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KodiakPA
07-27-05, 05:34 PM
Ok, I'm throwing this out there if anyone wants it I can e-mail it just PM me. I'm at work right now so I can make it available when I get home.

http://rapidshare.de/files/3478446/Spy-Sat.zip.html

NEW Reduced traffic http://rapidshare.de/files/4775353/Spy_Sat_less_traffic.zip.html

I took the stock 1.4b RND Layer and modified the convoys only. Generally all I did was up the detection percentage and the time between spawns. I also added some surprises to one convoy. Basically you will see ALL convoys that are on the map close to real time. I can post a screen shot later showing the line of convoys traveling from Halifax to England and back.

Once again this is totally unrealistic, I know. As I've posted before I get very little time to play, being in the military, so some days I just want to find the convoys and sink them. I will make it JSME compatible.

There is a massive amount of realism mods for the hardcore gamers here. I play many of them when I have the time. This one is for the casual arcade style players who want to decimate one convoy after the other.

Remember to only load this in port as it does change the RND layer in the campaign.

Kernel
07-27-05, 05:44 PM
hehe, maybe the Germans were more advanced in their rocket technology after all... they lauched a spy satelite into orbit. :lol:

Hmm... you should call it the spy satelite mod. :lol:

KodiakPA
07-27-05, 05:46 PM
hehe, maybe the Germans were more advanced in their rocket technology after all... they lauched a spy satelite into orbit. :lol:

Hmm... you should call it the spy satelite mod. :lol:

I like it! :up:

Name change coming up.

Shadow9216
07-27-05, 05:54 PM
Sounds cool! I'd like to try it out. I just got out of the Navy, but still work for the Govt, so I've got similar time crunch. What do you do? (Branch, job)

KodiakPA
07-27-05, 05:57 PM
I'm a Public Affairs Detachment Supervisor for the Coast Guard in Kodiak, Alaska. I already spend a lot of time at work and being married really cuts into the game time. I should be home in a few hours, then I'll post the screen shot and the file.

KodiakPA
07-27-05, 08:56 PM
Here is the file. Rember this is incompatible with any mods that use the RND layer.

http://rapidshare.de/files/3478446/Spy-Sat.zip.html

I'll post a screen shot in a little bit

KodiakPA
07-28-05, 01:24 AM
Here is what your game map looks like with this mod.

http://img251.imageshack.us/img251/5752/spysat1hm.th.jpg (http://img251.imageshack.us/my.php?image=spysat1hm.jpg)

terrapin
07-28-05, 02:04 PM
also available in our file library.

Bort
07-28-05, 02:17 PM
That is SO cool! :up: :sunny: :ping:

Bort
07-28-05, 02:17 PM
That is SO cool! :up: :sunny: :ping:

KodiakPA
07-28-05, 04:57 PM
also available in our file library.

Thanks terrapin.

KodiakPA
07-28-05, 05:00 PM
* Bort]That is SO cool! :up: :sunny: :ping:

I'm glad you like it. Remember it only tracks convoys and task forces right now. I'm thinking of doing a new version that adds the HK groups. I'm leaving the single traffic contacts alone as there are so many to begin with and they get reported all the time.

Bort
07-28-05, 06:05 PM
Thanks! Sank all of 2 convoys in my IXC for a total of 134,072 tons. WOW. :arrgh!:

KodiakPA
07-28-05, 06:32 PM
* Bort]Thanks! Sank all of 2 convoys in my IXC for a total of 134,072 tons. WOW. :arrgh!:

Keep an eye out because there are two "specials". There is a convoy with a few extra tankers and some beefier (read as 4 BB's and a couple of carriers) escorts. There is also a task force that leaves out of Loch Ewe that would be worth sinking.

I haven't had time to play this week as I'm getting ready to head to Chicago for most of next month (I'm from there). I hope to get some time in today with my modified IXC.

