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-   -   have all contact reports made solely by U-boats..? (https://www.subsim.com/radioroom/showthread.php?t=94400)

CB.. 06-13-06 01:38 PM

Quote:

Originally Posted by Stiebler
I regret that I am having trouble following the argument of this thread.

CB has proposed (and demonstrated) that it is possible to move an AI U-boat along an empty convoy track (more-or-less), giving signals as it does so. This is certainly a clever idea, but surely it can not be called realistic. Real convoys did not run on railway tracks - even approximately.

There is then a secondary suggestion that the AI U-boat should move with the convoy. Since the convoys are randomly generated, the AI U-boat *must* be part of the convoy if its signals are to have any meaning. There may be a way of doing this with a German AI U-boat, but if so you are merely changing red marks of the convoy's progress on the map for blue marks. Is this worth all the labour involved in making the changes?

I suspect that the AI U-boats will have to be made neutral or even Allied to keep up with the convoy while not being attacked by it. So you may not even improve the colour of the markings on the map.

It may be that I have failed to understand a key part of CB's proposal, in which case apologies and I await your enlightenment. But presumably other people have the same difficulty as me, which is why there is so little interest.

However, I would definitely be interested in a mod to change weather patterns (excluding a change occurring only at the beginning of the patrol). If I could fix just one thing in the hard code of SH3, it would be to change those infuriating fog-and-gale patterns that feel like they last forever and are hopelessly unrealistic (if I may use the 'realism'-word) for such extended periods.

Stiebler.

;) i knew the old realism angle would get new folks coming into the thread-- works every time--all you have to do is make some claims regarding realism and bingo away it goes--well at least it's created some interest---you have to have a basic understanding of how the convoys work within the RND layer of the campaign--
lets just say here you have an alternative to the stock method of contact reports--
that uses genuine AI driven german u-boats as your only source of map information regarding convoys--- most but not all of the time that information will be worth taking note of--the convoy may be ahead of the contact report location or it may be behind--but it will be along that route if the convoy has spawned at mission start---

the whole thing is a question of balance--a question of gameplay---

time and time again folks allways assume i dont know what i'm talking about-lol--i've been at this lark a long time you know

Egan 06-13-06 01:48 PM

Well, as someone who enjoyed yr work on Sh2 and is genuinly interested in this idea i say go for it. I always assume that contact reports are coming from U-boats anyway so to have actual AI driven boats out there getting involved is a great, great idea and so obvious it hurts.

Aside from anything else it will add to that feeling of a genuine naval war being fought out beyond the confines of your boat. Good one guys - I'm certainly interested. :up:

gouldjg 06-13-06 01:53 PM

Hey CB

Am I right in thinking this will already be randomised in the game via probabilities or is it something I could possibly set up and control via randomised events?

CB.. 06-13-06 02:10 PM

Cheers guys
yes it is full configurable for each sub via the probabilitys both for inclusion at mission load and for the number and probability of contact reports--same allso goes for the wolfpack subs attached to the convoy it self---
one of the potentail nice touches for this will be that the shadowing sub will get you close to the convoy--
and as you get within the 3D loading range as serg' has said--
combat will begin--and fairly soon one way or another something will get sunk--either a sub or a ship--and bingo a sunken ship icon should appear on the map--either blue or red depending on who sunk who--bingo you now know where the convoy is---

so your entire location and attacking of a convoy is controlled and assisted by german u-boats--

if that does not appeal to folks i have absolutely NO IDEA why they are playing this game in the first place lol:lol: :hmm:

gouldjg 06-13-06 02:24 PM

I like this very much and I also would prefer this type of convoy tracking than the already implemented one :rock:







Now without trying to go off topic here but could this not also open up the lifeboat mod serb has. Can they not be added to follow the same convoy as the Ai U-boat and then spawn some time later.

Even if at a very rare occurance probability:rock:

Myxale 06-13-06 02:31 PM

Hell AOTD vibe here!

I for sure would love to see this kind of mod! The only thing is; who's up for the task to do it! It's a Boot-load of work!
:yep:

bigboywooly 06-13-06 02:43 PM

The lifeboats would look perfectly natural if the wolfpacks attcked a convoy as by the time you arrived its possible a ship has been sunk already

Cool idea

U-Bones 06-13-06 02:44 PM

Quote:

Originally Posted by CB..
Quote:

Originally Posted by sergbuto
Yes, it is cool stuff, CB. Occupied with modding of new units, I have not gotten to work closer with the Mission Editor yet. I also wish Col7777 could continue with all his ideas on the wolfpack implementation in the campaign.

