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-   -   Wolfpack mod (https://www.subsim.com/radioroom/showthread.php?t=84480)

sergbuto 09-17-05 12:29 PM

Quote:

Originally Posted by Woof1701
Are the wolfpack AI uboats able to surface and submerge on attack or do they stay submerged all the time?

As I said above, the AI sub can't change the depth, i.e. can't dive or surface.

sergbuto 09-17-05 12:35 PM

Quote:

Originally Posted by Charlie901
Sounds promising but IMHO this mod might need some additional work before I'd want it included in other mods, RUB/Ops/Improved Convoys/H.T..

I'm not trying to be harsh but:

Do the A.I. Subs continue to cruise w/ their periscope up (after being spotted) and allow themselves to get rammed/run over by enemy DD?

Do the A.I. subs exhibit Muzzle Flashes when firing their "Virtual Torpedos"?

Do the A.I. subs act "Uber" due to unlimited "gun" ammo (sinking many ships and scoring hits every few seconds)?

Do the A.I. subs' "Virtual Torpedos" impact the upper structure of ships, like when they get "deck" gunned (blowing off masts and cargo and such)?


I just think some of these things (if true) might distract a little from realism (arcade), in an attempt to provide us with much needed A.I. wolfpacks.

1. Before asking questions or even making comments, it helps to read Readme and look at the example mission provided.
2. Naturally, it is a standard deal here: take it or leave it. Unless you want to do that additional work you are proposing which I have no idea about.

Woof1701 09-17-05 03:48 PM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by Woof1701
Are the wolfpack AI uboats able to surface and submerge on attack or do they stay submerged all the time?

As I said above, the AI sub can't change the depth, i.e. can't dive or surface.

Thanks. Sorry must've missed that.

Hunterbear 09-17-05 05:53 PM

Hi Rubini,

Great news on incorporating wolfpack and new milkcow to your HT mod. Eagerly awaiting its release!

:up:

mikaelanderlund 09-21-05 06:29 AM

Hi Rubini,

Any news about incorporating wolfpack to your HT mod?

Mikael

Rubini 09-21-05 07:45 AM

Yes, in the next release, in a week.

Thanks,

Rubini.

stljeffbb1 09-23-05 11:20 PM

Anybody try this one out yet?

Does it work well?

I haven't had the chance...I've been too wrapped up in trying to figure out 3D modeling....

:know:

-Jeff

iambecomelife 09-24-05 10:59 AM

I've run the included mission twice. It worked well, although hopefully someone can eventually get the U-Boats to dive. All in all, it was great to finally have the feeling that you aren't fighting the war alone. The first time I ran it the subs were all sunk with no losses to the convoy other than one ship I torpedoed. The second time they were all sunk once again, but may have torpedoed a destroyer; I was too busy setting up my own attack to tell for sure.

sergbuto 09-29-05 09:30 AM

Quote:

Originally Posted by stljeffbb1
Anybody try this one out yet?

Does it work well?

I haven't had the chance...I've been too wrapped up in trying to figure out 3D modeling....

:know:

-Jeff

Actually, it will work much better for people who do not use external view. With good scripting it can create effects during your attack approach on the convoy like escorts/DD suddenly turning and running somewhere, doing depthcharging runs on other sub. Often, wolfpack subs will not get through the escort screen but they will attract DDs attention. That is what was all about wolfpack operations. Or it may even create some confusion like you would think that it is your torpedoes hit the target while it would be other AI sub, etc.

Col7777 09-29-05 10:17 AM

Well I've tried Serg's Wolfpacks, they do as he describes, they attract attention and take it away from the player sub from time to time.
I have just altered a mission using them and they did their job, yes they did all get destroyed but they also sank a few before they did.
Funny because one of them actually saved my skin, a DD was on it's way to hunt me down when it suddenly changed course, the reason... one of the wolfpack subs came in to range and it went off after it, they had a gun battle but the wolfpack sub managed to hit the DD a crucial blow before it too was destroyed, a few minutes later the DD keeled over.

