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you have to get the target ship bang dead centre in the scope view (not a pixel either way mind..but bang dead centre -other wise you can't get a lock ) hard to do in a hurry.sometimes to me.. it seems impossible...especailly at maximum zoom...and all the time you struggling to do this feat the enemy ships are microseconds away from spotting your scope (within the normal range of your torps anyway) and within torpedo range (around 3600 metres) if an escort spots you..you have literaly no where to go...your almost certainly dead.. more times than not i have ended up say "oh blow that for a game of soldiers..i'll do it myself!)....beacuse even a lone merchant becomes more or less impossible to get with a torp once it has spotted you ..best AI evasive maneuvers i've seen in a subsim...they really don't want to get torped..they ain't pretending this time..they mean it..and you only have 6 torps. as a rule...:ping: so yes you have both...an auto lock type affair. and the manual AOB speed depth etc settings..and the map tools to do the job with:up: |
Sof Mission Editing Tips>>>
:D :up: :ping: :up:
well here we go folks... spent this morning learning a little about the missions structure and code and here's a little of what i have picked up so far.. ADDING RANDOM AIRCRAFT ATTACKS TO MISSIONS....example tutorial #1 go to your scripts folder and open the ServerScript0050.txt--this is the first training mission USCHULE1 here's the contents ///////////////////////////////// # USchule 1 id mysim phase init SetDescriptionMapTexture "ordermap_nordsee.jpg" SetTimeLimit $0 StartTime 11.0, 15.0 StartDate 1914,5,5 ChangeGeoPivot 10.312,54.554 Weather "sunrise" EnableTutorial SetTutorialString "- Steuern Sie die auf der Karte (F3) markierten Zielgebiete an.\- Details entnehmen SieIhrer Missions-Order (F10)\- Die Position der Ziele entnehmen Sie der Karte (F3)" CreateSimulationObject [mysim],"u35" SetPositionGeo [mysim],10.312,54.554,0 BindToController [mysim] DefineMissionGoal $0,"StayArea", 10.446, 54.667, 5000, $1 SetMissionGoalText $0,"Erreichen Sie Zielgebiet 1",$1,"Zielgebiet 1" DefineMissionGoal $1,"StayArea", 10.557, 54.538, 5000, $1 SetMissionGoalText $1,"Erreichen Sie Zielgebiet 2",$1,"Zielgebiet 2" DefineMissionGoal $2,"StayArea", 10.266, 54.485, 5000, $1,$3 SetMissionGoalText $2,"Fahren Sie zum Heimathafen",$1,"Heimathafen" #Mission AddRandomShips "Airplane#10.446,54.667,150000",010 EveryFrame CompleteOnGoal "Schulungsmission beendet.",$4 Endphase end /////////////////////////////////////// NOTE the code used by the missions does not display correctly in the forum so use it as a editing guide only .. compare the above to the stock mission and work that way... i have made TWO alterations to this mission... ONE/ i have altered the player sub to the U35 thus CreateSimulationObject [mysim],"u35" TWO/ I have added random aircraft attacks thus #Mission AddRandomShips "Airplane#10.446,54.667,150000",010 note the location of the aircraft area (compare it to the mission goal location) 10.446,54.667 and the size of the area it covers 150000 and the frequency of the attacks 010 which i have set to ten minutes tho i'm assuming this "timer" is not clock work and doesn'tt spawn an aircraft every ten minutes but in fact "rolls a dice" every ten minutes to randomly spawn the attack or not as the case may be.. so there you go....tested it and i get attacked by aircraft... NOTE YOU WILL NEED TO SET THE SERVERSCRIPT0050.TXT FILE PROPERTIES TO CHANGE THE "READ ONLY" OPTION FOR THE FILE OTHER WISE YOU WON'T BE ABLE TO SAVE YOUR CHANGES (right click on the file select properties) i now know why the aircraft in the game are easy to shoot down...:yep: it's because they drop a torpedo into the water as they get within range.. so whilst your busy trying to shoot it down--- your actualy allready DEAD !! lol (you just don't realise it yet lol...the torpedo will get you.in a few seconds) so don't shoot at it....DIVE for heavens sake!!! you have to shoot it down whilst it is still outside normal torpedo range..or maneuver wildy to stay safe...either way it means far greater difficulty and danger from the aircraft..which balances out nicely the fragility of the planes..mind you everything in the game is probably too fragile..but this includes your own uboot..so it is actualy fair..something to look at later on tho... i have checked ALL the