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View Full Version : little trick for adding airsupport to ships


CB..
11-17-05, 04:22 PM
opening the ships cfg file in the sea/ship folder

and adding these entrys to the cfg file

[AirGroup 1]
StartDate=19380101
EndDate=19420501
Squadron1Class=FBHurricaneMk1
Squadron1No=12

[AirGroup 2]
StartDate=19420502
EndDate=19451231
Squadron1Class=TBAvenger
Squadron1No=18




(compare to the carrier cfg entrys for more variety)

will create a moving airbase attached to the vessel


perhaps usefull for russian convoys (ship bourne hurricanes)

works for allied ships/aircraft--

am going to try adding a FW condor in the same way to the player subs just to see if it allso works for player/axis vessels--

again perhaps for fun or maybe more seriuosly accurate (at a pinch) for med campaigns adding italian bomber support to the player subs--triggering bomber attacks against enemy convoys on contact-

adds some spice

rulle34
11-17-05, 04:54 PM
Nice :up:
So if I understand you right, if you put this to C3 than all C3's will have this invisible airbase attached?

gouldjg
11-17-05, 05:07 PM
Now is it at all possible to clone a air group and have them invisible and attach to them to ai subs.

Just my vivid imagination

Or better still have an invisible group attached to our subs only to be triggered by a radio contact report.

Maybe the latter would ruin the default air attacks though so not that possible.

All the same, I can see great potential in this and definetly more eye candy at sea.

You will probably find someone re-creating some pacific theatre here.

Col7777
11-17-05, 05:08 PM
Hi CB,

Where have you been?

Just a thought on what you have done, will it work by attaching AI subs to the player sub (Wolfpacks)?

Ooops! Sorry goulgjd we both poted the same thing a minute apart, thinking alike. :)

Pablo
11-17-05, 05:10 PM
Hi!

If you do this, you might want to limit the number of aircraft, unless you really want to be jumped by an entire squadron of aircraft all at once... ;)

Pablo

Rubini
11-17-05, 05:49 PM
rulle34 wrote:
Nice
So if I understand you right, if you put this to C3 than all C3's will have this invisible airbase attached?
- It's possible to do this as a loadout.

Rubini.

CB..
11-17-05, 06:18 PM
Hi CB,

Where have you been?

Just a thought on what you have done, will it work by attaching AI subs to the player sub (Wolfpacks)?



been having a bit of a rest :arrgh!:
not sure if the game will accept a sub (sergbuto's ai subs?) launched from an airbase--but it might--if not perhaps some form of hex edting of the core files might trick the game into accepting a sub as an aircraft--

rulles right tho every instance of the ship will have the airbase---tho using your brit sub type adition of new vessels a unique job is easy enough

be nice to have a german destroyer group in the channel with stukas!!

or adding hurricanes to the brit PT boats would liven up the coastal waters a bit--

and the hunter killer groups would have air support in coastal waters-
stuff like that--i was too lazy to add escort carriers to all the convoys so cheated it with this idea LOL!! realism what's that ? :-j

CB..
11-18-05, 07:57 AM
This was done ages ago by Serg and myself on several Allied and Axis Warships (those that have AC onboard - ie: Walrus). However since the ships are NOT a carrier type class ship the planes never spawn.

What I do is just attach an AC to the ship via making that ship a Group of 1 + AC. The down side is the plane is alway there and sometimes it will crash into the drink (damn flyboys drunk at the stick again). If I ever manage to get that sorted I'll be happy.

(I wonder if I can attach a random group ?)

it does seem to work allright here-- if it's any help i added the entrys to a clemson and the corvette--- the aircraft spawned twice during a prolonged attack on the convoy (about an hour and a half game time)

i wondered about the class thing myself-wether there was any limitation on which classes of vessels could spawn aircraft on the fly--but it did work AFAIK--
perhaps the problem is with the walrus rather than the ship? the walrus being a "non-stock" (after a fashion) aircraft?
might be missing a reference in the model file?

try using the cfg file method i mentioned

CB..
11-18-05, 01:14 PM
it may be that non carrier class vessels with the airgroup added via the cfg in fact only trigger/spawn aircraft when within the normal airbase range of the nearest "stock" airbase-- this would explain why the clemson and corvette spawned aircraft-- acting as a more localised mobile sensor/trigger for the global airstrike coverage---i noticed that out side the normal range of the airbases the vessels did not appear to trigger an airstrike--where-as within the normal coverage area they did--

instead of being a carrier class independant moving airbase they are just an external trigger for the existing airbases--interesting

CB..
11-19-05, 07:42 AM
how do you script the group plus aircraft entry?

