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hi guys,
thanks for the positive replies. @BBW: thanks. I think I can manage the replacement of the subs by my own - for my private use! But thinking at other interested people, it would be a great deal, if a well-known campaign guru could make an official or at least semi-official GWX-campaign with wolfpacks. but reading old threads here, I think the GWX team does not like these submerged wolfpacks.... Replacing existing subs in the RND layer is simple and is done in some hours. But WAC and LSH also have scripted wolfpacks in the SCR layer. And LSH (and WAC?) surely has radio messages that inform the player about wolfpack activity, so that the player can take part at the wolfpack attack......I like that idea. Two questions, BBW: Would it cause problems to have a submerged sub as the convoy leader? And: What happens, if I add a sub with max. speed = 11kts to a convoy with 13kts? Thanks, h.sie |
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LGNs new scripts will aid that As to your questions Yes its ok to use a sub as a convoy leader - I added some to the GWX convoys as leaders Means when you get a radio report it will show as a large circle on the nav map Simulates a following subs reports When the sub gets sunk then next unit takes over anyway so reports return to square You could add a unit with a max speed of 11 to a convoy with 13 as out of render range the sub keep up As enters render range the sub will slow to 11 so fall back behind the convoy Not ideal for a submerged unit Plenty more convoys with speeds of 6 to 9 that would be better suited It wasnt so much GWX didnt like the submerged wolfpacks I did get permission off Serg to use them and I did add them in - 2.0 IIRC Just after adding in we began to suffer indisciminate ctd problems so removed last added units one by one As it was the issue wasnt the sub but another unit that had issues when sinking As was close to release I never got around to adding them back in as the files were stable and ran out of testing time |
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@Bigboywooly: hi Bigboywooly, so .... is there a possibility to rework the campaigns for gwx (if Serg is agreed) ? |
Hi all,
Been away from SH3 for a while, and ive just reinstalled GWX and some other mods. I am interested in adding the submerged U-Boats from Sergbutos Wolfpack Mod V2, as mentioned in first post. I was wondering if someone could give a step by step tutorial on adding/replacing the surfaced U-boats of GWX with the submerged ones in the latest mod please? i understand you have to edit the RND layer but have absolutley no idea how to do it. Also if possible could someone explain how to add the VIIA to convoys so that you get a radio report of a sighting or attack, and can therefore join in. I have read the previous posts, and can understand why someone would not want to create a mod for this, due to permissions being needed from GWX team, and for dealing with problems from end users. But if someone could just post a tutorial so that it would be up to individual users to sort out themselves. Hoping someone can help out an old git! like myself to get this up and running :) regards slipper |
Hi all,
Just a bump to bring this back to the top. Any help on the above please? Would someone be allowed to post a modified GWX campaign? ever hopefull regards slipper:) |
Hi all,
After a bit of trial and error i think i have figured out how to add Sergbutto's wolfpack mod V2 to GWX's RND campaign layers, thanks to the info on these pages. However i have a few questions to ask regards adding U-Boats to the scripted layers. h.sie wrote Quote:
2. How do i enter the radio messages that inform the player about U-Boat activity? or are they just a consequence of adding units to the SCR layer? bigboywooly wrote Quote:
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I am slowly getting there but would really appreciate a bit of direction on the above topics, thanks to all who have posted for letting me get this far on their advice, and thanks to all the modders for making this great sim even better. regards slipper :) |
Hi,
here are some answers: 1. You can just copy them into the GWX SCR layer (but you also need the files for the submarine itself). Be aware that the numbering must be continuous. You can also use the merge function of the mission editor. You must be careful that the names of the sub are correct and that the scripted convoys from LSH and WAC do not include any ships not present in GWX. To be on the safe side I would just copy the entries containing only the u-boat. No mixed convoys. 2. The radio messages are in \data\Campaigns\Campaign\messages_en.txt. However, I think this file is not 'synchronized' with the campaign layers. 3. see here http://www.subsim.com/radioroom/down...o=file&id=1681 4. The u-boat is just like any other ship. As soon as they spot each other they start to attack. Just run the test mission provided by h.sie. I hope these answers help. If you have further questions just ask. Cheers, LGN1 |