campaign missions and only three or four actualy have aircraft added so there is plenty of room to add the same aircraft to all the other missions...just get the location size of the area and timer right i have found dynamic contact reports AND radio messages in the mission code (which seems much like VisualBasic 6 to me so i have a meager grasp on that).....i haven't tried to implement it yet tho... it's great in fact...watching these old biplanes come in low line up then drop their torp into the water ..it's all very well done ... now you may think that having these relatively small aircraft appearing hundreds of miles of the coast deep into the north sea or atlantic etc..isn't feasible at all (realisiticaly speaking) BUT during WW1 there were large numbers of sea plane "carriers" patroling just about every-where..so this is perfectly reasonable historically speaking..and of course gameplay wise it's a hoot end of tutorial number 1:up: :sunny: to download the properly edited mission file see link below http://www.ebort2.co.uk/SOF/TUT1.zip |
dynamic radio messages...tutorial 2
the dynamic radio messages code works as far as i can reasonably tell ..perfectly
AddRandomShips "Airplane#-1.918,57.042,450000",460 AddRandomShips "Airplane#0.919,53.295,100000",260 ApplyStateEngine $0,"TradeRouteFour#Borneo,1#-1.698,56.719#1.593,53.601#6.840,54.450#-1.698,56.719#10" ApplyStateEngine $0,"TradeRouteFour#Berberis,2#2.380,51.776#4.047,5 5.892#-2.069,58.676#5.218,54.278#10" AddPositionTracker $1,$270,"Von Admiralität.\\To .\U-Boote.\Hostile contact.\\Position: %s\Course: %d\\Instructions,\if possible.\Attack.\if current orders\allow!" AddPositionTracker $2,$470,"Von Admiralität.\\To .\U-Boote.\Enemy contact.\\Position: %s\Course: %d\\Instructions,\Confirm this contact.\ And Attack.\at all costs\Kaptain!" again you'll have to download the test mission to see the code properly as the forum doesn't format it correctly.. but BDU ( or the ww1 equivilent) will send you contact reports on (in this case ) two shipping routes..... the message contains information such as Position: %s the %s is wrritten on the fly by the game giving the lat long at that moment int time for the ships. so there you go... i've tested the mission and it all works well....again as far as i can tell....i got nailed by the aircraft before i could get a visual on the ships reported to check that they were following the reported routes etc.. there IS an issue with the aircraft here tho if you dive to avoid them ..they follow you....even tho they can't see you..they stay overhead more or less pernamently ..so you have to "duke" it out with them on the surface...not the end of the world but...theyre maybe be a way to edit this so they fly away once they have lost visual.. anyway i did manage to tackle two at once and survived so it isn't as hard as i thought...turning hard screws up their torp run and they try to make another pass...this often has them flying right overhead (so low and so slow you can almost touch them as they pass...that looks great!) anyhuw here's test mission number 2 (it is a brand new mission that doesn't overwrite any stock one select it from the single mission menu..there's no graphic image for the choose mission screen window bu just select YES or OK and your there) let me know here if you find the ships mentioned in the contact reports as this is important...don't want the message to be just "filler" want them to genuinely and dynamicaly accurate information...which i'm fairly sure they are... there is another slice of interest here also...the contact reports do not automaticaly appear on the map...so you DO need to read them and CAREFULLY plot the contact report your self ..dropping a marker on the map at the co-ordinates described in the radio messages...which is great stuff...:up: in subsims you spend hours doing more or less nothing (in effect)..so reading the radio messages and doing a little map plotting by hand is to me anyhuw...something that makes the game far more emmersive...with me FINDING the ships by hand in this fashion is every bit as satisfying as some one else satisfaction in using the manual tdc in other sims.. anyhuw (again lol) here's the link to the tutorial patrol:D http://www.ebort2.co.uk/SOF/TUT2.zip |
Of the 182 German U-boats lost during WWI, only 1 was confirmed sunk by aircraft - UB 32. IMHO, aircraft should be very restricted in their sub-killing abilities.