Col7777
11-20-05, 06:32 AM
I've added Serg's AI subs to a allied convoy using the editor, is this the way you add the A/C's above Commander?

http://www.subsim.com/phpBB/viewtopic.php?t=43862

CB..
11-20-05, 07:50 AM
what does this look like when you view the mission file in wordpad--(ie as a hand edit job?--there may be things you can tinker with by hand editing that you can't do by using the editor/ :hmm:

Col7777
11-20-05, 07:53 AM
I'm im work right now CB so I can't show till later, but maybe Cammander might be able to help, if not I'll post later.

CB..
11-20-05, 08:00 AM
oops double post

CB..
11-20-05, 08:00 AM
cheers Col :up:

Col7777
11-20-05, 01:31 PM
I'm Home now CB,

This is using Serg's AI subs:

[Mission]
Title=Wolfpack3
MissionType=0
MissionDataType=0
Year=1941
Month=7
Day=7
Hour=7
Minute=0
Fog=0
FogRand=0
Clouds=1
CloudsRand=2
Precip=0
PrecipRand=0
WindHeading=40
WindSpeed=6.000000
WindRand=1
WeatherRndInterval=2
SeaType=0
Briefing=

[Group 1]
GroupName=Convoy
CommandUnitName=BR C3 Cargo#1
Category=0
RandStartRadius=0.000000
DeleteOnLastWaypoint=true
EvolveFromEntryDate=false

[Group 1.Unit 1]
Name=BR C3 Cargo#1
Class=C3Cargo
Type=102
Origin=British
Side=1
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19400101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1230500.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000
NextWP=0

[Group 1.Unit 1.Waypoint 1]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1075000.000000
Lat=6815500.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 2]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-969500.000000
Lat=6766500.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 3]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-870120.000000
Lat=6689040.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 4]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-807120.000000
Lat=6662040.000000
Height=0.000000

[Group 1.Unit 2]
Name=BR C2 Cargo#1
Class=KLS
Type=102
Origin=British
Side=0
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1233000.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 3]
Name=BR T2 Tanker#1
Class=OTMST2
Type=101
Origin=British
Side=0
Commander=0
CargoExt=0
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451201
GameExitTime=0
EvolveFromEntryDate=false
Long=-1232000.000000
Lat=6816450.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 4]
Name=BR T3 Tanker#1
Class=OTMS
Type=101
Origin=British
Side=0
Commander=0
CargoExt=0
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1231950.000000
Lat=6814500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 5]
Name=BR Small Tanker#1
Class=OTSF
Type=101
Origin=British
Side=0
Commander=0
CargoExt=0
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1234200.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 6]
Name=BR DD C Class#1
Class=DDCClass
Type=4
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1229100.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 7]
Name=BR CO Flower#1
Class=COFlower
Type=1
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390201
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1235340.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 8]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1228870.000000
Lat=6816630.000000
Height=0.000000
Heading=230.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 9]
Name=Type VIIA#2
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1228810.000000
Lat=6814470.000000
Height=0.000000
Heading=310.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 10]
Name=Type VIIA#3
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1231930.000000
Lat=6817370.000000
Height=0.000000
Heading=140.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 11]
Name=Type VIIA#4
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1232070.000000
Lat=6813770.000000
Height=0.000000
Heading=30.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 12]
Name=Type VIIA#5
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1229750.000000
Lat=6813890.000000
Height=0.000000
Heading=340.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 13]
Name=Type VIIA#6
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1230070.000000
Lat=6817010.000000
Height=0.000000
Heading=210.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Unit 1]
Name=Type IXB#1
Class=SSTypeIXB
Type=200
Origin=British
Side=0
Commander=1
CargoExt=-1
CargoInt=-1
CfgDate=19390401
DeleteOnLastWaypoint=true
GameEntryDate=19390415
GameEntryTime=0
GameExitDate=19440411
GameExitTime=0
EvolveFromEntryDate=false
Long=-1231900.000000
Lat=6815520.000000
Height=0.000000
Heading=90.000000
Speed=12.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=90
SecondsUntilReport=-60.000000
RandStartRadius=0.000000
NextWP=0

