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cc.
Going back through every single layer to make sure that ships don't run into my "reefs" is a PITA, lol. I was testing and forgot to change my harbor traffic #2 mission to the default name and I had stuff "aground" all over on fire, lol. Interesting that a DD on a net blows up, but I backed my sub off with only damage. Back off fast and you can sink the boat! Mwhahaahahaahah! Now I need to make sure the AI is smart enough not to drive escorting DDs into nets. tater |
tater, these layers are excellent :up:
I loaded em over RFB, just came across a medium Task-force. Assorted DD, two Kongo's, and a couple Heavy cruisers. All doing Zig Zag. Put three in the first Kongo and had DD all over me. Dove deep, set coarse S,SE and evaded. Cot up to em again a few hr's later, they were back doing Zig Zig...got off 3 more shots but all were duds :damn: Kongo escaped. I'm RTB, out of torps :nope: Still, A good patrol :up: |
Cool! Sounds like my patrols of late. At least you got to attack, lol.
I was gonna release this, but my tests show that the AI is clueless about their own nets. Perhaps that's why they didn't bother using a single net in all the campaign layers. So looks like I need to use a mix of nets and dense mines. |
Very awesome Tater. I knew you could do it. This is what the game needs. Just to many contacts and convoys. Do you think I should load this while in port?
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Zig zags you say? I'm in. Downloading now.:rock:
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The current DL is NOT the version with Truk. I aim to get that out perhaps tonight. The bloody AI just rams into the sub nets. I made sure the coastal, harbor, and even convoys/Tfs avoided the "reefs" but the escorts move pretty far afield I'm afraid. That means instead of a narrow channel into the lagoon, it needs to be pretty wide.
Kind of annoying, actually. More half-baked work. tater |
$#@!%@#%@#% AI.
Ahem. Damn AI collides with the nets, even though they are their own nets. You'd think they'd have the avoidance set up like friendly ships. I hate the fact that my tiny channel needs to be several kilometers across to hope to get even single row convoys through. Argh. I've also found that mines are the one thing I've seen in game that slows things down. Another thought for making Truk a "no-go" zone was to completely mine the entire lagoon. The mines would need to be deep so IJN ships wouldn't blow up, but you'd be in big trouble if you tried to evade. If ships have any ability to evade land forms, raising the reef above sea level would be the idea solution. I might have to make this less cool than I wanted to get it to work. If you want a real Truk, just don't even try to sneak in since no one ever would have in RL. |
Ver 0.5 posted at top of thread with some notes.
Wish the AI was smarter or I had a better solution to the reef issue. I'm wondering if a "ship" reef object would work since the AI seems to try and avoid collision with friends... |
Tater, I have had a go at Truk too, though in early stages...
I put a very small pacific harbor on dublon, South coast were the fuelling pier is supposed to be on WWII maps.. and a couple of ships. I put a couple of DDs in the harbor traffic layer etc, shore batterys, but restricting access to the lagoon is tough.. It is very shallow there so any sub that is detected should have a hard time from ASW ships (unless they try and ram in which case the sub will win). Lots of big shore batteries set to elite help (increase gun range too in cfg files) to kepp subs from getting too close. Made the airbase Elite too... Was also thinking about making a new land unit... It would be a copy of the land bunker, no guns etc, but I may try and give it a surface search radar.. need an R Node, but I think I can just rename it in the hex... difficult to test if its working though.. Truk lagoon is well populated in the BattleofTruk layer btw.. shame they didin't make the place it should be.. Also worth rerouting a few merchies to the skirt round the islands if you haven't already. P.S Currently working on a superb BattleofGuadalcanal layer... Savo Island is a busy place Nov12-15 1942!!! |
The truk batlle layer is awful looking. My first thought looking at it was to just delete everything from it, lol. The US TFs steam right into the lagoon, lol. Ugly. The japanese shipping is all over the place rather than where they really anchored, too.
Jace, DL my mod, and have a look at the jap minefields and the 42a TF layer merged to get a feel for what I did. I think the nets can be used, but you need to try and keep the ships decently far away from the "reef." Some groundings here and there are OK, frankly, it happened in RL. I just read about a large jap warship getting damaged on the reef at Truk in Blair, in fact. The ships that usually ground are the DDs since their AI has them vary a lot from the waypoints to sweep. The groundings are only really noticeable because the bloody DDs burst into flames every time they ship water. That is a DD damage issue, just like the bogus ramming causing explosions thing. We need to mod the DD DM, shipping water != fire :damn: . I've only gotten through early 42 so far, and this is just minor work. Just so you know what I see for Palau/Truk, what I want is this: Unlike the rest of the pacific, traffic like: Truk/(Kavieng)/Rabaul or Palau/(Truk)/(Kavieng)/Rabaul was usually escorted. Warships sailing to and from the Empire or rear areas would be tasked to herd supplies there. This is the "front" in IJN ASW doctrine. The Combined Fleet was responsible for protecting it, and more importantly, it was their "stuff" being shipped so they wanted it protected. If the AI avoids land at all, the best reef solution would be to make the reef land, even if only 0.1m above sea level will work. If that will not work (same grounding issues), then the best thing to do IMO is to make reef objects that are ships. If the Environmental "nation" of ships is avoided by AI in the same way they stop to avoid collision with japanese shipping, then place the objects in that "nation" where they belong. Sink the reef "ship" with the altitude marker in the mission. Done. Truk, etc needs a reef to be anything like realistic IMO. I'm looking forward to seeing your Solomons stuff! <S> tater |
Yeah, ok I have downloaded it, my home internet is down, so ill look at it tonight and post comments tomorrow.
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Quote:
I notice that in the stock game, there are sub nets that are across the entire entrance to the harbor. Would it be possible to create a "reef" with sub net mirroring the ones used stock and to prevent people from going over them, you could place elite gun mounts. It wouldn't be ideal, but would prevent anyone from "raiding" the anchorage.... Chuck |
Wait, I have a fix! I had experimented with changing the depth of the nets, but I never saw anything from it. I found a net actually used by the devs in one mission (yellow sea photog, it's NOT on the mines layer, and they had depth set to -5 so I tried that.
It works. Now I can make the areas near the channels nets that do not break the surface. You'll be able to go over the reef there on the surface---which will be a bad idea, particularly when I park an elite DD next to ever channel. Back in bidness! removing link for now. |
Think I have it sussed out. Version 0.6 posted at first post in thread.
It isn't impossible to get in in wide areas, but it's pretty hard submerged (and usually not possible at all). When I get even more ASW, etc active, it will be fortress Truk INSIDE the reef. The proper place to hunt is outside. Now I have to figure out the way the mission assignments work so that ~50% of the early war missions can go to Truk from PH (then maybe ~1/3 in 1943, and very few after that I think). tater |
Great work. I will try this out tonight (if the wife lets me) or tomorrow if she doesn't.
Thanks!!! Chuck |
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