http://www.uboat.net/wwi/fates/losses.html |
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:rotfl: sometimes i wonder why i bother you know...lol |
I'm happy to see that you guys have gotten into SOF :) I bought it some time ago and like it very much, and since I can speak german it has never been a problem for me with the translations.
I tinkered a bit under the game's hood and it is certainly very open. I added a graded reticle to the scope for shooting, but it needs the proper calibration. Manual targeting is possible, but there are three problems: First, you need a wiz-wheel to calculate torpedo deflection Second, you can't set two of the historic Gyro Angles used by germans in WW1 (90º and 270º), which limits a lot your shooting tactics :hmm: Third, there is no accurate bearing indicator on your sub that tells you the bearing you are looking at :damn: The horrible submarine silhouette with the yellow field of view and red ball representing the target is unusable, and for accurate torpedo shooting a la WW1 you need precise bearings as there is no TDC and you must aim with the whole sub (Like WW1/2 airplanes) As for the scope being difficult to bring to bear into the enemy, press the shift key when moving it and it will do it slowly :know: Aside from that, the game has only a major nit-pick for me, and that's the spotting distance of the enemy. They see your scope and sub too easily! In real life anything above 10.000 metres would mean your sub small silhouette is invisible even at day, and 4000 metres onwards no persicope wake is visible, except in flat calm seas :stare: Any ideas where the files for that are located??? P.S: the game is a gold pot for modders....even 3D models for new ships are easy to add according to Seeadler :sunny: |
HI HM...:up:
i can help with the scope being spotted issue ... there's one file edit method possibility tho i'll admit to not having treid as yet but what i do is raise the scope so it just breaks the water...there is a height at which you can see the enemy but the game doesn't register them as being able to see you..ie the red dot on the compass object doesn't appear and the mini map stays clear also...at this stage you can actualy ram the ship and he will not have spotted you..(tho not recomended ..but you see what i mean!) it makes targeting even more tricky BUT you can pop the scope up briefly to get the map screen contact on view again...and this gives you about a minutes grace after you lower the scope to "stealth" level again...that torpedo "line" on the minimap is my best helper for aiming...(i am it has to said completely bluudy hopeless at it tho lol) so that's the trick round the scope being spotted...and keeping an eye on the funny red bar object which acts as an indication of how likely you are to spotted..is that bar an realism option? i dunno...:hmm: probably ought to be..i stiil have trouble understanding the german text so am never sure what option does what...i have been trying to turn that damn pop up message thing of.....i fire a torp and it pops up a message asking me if i really ment to fire the torp or not....making aiming EVEM more traumatic as the torp gets lauched only after i press JA on the pop up thin.. can you turn it off.? ok..the other methodology round the spotting distance is by editing the StateEngineTemplates.txt (main root folder) this stores all the various AI instructions the game uses... here's an example c:0,1,PlayerNear:g#2 a:1,CreateSimObject:#1 a:1,GoTo:g#2,0,#4 a:2,GoTo:g#3,0,#4 a:3,Ramm: c:1,2,LastDestinationReached:1500 c:2,1,LastDestinationReached:1500 c:1,3,EnemyVisible:5000 c:2,3,EnemyVisible:5000 c:3,1,-EnemyVisible:6000 i reckon editing the EnemyVisible:5000 entrys is liable to reap results...tho not neccesarily all the time...as i think the AUTO_SHIPPING has it's own rules not so far found any where.. the auto shipping is the vessels included in the missions regardless of any ships written into the missions script... if you open one of the missions scripts (scipts folder) you will see little tags added to most of the missions like this *SDensity1915 *TOstengland *PKanal *TKanal tage one uses the shipdensity.txts in the root folder TOstengland uses the ships and routes shown in the Tostengland.txt inthe scripts folder etc etc these templates (bit like SH2 i suppose?) are automaticaly loaded tho how the shipdensity ones work i have no idea as yet... say do you know the crush depth for the subs...??? that red bar on the depth meter seems widly optomistic !!!! i can't get to half that depth in the u35 without crushing the hull... lol...again it's quite a high "realism" rating that in it self... you have NO idea what your crush depth is at all lol..and once the hull starts to go..