[EditorParams]
InitLongOff=487620512.000000
InitLatOff=-88796496.000000
ZoomIndex=0

CB..
11-20-05, 05:53 PM
:up: cheers Col what happens if you use a huge randomstart radius and evolve from startdate = true for the subs?

this would place them allmost anywhere along the convoys route differently depending on the start date and interval for the convoy and could be used on every convoy giving unique wolfpack attacks that the player might stumble across from time to time in the campaign

with a high radio report probability and timer you would get updates on their position with some certainty that they were waiting along the predicted route of a convoy so you could go and join them -that would be cool

gouldjg
11-20-05, 08:39 PM
:up: cheers Col what happens if you use a huge randomstart radius and evolve from startdate = true for the subs?

this would place them allmost anywhere along the convoys route differently depending on the start date and interval for the convoy and could be used on every convoy giving unique wolfpack attacks that the player might stumble across from time to time in the campaign

with a high radio report probability and timer you would get updates on their position with some certainty that they were waiting along the predicted route of a convoy so you could go and join them -that would be cool

Excelent Development guys

you could just change this game completely if this could be done

11-21-05, 02:40 AM
How can i add Floatplanes mod to my SHiii+Rub1,45 instalation? It is always СTD wenn I try to add floatplanes.
I put the to airfolder, add to german/english names put to airbases and ships but it doesnt help. Is there ant trick?

Col7777
11-21-05, 05:03 AM
Hi CB,

I also did a mission using the radius for the AI subs, that means not adding them to the convoy group as above, I thought it worked ok, but it was a bit fiddly to do using the editor.
I did it a couple of times forgetting what I did the first time so to speak, but I got it in the end.
I wasn't really sure they spawned or they were just there anyway, but I did notice the speed of the AI subs was slow, some even stopped, this is why I tried the other method above.

CB..
11-21-05, 05:27 AM
ok Col
i was curious about the kinda reversed way of scripting the group

in the campaign the groups are scripted with all the info in the main group header- leaving the individual ship units with just the basic info

[RndGroup 100]
GroupName=SC41ConvoyS
Category=0
CommandEntry=0
Long=-7212200.000000
Lat=5570600.000000
Height=0.000000
DelayMin=60
DelayMinInterv=10020
SpawnProbability=90
RandStartRadius=0.000000
ReportPosMin=800
ReportPosProbability=50
Heading=71.565102
Speed=6.900000
ColumnsNo=6
Spacing=700
DeleteOnLastWaypoint=true
CurrentInstanceID=0
GameEntryDate=19410601
GameEntryTime=300
GameExitDate=19420109
GameExitTime=0
NextWP=0

[RndGroup 100.RndUnit 1]
Class=KLS
Type=102
Origin=British
Side=1
CargoExt=1
CargoInt=0
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100
CrewRating=3


whereas you have each unit containing the full spectrum of info and the main group header with minimal info--

was wondering if this allowed you to edit some units to behave differently to the main group ie having the sub units send radio reports where-as the actual convoy ships don't

what happens if you use the position as escort option for the subs?
if it accepts german subs as units of the allied convoy the subs attacking the convoy ships even tho they are scripted as part of the same convoy group which other entrys could be changed to spice things up

what happens to the time excell if you place the player sub a long distance away--?

does the game run as normal? or does it grind to a halt whilst it calculates the sub attack?

if the attack only happens when the player enters the normal "loading" range of the convoy then there's no reason why you couldn't add them to some of the convoys within the main campaign file-- using the spawn probability to make it unpredictable--good stuff anyway round Col!!