Hawkers
07-29-05, 05:19 AM
Normally I would condemn such a mod as this as an out-and-out concession to the soft-core, arcade-loving namby-pambies, who are looking for a shoot-em-up, rather than a fine naval simulation. :nope:

On the other hand I've been chugging around out on patrol for over a week now, with b****er all contacts to sink! :doh:

I'll give it a try ;)

Thanks, mate!

Hawkers :up:

KodiakPA
07-29-05, 09:22 AM
Normally I would condemn such a mod as this as an out-and-out concession to the soft-core, arcade-loving namby-pambies, who are looking for a shoot-em-up, rather than a fine naval simulation. :nope:

On the other hand I've been chugging around out on patrol for over a week now, with b****er all contacts to sink! :doh:

I'll give it a try ;)

Thanks, mate!

Hawkers :up:

Thanks Hawkers.

I hope you like it. The arcade-style players need mods too. That's why I made it JSGME compatible. You want to sink some shipping, maybe give your renown a boost, you turn this on. You want to go back to how you were playing, turn it off. Simple as that. I wish I could play the sim hardcore but I just really don't have the time. I'm lucky if I can get an hour a weeek in sometimes. When that's the case I really don't want to be sitting waiting for something that may never come. Yes, I know in real life that it was very difficult for them to find convoys.

This is the finest subsim I've ever played (I started back on Red Storm Rising, on the Commadore 64). :up:

FritzHeinz
07-29-05, 01:11 PM
Looks like a great mod, just downloaded it and installed it in my Mods directory. Need to finish my patrol first before i can try it out.

BTW in your JSGME-ready package you put in an empty directory Campaigns\Campaign. :hmm: Why is this nesseccary?

KodiakPA
07-29-05, 01:20 PM
If I remember the structure of the data folder it should be data/Campaigns/campaings/campains_RND.

The extra folder is there so that the file is placed in the correct directory by the JSGME.

There should be two files one is the Campaings_RND the other will be contacts.cfg in the data/cfg folder. If you have any problems or are missing files let me know. I can repakage it and repost/ resend it to you.

Hope you like it.

Spaxspore
07-29-05, 01:58 PM
Wow, looks awesome, ill try it out.

Taurondin
07-29-05, 04:30 PM
If you have any problems or are missing files let me know. I can repakage it and repost/ resend it to you.
The Spy Sat\data\Campaigns\Campaign folder is empty and it looks as though the RND file is missing completely. The Contacts.cfg is present and correct.

btw for JSGME the "readme.txt" should be in a folder called "documentation". This avoids unnecessary copying of non data files. This docs folder sits inside the main folder alongside the data folder - path Spy Sat\documentation\readme.txt

Nice idea for a mod - I`m wondering how accurate those printed convoy routes are and this should help to find out :)

KodiakPA
07-29-05, 06:54 PM
Thanks for the heads up Taurondin.

I will correct that when I get home. I think the problem lies in the fact that I did an updated version and might have screwed up the new zip. It will be repaired in a couple of hours when I get home.

:damn: Sorry to all who are missing the file.

My fault on the RND file. I'll repost it and also make sure that terripin has it when I've fixed it.

Thanks for the heads up about the documentation folder as I didn't know that.

terrapin
07-29-05, 06:59 PM
Thanks for the heads up Taurondin.

I will correct that when I get home. I think the problem lies in the fact that I did an updated version and might have screwed up the new zip. It will be repaired in a couple of hours when I get home.

:damn: Sorry to all who are missing the file.

My fault on the RND file. I'll repost it and also make sure that terripin has it when I've fixed it.

Thanks for the heads up about the documentation folder as I didn't know that.


np, if it's posted in the next 6 hrs I'll get it anyway...I'm a person who rarely sleeps on transatlantic flights... :-?

KodiakPA
07-29-05, 08:52 PM
Ok all it is fixed. Here is the link and I will also fix the link in the top post.

http://rapidshare.de/files/3478446/Spy-Sat.zip.html

Again sorry for the mistake. If you e-mailed me about the problem you should be receiving a corrected zip from me shortly.

Krieg-Schwein
08-07-05, 04:14 PM
Does anyone notice that the external camera that follows the ships is messed up after using this mod?

but it like it any way!

