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View Full Version : Not Your Grand Mothers RUB Campaign Mod Ver 1.0 - Read me


Der Teddy Bar
01-14-06, 02:29 PM
New Campaign files by Stiebler and Teddy Bär. To be available 16/01/06

These campaign files (all found in data\campaigns\campaign\) were first adapted from the original SH3 files for RUb (‘Real U-boat’) by a variety of modders, see RUb’s original documentation.

Starting with the files provided with RUb version 1.45, I’ve made the following changes:

CAMPAIGN_LND.MIS.

*IMPORTANT NOTE*: sometimes, when dragging the map across the eastern Russian cities, a Crash-to-Desktop (CTD) occurs. This bug is a feature of the original SH3, and is not due to the new campaign_LND file. The CTD can occur at any time, but most frequently at high time compressions and/or when the U-boat is in port.

A. CORRECTIONS.
Many corrections to the cities and ports, including removal of some duplicates (eg Gibraltar had been entered twice for the same dates and side). Sides assigned correctly to many of those incorrectly handled, especially those affiliated to Vichy France such as Toulon. Colonies of France and Italy better handled. Dakar now made a French port instead of South African. Azores made neutral until October 1943. Some new additions, usually replacing existing not-very-useful ports; eg Reykavik (Iceland) and Takoradi (Gold Coast, Africa) added. ‘Lowestofte’ (England) renamed to give correct ‘Lowestoft’. Turkey and Argentina now enter the war in March 1945. Other changes, too numerous to list. File ‘data\roster\defside.cfg’ altered.

B. AIRBASES.
1. Azores air base now correctly enters the war in October 1943 (was January 1943).
2. Large air-base on St Helena moved to Ascension Island (south Atlantic, north of St Helena). This means that the map of air cover provided with the standard SH3 game no longer shows correct air cover for the south Atlantic. Imagine the circle of air cover currently shown around St Helena as having been moved upwards over Ascension Island.
3. Deadly new, elite, large British airbase ‘Biscay1’ now covers the Bay of Biscay and a small part of the Atlantic west of Spain, from August 1942 to August 1944 (the period of the great Coastal Command air offensive on U-boats crossing the Bay). It is no longer safe to sail casually on the surface from a Biscay port into the Atlantic.

C. NEW MINEFIELDS (already incorporated into RUb 1.45).
Teddy Bär’s ‘British East Coast Minefields’ incorporated. These stretch out to 100-150 km from the British East Coast (200 km in some places), see accompanying .jpg maps. The shallowest of these minefields is set to 8 metres deep, so the U-boat can sail across them surfaced in good weather. But NOT in stormy weather! Consequently, grid patrols once assigned next to the British east coast in ‘data\cfg\Flotilla.cfg’ have been re-assigned to the next square east.
[Signs of being sunk by a mine: There is no warning or audible explosion. Sudden massive damage and flooding to the U-boat, usually causing quick sinking. If you were travelling at high time compression, you are sunk instantly by ‘flooding’.]

D. CREW RATINGS.
Programmatically changed all values for “CrewRating=0” to “CrewRating=1” and (original) “CrewRating=1” to “CrewRating=2”. (Teddy Bär’s original idea.)


CAMPAIGN_RND.MIS.

A. CONVOYS AND INDIVIDUAL UNITS IMPROVED.
1. Revised to remove all neutral ships from convoy, replacing with closest Commonwealth ships. So now you will not be penalised for sinking ‘neutral’ ships in convoy (which were legitimate targets). There may be a few omissions, with convoy passage times overlapping countries entering the war.
2. Alteration of convoy/unit speeds between waypoints (Teddy Bär’s original idea).
I have implemented this as follows:
Each convoy is classified according to its original starting speed (SLOW = 5-7 kts; FAST = 8-9 kts; VERY FAST = 12-14 kts). Starting and way-point speeds are then programmatically altered randomly by +/- 1 kt or +/- 2 kts (also possibility of +/- 4kts for VERY FAST convoys), but must not exceed limits (SLOW- min = 4 kts, max = 8 kts; FAST- min = 6 kts, max = 10 kts; VERY FAST- min = 8 kts, max = 15 kts.) No two waypoints can have the same speed - if this occurs, the new speed is adjusted randomly towards the mean speed and changes of 0.5 kt may rarely occur.
The speed of each individual unit (merchant or warship), not in a convoy, is altered as for the convoys, but without the convoy limits.