Nice work Serg. :up:

HEMISENT 09-29-05 10:04 PM

Same here. The wolfpack attacked as advertised and drew all the attention away from me until the very end. By then I was at least able to make my run in, fire my fish and begin my egress. Great mod. I wonder if the periscopes need to stay raised all the time, it seems to give the escorts a perfect aiming point. They were throwing everything at the scopes but the galley sink.

gdogghenrikson 09-29-05 11:26 PM

so...Has anyone actually seen this wolfpack while playing campaign?

Hitman 09-30-05 01:22 AM

@sergbuto:

In SH2 airbases were able to spawn submarines and other ships -not just aricraft-

In SH3 sending a radio message (contact report) when in range of an axis airbase might trigger an axis air attack with planes. Would it be possible to script airbases that spawn U-Boots in the midlle of the Atlantic? :hmm:

If that worked you would have wolfpacks on demand via radio message during the campaign...you could even set the wolfpacks in their historic locations, same as Sansal did with the milk cows. You could also script radio messages from BdU telling you where wolfpacks are operating, and asking any UBoot closeby to join them :)

HEMISENT 09-30-05 01:08 PM

With all the incredibly talented modders working on this could real in-game wolfpacks be right around the corner?

Who needs a Dev team-we have our own. :up: :up: :up:

sergbuto 09-30-05 01:37 PM

Quote:

Originally Posted by Hitman
@sergbuto:

In SH2 airbases were able to spawn submarines and other ships -not just aricraft-

In SH3 sending a radio message (contact report) when in range of an axis airbase might trigger an axis air attack with planes. Would it be possible to script airbases that spawn U-Boots in the midlle of the Atlantic? :hmm:

If that worked you would have wolfpacks on demand via radio message during the campaign...you could even set the wolfpacks in their historic locations, same as Sansal did with the milk cows. You could also script radio messages from BdU telling you where wolfpacks are operating, and asking any UBoot closeby to join them :)

Yes, although I am not sure about spawning from airbases, scripting historic wolfpacks should be relatively easy. Either periodic entering with deleting at the last waypoint or looping.

Hitman 10-01-05 08:31 AM

I have had a look at the ingame editor and airbases seems quite strange. I have not seen any group/units attached to them, but sure as hell somewhere in the game must be specified which planes do they spawn and in which number :hmm:

EDITED to add: Probably simply substituting the german planes with uboots in the airplane folder we would already have wolfpacks appear when sending radio contacts :up:

You are right about scripting historic wolfpacks in the campaign SCR, and because the convoy traffic is so random, they probably would not fight the same battles every time. It should be also possible to generate random wolfpacks moving around in the Atlantic. Although my initial intention was mainly to be able to summon a wolfpack via radio messages, this should probably work too.

Do friendly units provide contact reports when they meet an enemy convoy? I think not....pity

In any case, it is sad that UBI did not provide UBoot AI...this would solve all problems. I bet this shouldn't be that difficult to program for someone with the code :88)

Col7777 10-01-05 09:43 AM

Part way down this thread there is a way to show the player sub plus other ship icons on the map, I did a screen-shot to explain plus a screen-shot on the last post to show how the icons appear.

http://www.subsim.com/phpBB/viewtopic.php?t=43134

This isn't quite what you want here but it may be on the right track,
I asked on the mission section how to get spawns to appear, I have a feeling it is there but it needs a bit of experimenting to hit on the right sequence etc.

sergbuto 10-01-05 12:14 PM

Quote:

Originally Posted by Hitman
I have had a look at the ingame editor and airbases seems quite strange. I have not seen any group/units attached to them, but sure as hell somewhere in the game must be specified which planes do they spawn and in which number :hmm:

Look in CFG files of Airbases (e.g. LAB_LargeAirBaseCa.cfg) in the data\Land folder. They are all in there.

Hitman 10-02-05 04:46 AM

Well I have found them (Thanks for the hint) and yes they seem scripted in amanner that *could* possibly spawn U-Boots with some changes. I muts however do first the hard work of deleting my current, high modified install of SH3 and make a clean one, then create a BLANK campaign file to avoid interferences of other units, and then script a mission with a german airbase set to spawn U-Boots....

If I can have time for all this (Smething difficult these days for me), I'll report :up:

sergbuto 10-02-05 03:48 PM

I hope you'll succeed.


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