KodiakPA
08-07-05, 04:44 PM
I haven't had the camera problem. What is it doing?


I also have a reduced traffic version but I can't post it until August 23 as I'm on vacation right now.

Krieg-Schwein
08-07-05, 05:54 PM
at the beginning of the mission it's fine but during the patrol when you use the external view it will jump around in open space...I think it's from this mod I haven't had the problem before I installed it!..I should do a little more investigation though!!

Tybalt
08-07-05, 08:17 PM
I've hade the problem with the camera before I tested this mod, but it seems to happen more often now.

/Tybalt

( Hey, first post here! I've been reading this forum for a couple of month now, but this is my first post, so 'Hi!' to everyone! )

KodiakPA
08-08-05, 04:57 PM
I'll have to try it. I don't see why it would change as the only files I messed with were contacts.cfg and the Campaings_RND. I'll have to look at it when I get back home on August 23. I'm in Chicago right now suffering SHIII withdrawl. Thankfully I'll be visiting the U-505 while I'm here (and taking gobs and gobs of photos).

I'm glad you like the mod. Like I said before I also have a reduced traffic version. This would be the stock level of traffic. The screen still shows all contacts but you don't get one convoy after the other after the other after the other. It was a little ridiculous after I sank 1,500,000 GRT in one patrol. That was a little much even for me.

KodiakPA
09-05-05, 09:53 PM
Ok as promised the reduced traffic spay sat mod. This has the stock spawn times in for the convoys and liners. You will still see all contacts on the map but now convoys and liners won't be on top of each other. As always let me know what you think and if you are having any problems.

Here is the link http://rapidshare.de/files/4775353/Spy_Sat_less_traffic.zip.html

I can't explain the camera problems and am open to suggestions as to why it's not working.

Krieg-Schwein
09-08-05, 06:14 PM
Ok as promised the reduced traffic spay sat mod. This has the stock spawn times in for the convoys and liners. You will still see all contacts on the map but now convoys and liners won't be on top of each other. As always let me know what you think and if you are having any problems.

Here is the link http://rapidshare.de/files/4775353/Spy_Sat_less_traffic.zip.html

I can't explain the camera problems and am open to suggestions as to why it's not working.



I have played around with it some what and it seem to react to the number of contacts on the map.. the more contacts the screwer it gets ..the less contacts the more stable...has to be in that for some reason..possible the game can't decipher a lot of contacts so it goes goofy!!

KodiakPA
09-09-05, 09:11 AM
I have played around with it some what and it seem to react to the number of contacts on the map.. the more contacts the screwer it gets ..the less contacts the more stable...has to be in that for some reason..possible the game can't decipher a lot of contacts so it goes goofy!!

Now that is interesting. I'll have to keep playing with it but if it is a problem with the game itself I don't think there is much I can do. I'm glad you like the mod though.

10-18-05, 04:23 AM
thanks
haven't had the camera problem

Axlwolf
10-18-05, 09:25 AM
I think is related to land unit like bunker and similar.
I often raid some enemy harbour and im getting the jumping camera ALWAIS,if some ground object are present.

jjmikkel
10-18-05, 08:04 PM
Great mod. But JSGME says it has to overwrite RUB´s campaign_rnd.mis. How will this affect RUB? Could I just change the contacts.cfg to unlimited detection radius and still see all the convoys, or would I get ALL contacts including single ship merchants, warships, birds, turtles and seaweed?

KodiakPA
10-19-05, 09:05 AM
Great mod. But JSGME says it has to overwrite RUB´s campaign_rnd.mis. How will this affect RUB? Could I just change the contacts.cfg to unlimited detection radius and still see all the convoys, or would I get ALL contacts including single ship merchants, warships, birds, turtles and seaweed?

Yes you can. Take a look at both files. The contacts.cfg file will increase your detection range. You have to go into the Campaings.RND file to increase the detection probability of convoys and the like.


I think is related to land unit like bunker and similar.
I often raid some enemy harbour and im getting the jumping camera ALWAIS,if some ground object are present.