(that sub hull meter goes red) even blowing ballast and coming up rapidly doesn't often save you...there's some "roll on" cumalative effect at work ..? it's quite a nervy experience diving in these subs..!! H are there any other hot keys like the shift pan option..is there a "bring view to front" or set heading to view or any other handy ones?? the game is a bit cluncky and awkward control key wise..a few extra options would help a lot.. yes it is a huge game for modders...got myself an X file importer exporter for 3dsmax and am trying to figure out the correct settings to export with for the game....no luck so far but maybe seeadler has a few tips?? it might even be possible to create 3d interface screens i dunno bowt that tho.. there is a zeppelin in the game got to figure out how to get that going... cheers HM i've added a SOF mod section to my site....do you want to put the scope mod you've made on it...it might help my targeting abit!! |
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In itself, shooting without manual TDC is very easy as long as you stay at right angles to your target's course...All you need to know is the target speed and course, get on a 90º course to it yourself and calculate from the speed of the target and the torpedo speed how muany degrees before the enemy crosses your bow you must shoot. An example: Your course: 0º (North) Your chosen torpedo speed: 35 knots Target course: 270 º (West) Target speed: 8 knots You see the target currently at 45º to your right. When do you fire? Easy: You must fire at the moment when the torpedo and target will take the same time to arrive at the same point, and you can calculate that with the Law of Sines, or, more easily, let a slide ruler calculate that for you. We align the 90º mark in the Sine scale with our Torpedo Speed (35 in the normal metric scale) and opposite the speed of the target in the metric scale (8) we read in the Sine scale 13,5º So, you would turn your scope towards the target exactly 13,5 degrees from your bow (That's why I need badly an accurate bearing read in the scope) and when it crosses your scope crosshari you would shoot. Torpedo and target would then meet exactly in front of your bow :up: If you are interested in knowing a bit more about that all, get the tutorial I wrote for the S-Boats: http://www.subsim.com/radioroom/showthread.php?t=120095 It's authentic WW1 method of shooting:know: and trust me, it gets addictive:arrgh!: |
cheers HM
seems to me for the accurate scope markings what you need to know is perhaps..the exact angle of view allowed by the scope... it's what i sometimes used to do in SH2...get the right distance away from a target so that with the scope pointing dead ahead....(is there a centre view or view to heading keyboard short cut?) and fire the torp the second the bow of the ship comes into the view only worked at close range tho...i'm afraid i have enought trouble counting my toes ..so slide rule calculation ..well the ship would have reached port by the time i had it worked out ..:oops: i reckon the crush depth thing is pretty much spot on then with 50 metres ..or some form of damage is begun at that depth which grows more irretrievable as the seconds tick by if you don't come up abit quickly.. any more keyboard shortcuts ?? that shift pan option is gem...not mentioned in the manual at all...more please! how the heck do i turn of the pop up "are you sure you want to launch a torpedo" message... it's maddening.. |
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It's just a matter of creating a mission where a target of known heigth and length is placed at exactly 1000 metres, take a screenshot and see how many pixels it extends horizontally and vertically. The rest is very easy, as it only requires subdividing the vision area in the regular divisions that fit best (1 degree per mark, 0.25, degree per mark or whatever) Quote:
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Cheers HM ...the manual is a puzzle to me..can't cope much with german..i found the centre view key tho (5 on the Num keypad)..so that's a start..
