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-   -   [WIP] Rescue Ship (https://www.subsim.com/radioroom/showthread.php?t=166011)

Armistead 03-24-10 11:01 AM

Not sure what your mods skills are, mine are limited. How do you think it will work with other mods like TMO or RSRD...

I don't think you can refit and get fuel only..reloading torps at sea..argh.

Obvious it's not historically correct, unless you're close to friendly waters, do you plan to keep it within those zones.. maybe giving people a few hundred miles. The concept is neat, but if anyone can call up a fuel ship per say, seems just as simple to use unlimited fuel, even though this could bring a balanced approach with the correct point hit.

If a ship pops up in enemy waters, planes usually abound and should attack and sink it...correct..so how you gonna deal with that.

One of those ideas that could be brilliant or take away too much from reality...keep reality in mind. I think if you stray from that it would take too much away from tracking correct fuel.

I can see where some would love it and not knocking it. Certainly a sub wouldn't be left to rot a 100nms from base, so try to find balance.

tater 03-24-10 11:16 AM

A simple option is to have the ship be another submarine. That happened in RL, and the most obvious problem is NOT running out of fuel (has yet to happen to me, since that is a player CHOICE ;) ), but rather an idiotic, career-ending loss of a rudder with no other control possible in game, or some other unlikely damage.

Alternately, eliminate the ship altogether. When you engage in such "emergency repairs" it fixes your boat, and you are honor-bound to RTB immediately making no attacks.

Drifter 03-24-10 11:20 AM

Quote:

Originally Posted by Armistead (Post 1331665)
Not sure what your mods skills are, mine are limited. How do you think it will work with other mods like TMO or RSRD...

I don't think you can refit and get fuel only..reloading torps at sea..argh.

Obvious it's not historically correct, unless you're close to friendly waters, do you plan to keep it within those zones.. maybe giving people a few hundred miles. The concept is neat, but if anyone can call up a fuel ship per say, seems just as simple to use unlimited fuel, even though this could bring a balanced approach with the correct point hit.

If a ship pops up in enemy waters, planes usually abound and should attack and sink it...correct..so how you gonna deal with that.

One of those ideas that could be brilliant or take away too much from reality...keep reality in mind. I think if you stray from that it would take too much away from tracking correct fuel.

I can see where some would love it and not knocking it. Certainly a sub wouldn't be left to rot a 100nms from base, so try to find balance.

I understand what you mean about refueling only without torps, but unfortunately I believe that part is hard-coded. So this is the best I can do. :-?

The biggest difference between this mod and playing with unlimited fuel setting is the massive renown penalty player receives for 'sending SoS'.

As far as rescue ships popping up in enemy waters- they won't. I am implementing the rescue ships only in safe waters. They will not be sunk by enemy action.

Please just wait and give it a chance. This mod is not a cheat. It will be balanced. There will only be perhaps 2-3 rescue rendezvous points at one time for the entire map.

Drifter 03-24-10 11:25 AM

Well, I figured out how to implement it into each campaign mission. During testing in a campaign game, I rendezvoused with a repair ship, then returned back to Pearl Harbor. During debriefing, the base commander was pi**ed-off due to my incompetence, so I was court-martialed (due to the renown penalty).

lmao :har:

Drifter 03-24-10 11:29 AM

Quote:

Originally Posted by tater (Post 1331693)
A simple option is to have the ship be another submarine. That happened in RL, and the most obvious problem is NOT running out of fuel (has yet to happen to me, since that is a player CHOICE ;) ), but rather an idiotic, career-ending loss of a rudder with no other control possible in game, or some other unlikely damage.

Alternately, eliminate the ship altogether. When you engage in such "emergency repairs" it fixes your boat, and you are honor-bound to RTB immediately making no attacks.

I could also add rescue subs. Maybe the rescue subs could rendezvous in more dangerous areas. :hmmm:

tater 03-24-10 11:33 AM

There were a couple cases where this happened with boats out of Australia as I recall.

peabody 03-24-10 12:11 PM

Quote:

Originally Posted by Drifter (Post 1331219)
I am currently working on a mod that simulates the player sub sending an SoS message during emergencies, thus sending rescue (repair, refueling, and rearming) ships to specific rendezvous locations outside enemy territory. I am accomplishing this through trigger zones and spawns. I am allowing the correct amount of travel time for the rescue ships to reach the rendezvous areas depending on departure point. A large renown penalty for calling rescue ships will also be implemented. Please note that the rescue ships will not come to your exact sub location. Rather, there will be a rendezvous meeting point close to each SoS trigger location. Since sub towing cannot be simulated in SH4, I feel this is the next best thing.

Sounds very cool. I have a moving refit that leaves Rabaul and goes down the slot and hides in a bay during the Invasion of Guadalcanal, but I never thought about the possibility of being able to call an SOS to get one. I will be very eager to see how you implemented this. Great thinking!!

The EvaluationReason on a normal mission is usually "First Objective" so I would assume this is the reason the mission took place, since yours says "Status Report", the reason the mission was generated.
As for exclusiveLayer, I thought it would be the only layer loaded, but I really do not know. Sorry I can't help on that one.

As for the docking icon, I have not found a setting for that one either.