I don't tend to use the follow camera. I also don't understand why this would affect the camera. I may have something to do with land unit proximity though. If anyone can think of a way to fix it please let me know.

Papabull
10-19-05, 07:46 PM
OT perhaps, but what is your opinion of the U505 exhibit? The first thing out of my mouth entering the exhibit halll was Wow! Just curious as to how it struck you (btw, I live about 60m sw of Chicago) as we were there in August. Awesome, imho.

KodiakPA
10-20-05, 09:45 AM
I LOVED it! So much better than the original. I remember as a child going to see it, I have a photo of my wife standing under the U-505 as they were repairing it prior to the move and I have shots of them moving it. I walked in and was blown away with the whole exhibit.

I then went into SHIII mode and lined up a shot on the convoy mural. :arrgh!:

Fuzzy664
02-16-06, 08:06 PM
I'm having troubles with this mod is doesn't appear to be working. I've installed JSGME and placed this mod in folder.

Do I have to create a new career as well?

KodiakPA
02-17-06, 01:49 PM
No but you do have to start at your home port and not in the middle of the mission.

Dumb question, did you enable the MOD with JSGME?

At first as ou leave port nothing may show up but if you continue you should get a convoy report. Look at your map and viola everything is there. PM me if you keep having problems.

GSpector
12-24-06, 12:06 AM
Hello,

Just wondering if this MOD is still available to try?

dean_acheson
12-24-06, 03:51 PM
and is it GWX compatable?

danlisa
12-24-06, 05:58 PM
and is it GWX compatable?

No, it's not. The spy sat works by changing the report probability to 100% & by changing the contact time to 60mins for example. This has to be done in conjunction with your choice of mod's RND layer. If you don't use the right layer then you might as well not be using said mod.

Realism freaks look away now.:shifty:
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I have one ready but I need to test and obtain permission from the GWX Dev's.;)
(Every convoy reported every 60mins)

Edot - Before I get calls of cheating, sometimes it nice to see whether routes have been changed etc.....That's my excuse and I'm sticking to it.:lol:

Pants
12-24-06, 06:39 PM
and is it GWX compatable?
No, it's not. The spy sat works by changing the report probability to 100% & by changing the contact time to 60mins for example. This has to be done in conjunction with your choice of mod's RND layer. If you don't use the right layer then you might as well not be using said mod.

Realism freaks look away now.:shifty:
.
.
.
.
.
.
.
.
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I have one ready but I need to test and obtain permission from the GWX Dev's.;)
(Every convoy reported every 60mins)

Edot - Before I get calls of cheating, sometimes it nice to see whether routes have been changed etc.....That's my excuse and I'm sticking to it.:lol:
I won't call you up to say you're a cheat matey...i'll do it right here and now, you're a cheat :rotfl:

GSpector
12-24-06, 11:45 PM
I would not call it cheating, just using a MOD that "helps" to you to focus and compare your Psycic abilities :rolleyes:

dean_acheson
12-25-06, 12:12 PM
I don't think it is necessary to bandy about reports of cheating.

I think that it would be cool to see where all the convoys are once.

It is like the outside camera, looks neat every now and then, but I don't turn it on very often, it is too much of a % hit on the realism.

Jimbuna
12-25-06, 04:47 PM
Realism freaks look away now.:shifty:

I peeked/cheated....your a cheat roflmao :lol: :up:

elite_hunter_sh3
12-25-06, 05:25 PM
well did u test the spy sat for GWX?? i need it cuz im tired of a blank map after 3-4 patrols :nope::nope:

danlisa
12-25-06, 06:23 PM
well did u test the spy sat for GWX?? i need it cuz im tired of a blank map after 3-4 patrols :nope::nope:

Not completely tested mate, at the 'mo I'm enjoying christmas with my family. There's alot designated as convoys in GWX which turn out as 2-3 ships. I want to remove those being reported and leave only full blown convoys.

danlisa
12-25-06, 06:26 PM
[QUOTE=dean_acheson]I don't think it is necessary to bandy about reports of cheating.QUOTE]

No worries mate, Pants is a mate:up:

dean_acheson
12-25-06, 06:58 PM
lol ;)

elite_hunter_sh3
12-28-06, 05:21 PM
well happy holidays and happy new year to ya if you can when u get some free time try to talk to lehmann to see if u can est spysat on gwx so we can junt some convoys and big deal on 2-3 ships a ship is a ship no matter wut it is . :up:

catalan
02-18-07, 01:00 PM
Thanks for this mod!

