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

CB.. 06-16-06 04:32 AM

Quote:

Originally Posted by gouldjg
It is too technical for me but I just thought of it as a option for other convoys that are not wolfpacked.

Maybe its a no no or infact there is a easier method with similar results is right under our noses. I just thought I would throw an idea in.

I have 0% experience of editing convoys etc so I will leave that to the pro's. What I do know is that a alert DD is far harder to slip past than a docile DD.

the easiest answer would be to add a wolfpack sub with no weapons--
that would do the same job without risking the loss of any DD's
you'll get alert DD's as you approach

gouldjg 06-16-06 04:37 AM

Agree 100%

CB.. 06-16-06 04:59 AM

if you wrote it in something like this perhaps--

[RndGroup 172.RndUnit 22]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=2
Escort=false
SpawnProbability=10;<<=random probability
CrewRating=4

[RndGroup 172.RndUnit 23]
Name=Type VIIA#1
Class=SSTypeVIIAnw ;<<= the no weapons sub-
Type=200
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=2
Escort=false
SpawnProbability=10
CrewRating=4

[RndGroup 172.RndUnit 24]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=2
Escort=True ;<<= positioned as an escort
SpawnProbability=10
CrewRating=4

[RndGroup 172.RndUnit 25]
Name=Type VIIA#1
Class=SSTypeVIIAnw ;<<= the no weapons sub-
Type=200
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=2
Escort=True ;<<== positioned as an escort
SpawnProbability=10
CrewRating=4

etc etc


then you would never know what was going to happen

CB.. 06-16-06 07:51 AM

here i am following a med convoy route as reported in by the subs

http://www.ebort2.co.uk/files/wolf7.jpg

i had spent a week patroling the route to the NE of my position when this new sub contact appeared on slightly different route out of the Med--so i switched to this new contact..and followed it slowly..

http://www.ebort2.co.uk/files/wolf8.jpg

occasionaly back tracking to check behind me for contacts..then catching the sub up again---no luck so far--getting a little low on fuel..

then...
http://www.ebort2.co.uk/files/wolf9.jpg

right here i get the FPS drop to 3 FPS that is such a give away...
i have less than 10 pecent fuel left....
but dang it---the convoy slips past me ..perhaps even travelling on the original route to my east..i run a search pattern but no luck---out of fuel.

he he!! uber patroling realism..right down to the fine details..more or less any way!

U-Bones 06-16-06 09:34 AM

Quote:

Originally Posted by CB..
Quote:

Originally Posted by gouldjg
It is too technical for me but I just thought of it as a option for other convoys that are not wolfpacked.

Maybe its a no no or infact there is a easier method with similar results is right under our noses. I just thought I would throw an idea in.

I have 0% experience of editing convoys etc so I will leave that to the pro's. What I do know is that a alert DD is far harder to slip past than a docile DD.

the easiest answer would be to add a wolfpack sub with no weapons--
that would do the same job without risking the loss of any DD's
you'll get alert DD's as you approach

Or lightly armed, so you still get the occasional wounded.
Edit: Somehow, I missed the randomization above - which is prabably a better answer. Carry on.

sergbuto 06-16-06 12:59 PM

Quote:

Originally Posted by CB..
i suppose the actual battle didn't last more than 15 minutes real time tho i dunno it all happened before it got there--

this is with the two subs placed at the rear of the convoy--allowing them to fire immediately on the ships in front of them as it goes live--you could disadvantage them and give the escorts a better chance at them by positioning them as escort=true..which would place them at a distance from the convoy--you might be able to have more susb this way and the possibility of one or two being still active when you reach the convoy (if your quick)...

I have reduced durability/survivability of AI-subs so that escorts can sink them within two DC-ing approaches and they can not survive as long as player subs.

bigboywooly 06-16-06 01:08 PM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by CB..
i suppose the actual battle didn't last more than 15 minutes real time tho i dunno it all happened before it got there--

this is with the two subs placed at the rear of the convoy--allowing them to fire immediately on the ships in front of them as it goes live--you could disadvantage them and give the escorts a better chance at them by positioning them as escort=true..which would place them at a distance from the convoy--you might be able to have more susb this way and the possibility of one or two being still active when you reach the convoy (if your quick)...

I have reduced durability/survivability of AI-subs so that escorts can sink them within two DC-ing approaches and they can not survive as long as player subs.

Serg
I know it may be difficult but what if you could make your lifeboat into a ship unit and attach one to a convoy the AI subs are in?:hmm:
That way when your sub arrives at convoy you may see lifeboats as AI could have already sunk a ship or two

Well have thrown it in now hope you dont throw it out :rotfl:

EDIT
That way too you could be really nasty and flak gun the lifeboats as they would be a unit
But you could also give them a - renown as a hospital ship

sergbuto 06-16-06 01:17 PM

gouldjg,

Unfortunately, AI-subs can not use bold or similar stuff except for guns and I am not sure whether it is possible to make guns firing bold.

