![]() |
|
If you check the total germany harbors validations and then explore the ships you will see multiple ships sitting on top of each other . You can drag them away from each other . Thats why the validator gives the warning abaout being too close to each other . Also i was sick of that you have been detected warning when trying to run the simulator . I deleted the docked subs (with the red surfaced writing) and now i dont get that warning .
|
Hi sober!
Quote:
|
Great work Trevally, really nice to see that you are upgrading the OH II continuously! :salute:
It will be really nice to get some Wolfpack-action in to the game (eventhough the sub AI will make some odd choises at times). Quote:
|
Quote:
The good thing about how the campaign uses any ship in the game is by its type. This means the campaign can be writen to use these types and never needs a ship named. So when mod makes make new ships - the campaign can call them in by type with no need to edit anything. This makes it real easy to add ships (if you can make them) as no changes to campaign is needed. With Uekels fix for OHII and MTNS with harbour improv - there are terrain changes and fixed possition ships that need editing - so Uekels fix is required as it is much more than a ship mod:up: |
Quote:
Hi Trevally, i'm not into modding, so i only can help a little with what i've learned about the u-boat war. If the game engine allows and you can mod it, then it should go like this: - Player discovers convoy or gets message to intercept the convoy (RL) - Player should shadow convoy for random 4 - 8 hours at distance of 4000 m, depends on day/night/weather (Real Life: 2 - 4 days ?) - Player should send status message every 2 hours (RL: 4 hours, course changes) - BdU informs Player about wolfpack ready and the go for the attack (RL) - wolfpack spawns around the convoy (RL: the boats only knew about each other's position by sighting or typical sound of propeller) - Player /wolfpack leaves if no torpedos left or boat damaged (RL) |
Quote:
Adding new models for OHII is no problem and can be done easily at any time:up: Random objective would be hard to do and would require someone who can write scripts to add this - but I think it could be done. The campaign cfg (this controls when and what objective) could have a code added that would say " this objective can or cant be randomised". You would not want ones that match historical dates to change - but others could be. It is only the date in the cfg that would need to be re-written by the script. The same would go for the missions - these are set by order in the list - so could be shuffled by script.:up: Want to try:D http://www.korokithakis.net/tutorials/python/ |
Quote:
Quote:
The errors you see in weserubung are because it is a one way map node system - so all the ships that leave Orkney and Germany goto Norway and do not come back. They will delete at end of waypoint. So this means that the common map nodes are not used and the ships must go where we want them. Due to this - the errors are shown but will not effect the game:up: |
Quote:
|
Quote:
When I set a message to be triggered by map area - I can not get it ro work in TDWs radio mod. I can get it to work in ME2 - so I use that. The message will also be sent using TDWs radio if you use his UI or radio mod. But it doesnt see that it is a campaign message, so no red background. It also follows the rules for recieving - so if you have the options set to 20%, there is only 1 in 5 going to be shown in his message box. When this happens - you get the message in the stock message box. Quote:
Remember that it is still just the test version I make the pics for. But some feed back on how I should set the new wolf attacks to would be good. I am already thinking that I should mix how I do this - so that sometimes you are the shadow and other times you are arriving just before the attack:up: |
Quote:
You have a German port attached to scapa:06: that is not part of OHII - is it stock:06: |
Quote:
Yes - im sure this could be made bigger, even if some extra traffic was added for these early months:up: |
Quote:
|
Quote:
No it is just like TDWs validator in that it will rightly flag these warnings - but some you can ignor:up: |
Quote:
Can I also send you the new wolfpack attack as a mod for testing and suggestions. It will be JSGME ready to install last in your list on top of OHIIv1.6. After installing you would need to start a new test career and use Silentotto to select the campaign black pit - the the wolfpack objective. After game loads - just play like you would any campaign objective |
All times are GMT -5. The time now is 06:25 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.