Just a question, I can only see Large Convoys right now with Spysat. Is there a way for Spysat to track Task Forces as well?

Mush Martin
02-18-07, 01:11 PM
Thanks for the intel.
M:|\\

GlobalExplorer
02-18-07, 01:51 PM
No, it's not. The spy sat works by changing the report probability to 100% & by changing the contact time to 60mins for example. This has to be done in conjunction with your choice of mod's RND layer. If you don't use the right layer then you might as well not be using said mod.

Has still nobody made a small program to set the Spawnprobabilites for all entries in a campaign file? It's really not that hard .. I wish I had just a bit more time to do it.

ReallyDedPoet
02-18-07, 08:18 PM
Thanks for this mod!

Just a question, I can only see Large Convoys right now with Spysat. Is there a way for Spysat to track Task Forces as well?

I have seen large, small convoys and task forces with this, no problems.

catalan
03-03-07, 10:48 AM
All right. Thanks for your reply.

I also noticed that certain reports from Spysat come around at later dates? For example, the Passenger Liners are shown as fast ships but it is displayed after the spring of 1940.

shegeek72
03-04-07, 02:00 AM
Is there a way to increase the contacts in GWX, since it appears the spysat isn't compatible with it? I've been tootling around the Atlantic for days without any contacts. :dead:
--
http://tarafoundation.org/sh3_U100.jpg

kiwi_2005
03-04-07, 02:56 AM
Another poster here put up another version of SpySat once that was compatiable for GW1.1a can't remeber his name tho yet his thread would still be around.

The great thing about the original spysat is every convoy you came across always had a taskforce travelling with it! :) nothing beats heading into a convoy and seeing a couple of carriers & battleships in the middle.

Guess which ships you'll always go for! I lost count how many carriers/BS i sunk in a spysat career:arrgh!:

Not very realistic tho but FUN!

EDIT: Ah i just spotted his name Danlisa is the man to see

danlisa
03-04-07, 03:38 AM
Good morning everyone...

There are 2 other Spy Sat Mods availaible for GWX.

1) Spy Sat for GWX + Dec 23rd Fixes - http://www.subsim.com/radioroom/showthread.php?t=102869

2) Spy Sat for GWX + 1.02 Patch - http://www.subsim.com/radioroom/showthread.php?t=106410

Happy hunting.

Note if you want to increase the chances of contacts being reported, you will have to manually edit their 'report probability' & 'Contact update time' from within the mission editor. Just work from a backup of the RND layer of your choice though. There's nothing worse than nerfing a campaign layer.;)

Monty9
11-08-07, 11:04 PM
I cant download the file can some post another link

STEED
11-09-07, 09:33 AM
Good morning everyone...

There are 2 other Spy Sat Mods availaible for GWX.

1) Spy Sat for GWX + Dec 23rd Fixes - http://www.subsim.com/radioroom/showthread.php?t=102869

2) Spy Sat for GWX + 1.02 Patch - http://www.subsim.com/radioroom/showthread.php?t=106410

Happy hunting.

Note if you want to increase the chances of contacts being reported, you will have to manually edit their 'report probability' & 'Contact update time' from within the mission editor. Just work from a backup of the RND layer of your choice though. There's nothing worse than nerfing a campaign layer.;)


Dan, once GWX 1.04 comes out I suppose you will release your final one which will free you up for the pub. ;)

I DL your 1.03 some time ago and on behalf of the person who I gave it to they thank you, yes he's not on the Internet.

Monty9
11-10-07, 08:10 AM
So can someone please put it up for non gwx