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View Full Version : Effect of Improved Convoys Mod on Task Forces


scrapser
12-14-05, 12:34 PM
I'm trying a new campaign with this mod. My question is...does this mod remove or otherwise change the capital ships at anchor in the early years of the war and does it impact the task forces that spawn out of Gibraltar and Locke Ewe, etc?

Thanks

scrapser

chris911
12-14-05, 12:40 PM
More TFs some more HKs , the ships at anchor are not a part of the RND layer those are changed by the HT mod for exemple .

Marhkimov
12-14-05, 12:48 PM
IC only affects the RND (random) layer.
HT only affects the SCR (scripted) layer.

In effect, that means IC doesn't model any boat in harbors.

scrapser
12-15-05, 12:21 PM
Well, I went down to Gibraltar twice and patrolled for two weeks on each occasion and didn't see anything. I passed up two merchant convoys in hopes of spotting a Task force but still no joy. I'm using 1.4b, IC, and the SonarDC v2.0 mods. I'm not using HT.

On my very first patrol out of Wilky, I went north above Great Britian to my assigned patrol grid of AM23 and ran into a small Task Force just north of Locke Ewe. It turned out to be an Illustrious, Dido, and Fiji cruising in "line abreast" formation (with a few escorts keeping watch). This is the first time I've seen this pattern in a Task Force and the first time to see some light cruisers in a Task Force.

scrapser

Marhkimov
12-15-05, 01:09 PM
I have a tip. If you ever want to see some battleships (regardless of friendly or enemy), go sail in the Mediterranean or join the La Spezia Arsenale (29th flotilla). Of course, you will have to use HT to see this. Why aren't you, anyways? It is fully compatible with IC mod.

There is an abundance of Task Forces in the Mediterranean, many consisting of Nelsons, Rodneys, and KGVs. Also, there are many German and Italian Task Forces as well: Bismarcks, Hippers, and Soldati Destroyers.

IMHO, there is much action in the Med, due to the compact nature of the conflict. La Spezia is not very far from Alexandria, the heart of the British Med Fleet.

Rubini
12-15-05, 03:59 PM
Marhkimov,
scrapser,

Only to clarify some things:

The task forces that you saw in Med sea are from OPs mod SCR not HT mod. HT mod only mess with friendly harbours and others few things on the SCR like the addition of traffic in some allies ports. In any moment HT mod delete a single ship. But I notice that the Ops SCR deleted a lot of ships from allies harbours. I think that the Ops team should like to avoid attack on ports because they are not so realistic. It's their choice, I don't agree that this is the best manner to solve the problem. But this is only my opinion and this is a polemical discussion.

Rubini.

Marhkimov
12-15-05, 04:06 PM
Ok, I am confused once again... Aren't they both located within the SCR layer? How is it possible to have both OPS mod and HT mod?? I thought this has already been done???

Just to set me straight again, could someone explain the difference between OPS, IC, and HT? I seem to be in a state of disarray... :dead:

sergbuto
12-15-05, 04:33 PM
Marhkimov,
scrapser,

Only to clarify some things:

The task forces that you saw in Med sea are from OPs mod SCR not HT mod. HT mod only mess with friendly harbours and others few things on the SCR like the addition of traffic in some allies ports. In any moment HT mod delete a single ship. But I notice that the Ops SCR deleted a lot of ships from allies harbours. I think that the Ops team should like to avoid attack on ports because they are not so realistic. It's their choice, I don't agree that this is the best manner to solve the problem. But this is only my opinion and this is a polemical discussion.

Rubini.
I remember that during SH2 days people complained about how the whole traffic is scripted and there is no traffic at all when you go to other parts of the world. The ironic thing is that when SH3 was finally released with such things, the Ops/IC team deleted significant part of the generic/small-group traffic (which is most random) across the world (even in the random layer) and made the scripted part of the traffic even more scripted based on claims of "realism sake".

Marhkimov
12-15-05, 04:37 PM
Isn't there a way to keep the single merchant traffic, and reduce only the frequency of single traffic radio messages? Can't this be changed via the Contacts file?

Or by editing the campaign files, you could also edit the ship report probability, right?

Ducimus
12-15-05, 04:53 PM
Isn't there a way to keep the single merchant traffic, and reduce only the frequency of single traffic radio messages? Can't this be changed via the Contacts file?

Or by editing the campaign files, you could also edit the ship report probability, right?

Yes.

If you want to see a PRIME example of this, go look at the vanilla campaign.RND layer in the indian ocean. You'll find you only have a ( if i rmemeber right) a 40% chance at a contact report, ONCE A WEEK, and remember, this is ONLY if you happen to be near that contact at the time a report *might* be received.