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-   -   1914: Shells of Fury (https://www.subsim.com/radioroom/showthread.php?t=120872)

Chock 10-21-07 04:29 PM

Quote:

PS Chock can you make a Video showing the game in action so i can see more about it. Thanks if you can becuase it would really help.
Your wish is my command, here you go, note that it's not in any particular order, I just stuck a load of FRAPs clips together, also note this is the German version and that ramming that I did at the end resulted in my sub sinking:

http://www.youtube.com/watch?v=1QYK2cxyilA

:D Chock

NiclDoe 10-21-07 06:43 PM

Thanks very much Chock and now i will buy the english version in a month becuase thats when im getting my new PC. I'm look foward to more cool videos if you can make them. You dont have to but thats a very cool movie which the real waves becuase thats what the ocean has. Did the ship sink by the way? Also how long does it take to sink an average ship with 2 torps? Sorry if i ask so many questions.:oops: its just that i like to learn.

Chock 10-21-07 07:08 PM

I never got to see if the ship sank, because mine went down in about 30 seconds, and I wouldn't normally try ramming, although it is possible to sink stuff that way as I have done it with a small fishing boat before, I just did it there to demo the collision detection for you.

It can take quite a while to nail something with the gun, as they definitely try and make a run for it, but you can sink a ship with a torpedo in one shot a lot of the time, although missing them means it often costs more than one. For example that series of screenshots which I posted was a one shot deal, but on the same mission prior to that, I had used three to hit a fishing trawler because I had the petrol boat with no deck gun, which was annoying, but not unrealistic. Unfortunately some of the fun is spoiled by the fact that you get a message coming up telling you that a ship is destroyed, so there is never any doubt as to whether something is going to sink (don't know if you can turn that message off, as my German is terrible and if there is an option for it, I wouldn't know even if I was looking at it!)

As far as how long it takes to sink after being hit by a torpedo, I was submerged at a range of 5300 when I fired the torpedo at that freighter in the screenshots, and when it registered a hit, I surfaced and raced over there at 13-14 knots, as you can see, I got there just as her decks were being swamped and that may be because it was a good hit on the stern which in reality would have blasted the packing open on the screws and been fairly disastrous for them. So I reckon it went down in well under ten minutes, which seems fairly believable under the circumstances.

:D Chock

NiclDoe 10-21-07 08:00 PM

Wow thats really fast for a sub to go down. Plus the men must have been happy for their kill but that soon chnaged when it sunk. also i like to see how the deck gun works becuase earier you said it is stronger and i want to see that in action. You do not have to make a movie on it but what would be really cool is a movie on a sub like U-14 leaves Kiel and sinks a few ships and returns home like the videos people make. Just tell me when it comes up or ill find it my self.

Chock 10-21-07 08:15 PM

What am I, your personal video service?!!

Incidentally, I just timed a destroyer sinking after one torpedo hit in the bow, which set it on fire, and it took 48 minutes for it to sink completely out of sight.

:D Chock

NiclDoe 10-22-07 05:56 AM

Im just kidding Chock and I was about to delete it but I fell asleep after I posted it. :88) BTW your vids on Youtube are really good and like the way you make them.Also does the ship take damage from fires or no.

Chock 10-22-07 12:30 PM

I don't honestly think the fire is anything other than 'eye candy'

:D Chock

CB.. 10-23-07 08:20 AM

to add to the threads flow here's an example mission showing the scripting method for simple escorted vessels....
a merchant escorted by two destroyers...

it also proves the sub damage system works (after a fashion anyway lol)
as this is the ONLY mission i've played where i have suffered damage without being destroyed..showing the damage/repair screen facility works..to a point...

