SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Open Horizons II (old thread) (https://www.subsim.com/radioroom/showthread.php?t=182964)

Zedi 05-02-11 03:24 AM

Booth sites are cross linked, using each other data.

But there are few differences, for example HX90 with 49 merchants and only 3 escort according to uboat.net vs 41 merchants and 8 escorts (35 ships TDS) on Hague's records.

The difference is because on route convoys merged or ships left and also new escorts were assigned, but I cannot do this in the campaign engine. So Ive put 40 merchants and 8 escorts for now.

jwilliams 05-02-11 04:21 AM

Quote:

Originally Posted by Zedi (Post 1654734)
I finally figured out what to do. I will not change the missions location, only the objectives. So you will be sent out to patrol an area where you may also hop onto a big BB or carrier. Engaging them will be your choice, not something mandatory. So this will add more fun to the campaign.

Regarding the tonnage objectives, how is this:

OLD - NEW (tonnage)
200.000 > 20.000
100.000 > 15.000
50.000 > 8.000

If you had reach the tonnage objective, just set up your own patrol area and sink stuff until a new mission will be available. And now that we will have new ships with less tonnage, the game will be more realistic. No more only huge ships with at least 5-7k tons/ship.

I guess the tonnage amounts needed, will need to be play tested. And maybe tweeked in the future. You dont want the tonnage to be too easy, but you also dont want it to be impossible.

Zedi 05-02-11 05:12 AM

Im all ears and open to suggestions, this should be based on the community wish. So what would be a more acceptable tonnage requirement? Keep in mind, there are missions with different time frame. From 2-3 months, up to 1 year or more.

Jaguar 05-02-11 07:53 AM

Is this tonnage thing really needed? I may be very much mistaken but why not just patrol a given area, or areas and other stuff like that?

If one sinks ships one gets promoted and/or receive awards (very poorly modeled in the game btw) like Iron and Knight´s Cross, U-Boat clasp and such...

As a compromise, is it possible to have two types of campaigns, one with "normal" and other with "realistic" objectives?

Just some ideas for hardcore players.

Jaguar 05-02-11 02:25 PM

Quote:

Originally Posted by Zedi (Post 1654768)
But there are few differences, for example HX90 with 49 merchants and only 3 escort according to uboat.net vs 41 merchants and 8 escorts (35 ships TDS) on Hague's records.
The difference is because on route convoys merged or ships left and also new escorts were assigned, but I cannot do this in the campaign engine. So Ive put 40 merchants and 8 escorts for now.

HX90 is indeed a good example. According to Hague´s it departed from Halifax on 21 november 1940 and arrived at Liverpool on december 5. It had 8 escorts according to Hagues´s records:
HMCS Assiniboine- DD of C class, escort 21-22/11 (*)
HMS Folkestone - sloop of Folkestone class, escort 02-05/12
HMCS French - auxiliary patrol vessel, escort 21/11(*)
HMS Gentian - corvette Flower class, escort 02-05/12
HMS Laconia - AMC, escort 21/11-02/12
HMS Vanquisher - DD, V&W class, escort 05/12
HMS Viscount - DD, V&W class, escort 01-05/12
HMCS Windflower - corvette Flower class, escort 21/11(*)

Those three ships (*) only escorted the convoy near Halifax. Actually, between 22/11 and 01/12 the only escort available was the AMC Laconia so 5 escorts instead of 8 seems a good compromise IMHO:03: .

Dunno if it´s possible but a suggestion would be to have small hunter killer groups patrolling around the western approaches. Coupled with IRAI´s ability to convoys send distress messages and be reinforced by near warships (within a 30 km radius?) it may be a usefull workaround. Or not :O: .

Zedi 05-02-11 02:54 PM

Speaking about weird escorts, see HX 79 ... they had a sub as escort :doh:

There are several HK groups patrolling, but to actually meet them is something based on luck. Is also very possible that none will notice these new convoys I added as the ocean is huge and they use very random routes. But if you will track the reports on map, that may help to track them down.

Anyway, this is hard. Worked almost all day and I managed to add only half from the list. I think this mod will take another month of hard work to get somewhere.

jwilliams 05-03-11 12:16 AM

Quote:

Originally Posted by Zedi (Post 1655187)
/snip/
Anyway, this is hard. Worked almost all day and I managed to add only half from the list. I think this mod will take another month of hard work to get somewhere.