B. NEW OR CORRECTED SHIPS.
1. Tankers of type OTMST2 sometimes used before they were available (August 1942). These have been replaced with type OTSF.
2. A Hospital Ship is now running backwards and forwards from Liverpool (Britain) to Halifax (Canada). Ship has a British flag, but ranks as a Neutral (safe passage has been guaranteed by the German Government). It has dull red cross markings on the funnel and ship sides, and carries no guns. Don’t sink it, or you will lose 10000 in Renown! (Hospital ship files created by Iambecomelife and Sergbuto, requires the folder NHOS to be added to folder ‘data\sea’, and file NHOS.cfg to be added to ‘data\roster\british\sea’.)
3. Two merchants LagosTramp and LagosTramp2 have been added to the Gulf of Guinea sea area (west Africa, near Lagos).

C. CREW RATINGS.
Programmatically changed all values for “CrewRating=0” to “CrewRating=2”, and “CrewRating=1” to “CrewRating=2”. (Teddy Bär’s original idea.)


CAMPAIGN_SCR.MIS.

A. CONVOYS AND INDIVIDUAL UNITS IMPROVED.
Altered original and waypoint speeds randomly for all non-Group units, as described for campaign_RND.mis (above). Also altered speeds for the Gibraltar patrol groups. Other groups and convoys not altered, since they must arrive at their destinations at exact times.

B. NEW OR CORRECTED SHIPS.
1. Added warship ‘LagosPatrol’ for Gulf of Guinea, west Africa.
2. Added my version of a Milk Cows mod, which supplies fuel to U-boats in the North Atlantic, west Atlantic, central Atlantic and Freetown areas, as well as providing the German tanker ‘Brake’ in the western Indian Ocean. Full details in Stiebler’s ‘MilkCows’ mod read-me file. Requires addition of the folder ‘NSS_UBoat9b14’ to folder ‘data\submarine’ and the file ‘U-Tanker.cfg’ to folder ‘data\roster\german\submarine’.

C. CREW RATINGS.
Programmatically changed all values for “CrewRating=0” to “CrewRating=1” and (original) “CrewRating=1” to “CrewRating=2”. (Teddy Bär’s original idea.)


CONTINUITY CHECKS.
In addition, used self-penned program to check continuity of all data in all three campaign files (that they are consecutive and in the right order).

MESSAGES_EN.TXT (in same folder as campaign files).

The original English version found in RUb 1.45 was ‘Radiolog_lite.txt’, created by Irish Red and Sniper1. I have completely overhauled this, correcting many entry and spelling errors and making a few new entries at key dates of the U-boat war. It is not desirable to have an over-full list of radio messages, since the game keeps dropping to a time compression of 1x after each message. [The German and French versions corresponding to MESSAGES_EN.TXT have not been altered by me.]


All modifications described above (excepting Teddy Bär’s Minefields fix) carried out and tested in full campaign mode by:

Stiebler, January 2006.

CaptainKobuk
01-14-06, 09:22 PM
Sounds excellent.

As a new player who has yet to even see a convoy in this game (just been at it a few days folks and modding the game up takes some study) ...i took note of how apparently nuetral ships mix in with convoys. Well i guess i already figured that American ships were in convoys and untouchable.

What i'd like to mention quick is this...

...we could use more magnification on all the scopes. Only 1.5X to 6X is really only what's on a squirrel rifle. You'd think it would be required at sea to glass further on the horizon to determine FLAG and NATION from a distance.

I hope your mod can be added to the Avon Lady's installed mod list that i too have installed to play with all these added game features. I'll have time tonight to go on patrol. But preliminary tests to see if all things work well looked fantastic. Alot of natural port action and i'll assume there's a few juicy warships and Task Forces with Carriers wizzing around.

About "realism". I like it sure. But not tooo much. When a choice has to be made between historical perfection and fun i choose the later. Within certain guidelines. CHEATING is no fun. So a tough game is ok to have. A good running sub and crew game interface takes care of all the management so it's fun and not drudgery. Leaving our time for a great challenge of sub warfare where stealth is the main strategic factor.

