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View Full Version : 2 ideas: AI Flakboat and Raider mod


HundertzehnGustav
09-06-05, 10:56 AM
The german mercahnt raiders (Kormoran and the other mafiabosses)
are in fact, merchant ships fitted with cannons, right? so why does my sonar man her it as a warship? its shurely got merchant like engines...

late on inthe war IIRC the FLAKBOOTE, VIIC boats with tons of 20 mm barrels and the like were used to provide cover near the coast ,

now i want an AI Flakboat to show me the way, instead of a trawler, from &รง'' onwards or so...

:D

Col7777
09-06-05, 11:12 AM
I think that is a good point, as far as I know they did masquerade as a freighter then open fire when in range.

HundertzehnGustav
09-06-05, 11:18 AM
Yes, i guess that is true i dont know any facts, but i think they acted like the old sailors that were allowed to do that with an official letter from the King or Queen

Bucaneers?
Corsairs?
what were they called.
Go shoot scare them, and steal their gold from the ship.

But to me, they are friendly, they have Cargo engines, and they scare the crap out of me each time i meet them north of Wilhelmshafen. i always fear they are a VW or some Tribal s*cker

:o :o :nope:

Commander1980
09-06-05, 12:22 PM
I will try to get that AI-Flakboat with Turm IV working ;)

CCIP
09-06-05, 12:28 PM
Actually, it'd be great if we could get a scripted U-boat group led by a U-Flak in 1943 leaving port when you leave - so that you could "join" them and get through Biscay together (by going on the same speed and heading).

It should be possible I think :hmm:

sergbuto
09-06-05, 12:28 PM
I will try to get that AI-Flakboat with Turm IV working ;)

Not to destruct you but to just make you aware that it is already in my version 3.0 of AI U-boats along with some other additions. Hopefully, coming out soon.

Commander1980
09-06-05, 12:43 PM
Well, i wasn't succesful with my first (and only :D) idea and i have some other projects in progress. Looking forward to your V3.0 ;)

Shadow9216
09-07-05, 09:02 AM
Yes, i guess that is true i dont know any facts, but i think they acted like the old sailors that were allowed to do that with an official letter from the King or Queen

Privateers, carrying Letters of Marque. Legalized piracy, in other words.

I don't know why the DD or Armed Trawler couldn't be changed to a flak sub, seems like a simple swap out. As for a pack, I'm sure that could be added in the Harbor Traffic mod, but how would you script it so that it only occurs when you sail out? Some sort of trigger would have to happen to cause the group to spawn.

Rubini
09-07-05, 09:29 AM
Hi guys,

I'm working hard to finish the new version of HT...

About the flak uboat and the possibility to scripted a "flak convoy" at Biscay, I think that if you use airpower mod will be very difficult to shoot down the planes anyway. And will be necessary to make a "flak convoy" to any port on the Biscay Bay. But it's a great idea, if someone have more comments/ideas in this stuff will be good. :hmm:

Rubini.

Shadow9216
09-07-05, 09:47 AM
What about scripting a group with the trigger being the appearance of the player's boat? I realize you'd have to do it for Brest/Lorient/St Nazaire, but if you just create one "Wolfpack" and spawn it in those 3 ports, that could work...IF the trigger functions correctly. It should AFAIK. :-?

Shadow9216
09-07-05, 09:59 AM
What about scripting a group with the trigger being the appearance of the player's boat? I realize you'd have to do it for Brest/Lorient/St Nazaire, but if you just create one "Wolfpack" and spawn it in those 3 ports, that could work...IF the trigger functions correctly. It should AFAIK. :-?

Rubini
09-07-05, 02:06 PM
I never play with triggers on SH3. Are they functional in the campaigns or only for single missions? :hmm:

Rubini.

CCIP
09-07-05, 02:55 PM
No, as far as I know, triggers will only work in single missions.

Rubini
09-07-05, 04:18 PM
Thanks for the info CCIP.

Let's wait Sergei's work. Perhaps we will find another way to implement things like that.

Rubini.

Commander1980
09-07-05, 04:41 PM
what about painting the course of the the flakboat on the map. If the player desires AA-defense-cover, he has to follow that route. I've integrated something like this into the scr-layer. A "Vorpostenboot" (Tugboat with heavy aa-defense) sailing some 150 km into the bay of biscay and if i want cover, i can follow that boat.

sergbuto
09-08-05, 04:40 AM
Just to show that it exists in v3.0

http://usx218.fysik.uu.se/users/Sergei/files/AI_Uflak.jpg

HEMISENT
09-08-05, 06:49 AM
Holy Cow sergbuto! thats gorgeous. can't wait for the release. :up: :up:

LukeFF
09-08-05, 07:49 AM
That looks good, Sergbuto! I can see good things coming from that, come those 1943 voyages in the Bay of Biscay. :o :D

Rubini
09-08-05, 08:24 AM
Hi Sergei,

Nice work. I'm ready to release a new version of HT mod (maybe today). Can you tell when you will release the Flak Uboat?. If it's in short, I will waiting to add this feature in the HT mod. :hmm:

Thanks again,

Rubini.

Rubini
09-08-05, 10:14 AM
Hi,

some info about Uflak boat (in the uboat.net):



The modifications took place in 1943 and the boats became operational in June 1943 ...

...In November 1943 it was decided to convert all the seven U-flaks (not all completed) back to normal attack boats, fitted with Turm 4.
U-flaks were not able to fulfill their assigned mission in the Bay of Biscay - mainly because of the group tactics adopted by Allied aircraft (one can see the irony in this). According to the German war sources only 2 aircraft were shot down by U-flaks (and some damage inflicted on others) in 6 U-flak missions (3 by U-441, 1 by U-621, U-953 and U-256).

Because of the limited fuel capacity and torpedo load U-flaks were not suitable for normal operations. At the same time the standard AA armament for U-boats was no longer much inferior to U-flaks. This and lack of success made U-flaks somewhat redundant.


Rubini.[/quote]

Kpt. Lehmann
09-08-05, 10:31 AM
That would be wayyy cool in Rubini's Harbor Traffic Mod!

Sergbuto for Admiral! :sunny:

Commander1980
09-08-05, 11:47 AM
Nice work Sergbuto! looking forward :)

Do you think it is possible to place 2 crewman to one of the nodes, to display a manned 37mm M42 Flak (from the subs)? For the short times, the UFlak would be in action, the "stop-firing"-problem is not very important, i think.

sergbuto
09-08-05, 12:41 PM
Yes, I would also like to have original sub weaponary with the crew, however it is not easy if possible at all because this should not interfere with guns on the player subs and the crew needs to move together with rotating guns.