PDA

View Full Version : A new and exciting update to the RUB Campaign files


Der Teddy Bar
12-19-05, 08:19 PM
I quote... "One of the stupidest things in game design is the lack of uncertainty given to the player"

I am wishing to distribute a new and exciting update of the RUB Campaign files. I am unsure of who to ask 'permission' of, hense the very public post. As always, full credit for the original work and origine will be quite clearly stated.

The Campaign files have been modified so that the "its a merchant it must be going 5 or 7knots" and "its an escort it must be going 11 knots" are no longer.

As it is now, in the default game and the RUB modified game, even on manual TDC, it is simply a point N shoot situation. When getting into a firing position ahead of the vessel, it is a simple race ahead, submerge and wait ## minutes. No need to look as the vessel is always travelling at the same old speed.

NO LONGER! The chase has now got so much more exciting! As will be seen below, every ship and convoy in the game now has a random speed associated with every waypoint. There is no rhyme or reason to the speeds, they are trully random based on the ships original speed.

You will need to continually monitor your prey, constantly re-checking its speed. Not sure of its speed? Better use a spread of torpedos as a real Captain would have been forced to!

No longer will there be the boaring same old same old when attacking a ship.

Imagine... you plot the convoys course and speed and see that you might just make it if it doesn't maintain its current speed. Do you risk the chase on the off chance that the convoy will slow down? Taking the plunge you arriving at where the convoy should be and not finding it... do you head back home or maybe wait as the convoy is yet to arrive?

A sample of the files… each speed listed is for each new waypoint

[RndGroup 974.RndUnit 1]
Type=102
Origin=British
Side=1
CargoExt=2
CargoInt=0
CfgDate=19390101

Speed=5.0000
Speed=4.0000
Speed=3.0000
Speed=3.0000
Speed=7.0000
Speed=5.0000
Speed=7.0000
Speed=6.0000
Speed=6.0000
Speed=7.0000
Speed=7.0000
Speed=7.0000
Speed=3.0000
Speed=5.0000
Speed=6.0000

and...
[RndGroup 975]
GroupName=CarribeanSea_42_003

Speed=9.000000
Speed=11.0000
Speed=10.0000
Speed=8.0000
Speed=10.0000
Speed=10.0000
Speed=11.0000
Speed=11.0000
Speed=9.0000
Speed=11.0000
Speed=10.0000
Speed=8.0000
Speed=9.0000
Speed=10.0000
Speed=7.0000
Speed=10.0000
Speed=7.0000
Speed=7.0000
Speed=10.0000
Speed=8.0000
Speed=8.0000
Speed=7.0000
Speed=8.0000
Speed=9.0000
Speed=9.0000
Speed=7.0000
Speed=11.0000
Speed=10.0000

and...
[Unit 283]
Name=BR DD C Class#10
Class=DDCClass

Speed=13.000000
Speed=17.0000
Speed=11.0000
Speed=11.0000
Speed=17.0000
Speed=13.0000
Speed=15.0000

[RndGroup 61]
GroupName=HX39Convoy

Speed=8.000000
Speed=9.0000
Speed=7.0000
Speed=10.0000
Speed=9.0000
Speed=6.0000
Speed=6.0000
Speed=10.0000
Speed=8.0000
Speed=7.0000
Speed=9.0000
Speed=9.0000
Speed=6.0000
Speed=7.0000
Speed=6.0000
Speed=8.0000
Speed=6.0000
Speed=9.0000
Speed=7.0000
Speed=6.0000
Speed=8.0000
Speed=8.0000
Speed=6.0000
Speed=8.0000
Speed=10.0000
Speed=9.0000
Speed=6.0000
Speed=9.0000
Speed=10.0000
Speed=6.0000
Speed=9.0000
Speed=6.0000
Speed=9.0000
Speed=8.0000
Speed=6.0000
Speed=6.0000
Speed=10.0000

Coolhand01
12-19-05, 08:48 PM
Dam* der Teddy Bar...With this and the Mega Mod your working on people will have to start thinking instead of being Herr Donitz's robot Kapitans... :up: ...CH

CCIP
12-19-05, 08:57 PM
Teddy,

Just curious, are you using the Improved Convoys file (as in RUb)? It would be rather disappointing to have this implemented without the improvements of that - since it was exactly the main part left to improve after I zig-zagged the convoy routes. :)

Der Teddy Bar
12-19-05, 09:07 PM
Teddy,

Just curious, are you using the Improved Convoys file (as in RUb)? It would be rather disappointing to have this implemented without the improvements of that - since it was exactly the main part left to improve after I zig-zagged the convoy routes. :)
The variable speed files are base upon the RUB 1.45 campaign files.

If no one has any issues I will put these files up for distribution today. I have not yet done so as I wish to ensure that there will be no issues. I hope that this will be seen as an improvemnt to the game and not 'taking' someone elses work, as all credit and recognition will go to the original authors who worked on the campaign files.

Your convoy Zig-Zag and random waypoints was a classy piece of modding :up:

Hudsonhawk
12-19-05, 09:10 PM
Please...DO!!!!!!! :rock:

CCIP
12-19-05, 09:26 PM
Excellent! Thank you!

That's definitely great; I've been thinking of refreshing the Ops/IC files (that are in RUb) myself, but I've never got a handle on editing the campaign via text (yet). This is a huge improvement, and I've been asking Jason to do that after I zig-zagged the convoys, but he'd dropped out of modding since.
I hope it wasn't as much of a pain in the butt as zig-zagging. (that was all done by hand :doh: )

Will get them as soon as they're out! :up: :up: :up:

SubSerpent
12-19-05, 10:00 PM
But what will become of the convoys? Won't this mess them all up since one ship might decide to travel at 4 knots and another at 11 knots? Seems like a great mod for single ships but I am a bit worried about the convoys. Someone please test this out and report your findings ASAP! Thanks!