LGN1,
Thanks for the reply, and taking the time to help out. Firstly your perlscripts mod you linked to looks absolutley amazing i can see that being very usefull. Secondly i have a few questions regards your answers above, if you would not mind answering please. Quote:
2.What files do i also need for the submarine itself? will they not already be in GWX? 3.Will names of the subs be different in GWX and/or LSH,WAC? Quote:
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5.Even though subs are submerged the surface ships treat them as surfaced, yes? LGN thanks in advance for any additional help you can provide, like i said earlier i have not played for a while, so i am abit out of the loop. regards slipper :) |
Hi,
some answers: 1) Yes, the mission editor does the numbering by itself. The script should give you a correctly numbered src file that you merge with the correctly numbered GWX file. 2) h.sie's submerged VIIC files, the files mentioned on the first page. 3) I don't know. I don't have LSH or WAC. You have to check the Class=SSTypeVIIA line. The class name should be the same as in the roster and submarine folder. 4) The messages are sent at certain times/dates. However, IIRC, the ships in the src layer are not always at the same time at the same point (depending when you leave the port). So, if you have a message saying that a convoy/sub is at the moment at position x it's not guaranteed that it is there. The radio contacts on the map are a different story (see BBW posts on the first page). 5) Yes. I can recommend you to take a look at the structure of the campaign files. It's quite easy and you can check the files easily without the mission editor (e.g. the numbering). Cheers, LGN1 |
LGN,
Thanks again for your reply, it all seems pretty clear i think. I will have a play around and see how i get on. Just out of interest have you added Serbuttos V2 U-Boats to GWX RND and SCR layers? If so do they work ok? thanks again mate regards slipper :) |
Glad I could help.
I did not add them because I try to limit the number of units in the game (because of loading time). That's why I only add units that I can see frequently, i.e., merchants :D I think together with the large campaign files the number of units in GWX is responsible for the long loading times. In addition, I think it's just not worth the effort because you will hardly see them and the surfaced have more or less the same effect on the game play. Cheers, LGN1 |
Ok,
Thanks LGN for your help, much appreciated. regards slipper :) p.s if h.sie reads this i was wondering if you ever had any luck merging supermods campaign files? or if it was even possible? thanks slipper |
Hi slipper, sorry for the late reply.
In the Campaign_RND.mis you have to replace all or some (as you like) of the surfaced wolfpack u-boats - "SSTypeVIIC/41" - "Resupply Uboat" (Typ IXB)) (which are scripted into allied convoys) by the following entry: ---------------------------- [RndGroup xx.RndUnit yy] Class=SSTypeVIIA Type=200 Origin=German Side=0 CargoExt=-1 CargoInt=-1 CfgDate=19390801 No=1 Escort=false SpawnProbability=100 CrewRating=3 ----------------------------- You can change the values for SpawnProbability, CrewRating and No to fit your personal taste. Make a backup of the original _RND.mis file. h.sie |
h.sie,
Thanks alot mate, more or less gleaned this information from previous posts you have made, but thanks for getting back to me anyway and nice to have confirmation that i was on the right track. Dont suppose you have tried anything similar with SCR U-Boats? regards and many thanks slipper :) |
No, I havn't. Scripting in the SCR requires good timing (synchronizing), otherwise the uboats won't meet the convoys. Too much work, I think. Scripting them directly into the convoys in the RND layer has the advantage that no timing is required. Everytime a convoy enters the render range (20-30km radius??) the uboats "wake up" and discover that they are hostile and start to attack. you can see the explosions of the fight at the horizon and you have to go on flank speed if you want to take part at the fight. not very realistic, but better than nothing I think. In real life the BDU gave the order to attack if enough uboats were near enough to the convoy.
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