any Mod they are going to run this script on cause I'm not going to program for all the differences.
What of a dual tool set... a part A then a part B... that splits those differences... so A, for doing merchants & B, for doing warships. Just a thought. :hmmm:
:Kaleun_Salute:
M. M.
Jeff-Groves
01-31-22, 03:32 PM
If you know the differences in the various English.cfg files?
You can just select the UnitType for your mod of choice to change things.
It looks like only Ice-burgs in SH3 are out of a Stock order.
And Who is going to change Ice burgs anyway?
In SH4/5 they are a UnitType 107!
The Script is already Set up as a 3 stage selection.
You Select Merchants? You can only edit merchants.
Now if someone wanted to? They can edit the Script for other Mods or add the routines to do so.
I'll comment the hell out of it to assist.
NOW! Your going to have to change an option in 010 to run from my bat file!
Open 010 and select Tools then Options.
Set it like below image!
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12298
This area throws a warning that cause problems if not.
TFindInFilesResults r = FindInFiles
This problem was supposedly fixed in a past version but still throws warnings!
I run version 12.0.1 but all the Code should work for earlier versions.
I've stayed away from the new stuff to allow early versions to run the Script!
Mister_M
01-31-22, 05:25 PM
With what free software are we going to be able to run your script ?
Jeff-Groves
01-31-22, 05:46 PM
010 is free for 30 days. Then you need to buy a license.
I won't be doing a stand alone program.
A Good Modder get's the best Tools to do any given job.
I assist by doing the Scripts for free!
Other then that? It's all hand/hard work.
It's not an expensive investment as there is SO MUCH 010 can do!
$49.95 for a Home User License and Upgrades are only $19+ when needed.
I call that a deal for stepping into the Big Boy Game!
Many Scripts I have never released can rip animations from SH4, Export 3D model files with adjusted positioning AND all sub maps, and much more!
I have 1 program to finish as a Stand Alone then I remove all my programming software and will ONLY work on Scripts and Templates for 010.
Mister_M
01-31-22, 06:00 PM
It's not an expensive investment as there is SO MUCH 010 can do!
Yes, when you know HOW to do these things... So, maybe not a huge amount of money, but a huge amount of learning time... which most modders don't wish to / can't spend...
Jeff-Groves
01-31-22, 06:09 PM
Yes, when you know HOW to do these things... So, maybe not a huge amount of money, but a huge amount of learning time... which most modders don't wish to / can't spend...
And that enters the area where it's not my FRAEKING problem. (NMFP)
You think MY investment in programs and TIME is free?
I payed the price for the full License AND spent the TIME to learn how to use it!
You have NO CLUE what I have put into SH3/4/5 from MY start to this day!
I OWE NO ONE! I do what I do just because.
If that offends you? Get over it. Cause I ain't about to change!
In fact? I may just shut this Project down and stop wasting my time to help ungrateful people like you.
Not like I don't have a bunch of other concerns.
Maybe you should know of the People that I GAVE free Licenses of 010 to!
Take a look at the FotRSU team! Ask them what I have given in knowledge and free licenses!
People like you that WANT for free? Well. I have no help for you.
There is only ONE person that still comes to SubSim that knows the SH3/4/5 files as well as I do.
Think about THAT!
Mister_M
01-31-22, 06:37 PM
Well, modding is a hobby, you're free to investe as much time as you wish. I myself investe time in modding to do things I like to do, no one is forcing me.
And I'm not offended in any way, just saying my opinion.
Jeff-Groves
01-31-22, 06:51 PM
Well, modding is a hobby, you're free to investe as much time as you wish. I myself investe time in modding to do things I like to do, no one is forcing me.
And I'm not offended in any way, just saying my opinion.
:har:
I guess I'm a Professional Modder then! I don't get payed in any way but I want to be ONE OF THE BEST EVER for SH3/4/5!
So when I take the final dirt nap? I hope SubSim posts more then a simple foot note.
John Pancoast
01-31-22, 07:49 PM
Appreciate the time and effort Jeff. :up:
FUBAR295
01-31-22, 08:21 PM
As do I. :Kaleun_Salute:
Jeff-Groves
02-01-22, 12:31 PM
Let's say We selected Merchants to work on.
