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-   -   AI: Escorts & Warships (https://www.subsim.com/radioroom/showthread.php?t=82007)

Webster 03-05-07 01:31 PM

some of the warships refuse to move
 
im trying to create some missions and i decided to include auxilary cruisers since i dont recall seeing any in the missions i played so far. well they were generated just fine but they were always stationary even with way points and set to full speed. i tried all eng ships just to see if there were others and found a dozen or so that stayed stationary in the same manner. at this point i have only checked warships. do i need a patch to repair the mission editor?

Mush Martin 03-05-07 01:34 PM

select unit right click and choose go towards waypoint
as the last act of setting up the unit if you dont want
it stationary

Webster 03-05-07 05:33 PM

Head To Waypoint
 
i got that part ok but it still wont move


ok here's what i have :
6 dd j class destroyers and 1 cl southampton class
that work fine as directed, but i have 2 auxiliary cruisers
and 1 dd clemson class destroyer that won't move and it won't let me add them to the main group, i have to group the cruisers as a seperate group as well as make a new group for the clemson destroyer. i'm very confused by all this.
it did say something about commision date was something or the other. is the historical timeline dictating which ships work?

wingtip 05-07-07 06:18 AM

when you say they arent moving is this in the editor or when you actually run the mission in the game? If its not moving in just the editor its because of the selected time frame.. go to the top above the map and adjust the dates to match your preset timeline you chose for the mission... then the units should start working that werent working before...

Dietrich 05-08-07 10:12 AM

If it's in the mission editor, then it might be because of the entry/exit dates. Left-click on the Aux.Cruiser icon, and then right-click and select properties. Look at the entry/exit dates of the ship. If your mission is set to start outside of this time-range, you should not expect this ship to participate (i.e. it won't move in the mission editor simulator and it will not appear in the mission itself.)

Webster 05-17-07 08:38 PM

as it turned out i had corrupted the mission edors files by swapping gwx data folder and stock data folders back and forth while doing comparisons for modding.


uninstalling and deleting all remaining files then rebooting and reinstalling fixed it.

marv2112 01-02-08 09:47 PM

GWX 2.0 K-Ships take one hell of a beating!
 
I put togather a simple test mission to check out how the K-ships fight. I was in for a real surprise. I figured we would "POP" the sucker, & that would be it.:D WRONG.:huh: One U-Boat at a time, I dropped just about every U-Boat option I could in the area of two K-ships. Only the later war versions that had 2 dual 2cm Flaks & a quad 2cm flak had any chance against them! :doh: Seems only a direct hit on the engine will knock one out. The engines are very small, so hope U'r flak crew has a lot of ammo if you decide to stay on the surface and take one on. They dropped real nice presents too- & NOT the kind Santa brings eigther... well that is unless your house has ever been machine gunned, bombed, & depth charged by Santa! :88)

Kpt. Lehmann 01-03-08 02:45 AM

Well some things to think about regarding why we made the the K-ship damage model the way that we did.

In real life, the K-ship would cruise at a MUCH higher altitude than we can really simulate in SH3.

As a result in SH3, it is an overly easy target.

In real life, if you punch a hole in its gasbag... or even quite a few holes... you can compare the leak-rate to trying to suck a swimming pool dry with a straw.

In real life, they were not filled with explosive hydrogen.

In SH3, if they spot you, their job is done... as units in SH3 communicate your position to all assets available in the vicinity that may be able to attack you... simulating real life wireless communications.

marv2112 01-03-08 09:38 PM

Thanks for some of the "behind the scenes" facts on the K-Ship model you folks put in GWX 2.0! :D The K-Ships are one of MANY very cool additions made by GWX 2.0! THANK YOU to all on the GWX team! I definitely was put in my place by assuming they were easy targets though. For sure! They were stationed at Lakehurst Naval station in WWII, not too far from where I live in NJ.