I guess one does not need to modify the RND layer directly. It should be possible to work with these things separately and then megde the files in the end.

cheers serg' cheers especailly again for your AI compatible subs:up:

i've been trying to find Col's thread detailing his experiments on actually adding your subs directly to convoys them selves--i know he said this actualy worked--he just added an AI wolfpack sub to the list of convoy ships--and bingo instant wolfpack action--
now then the reason this is such a good idea on top of using your subs for the contact reports--is that it exploits one of the drawbacks the game has to good effect--
in that no combat is modelled out side of the 3D loading range--so you can happily have a german sub cruising alongside a convoy for it's entire journey knowing that only when you the player are within range of the convoy and it has been loaded into the 3d engine--will any destroyers start to treat the wolfpack sub as a threat--

so this actually means that as you approach the convoy you are liable to start see-ing sunken ship icons on the map--and possibly find the odd ship on fire or damaged as it comes into visual range---

i can't find Col's thread where he gave an example of the correct way to addd the sub tho--and im getting a bit lazy in my old age--

BUT the combination of the two uses for your subs gives rise to a wonderfull new way to play the game not to mention the enourmous hike in gameplay realism potatoes or what ever folks fancy calling their intepretation of the game's implementation of realism

so all contact reports given only by genuine wolfpack/lone AI subs
100% realistic
and the possibility of finding other subs attacking the convoy as and when you approach
100% realistic

whoooooosh straight over the tonnage queens heads :arrgh!:

Wow - I would love to have a built in distraction for the escorts - might be just the ticket for the wicked new sensors hehe. Too bad mucking about with SCR and RND is non intuitive to me.

CB.. 06-13-06 03:00 PM

Quote:

Originally Posted by Myxale
Hell AOTD vibe here!

I for sure would love to see this kind of mod! The only thing is; who's up for the task to do it! It's a Boot-load of work!
:yep:

well here we have the problem---the guys working on the uber duper super duper mods don't buy the sort of gameplay this mod produces--it's all a bit too esoteric and "airy fairy" for them--which is why i never ever use uber duper super mods--they bore me to tears--

i like the esoteric stuff--and my own version of the game often turns out to be far tougher difficulty wise than most realism mod sets, ironically--tho this is not deliberate--

but one thing is for sure i aint doing it...i'll be implementing it in my own campaign files but im not going to work on any one elses--you'll just have to canvas the producers of the uber duper super mods to see if you can get them to write it into their campaigns--

beyond that it isn't going to happen--that's the way the modding situation has developed for SH3---which is understandable in some ways because of the way the game stores it's settings in a few large files rather than lots of small ones ala SH2--catch 22 really

Vader 1 06-13-06 10:16 PM

CB... as a fan of your work from the SH2 days , I think people might just be absorbing how this change in concept would affect the game as most know it. From my perspective SH3 has a least 4 differents type of play ( From stock game with a few visual mods to manual shooting only at night while having a red light only to light up your computer board and all parts inbetween lol) Give guys time:yep: ps your help with torpedo dud percentages has spawned a totally new SH2 game over at Atlantika thanks again:rock:

Vader

sergbuto 06-14-06 12:50 AM

Quote:

Originally Posted by CB..
i've been trying to find Col's thread detailing his experiments on actually adding your subs directly to convoys them selves--i know he said this actualy worked--he just added an AI wolfpack sub to the list of convoy ships--and bingo instant wolfpack action--
now then the reason this is such a good idea on top of using your subs for the contact reports--is that it exploits one of the drawbacks the game has to good effect--
in that no combat is modelled out side of the 3D loading range--so you can happily have a german sub cruising alongside a convoy for it's entire journey knowing that only when you the player are within range of the convoy and it has been loaded into the 3d engine--will any destroyers start to treat the wolfpack sub as a threat--
.
.
.
i can't find Col's thread where he gave an example of the correct way to addd the sub tho--and im getting a bit lazy in my old age--

I guess that is the thread by Col7777 you meant
http://www.subsim.com/radioroom/showthread.php?t=85169

CB.. 06-14-06 03:41 AM

Quote:

Originally Posted by sergbuto
I guess that is the thread by Col7777 you meant
http://www.subsim.com/radioroom/showthread.php?t=85169

Cheers Serg' there's was another thread where he posts a test mission for it i can't find it i must admit..ive gone thru every thread you get when searching for Col7777:damn:

i'm not sure there's any mad hurry anyway..