i can practice on some slow mechants i'll practice it up a little tho...you know me i'm more into the process of finding the ships than sinking them really !- that's what i'm working towards with the campaign....because the dynamic radio messages giving lat long course and speed work very well and accurate..(important !)...they can be used to plot the ship routes on the map slowly allowing you to track them down....that's what gets me going...gradualy bit by bit tracking down a ship by checking the incoming radio messages..plotting them on the map ..then eventualy there it is..."smoke on the horizon" as it were...love that side of things .. i've sussed that with the campaign missions...nearly all the ships you encounter are more or less thrown at you by the auto shipping set up...(bit like airbase spawned ships in SH2).....and that this is controled by the shipdensity.txt... if i remove the reference to the shipdensity.txt from the missions files *SDensity1914 *TOstengland *PKanal *TKanal just leaving the route templates thus *TOstengland *PKanal *TKanal then the only shipping that will be encountered in the missions will be properly routed and can be for the most part monitored and reported on by the dynamic radio message function..meaning that your tonnage depends on your tracking the shipping down and a dash of good luck at the same time....kinda like manual ship finding instead of auto ship finding you see what i mean..:arrgh!: :huh: :up: to be honest i don't even bother maning the deck gun myself..lol i'm happy watching the crew man the gun and peering at the results thro the binoc's..heck there's some good damage effects in the game...bits exploding and flying off .. i would like to try a little more torp targeting as i go along tho...as i find the auto "TDC" an absolute pig anyway..can't get a lock on the target from the scope view UNLESS i put the scope up high enough for HIM to see ME as well!!!...catch 22..so i end up manual targeting and almost allways missing! sounds like that pop up message is here to stay for me...argghh you can't even just press ENTER to confirm the shooting...you have to mouse click the JA why didn't they incorporate it into the gameplay with a splash of colour by having a "preparing tube one for firing sir" pop up which you then press "JA" to launch the torp.. i think the pop ups are kinda ok..but they just put them across in such a way as to remind you your playing a a game ..it interupts the immersion..and why not have a POP UP screen of the sub entering port (AOTD style) instead of the strange end mission count down affair..now that's the right place for a decent pop up if ever there was one lol!! |
Just a reminder for all of you getting into this game about this I made for it to help anyone struggling with aiming the torpedoes:
http://www.subsim.com/radioroom/show...Solution+chart I did a couple of other mods for it a while ago too, markers on the periscope, that kind of thing, but what I want to know is can anyone figure out how to mod the camera so it can view underwater, as it could on the beta version? :D Chock |
Many thanks Chock :yep::up:
thanks for the work!! i have been scratching my ead wondering how to incorporate the chart into the scope room view without obscuring anything else and yet having it large enough to be easily read..and aha!! maybe there's a decent use for the "do you wisgh to launch a torp" pop up graphic....an edited version of the chart with just the most common ship speeds would fit nicely onto that image...that way the dang thing would actualy be very usefull!!! (the pop up message i mean) i'll give it a go see if i can comeup with a satisfactory image..do you mind if i post the result here after wards???with the appropiate credits of course.. on the camera thing i'm sure they mentioned or i saw screen shots of an external view ..there are "camera" nodes built into the model files to represent the bridge view and the deck gun MG gun and the up and down scope positions.....the first model file mod i tried was to move the bridge view a little an an experiment...sadly i need to get the exported model file set up correctly..as it became invisable lol.. |
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As Iam german I could do a little translation if you wish. |
:D many thanks Crinius
one thing i'm wondering about is the little ship marker on the map screen described on page18 of the manual as schiffverkehr anzeigen what does it say that it's for?? i can't figure out what it does and it seems important! hope Chock doesn't mind but there's my attempt to incorporate his excelent torp calculations onto the pop up screen http://www.ebort2.co.uk/images/zwischenmeldung1.jpg the message white text gets in the way a little and it no doubt gets seen at other times on the map screen etc (tho that may not be a bad thing?) but it might be a way of doing it..:hmm: the above image is correctly named and in the right format to drop straight into the game goes in textures/menu screens (make a bak up of the original first of course) |
Would this help ...