Col7777
11-21-05, 05:41 AM
Well I can answer part of that, so I could see what was happening without getting involved I placed the player sub out of harms way but within distance of camera view if you get what I mean.
As the AI subs got near (withing firing range) of the convoy they both let rip at each other, I even saw the escort DD's ram a few subs too, destroying themselves.
I tried this with Serg's submerged AI subs, I got the same effect but obviously slightly different as the DD's had to hunt a bit more, plus I couldn't see all the action with them being submerged, but I suppose that was more realistic.

CB..
11-21-05, 05:57 AM
:up: i wonder what would happen if you set theplayer to start in port- with the convoy way out to sea on it's normal route?

that would be the main puzzle for incorporating them into the campaign

if the attack happenned even tho you were hundreds of miles away(as in SH2) then it would cause problems- BUt if SH3 works differently and only actively loads the convoy when your within sensor range then you could have the wolfpack entrys added to the normal campaign convoys and really spice the campaign up---i generaly only play the campaign and haven't ever noticed any battle take place outside the sensor range of the player- even tho there are german ships plodding around the map that should have triggerred an airstrike (if nothing else) there's never any indication that the game has slowed down (time excell) to calaculate the combat- so im guessing it doesn't take place unless the player is within range--

i must admit here tho that i cheat a bit when playing the campaign and have given myself a huge radio contact range so i can find a convoy most times i play (that way i can have the fun of the single missions and allso get all the added elements and fun of the campaign--)

i haven't got serg's subs :oops: so am being lazy here hoping that you've noticed wether or not the game calculates combat out side the players immeditae area---which would be highly advantageous for adding wolfpacks or any other german war- ships without damning the player to endless time excell madness :rock:

sergbuto
11-21-05, 10:33 AM
How can i add Floatplanes mod to my SHiii+Rub1,45 instalation? It is always СTD wenn I try to add floatplanes.
I put the to airfolder, add to german/english names put to airbases and ships but it doesnt help. Is there ant trick?

No, there should not be any tricks. Although, I do not use RUb.

sergbuto
11-21-05, 10:36 AM
I also did a mission using the radius for the AI subs, that means not adding them to the convoy group as above, I thought it worked ok, but it was a bit fiddly to do using the editor.
I did it a couple of times forgetting what I did the first time so to speak, but I got it in the end.
I wasn't really sure they spawned or they were just there anyway, but I did notice the speed of the AI subs was slow, some even stopped, this is why I tried the other method above.

The game somehow sets the AI sub speed a few knots lower than specified in the Editor or in the MIS file. I do not know why. I have mentioned that in the Readme of the wolfpack mod.

CB..
11-21-05, 12:16 PM
Serg' what program do i need to unpack/un-zipp the wolfpack files---7z is a new one for me?

sergbuto
11-21-05, 12:44 PM
http://www.7-zip.org/

It is freeware.

CB..
11-21-05, 12:53 PM
:up: cheers Serg'

Col7777
11-24-05, 05:44 AM
CB,

Just had a thought but not sure if it will work though, using your method of adding aircraft support to a ship, I wonder if it might work the other way round, but instead of adding a ship to the aircraft what about a submarine instead?
So in other words, if say a patrolling aircraft spots a convoy, then a submarine is spawned.

Col7777
11-24-05, 09:01 AM
CB,

Going on a bit from my above post, I added Serg's AI subs to the air file, then went in the mission editor and instead of adding an aircraft I added a sub.
I had to add way-points to the sub plus alter it's height, after a quick mission test it didn't show, but I got hounded by proper aircraft so this might have effected things I'm not sure, but I think I'm on to something by doing this... your thoughts.

CB..
11-24-05, 09:49 AM
sounds interesting COL --tell you who the right person to ask about adding new units to the aibase spawn list-- the guy who worked on adding the walrun aircraft can't think of his name of hand--(is it in this thread? ) he said he had problems adding the walrus but he managed it in the end ---
what is wanted i suppose is to add a sub to the airbase spawn list ( i get the feeling it needs to be incoporated into a list some where?) then it's a matter of what happens if it DOES actually spawn!!