Here's the next selection list.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12299
FUBAR295
02-01-22, 03:24 PM
Very nice ... looking forward to seeing this completed.:Kaleun_Thumbs_Up:
Jeff-Groves
02-02-22, 02:51 PM
Currently checking with the Good people at SweetScape to see if there's a problem with MY code or maybe a bug.
Anytime I try a WildCard search I get a CTD in 010.
:hmmm:
The WildCard should work and would save a LOT of lines in My Script!
I did change the list of units found save file to name match your search.
Instead of just Data it will name it Merchant-Replenishment.txt and so on.
Jeff-Groves
02-03-22, 11:13 AM
SweetScape sent me a new version of 010 to test.
"Yes, you found a bug and could you check if this update fixes the problem:"
I did in fact find a bug! So they had me test the next release and it works perfectly!
That's why I pay for the program!
Report a bug and get a fix the next day! If only UbiSoft was that responsive!
:up:
Now running with version 12.0.1h!
I don't know if that bug was present in past versions you Guys might be running. Kind of doubt it.
But I could write a test Script for you to try a check if you'd like.
Jeff-Groves
02-03-22, 02:38 PM
Now that the WildCard search is working?
I can add the ability to find ALL UnitTypes as an option instead of one Type at a time.
So You can pop all Merchants etc or select by Type as you wish.
New thing happening now.
When I run the Script from my bat file it doesn't work properly.
Having SweetScape look at that issue now.
Jeff-Groves
02-04-22, 12:13 PM
The Great people at Sweetscape took a look at my script to see what is happening with the -noui switch and why it's not working.
Again, they are Great people to look at things so quickly!
:salute:
To test if your version of 010 suffers the "WildCard" CTD?
Run this Script.
I can guarantee version 12.0.1 will CTD!
#define MAX_LEN 50
char Y[MAX_LEN];
Y = InputDirectory( "Select Folder to search", "C:\\" );
TFindInFilesResults r = FindInFiles( "*0D0A,h", Y, "*.cfg", true, false, true, false, 1, 0.5, 2, true );
Printf("%s/n", Y);
Jeff-Groves
02-05-22, 01:37 PM
Currently running tests to eliminate any Warning messages.
Almost have them corrected!
That would eliminate setting 010's warning changes as I posted above.
New selection box added to choose SH3 or SH4/5
There are differences.
:EDIT!
All errors CRUSHED!
I'm also doing things I don't think Sweetscape ever expected anyone to do so finding some places for a better version update!
I think that would put me up to around 10 or more requests for features that they have included over the years.
Looking at things? It would be easy to adapt the Script for a pretty good Missions editor also.
Jeff-Groves
02-06-22, 12:00 PM
Cutting the size of the Script by creating variables to use instead of using full statements. So instead of "1=Patrol Craft" 2 times?
I add that once and call it as such M1 = "1=Patrol Craft"
That saves 11 bytes! Estimated savings is about 800 bytes!
I also don't type all the UnitTypes. I use 010 to modify the files in each version so I just cut and paste into the Script!
Example:
Stock list from the Names.cfg in SH4..........
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser
Type14=Special OPS Boat
Type15=Landing Craft
Type16=Elite Patrol Craft
Type17=Elite Destroyer escort
Type18=Elite Escort Carrier
Type19=Super Fleet carrier
Type20=Super Battleship
010 Modified list.......
"0=Patrol Craft", "1=Corvette", "2=Frigate", "3=Destroyer Escort", "4=Destroyer", "5=Minesweeper", "6=Light Cruiser", "7=Heavy Cruiser", "8=Escort Carrier", "9=Fleet Carrier", "10=Battlecruiser", "11=Battleship", "12=Minelayer", "13=Auxiliary Cruiser", "14=Special OPS Boat", "15=Landing Craft", "16=Elite Patrol Craft", "17=Elite Destroyer escort", "18=Elite Escort Carrier", "19=Super Fleet carrier", "20=Super Battleship"
In 010 I used column mode to cut Type off the text.