Der Teddy Bar
12-19-05, 10:25 PM
But what will become of the convoys? Won't this mess them all up since one ship might decide to travel at 4 knots and another at 11 knots? Not sure how you come about that ;)

Convoy speeds are specified for the entire convoy and not per ship :up:

CCIP
12-19-05, 10:30 PM
Yes, you don't have to worry - as long as the ship is capable of doing that speed, it will keep up.

Speaking of which - I think all of them are capable of doing 11 (in terms of engine power etc.), but a couple were set to a max of 9 in their config files. Have you corrected this?

Der Teddy Bar
12-19-05, 10:49 PM
Yes, you don't have to worry - as long as the ship is capable of doing that speed, it will keep up.

Speaking of which - I think all of them are capable of doing 11 (in terms of engine power etc.), but a couple were set to a max of 9 in their config files. Have you corrected this?In my early testing I made a single mission and edited the file, setting the speed for a 9 knot ships to 25 and 35 knots for several of the waypoints. All that occured was that the ship went at 11 knots at those waypoints and back to 5 at the other waypoints and then back up again as it was on a loop.

Observer
12-19-05, 10:50 PM
Yes, you don't have to worry - as long as the ship is capable of doing that speed, it will keep up.

Speaking of which - I think all of them are capable of doing 11 (in terms of engine power etc.), but a couple were set to a max of 9 in their config files. Have you corrected this?

Nope. The small (NKSs_) and coastal (NKSQ_) need to be adjusted up to 11 kts.

Der Teddy Bar
12-25-05, 11:11 PM
Having played the modified campaign files now for a few days while testing the morale and damage mods I have to say that the changes made have greatly increased my participation in the game as I now longer can point N shoot. Now when I shoot I have a level of anxiety regarding if the torpedo will strike home and increased elation when it does.

I actually missed from 700 metres yesterday. Not to skite, but I have a 100% hit rate with the default SHIII campaign speeds. I have also noticed that I am now rarely pinpoint accurate with the exact location that the torpedo strikes.

I have never been so excited to miss :rotfl:

baxter
12-26-05, 02:13 PM
That sounds great...that's just the kind of change I've wanted. When will this mod become available?

Type941
12-26-05, 04:15 PM
As will be seen below, every ship and convoy in the game now has a random speed associated with every waypoint.

I like the idea. I have a tiny question - do the traditional, historic convoy routes dissapear? I mean the ships did travel certain routes through the atlantic, and it was probably based on number of factors - the weather, the air protection, the shortest time, the fuel required, etc, etc. That surely did put some certainty. If by this mod the ships are gonna be just zigzagging in the atlantic back and forth not really going anywhere, that can be a problem. I should really be able to follow the ship home if i can.

Does this tweak simple changes the speed and some course within an already assigned "global route" or is it making it totally random which means there's absolutely no certainty left?

Marhkimov
12-26-05, 04:25 PM
The convoy routes have already been set by IC mod. This new mod only adds random speed changes along the pre-determined routes.

(disclaimer) I think...

Der Teddy Bar
12-26-05, 04:41 PM
I like the idea. I have a tiny question - do the traditional, historic convoy routes dissapear?
The convoy routes are not changed by my mod. I have only changed the speed from a waypoint onto the next waypoint.

CCIP has done an excellent job with improving the default convoy routes.

Der Teddy Bar
12-26-05, 04:44 PM
That sounds great...that's just the kind of change I've wanted. When will this mod become available?
Not Your Grand Mothers RUB 1.45 Campaign Mod -- Now Available via this download link! (http://rapidshare.de/files/9504365/Not_Your_Grand_Mothers_RUB_1.45_Campaign_Mod.zip.h tml)

This is a prove of concept version. I am awaiting feedback from Stiebler regarding more precise changes and exclusion of changes i.e. the Bismark etc

Marhkimov
12-26-05, 04:46 PM
So I'm guessing this will become standard in RUb and IUB?

Nedlam
12-26-05, 05:11 PM
Does it change anything with the Harbor Traffic mod?

Der Teddy Bar
12-26-05, 05:32 PM
Nedlam,
Rubini has said that he will be using the SCR file in the HT mod and will be suggesting that people use the RND if they like.

The SCR is essentially your escorts on patrol and the RND is all the merchant shipping, convoys and the likes.

baxter
12-26-05, 06:41 PM
Thanks Der Teddy Bar, I'm going to download it now and hope to be able to provide you with some feedback.

Nedlam
12-26-05, 10:17 PM
I'm almost positive I downloaded it when if first came out. Now I can't find it.

Tedy, did you pull it down or am I missing the thread the URL is listed?

Der Teddy Bar
12-26-05, 11:43 PM
I'm almost positive I downloaded it when if first came out. Now I can't find it.

Tedy, did you pull it down or am I missing the thread the URL is listed?
Her you go... Not Your Grand Mothers RUB 1.45 Campaign Mod -- Now Available via this download link! (http://rapidshare.de/files/9504365/Not_Your_Grand_Mothers_RUB_1.45_Campaign_Mod.zip.h tml)

This is a prove of concept version. I am awaiting feedback from Stiebler regarding more precise changes and exclusion of changes i.e. the Bismark etc