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-   -   [REL] A new set of campaign layers (https://www.subsim.com/radioroom/showthread.php?t=116283)

tater 07-12-07 10:47 AM

I'm on this like a bad suit.

tater

tater 07-12-07 11:47 PM

I have a handle on the CTD. I can fix it, but it's a PITA if I want ammo as cargo on some ships (which I do). Every "generic" merchie with ammo in my entire campaign (assuming some % chance to occur) needs 8 specific merchants with ammo set up with a spawn % totaled among them that is around the expectation value of the initial choice. problem is that there is al;ways a chance such a convoy would then have 8 ammo ships (even if each is a 3-5% chance or something).

Alternately, I can add a specific ship that might appear with ammo as cargo in a given convoy. That's easier, but I still have to do it.

In the mean time, you can play my campaign, the only thing missing would be the new US ships, and the fancy PH wrecks. I'm getting ready to copy those in though. Just be aware that any Small Modern Composite Merchant you attack might CTD you (Taihosan Maru type). The chances are pretty slim you'd happed to get an AMMO one, however. Besides, it's the smallest merchant, you aren't likely to waste a fish on it. :D

tater

LukeFF 07-13-07 01:31 AM

Good to hear that!

By the way, it'll be nice when you get to 1943. I'm playing at the time when, according to the briefing video, the Japanese have stopped trying to send supplies down to the Solomon Islands. So, what do I find while traveling up the Slot? Yep, two separate pairs of oil tankers, less than a couple of hours apart, both on a SSE heading. :nope:

dean_acheson 07-13-07 09:40 AM

tater, thanks for your work on this.

tater 07-13-07 09:44 AM

I was sure I axed those. Hmmm.

They stopped sending stuff to Guadalcanal the end of '42, though they were on Bouganville for months after that. SH4 lacks the barge traffic, luggers, and sea trucks you'd really see there.

tater

tater 07-13-07 10:18 AM

I just checked, I deleted all of them long ago. I have no merchants in the slot at all, for the entire war after 1941. Dunno what you are seeing, I looked at the scripted stuff I haven't changed, but they are TFs, not the tankers. I know the tankers are there in the default layers though. They travel to the imaginary ginormous port of Honaria, lol.

Any specifics you could give me would be helpful, there is always the chance I had something wierd happen.

tater

dean_acheson 07-13-07 10:29 AM

well, now, up until Japan pulled out of Gudacanal they used alot of DDs as transports to bring in men and supplies.

tater 07-13-07 10:48 AM

The Slot needs work, but I'd script the Tokyo express, or make a special layer for it.

DDs as APDs is a very different kettle of fish from merchants steaming down at 10 knots. The Cactus express would steam at speeds to minimize their exposure to air attack. So they'd dash in at very high speed, dump cargo (literally dump off the deck into the sea to be fished out by the guys on land) in many cases, then get out of dodge trying to be out of ari range by dawn.

If you do the math, that means they'd be close to 30 knots or so inside ~200nm of guadalcanal—assume they need to cover 400nm (200 each way) in 12 hours. That's 33 knots, no zig-zagging, either.

So yeah, there should be traffic, but not tankers (at all), and not calmly steaming down the Slot alone. The November 11th group was the last of the merchants to ever go down there, and they were heavily escorted (and they were brutalized). Buin, Munda, etc all need work as well. My plan is for "stop and go" traffic in the slot and along the NG coast. Small ships ducking into coves and spending the day, then steaming at night. I have an idea how to do this (since the day/night cycle is critical to this), too.

So yeah, I know the Slot needs work, but to do it right will take some time.

tater

LukeFF 07-13-07 04:23 PM

Quote:

Originally Posted by tater
I just checked, I deleted all of them long ago. I have no merchants in the slot at all, for the entire war after 1941. Dunno what you are seeing, I looked at the scripted stuff I haven't changed, but they are TFs, not the tankers. I know the tankers are there in the default layers though. They travel to the imaginary ginormous port of Honaria, lol.

Any specifics you could give me would be helpful, there is always the chance I had something wierd happen.

I know what it is now. I was using the default 1.3 campaign layers, which of course leave a lot to be desired, lol. Sorry about the false alarm. :doh:

tater 07-13-07 06:00 PM

I will try and get the new PH tucked in. The ammo taihosan thing... I think it's always been there, it's just rare since you have to get a convoy with a ship with ammo, and that ship has to be taihosan maru, and you have to look at all the targets and decide to attack the smallest, lol.

The new AI makes this very challenging. Not because of the escorts, I have already been using smarter escorts myself. Because of the general AI.

dean_acheson 07-15-07 12:37 PM

with the new layers are the ships still there in Pearl?

tater 07-15-07 01:06 PM

I'm adding them. Will update for 1.3 soon. I stopped, frankly, pending a fix of the small merchant issue since the alternative was to alter everything I've already done.

Will get back into it a little perhaps tonight.

tater

LukeFF 07-15-07 01:38 PM

Tater, could you do a little bit of modifying to the Australian bases? I've noticed that there are more Kent Class CAs in port at any one time than would have been in the PTO (Australia had only two of them, and the British ones served more time in the Atlantic). Replacing one or two them with Tribal Class DDs would lend a more authentic look to these ports, IMO.

tater 07-15-07 01:58 PM

Quote:

Originally Posted by LukeFF
Tater, could you do a little bit of modifying to the Australian bases? I've noticed that there are more Kent Class CAs in port at any one time than would have been in the PTO (Australia had only two of them, and the British ones served more time in the Atlantic). Replacing one or two them with Tribal Class DDs would lend a more authentic look to these ports, IMO.

Sure!

THAT is the kind of stuff that helps make this nicer. Data is good.

I have to mess with port traffic anyway I think. Gotta look at PH... that might be a nightmare. Might have to start over with campaign_loc and harbor traffic and use the 1.3 version as baseline and edit stuff in the text file instead.

tater 07-16-07 04:28 PM

0.70 with 1.3 PH uploaded.
http://mpgtext.net/subshare/986Impro...rs%20v0.70.rar

It include's a version of Beery's career start, so you'll get all the dates he uses, etc. I figured since RFB was not around I'd include it with this since I use it to test anyway.

<S> Beery

Play with this mod, and indeed play in SH4 period would be impossible without the work of Jace11 to solve the Taihosan Maru CTD.

<<S>> Jace11

tater


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