the scripting for the escorts is only basic but it shows aggresive action against the player if spotted evasive maneuvers from the merchant and return to set course after the danger is presumed gone
as you can see (if you play it) this gives reasonable gamplay..tho obviously not perfect..so glass half full attitudes please ...not half empty lol (ie no rivet counting)
i've deliberately kept the script to a minimum..as it would be possible to have two foolscap pages worth of scripting just for the escorts alone...(let alone the merchant aswell) and if i am to add these effects to the campaign obviously they are going to have to be done as simply as possible- other wise writing the dang campaign script would be completely mind boggling...LOL buckets of blood isn't in it!
and i'm a LONG LONG way from anything like a decent grasp on the SOF scripting
given time tho simulated late war hydrophones are possible...i can do it now but not to my own satisfaction

this script replaces the uschule1 training mission..pop it in the scripts folder

http://www.ebort2.co.uk/SOF/SOF_escort.zip

enjoy it for what it is...i'll add this sort of thing to the campaign at some point when i've ironed out some more of the scripting involved

note for those interested..
i've used the mission generator scripting method for choosing the ships displayed in the mission.

like thus

CreateMGMerchantShip [c1]
SetPositionGeo [c1],10.312,54.534,0

the createMGmerchantShip instruction creates a random type of merchant for inclusion in the mission..
so this would be highly usefull for placing ships in "ports" the setpositiongeo does what it says on the tin..lat long position..
you just need to add the

id c1
to the mission header

and add the ship below the player subs entry and bingo your done..

Chock 10-23-07 03:03 PM

I'm sure people into this sim will apprciate your efforts CB. I think SOF is a great sim in that it offers something a little different, and I just hope more people catch onto that. sure it has some rough edges, but that's exactly where it gives modders the opportunity to shine, and it is very easily 'moddable', although thus far I've limited my efforts to the purely visual stuff and the odd audio tweek.

:D Chock

CB.. 10-23-07 04:49 PM

cheers Chock

i've discovered the other vital (well highly desirable anyway) ingredient for incorporating escorted ships into the campaign...the ability to give the ships a proper route to follow..
and also fixed a glitch with the script where by the destroyers would remain stationary if you sank the merchant..(now they continue searching the area around the doomed ship)

so download the script again if you fancy it..

the scripting is a real head-ache but very flexible
here's the mini convoy route scripting from the mission


AddStateEngine [c1]
AddStateItem [c1],"s:5"
AddStateItem [c1],"a:0,GoTo:g10.446,54.667,0,7"
AddStateItem [c1],"c:0,1,LastDestinationReached:1500"
AddStateItem [c1],"a:1,GoTo:g10.557,54.538,0,10"
AddStateItem [c1],"c:1,2,LastDestinationReached:1500"
AddStateItem [c1],"a:2,GoTo:g10.266,54.485,0,4"
AddStateItem [c1],"c:2,3,LastDestinationReached:1500"
AddStateItem [c1],"a:3,GoTo:g10.446,54.667,0,12"
AddStateItem [c1],"c:0,4,EnemyVisible:6000"
AddStateItem [c1],"c:1,4,EnemyVisible:6000"
AddStateItem [c1],"c:2,4,EnemyVisible:6000"
AddStateItem [c1],"c:4,0,-EnemyVisible:7000"
AddStateItem [c1],"a:4,Flee"

i've marked the route on the map so you can follow it if you want to see it at work

the escorts simply escort the main ship so follow the same route as required..
i've adapted the script to make the destroyers bob and weave along side the merchant to make them a very difficult target and a more effective "screen"
this also helps to keep them active if the merchant is destroyed

there's lots of alternative ai behaviours you can apply to the escorts (and the merchant) almost unlimited variety in fact..you can even make up your own once you've got an idea of what the heck is going on (lol)
they are not all 100% reliable but what the heck is?
makes life interesting

i've gotten more damage from testing these ideas out in this script than in an entire campaigns worth of playing lol...so the destroyers are reasonably agressive..they shell your scope when spotted..and often get a hit on the sub in the process which causes damage to the compressor scope engines etc etc quite often...nice to see that side of the sim at work...was given a 6 hour time estimate for one repair job..so it can be fairly serious..tho i didn't notice an drop in performance from the sub when damaged so that's maybe some thing that needs looking at

keep up the good work
:up:

CB.. 10-23-07 08:03 PM

just an update to the escorted ships idea..

