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-   -   [REL] Rik007: SH-3 Night surface attack project [REL] (https://www.subsim.com/radioroom/showthread.php?t=256218)

rik007 11-17-23 01:32 AM

So an update of what is going on: the first tester is gaining experience with the mod and he is impressed with what he sees. I recieved valuable feedback from his tests which I process into the mod. A second tester will soon join hopefully focussing on fifi's NYGM Enhanced Hardcore.

The idea is to start with Fifi's mod and then to extend to OneAlex and Living Silent Hunter 2022.

:Kaleun_Salute:

rik007 12-22-23 03:17 AM

Anotherupdate and a step forward. Since mid november the team has been testing and we made good progress. We are now so far that we have confidence in this mod. So therefor we have a nice present for the upcoming Christmas hollidays for you: please find the donwload link in the first post (#1) of this threat.

Dieselglock 12-22-23 09:52 AM

Quote:

Originally Posted by rik007 (Post 2896434)
Anotherupdate and a step forward. Since mid november the team has been testing and we made good progress. We are now so far that we have confidence in this mod. So therefor we have a nice present for the upcoming Christmas hollidays for you: please find the donwload link in the first post (#1) of this threat.

This is really is outstanding, in my opinion a real game changer. Thank you

:Kaleun_Salute::Kaleun_Salute:

rik007 12-22-23 10:50 AM

Thank you very much Dieselglock! You have been testing the project for 6 weeks so you are in excellent position to jugde it! :up:

rik007 12-24-23 05:10 AM

Hi John,

Ok, we numbed them too much. Can you go into the sh5.cfg (data/cfg) and change the values of these factors and try to flank-bump them again?

Night light factor cloudy=4.25 ;[>=0]
Impact full moon on light factor=0.60 ;[0.0 <= 1.0]

More is possible when you also change the OneAlex mod itself (visual sensors etc). But that is not in scope of this project.

The other note: the moon phases in sh3 are not corresponding with the reality. It is a bug in sh3.

SC-7 was during a 96% full moon. See: https://www.uboatarchive.net/U-99/KTB99-5.htm

In Sh3 the full moon is on 15-10-1940 (see the Official SH-3 Moon Calendar that comes with the documentation).

kyle9154 12-24-23 06:04 AM

Quote:

Originally Posted by rik007 (Post 2896728)
Hi John,

Ok, we numbed them too much. Can you go into the sh5.cfg (data/cfg) and change the values of these factors and try to flank-bump them again?

Night light factor cloudy=4.25 ;[>=0]
Impact full moon on light factor=0.60 ;[0.0 <= 1.0]

More is possible when you also change the OneAlex mod itself (visual sensors etc). But that is not in scope of this project.

The other note: the moon phases in sh3 are not corresponding with the reality. It is a bug in sh3.

SC-7 was during a 96% full moon. See: https://www.uboatarchive.net/U-99/KTB99-5.htm

In Sh3 the full moon is on 15-10-1940 (see the Official SH-3 Moon Calendar that comes with the documentation).

Okay I changed the two values as per your instructions in last post and installed correctly, going to give this a try. Now is there a way to prevent you doing night attacks later in the war where it was near impossible to achieve due to radar. This is a perfect mod for early war convoy battles but how will it affect later stages of the war, I shouldn't be able to enter inside convoys at that point in the war?

After using the sh5 patcher in mod folder (before enabling any mods) these are the mods im using with Onealex install, does the mod order look fine to you? https://gyazo.com/90a5217b15404261d855ddbc2653fcf6

rik007 12-24-23 06:38 AM

Hi Kyle,

The 'SH-5 Volumetric Clouds for Moon mod' Should be on top of 'SH-5 Moon mod' (it overwrites scene.sim). So the order should be:

'SH-5 Moon mod'
'SH-5 Moon mod settings for OneAlex'
'SH-5 Volumetric Clouds for Moon mod'

'SH-5 Water for SH-3 20 Km Atlantic V999' has no hard dependencies so can be done before or after.

If you want to change you might have to change the values in sh5.cfg

I assume you patched sh3.exe before you enabled the mod stack. You can check if your 'SH-5 Moon mod' directory has an sh3.exe (that is the patched version which you should enable).

You can use the 'SH-5 Naval academy test suite' for testing and getting acquinted to it. If you enable that one you can simple see if there is moonlight or not and how far you can approach the ships etc. And as you now It loads so much faster than a mission or a campaign ...

With a text editor you can change the dates in the file (Convoy Attack.mis) to get full moon etc as described in the documentation. The mod provides the English version so if you want the german version you can copy it.

rik007 12-24-23 06:48 AM

As far the radar... you are right!

My idea is that Night surface attacks should become impossible by tweaking:
  • radar setting (ai_sensors.dat/sim.cfg)
  • bigger convoys (campaign.rnd)
  • more escorts (campaign.rnd)

Also the campaign.rnd should be adjusted with spacing in convoy lanes to the historical correct 1 km etc. This make it a bit harder to compensate for the night advantage the u-boot has.

John Pancoast 12-24-23 11:00 AM

Fwiw, it should be very difficult, but it shouldn't be impossible to do a late war night surface attack when radar is involved.
Surface attacks were still the preferred and recommended method well into 1944.

But no, shouldn't be able to sail between convoy lanes at that stage, though this wasn't overly common even early war.

Congrats on the mod release!

rik007 12-24-23 12:17 PM

Hi John,

Thank you very much! Again I have to apologize for an inaccurate statement. :)

You are correct: surface attacks are possible in 1943 and later provided you are not in the radar cone of an escort. :D

Actually the mod only impacts the visual sensors.

The 'solution' I provided is still rough. More is possible when we get into (the sensors of) the mega mods.

@Kyle: if you need any help, post or contact me directly

rik007 12-24-23 12:38 PM

... and John:if you need help, please contact me.

John Pancoast 12-24-23 01:38 PM

No problem rik, have briefly messed around with the mod and it is working as it should. Really nice work on the documentation too!

Overall, long needed fix for SH3, well done and have a Merry Christmas. :salute:

rik007 12-24-23 02:04 PM

Thank you very much John and merry Xmast to everybody!

:Kaleun_Cheers:

rik007 12-28-23 07:31 AM

By the way John. The usecase that an u-boot rams a destroyer is not one I read about in any history book. So I do not think we should see that is valid or that we even should care about.😀

John Pancoast 12-28-23 11:45 AM

Quote:

Originally Posted by rik007 (Post 2897242)
By the way John. The usecase that an u-boot rams a destroyer is not one I read about in any history book. So I do not think we should see that is valid or that we even should care about.😀

Definitely. That gets into the fantasy land movie "Greyhound" territory. :)

Was that usecase in the documentation, I don't recall it otherwise.


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