On the other hand, it should be no problem to use lifeboats along with AI U-boats in a convoy. After 3d-rendering they will be left behind with their zero speed.

sergbuto 06-16-06 01:31 PM

Quote:

Originally Posted by bigboywooly
Serg
I know it may be difficult but what if you could make your lifeboat into a ship unit and attach one to a convoy the AI subs are in?:hmm:

It is not difficult. I already have one made long time ago. Although, I did not bother to fix its damage model at that time because it was used in multiplayer missions for purposes not requiring that. But I can relatively easy fix that nowdays.

bigboywooly 06-16-06 02:06 PM

Quote:

Originally Posted by sergbuto
On the other hand, it should be no problem to use lifeboats along with AI U-boats in a convoy. After 3d-rendering they will be left behind with their zero speed.

:hmm: the trouble with zero speed is the convoy will "exist" before we even see it -- as soon as we are within a certain distance -- and if lifeboat has 0 speed it might be miles behind the convoy when we actually get there
I think ???
:rotfl:

sergbuto 06-16-06 02:20 PM

If lifeboat is in front of the convoy, it will take some time for the convoy, loosing its order, to get around the lifeboat and restore the order.

bigboywooly 06-16-06 02:28 PM

Quote:

Originally Posted by sergbuto
If lifeboat is in front of the convoy, it will take some time for the convoy, loosing its order, to get around the lifeboat and restore the order.

Great idea :up:
Why didnt I think of that :damn:

gouldjg 06-16-06 02:58 PM

I would love to see this feature. It all goes into my brain nice and easy and I have no problems what so ever believing the situation.

It is just great to have the chances to come across things that were a possibility in that time.

I always remember the first time I came across an air attack on surface ships. Man, I could not even play the game, as I was so busy gaping at the battle from peri.

bigboywooly 06-16-06 03:10 PM

Quote:

Originally Posted by gouldjg
I would love to see this feature. It all goes into my brain nice and easy and I have no problems what so ever believing the situation.

It is just great to have the chances to come across things that were a possibility in that time.

I always remember the first time I came across an air attack on surface ships. Man, I could not even play the game, as I was so busy gaping at the battle from peri.

LOL should be able to work - the only trouble is there are so many varients of the .scr layer out there it would be impossible to do them all so we may have to add them to our own. as long as there is a set formula it should be easy

A little OT but know how you feel - came across 2 type 36a and type 34 in one of the AM grids - sailed with them for a while and as I sailed off spotted a Brit C class destroyer steaming towards them:o
Had to just watch as they all engaged each other
And this was in a normal patrol:up:

CB.. 06-17-06 06:19 AM

course the additional issue is that for it to work correctly and effectively you need to add the subs to the RND layer to allow them to take on the same random waypoints etc as the convoys--

and there are dozens of custom RND layers around---

here's mine--

as a concept test--
it's fairly close to stock with some minor tweaks and of course the wolfpack / sub reports additons

see the read me for details ..

http://www.ebort2.co.uk/files/wolfrnd1.zip


if for any reason this doesn't run/load--then it may be i have some non stock ship or some thing else lurking in there i have forgotten about---if so then use it as a reference to get the wolkfpack routes --they are last in the file...

this is just a loose concept test--havent added all the routes or all the possible features--just the most regular cross atlantic routes

i really am enjoying this stuff...makes a world of difference..it's probably a bit dull for the majority of player tho--(??)

it occurs to me that this approach would work very well for users of SH3Gen...as they could use the intel reports given to narrow down the best route to patrol--- but even as it stands sooner or later you will find a convoy if you patrol the main routes--
sit down with a mug of tea and wait--

Gammel 06-17-06 06:32 AM

Many thanks for sharing your work, CB! :up:

If all the changes you made are at the end of the campaign file it should be not a problem for most players to add them to their custom campaign file.
YouŽll just have to change group numbers...

CB.. 06-17-06 06:37 AM

Quote:

Originally Posted by Gammel
Many thanks for sharing your work, CB! :up:

If all the changes you made are at the end of the campaign file it should be not a problem for most players to add them to their custom campaign file.
YouŽll just have to change group numbers...

Cheers...yup that's the best i can do really--folks will still have to go thru their canvoys and add the attacking wolfpack subs but thats not quite such a huge job--(tediuos but straight cut n paste work)

just add this at the end of each convoy getting the group unit number right each time as you say:yep:


[RndGroup 61.RndUnit 18]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=2
Escort=false
SpawnProbability=100
CrewRating=4



if you add it to all the convoys then reducing spawnprobability will be a good idea to add variety-

the only other thing i have done is remove any possibility of the convoys them selves giving contact reports---so you have to rely entirely on the subs for info--
but that is probably something that would be best left to personal taste--

VonHelsching 06-17-06 07:06 AM

Thanks, CB..

I'll add them up to a beefed up custom .rnd I have and I'll test them. Cheers and keep up those great ideas coming :rock:

CB.. 06-18-06 08:56 AM

absolutely fascinating----i love the picture that builds slowly over a patrol---

http://www.ebort2.co.uk/files/wolf11.jpg

sergbuto 06-18-06 02:02 PM

Really feels that you are not the only U-boat fighting this war. :D


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