To give you an idea of how i modded it all up to suite my own game philosophy. I gave myself the XIB at the start with 25 torpedoes and a couple thousand extra spending points to use on topping that rig off from the getgo. The deck gun fires every 10 seconds and i added only some extra anti-aircraft ammo for challenging them later when my crew gets alot more experience. I made it so i can hire 9 Officers who can gain experience and grow like an investment. I might loose a few of them and i'll be able to take the loss. I added some battery life and diesel fuel. I'm looking forward to taking some adventure cruises into the areas with different ocean colors and i can enjoy the games immersion in that sense.

Areas i did not mod were things like sub speed. I feel i've only just increased some compacity to stay out at sea on more distant cruises without running out of supplies. I don't know how tough the warships are yet but hopefully they are enough challenge. Knocking them out while they are in hot pursuit was the greatest fun in Enigma Rising Tide and SH3 is obviously a much more in depth subsim than even that one was. And better looking explosions by far. heeheehe.

CWorth
01-14-06, 09:50 PM
we could use more magnification on all the scopes. Only 1.5X to 6X is really only what's on a squirrel rifle. You'd think it would be required at sea to glass further on the horizon to determine FLAG and NATION from a distance.

You can do this yourself using this thread as a guide..

I have my Binoculars and Observation Scope set to 10x magnification.

http://www.subsim.com/phpBB/viewtopic.php?t=46848

malcymalc
01-15-06, 06:51 AM
Sounds great Teddy - in the current campaign I just finished a patrol (Sept 41) where I contacted a convoy that varied between 5 and 3 knots.

On the subject of convoys I came across some rather interesting info on convoys from Norway to Britain during 39/40 - this is something I have never seen in the game, so possibly an idea for the future?

www.warsailors.com

Also some rather nice pictures of Norwegian ships of the period, along with potted histories.

HEMISENT
01-15-06, 04:27 PM
Teddy, sounds great, looking forward to it. Heres the question
Right now my current mod structure is:
RUB 1.45
HT1.47
Hollywood Damage
Airpower
+ misc mods.
Is your mod taking the place of RUB or made to install over it?

CaptainKobuk
01-15-06, 11:30 PM
RUB 1.45
HT1.47

Those two could be merged for the sake of the greater good. Just post the credits somewhere to give all due respect to the many creators of the mod.

I think it's time to gather up the 100+ mods out there into a couple mega-mods. One for high end computers and one for less powerful graphics cards and CPU. Some of the mods are for high rez scenery that could cause studdering frame rates on slow video cards.

///////////////////////////////////////////////////////////////////////////

Thanks for the info on upgrading the scope manifications. That's next to do definitely. As is adding 'Hollywood' explosions. heeheehe.

By the way. I've been accumulating a good bunch of 'Game Commander 3' voice commands i can share later once i'm done. The program allows sharing "command files". I'll probably package it up with the 'SetKey' program or the actual config file with my custom keys that match the voice commands. It's been neat to voice commands in this game since the crew responds just like in real life with an affirmation. heeheehe

Der Teddy Bar
01-18-06, 07:10 PM
Sorry for the slow reply...
The NYGM RUB Campaign Mod replaces the RUB one with a greatly improved version.

What you will miss out on by using the HT SCR is that the all escorts in and around the English coast, ports, the English Channel etc i.e. everywhere other than with convoys will not have any speed adjustment to them. They will be a spredicable as ever and the usual sitting ducks :damn:

Since this mod I have rarely considered attacking a lone escort and when I have decided to make a attack run I have generally not had enough time to be sure of htiing and have decided against wasting a torpedo or 2.

I am hopefull that Rubini and I will be able to get something compatable going.

HEMISENT
01-18-06, 11:30 PM
Hi Teddy.
Just got your NYGM mod up and running over RUB and I really like the concept. What I'm trying to do is merge your NYGM mod into Rubini's HT as I really like a lot of the features he has bundled into it. I think it would be great if the two of you could come up with a sort of hybrid version.

I know after everything is sorted out this will add so much to the game.

Thanks again.

can't wait for the rest of your NYGM mods to get out.