pluskat 05-25-09 09:46 AM

GWX 3 gold No Battleships
 
Its 1941 now I have been from Portland to Scapa flow and
as far a new york and that just the start ive looked in
all the ports at some time or the other and have never seen 1 battleship
in the game addon nothing bigger than a cruiser but they are in the
campaign files does any one know if they are ever in the open
sea or where to find them

thanks

Bent Periscope 06-10-09 03:44 PM

Try:

BB Prince of Wages In Loch Ewe from 07/01/41 to 12/10/41 or in Placentia Bay, Newfoundland near Mt. Arlington Heights from 08/09/41 to 08/12/41. (I don’t know how she can be in the two locations at one time. Something to do with an experiment in Philly.

BB Nevada in Placentia Bay from 08/07/41 to 08/12/41.

BB Nelson in Alexandria from 10/12/41 to 10/06/41.

BP

Jaman 06-10-09 04:12 PM

Quote:

Originally Posted by Bent Periscope (Post 1115504)
BB Nelson in Alexandria from 10/12/41 to 10/06/41.

Does the Nelson have a timemachine onboard?. :D

Bent Periscope 06-10-09 04:20 PM

Originally Posted by Bent Periscope http://www.subsim.com/radioroom//smartdark/viewpost.gif
BB Nelson in Alexandria from 10/12/41 to 10/06/41.
Does the Nelson have a timemachine onboard?. http://www.subsim.com/radioroom//images/smilies/4.gif

See what happens when I try to do this quickly before someone walks by my cubicle.

Try 10/12/41 to 11/06/41.:DL

Adam84 07-07-09 10:13 AM

BB Prince of Wages In Loch Ewe from 07/01/41 to 12/10/41 or in Placentia Bay, Newfoundland near Mt. Arlington Heights from 08/09/41 to 08/12/41. (I don’t know how she can be in the two locations at one time. Something to do with an experiment in Philly.

Prince of Wages, aka my boss.

kdv 10-31-09 12:35 PM

Using SH3 editor to find CV's/BB's - how to?
 
I've been messing around with SH3 mission editor, trying to figure out where enemy CV's and BB's are.

So far I've pretty much gone around in circles getting nowhere - I'm looking under the campaign files at campaign_lnd.mis, campaign_rnd.mis, and campaign_scr.mis.

Am using GWX3, not sure if that makes a difference.

psykopatsak 11-01-09 11:16 AM

its nothing hard really, but you must know where to look...

kdv 11-01-09 09:56 PM

Quote:

Originally Posted by psykopatsak (Post 1197614)
its nothing hard really, but you must know where to look...

I figure it's got to be something like that :yep:.

Any idea as to where to look?

WilhelmSchulz. 11-08-09 11:51 AM

Your best bet is to look in the scr files. Also look around the major fleet bases. Loch Ewe, Scapa Flow, Norfolk, ect. When you look in thoes ports look at the names of the ships in the ports. For instance one would be "BR BB King George1"

As for finding one out at sea? Its Hit or miss. since thoes are usely controled under the rnd campain files. But I say this hang around the approaches to the fleet bases. You will usaly find a TF comeing to port to dock. Also if you feel daring BF13 will have some CVEs later in the war.

kdv 11-11-09 11:32 AM

Have found a few CVe's, they're fun to sink - but don't have the tonnage of a full-fledged CV. Would love to sink Courageous or Illustrious.

I have found certain large ships I'd love to sink in the scr files, but find it almost impossible to track them apart from the other ships. Would be nice if there was a filter or something.

SH3 Editor seems to be a very confusing program to figure out, and google provides no help on using it either.

Oh well, will just keep messing around - maybe I'll figure something out.

Thanks anyways guys.

Ktl_KUrtz 03-09-10 06:22 AM

Is there a (cheat?)
 
Does anybody know if there is a (cheat) in Single Mission Builder too make DD's more aggressive?
How can I make DD's stay in contact, depth charging for longer?
Thanks a lot if you can help!
KUrtz


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