CB – English version of manual can be downloaded from my site here - http://www.amberphotography.co.uk/navalsite/Downloads/ShellsofFury/Manual 1914-Shells of fury.pdf Been following the excitement generated by this thread and decided to purchase the English download version from Strategy First. Everything sweet – no FPS problems and of course English translations. I was always put off by the lack of interest shown in the game. I reasoned if Subsim was a a fan site for subsimmers then it spoke volumes for SOF if it couldn’t muster much attention. I knew it wasn’t SH3/4 ( small team, budget production etc ) but the negative reactions suggested it was also a poor game. So I’ve got to say I was very pleasantly surprised …… this game is fun. No point in reviewing in detail cos you’ve pretty much done that already and my own experience and impressions are very similar to yours . I’d like to highlight a few personal things …. For me it’s :- 1. Curiously quite atmospheric. Its graphics are …. well …. idiosyncratic to say the least … but despite its “comic book” feel I do get a feeling of being in a WWI setting. 2. It’s worth its money for its history value. You’re right CB about SH3/4 and tonnage. SOF does let you know what it was like when submarines were submersible novelties and commercial raiding from beneath the waves was not the automatic choice of operation. 3. It has a strong feel of “ its all down to what the eye can see”. HM will know what I’m talking about here because we spent two years on a WW1 project where this sort of thing was discussed in some length … 4. It makes a stab at sea spray over the bow and fog banks …. Water and mist everywhere …. good murky North Sea stuff …. I hope you can all keep the ball rolling with this one and look forward to all the mods and improvements you guys are working on …. As you say it’s highly moddable |
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excellent stuff Horsa many many thanks....sya you couldn't do me an enourmous favour and zip up the SCRIPTS folder and let me down load it...i'm hoping some of the information regarding how the game manages the missions scripting may also be in english so i can get a clearer picture of what is doung what and how regarding missions structure and functionabilyt etc..check it first tho and if the texts are in german then it;s ok they haven't translated that deeply.. yes indeed!!! i think folks here are very "used" to seeing things done in subsims in a certain way....and SOF just kinda does things in the opposite fashion! the lack of active sonar in WW1 throws the gameplay into a different universe than WW2 sims..leaving dedicated WW2 simmers wondering what on earth might be the point of the game,,? the 2d screens and relatively poor sea animation as stock all this serves to distract potentail players from what is in actaul fact a top rank submarine simulation...it has plenty of features that SH3/4 can only dream of regarding sub physics....the lack of any automatic "scope depth" is absolutely huge...i love the fact that if you park on the bottom (obviuosly in very shallow water)...you cannot start the engines UNTILL you raise the boat off the sea floor.. the damage incurred as you go deeper is dynamic incremental and cascading....in this game if you hear the hull creak sounds they really mean something not just ear candy or atmosphere etc.. you have no way of knowing your maximum safe diving depth...or as i say what is the best depth for raising the scope...you set scope depth by hand..and it changes with the waves and sea state the world map really is the world map and it is possible to travel all the way to the USA (afaik) and back as with the other sims...going to have do some research on ww1 sub operations as the stock campaign doesn't really exploit this capability much... it offers a whole world of stuff...yesterday i watched the scharnhorst battling it out with three english destroyers and a cruiser...quite a battle! so it does surface ship to ship engagements as well... it's a balls out serious susbsim..with a sense of humour and a whole world of charm :ping: :arrgh!: |
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that's an intrigueing feature...many thanks will have to look into it..:yep: |
Scripts are in english
http://www.amberphotography.co.uk/navalsite/Downloads/ShellsofFury/scripts.zip Pity there are no ports. :hmm: |
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