Take as long as you need. There's no rush.
I would rather wait and have a very good modded campaign, than a rushed and unfinished one.

randybandit 05-03-11 04:57 AM

thanks
 
I must say a huge thankyou to zedi and all the other modders that make SH5 a far better game to play than when it was released . :salute: :D

SilentSnake 05-03-11 05:32 AM

Were these already hidden within the game files. Well you did a great job anyway, thanks.

Zedi 05-03-11 06:51 AM

I had a close look at the Mare Nostrum campaign and I must say .. its a brilliant campaign and very well done, but for a warship sim. There is almost no merchant traffic in the western and middle Mediterranean, no wonder that all we get is only capitals ships all over. And no wonder that the only 1 time I played this campaign, I had encountered absolutely not a single merchant on route to Malta, but warships. Its just crazy.

Im also pretty upset about the lack on information about the Mediterranean convoys. There is almost no description about them, like how many ships, escorts etc. Only their movement and date of departure. Mediterranean Sea was actually huge battlefield, but for the surface fleet.

So what I will do is to add some random merchant traffic and increase their spawn rate, mostly on the Gibraltar-Malta route and some on the Gibraltar - Alexandria route. I will change the hunt for capital ship objectives into patrol objectives and also add maybe some new ones. This should make this campaign a bit more fun to play as you will have plenty of opportunities to sink capital ships while waiting and hunting merchants nor raiding ports. There are also a lot of active enemy subs ...

Jaguar 05-06-11 09:34 AM

Quote:

Originally Posted by Zedi (Post 1655608)
Im also pretty upset about the lack on information about the Mediterranean convoys. There is almost no description about them, like how many ships, escorts etc. Only their movement and date of departure. Mediterranean Sea was actually huge battlefield, but for the surface fleet.

Mediterranean convoys were few and far between, Mare Nostrum didn´t allow the same freedom of movement as North Atlantic.

Zedi, if you want I can do a table with the information available in the usual sources :03:.

Zedi 05-06-11 10:28 AM

I finished Mare Nostrum and replaced the hunt for capital ships missions with tonnage hunt and also added a new mission + increased the merchant traffic. But the rest is there, so there will be plenty of ocassions to meet heavy taskforces. If you think there is something more to add, Im listening.

Jaguar 05-06-11 01:48 PM

Quote:

Originally Posted by Zedi (Post 1658198)
I finished Mare Nostrum and replaced the hunt for capital ships missions with tonnage hunt and also added a new mission + increased the merchant traffic. But the rest is there, so there will be plenty of ocassions to meet heavy taskforces. If you think there is something more to add, Im listening.

Some convoys? Operation Pedestal or something similar like a few convoys to Malta around august/42? I really don´t know and what you did is already very good. :yeah:

Zedi 05-06-11 02:06 PM

MN end in 41. There was only 1 single merchant ship that had a route from Gibraltar toward east, the rest of the traffic was only heavy taskforces. Now there are plenty more merchants, convoys with war materials, oil, troops.. so enough to have a good hunt. But is still a hard campaign as an attack on a convoy may attract much more than the convoy escorts.

Malta area is the major point of interest, there is a new mission in the area and also the Luftwaffe raid the port almost on daily basis. Plus a lot traffic. And dolphins. And mines...

Jaguar 05-06-11 02:11 PM

Forgot MN ends in 41:oops:.

Malta... for pete´s sake, those new campaigns will be SH5 patch 3.0!

stoianm 05-07-11 12:29 PM

@ Santa zedi... can you put Whales:



Whales-Movie



and Sharks


SHARKS-MOVIE


in our campaign pls.... for instance i will prefer to add a lot of white sharks in the areas where MiTon and Gap wanted to make scuba diving... will be a big surprise:D

dcb 05-08-11 11:35 AM

Hooray for sharks! Looking good!:salute:

Sepp von Ch. 05-08-11 04:02 PM

Nice videos.. but remains the question... When will it all be?:o

stoianm 05-08-11 04:08 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1659847)
Nice videos.. but remains the question... When will it all be?:o

They work in sh5... the movie that i made was done in sh5... zedi it is working allone to putt all these in campaigns... also he rework in same time all the campaigns.... so if will be more persons that can help him than soon... if not... than not so soon... anyway all of them will be in the new MO

Sepp von Ch. 05-08-11 04:18 PM

But this mod with dolphins, sharks, mines, nets, icebergs etc. will be released too as a separate mod (not only not only as part of Magnum opus), right?


All times are GMT -5. The time now is 05:12 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.