CB.. 06-14-06 03:45 AM

Quote:

Originally Posted by Vader 1
I think people might just be absorbing how this change in concept would affect the game as most know it.

Cheers Vader...i'll remind you of that when this thread is long long dead and nowt ever came of it
i think it would be closer to the truth to say that it doesn't sound like their sort of thing--but with it being a potentail realism hike they can't quite suss out why they don't think it's their sort of thing..but it aint directly related to big explosions so they forget about it--

--me i don't care a hoot about realism--i just change the parts of the game that annoy me so they stop annoying me--

-did i do anything with dud percentages? sounds like Redwines territory-- i did make them less accurate to fool the auto TDC tho that what you mean? anyhuw good luck at Alantika-:up: -got a link?

Gammel 06-14-06 04:04 AM

Quote:

Originally Posted by CB..
Cheers Serg' there's was another thread where he posts a test mission for it i can't find it i must admit..ive gone thru every thread you get when searching for Col7777:damn:

i'm not sure there's any mad hurry anyway..

Is it maybe that mission??
Quote:

I'm Home now CB,

This is using Serg's AI subs:

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Title=Wolfpack3
MissionType=0
MissionDataType=0
Year=1941
Month=7
Day=7
Hour=7
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Clouds=1
CloudsRand=2
Precip=0
PrecipRand=0
WindHeading=40
WindSpeed=6.000000
WindRand=1
WeatherRndInterval=2
SeaType=0
Briefing=

[Group 1]
GroupName=Convoy
CommandUnitName=BR C3 Cargo#1
Category=0
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DeleteOnLastWaypoint=true
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[Group 1.Unit 1]
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DeleteOnLastWaypoint=true
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Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
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SecondsUntilReport=-60.000000
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NextWP=0

[Group 1.Unit 1.Waypoint 1]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1075000.000000
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[Group 1.Unit 1.Waypoint 2]
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Loop=-1
LoopProbability=100
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[Group 1.Unit 1.Waypoint 3]
Speed=12.000000
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Loop=-1
LoopProbability=100
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[Group 1.Unit 1.Waypoint 4]
Speed=12.000000
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Loop=-1
LoopProbability=100
Long=-807120.000000
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[Group 1.Unit 2]
Name=BR C2 Cargo#1
Class=KLS
Type=102
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Side=0
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CfgDate=19380101
DeleteOnLastWaypoint=true
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[Group 1.Unit 3]
Name=BR T2 Tanker#1
Class=OTMST2
Type=101
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[Group 1.Unit 4]
Name=BR T3 Tanker#1
Class=OTMS
Type=101
Origin=British
Side=0
Commander=0
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CfgDate=19380101
DeleteOnLastWaypoint=true
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SecondsUntilReport=-60.000000
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[Group 1.Unit 5]
Name=BR Small Tanker#1
Class=OTSF
Type=101
Origin=British
Side=0
Commander=0
CargoExt=0
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CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
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[Group 1.Unit 6]
Name=BR DD C Class#1
Class=DDCClass
Type=4
Origin=British
Side=0
Commander=0
CargoExt=-1
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CfgDate=19380101
DeleteOnLastWaypoint=true
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[Group 1.Unit 7]
Name=BR CO Flower#1
Class=COFlower
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Side=0
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CargoExt=-1
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[Group 1.Unit 8]
Name=Type VIIA#1
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[Group 1.Unit 9]
Name=Type VIIA#2
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[Group 1.Unit 10]
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[Group 1.Unit 11]
Name=Type VIIA#4
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Type=200
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[Group 1.Unit 12]
Name=Type VIIA#5
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[Group 1.Unit 13]
Name=Type VIIA#6
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
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DeleteOnLastWaypoint=true
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[Unit 1]
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Origin=British
Side=0
Commander=1
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CfgDate=19390401
DeleteOnLastWaypoint=true
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NextWP=0

[EditorParams]
InitLongOff=487620512.000000
InitLatOff=-88796496.000000
ZoomIndex=0
taken from here
http://www.subsim.com/radioroom/show...highlight=subs

CB.. 06-14-06 04:19 AM

Cheers Gammel that's the one!!!:yep:

dang i knew he'd written it in a complex fashion --


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