Then edited it in Hex mode to replace bytes 0D 0A to 22 2C 20 22
Jeff-Groves
02-06-22, 03:58 PM
I had to figure out a Switch function. Part of the code is below.
switch( value )
{
case 0 : result = 00; break;
case 1 : result = 01; break;
case 2 : result = 02; break;
case 3 : result = 03; break;
case 4 : result = 04; break;
case 5 : result = 05; break;
case 6 : result = 06; break;
case 7 : result = 07; break;
case 8 : result = 08; break;
case 9 : result = 09; break;
Now since Warships start at a UnitType=0? How do We handle that?
if( Class == 1 && Version == 1 && Type1 < 10)// need this section for WarShips in Switch Function below
{
Type = StrDel( Type1, 0, 1 );//This strips the 1st 0!
rudewarrior
06-04-22, 07:36 PM
Make it's sensors MaxRange at least half of your environment size. I.e., 16k env. would have an 8k meter range, 20k would be 10k, etc. You can make it whatever range desired if felt that even half range is to much, etc.
I play a messy soup, but the central megamod is GWX. So I went through the trouble of doing this and set the distance 7.5k. I have done a little experimenting with it, not a whole lot.
I wanted to follow up and see if anyone had any suggestions for the ranges based on experimentation they have done.
Wanted to see what people out there were doing who were using this.
:salute:
John Pancoast
06-04-22, 11:00 PM
rudewarrior, I found that halving the range still gave them too good of spotting ability for my tastes.
So I changed it to .25 instead. I.e, 16k env. gives them a 4k setting, etc.
I think it works better now.
FUBAR295
06-04-22, 11:17 PM
I, like John, use 4km. Seems to be about right. Don't want them blind, but not eagle eyed also.
rudewarrior
06-05-22, 08:40 AM
Thanx for the input guys, I will modify mine similarly.
However, I wanted to expand this discussion to a bit of theory. It would seem that the primary spotting tool for the convoy would be the escorts.
In order to maximize the spotting, it would seem that the merchants would have trained spotters as well. It would also assume that these spotters would most likely be on the outer ships. Most likely they would be looking to the front and sides of the convoy.
Not necessarily the rear. I suspect that this cannot be simulated.
I have found two articles about the same subject that are very similar here (https://www.historyextra.com/period/second-world-war/real-life-battleships-game-ww2-german-uboats/) and here (https://time.com/5772665/uboat-wargames/).
I found both articles to be rather interesting, and they both come to the same conclusion: u-boats were attacking from within the convoy.
However, the Time article states that they also came to the conclusion that the u-boats were slipping into the convoys from the rear. This is the first I have seen or heard of this. I have gotten the impression that u-boats would slip through the screen up front and let the convoy overtake them.
Are you all able to move into the convoy from the rear? I have to admit that I am suspicious of this method. It would seem to me that an object moving forward in your formation is far more suspicious and easier to spot than one that is drifting to the rear. Has anyone seen this tactic mentioned before?
The book is fairly recent, published in 2019. I am thinking of reading it as it seems that it may have some insights into this very subject.
Edit: I just bought the book. It happens to be on a deal on Kindle at Amazon for only $3! :Kaleun_Applaud:
John Pancoast
06-05-22, 12:06 PM
Just a quick reply, I'll read the articles later.
- No, any u-boat within a convoy was done via it entering the convoy from behind. This was not a common tactic at any time of the war and of course, was completely useless once radar came into play. The boats came from the rear because that was generally less well escorted than the rest of the convoy and convoy "eyes" tended to be to the front and sides more.
Off the top of my head I only know two skippers even mentioning doing it.
- sometimes wartime descriptions of an event need to be taken in context. I.e., just because a convoy thought they were being attacked from within doesn't mean they actually were.
Confusion, etc. can lead to false reports. Just like "eye witness" reports of a crime often are not accurate.
Another example, iirc there are numerous examples of convoy skippers describing some attack and thinking they were being attacked by x number of u-boats, largely because of the severity and number of attacks, when in reality the actual number of u-boats involved was much smaller.
Anyway not saying that is the case with the Time articles, but worth a mention.
- it is all but impossible to simulate this tactic in SH3 for various reasons, convoy spacing restraints being one of them.
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