i am testing the scripting for "timed" spawning of these mini "convoys" at various locations...fingers crossed it seems to be fine so far...
this means that these escorted ships can spawn in "ports" and follow accepted routes with new vessels spawning at timed intervals thru the mission creating busy shipping routes for the player to "haunt"

this should be a huge improvement over the current random ship scripting that the stock campaign uses to populate the map..(with the stock campaign the ships come to you ..not the other way round..with some minor exceptions)

coupled with the escorts this raises the gameplay significantly

and now i have a method worked out for scripting escorted vessels with proper routes this isn't too hard to script nor does it require "pages" of script

the use of the MGship function also means that every ship that appears is automatically randomised so you will meet a greater variety of vessels..

remember that mining training mission?
the one where once you have laid the mines at an objective the nearby ship wakes up a sails into the mine field??

same scripting can be used to start a stationary "mini" convoy moving out of port and onto it's main route..all very usefull :hmm: :|\\


UPDATE///////

here's a full campaign style mission incorporating the escorted vessels scripting
i have also found a neat exploitable twist to the idea which saves a lot of additional scripting....(tho may have the occasional issue..will see)
in that i can duplicate the same set of merchant/escort vessels respawning them again and again over time WITHOUT deleting the original vessels so this way you can build up the number of escorted vessels along a set route without having the script each vessel individualy...seems happy to do this...certainly doesn't cause any crahses and the duplicated vessels seem to behave perfectly acceptably under most circumstances..it also applys the randomised vessel type each time aswell so you get different ships with each spawn..

the mission also has changing weather changing seastate and other randomised features (see readme for details)
this is a quick experiment to see how the escorts might be worked into the campaign....

http://www.ebort2.co.uk/SOF/SOF_camescort1.zip


have included a rewored uschule1 mission to show the respawn/duplication script
this i am hoping provided a quick way to build a larger proper convoy system into the game...if not then there are other more long winded methods to use...but i'm looking at abrieviated methods requiring the bare minimum of scripting..and learning as i go along

good hunting:up:


Further Information//

here's the info i have gathered so far regarding the KISetCommands

KiSetCommand [b1],$b,7000,0,0,$0 = active attacks mode fires guns 7000 = range fire guns

KiSetCommand [b1],$b,10000,3000,0,$0=active attack mode 10000 range fire guns..3000 range launch torpedoes

KiSetCommand [b1],$4,1000,-1.57,400,[c1] = escort vessel command

escorts at 1000 metres distance to the left (-1.57) (1.57 has the escort to the right) not clear on the 400 should be fore/aft of the escorted ship...escort = b1 escorted vessel = c1

KiSetCommand [b1],$6,0,0,60,[mysim]; = leg it run away etc

runs away from the players sub (mysim) when detected

KiSetCommand [b1],$2,0,0,0,[mysim] = ram player/vessel

rams player vessel (mysim) when detected

KiSetCommand [c1],$d,3.14,10,0,$0 = south at 10 knots

ship heads south (3.14 at 10 knots)

interesting and "open source" way to allow for complex AI behaviour..yu can combine sets also like this

KiSetCommand [c1],$d,3.14,10,0,$0
KiSetCommand [c1],$b,10000,3000,0,$0

ie go south at ten knots maintaining alert status being ready to attack with main guns at 10000 metres and torps at 3000 meters....and so on

here you can switch ai commands depending on curcumstance
the kisetcommand change if an enemy is detected allowing for customisable and dynamic changes in response to danger

if
setcondition [feind]
then
SimSetSpeed [b3],$35
KiSetCommand [b3],$2,0,0,0,[feind]
KiSetCommand [b3],$b,7000,0,0,$0
SimSetSpeed [b4],$35
KiSetCommand [b4],$4,500,1.57,400,[b3]
KiSetCommand [b4],$b,7000,0,0,$0
else
SimSetSpeed [b3],$6
KiSetCommand [b3],$4,2500,-1.57,400,[c2]
KiSetCommand [b3],$b,7000,0,0,$0
SimSetSpeed [b4],$6
KiSetCommand [b4],$4,2500,1.57,400,[c2]
KiSetCommand [b4],$b,7000,0,0,$0
endif

tho the above requires additonal script elemnts aswell which i wont go into here at the second

you have to set up the

setcondition [feind]

which is "enemy detected"

scripting to allow for this switch

Hawk U-375 11-09-07 11:39 AM

After reading this thread....i went out and bought the game....Thanks CB and others for your "Hard Work"...It's a GREAT game ....Now!:up:

Hawk U-375 11-09-07 11:43 PM

CB,
Is there anyway of getting rid of the damage/detection warnings on the control room display?