Peabody

danurve 03-24-10 02:32 PM

Just wondering why there should be such a high renown hit?
Lets say your sub takes damage and you loose fuel but save the sub. So you take on some fuel but no torps and it's time to get back to work or limp home. I think the idea around the mod is cool though.

peabody 03-24-10 03:05 PM

Quote:

Originally Posted by danurve (Post 1331976)
Just wondering why there should be such a high renown hit?
Lets say your sub takes damage and you loose fuel but save the sub. So you take on some fuel but no torps and it's time to get back to work or limp home. I think the idea around the mod is cool though.

That's part of the problem, you can't take just fuel, it gives you fuel, torps, gun ammo and repairs (but not hull repair). And your crew is back to full energy, no more fatigued crew members.
Unless he can find a way to change that, but I have not seen it anywhere.
Peabody

Armistead 03-24-10 06:10 PM

Quote:

Originally Posted by Drifter (Post 1331700)
I understand what you mean about refueling only without torps, but unfortunately I believe that part is hard-coded. So this is the best I can do. :-?

The biggest difference between this mod and playing with unlimited fuel setting is the massive renown penalty player receives for 'sending SoS'.

As far as rescue ships popping up in enemy waters- they won't. I am implementing the rescue ships only in safe waters. They will not be sunk by enemy action.

Please just wait and give it a chance. This mod is not a cheat. It will be balanced. There will only be perhaps 2-3 rescue rendezvous points at one time for the entire map.


Just giving idea's, obvious two ways to go about it, historical and just gameplay for those that like it, but as I've modded some you're so limited to tools due to code to find that perfect balance.

The rescue sub would be cool, but with a refit not sure how you can do fuel only, although I think you could set it as a subtender would act unrealistic, may be no choice.

Interested to see how the SOS works, sounds like a heck of a job. Question is how will it work with supermods. Don't think it would be a problem if you stay away from certain settings. Would have to work with TMO and RFB to be a success and few play stock, so are you trying that.

Not beating you up, if you do it right could be a neat mod...however don't want to take fuel and get court sent to the brig...:haha:

Drifter 03-24-10 07:03 PM

Quote:

Originally Posted by Armistead (Post 1332321)
Just giving idea's, obvious two ways to go about it, historical and just gameplay for those that like it, but as I've modded some you're so limited to tools due to code to find that perfect balance.

The rescue sub would be cool, but with a refit not sure how you can do fuel only, although I think you could set it as a subtender would act unrealistic, may be no choice.

Interested to see how the SOS works, sounds like a heck of a job. Question is how will it work with supermods. Don't think it would be a problem if you stay away from certain settings. Would have to work with TMO and RFB to be a success and few play stock, so are you trying that.

Not beating you up, if you do it right could be a neat mod...however don't want to take fuel and get court sent to the brig...:haha:

No problem. I understand. I like realism too. That's why I don't want this mod to be a cheat. I really wish I could set rendezvous for refueling only, but seems like it isn't possible.

As far as supermods are concerned, I will try and make four versions: one for RFB, one for TMO, one for RSRDC, and one for stock SH4. The initial test release will probably be for RSRDC. Other versions will come later.

Drifter 03-24-10 07:06 PM

I need everyone's opinion regarding the player renown penalty for sending an SoS to call rescue ships/subs. How much penalty for each supermod?

RFB?

TMO?

RSRDC?

stock SH4?

peabody 03-24-10 11:04 PM

Quote:

Originally Posted by Drifter (Post 1332395)
I need everyone's opinion regarding the player renown penalty for sending an SoS to call rescue ships/subs. How much penalty for each supermod?

RFB?

TMO?

RSRDC?

stock SH4?

I don't think it has to be a crazy amount, but I do have one question, because I never tried it. What would happen if you penalized them more than they have? Will a negative total crash the game? If he only has 1000 renown and you penalize 2000 that will leave -1000, will it cause problems? Also another thing that should be tested, if the -1000 works what happens when he goes out and earns 600 more, will it get the amount correct? I think those issues should be addressed before you waste time deciding on an amount.
If a negative total for renown does cause problems, you may be able to set a trigger for some other form of punishment rather than negative renown.
Just some thoughts.

Peabody

Peabody

Armistead 03-24-10 11:48 PM

I thin Pea is right, that a neg amount would crash the game. I know for a fact a few people have gone wild with these playable surface ships and stack points beyond the scale to where it tripped over 100,000 and crashed the game. It may be easier that no hit at all if the tenders are within friendly territory.

Drifter 03-25-10 12:06 AM

Quote:

Originally Posted by peabody (Post 1332631)
I don't think it has to be a crazy amount, but I do have one question, because I never tried it. What would happen if you penalized them more than they have? Will a negative total crash the game? If he only has 1000 renown and you penalize 2000 that will leave -1000, will it cause problems? Also another thing that should be tested, if the -1000 works what happens when he goes out and earns 600 more, will it get the amount correct? I think those issues should be addressed before you waste time deciding on an amount.
If a negative total for renown does cause problems, you may be able to set a trigger for some other form of punishment rather than negative renown.
Just some thoughts.

Peabody

Peabody

Quote:

Originally Posted by Armistead (Post 1332671)
I thin Pea is right, that a neg amount would crash the game. I know for a fact a few people have gone wild with these playable surface ships and stack points beyond the scale to where it tripped over 100,000 and crashed the game. It may be easier that no hit at all if the tenders are within friendly territory.

No need to worry about that. There are no problems regarding player renown going negative. I have play tested campaign games that hit negative renown- no crashes... nothing. The worst that happened to me after docking back at base was a court-martial. :D

Regarding renown going negative and then positive, I am guessing that the game keeps track of negative renown. But I will test it and report back.


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