USS Sea Tiger 11-10-07 01:50 AM

a few newbe questions
 
I have the game ,, but shelved it,

then I came upon this thread and must ask a few silly questions

how did you get the outside view away from the sub? I seem to be forever stuck on my boat, or in it,

how did you make your screen shots??


thanks from a bewildered USS Sea Tiger

ALTEN 11-10-07 01:27 PM

Hi UST

TAB will give you the external view.
I'm not sure of the best way to take a screen shot, one way is to press
'Print Screen' this will send a screen shot your Windows Clipboard.
You can then copy from the Clipboard (if you can find it) to 'My Pictures'
or wherever.

Hawk U-375 11-10-07 02:38 PM

I bought the Downloadable version and LOVE IT! Thanks to CB's hard work...:rock:
There is ALOT of potential to make this game GREAT. I like to mess with sound files......so i'm looking into things.

jdkbph 11-10-07 10:20 PM

OK, I'm in!
 
After reading the thread here I went ahead and downloaded the game. Initial impressions - runs fine on my kit (E6600 @ 3.0 Ghz, o/c'd 8800GTS, etc) and while not spectacular, the visuals work.

After going through all the training missions, 3 things are bothering me:

1. No exact bearing indication for the binocs or more importantly the scope - enough has been said about that already, and hopefully either the dev or the modders will come up with a solution.

2. Limited external views - doesn't seem to be any real reason for it either. The sub models are are all fully developed... just needs some way to move/rotate the TAB view.

3. The mouse and KP arrow key controls for the views are dog slow. I'm sure that somewhere in all those text files - maybe in the userinterface files? - is a setting for rotation speed or sensitivity. Half of it is in German though... makes it hard to pin down.

Have we heard anything from the devs snce release RE a possible patch? I checked out their web site and forums but not much going on there.


JD

PS. to CB and those trying to polish what could very well be a diamond in the rough... don't let the nay-sayers get you down. Those of us interested in actually playing this game appreciate your efforts.

PPS. would it make sense to add a new thread right next to this one where ready for prime time mods could be placed or listed? It's hard to keep track of things with this thread going on 12 pages and sure to grow significantly larger. We'll probably (hopefully) need one for strategy and tactics as well. Just a thought.

Chock 11-10-07 11:38 PM

Yup, it's rough around the edges for sure, but there is an enjoyable game in there all the same. It's nice to have one where mines and the deck gun are the primary weapons for much of the time, that makes for a very different experience.

I feel your pain on the German language issues. I bought the German version before it was released in English, in fact I actually bought three copies and gave two of them to of my buddies. My German is limited to ordering beers and asking for directions, so it's a struggle, and it certainly was when I first got the thing and had to wade through the manual, as they never taught us the words for 'torpedo' and 'blow main ballast' in my school German classes, it was all, 'this is my house' and 'the cat is in the garden' etc, stuff like that. How thoughtless!

A quick look through the folders will reveal that it is eminently moddable and I'm on the case with some, with the intention of putting them all in one package when there is something to shout about, at which point, I would start another thread for it.

The most annoying thing is that there was the facility to shift the camera about on it before release, as evidenced by the video promo for it, and it beats me why they ditched it, because the models are generally not bad, and some of them are very good indeed, but you don't get to enjoy them as half the time they are sinking when you get close enough to check them out.

:D Chock

horsa 11-14-07 09:51 AM

@ USS Sea Tiger
Quote:

how did you get the outside view away from the sub? I seem to be forever stuck on my boat, or in it,

I take it you mean you've gone to ext camera on TAB and then can't get response from the usual F keys. You need to hit TAB again and get back to the bridge. Then its business as usual.

AngusJS 11-15-07 02:49 AM

So how dynamic is the campaign? Is it like SH3, where I can go wherever my heart desires, and I will have a chance of coming across something? Or does this happen only in the preset patrol zone for that mission? Is weather random?

I saw the Russian version of this a few months ago, but didn't pick it up because I understood that the campaign was just a string of canned missions. However, if this is not the case, then that's a another matter.

Sorry if these questions have already been answered.

Thanks


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