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-   -   [REL] A new set of campaign layers (https://www.subsim.com/radioroom/showthread.php?t=116283)

LukeFF 10-01-07 04:41 PM

Quote:

Originally Posted by tater
That is cool, LukeFF. I used Beery's pretty much stock to avoid having to reinvent the wheel. Better dates would be awesome, I'd throw that in straight with the only changes being if there was some reason I had to for patrol objectives (I don;t think that should be needed, however.

Just so you know, I'm still working on this. I didn't get as much done last night as I wanted to, since the Navy's Dictionary of American Naval Fighting Ships was down last night. Hopefully I'll have it done in about a week or two, though.

AVGWarhawk 10-01-07 05:15 PM

Good deal Luke! This mod has got some great potentional. I'm glad you recognized it and join in!

tater 10-01-07 05:39 PM

He's been helping for quite a while, actually. :)

I have to admit I'm hanging back a little given patch rumors, and also because now my wife and I have the same crud my daughter brought home from school. The 1 year old, too.

Typing in a forums takes less... concentration... than staring at wiggley lines of convoy groups.

tater

AVGWarhawk 10-01-07 06:41 PM

I met one of your zig zagging convoys tonight. Hard to get a bead on the buggers.

LukeFF 10-14-07 05:34 AM

Quote:

Originally Posted by LukeFF
Just so you know, I'm still working on this. I didn't get as much done last night as I wanted to, since the Navy's Dictionary of American Naval Fighting Ships was down last night. Hopefully I'll have it done in about a week or two, though.

Status update: I'm finished with the fleet boat dates, minus the oddball ones that originated up in Alaska (there were a couple of them, believe it or not). More precisely, here is what I have left to do:
  • Research the dates for all Alaska-command boats.
  • Research the dates for all S-42 boats.
  • Plug in the data to Flotillas.upc and the /Data/Roster/Submarine files (all of my data is in Excel format right now). The former isn't that big of a deal, but the latter will take a bit of time.
Furthermore, to keep in line with historical reality, the following rules will be applied when plugging the data into the relevant files:
  • The date a particular submarine class is available to a particular command will be two days in advance of the class's first historical war patrol start date. I wanted to advance this date even more (to 14 days), but the game gives the player only two days at the start of a career to report to his new command and commence operations. :roll: If anyone knows how to fix this, please let me know. I'd love to have a set-up where a player receives their orders, reports to his new command 2-3 days later, and then two weeks later stands out for his first patrol.
  • The date a particular submarine name becomes available will be 14 days in advance of its first historical war patrol (NOT the date of the boat's commission, as the stock game has it). This means a number of Balaos will be lopped off the list, as many of them did not make a patrol before war's end. This will be merged with my mod that adds the SS code to the submarine names.
  • The date a boat is last available to a command will be on the date the boat's respective class last cleared that port for a war patrol. No flex on that date.
That's where the mod stands right now. Feel free to add any comments or suggestions.

Hitman 10-14-07 09:29 AM

Sorry to ask, but now that Lurker has launched his RSRD campaign, in which you seem to have helped Tater, what's exactly going to be the difference between RSRD and your new campaign layers in the near future? Are you going to work together, or will there be separate works and if so, what will be different in them? :hmm: I'm just a bit confused on which route to take (I do not use currently any of the "supermods" since I'm compiling my own mod pack strictly for personal use, suited to my preferences).

Thanks

tater 10-14-07 09:45 AM

Good question. LOL. A lot of the techniques are pretty similar, and I'm certain to adopt elements that lurker used. I've been longing to get to "1.0" and now I'm waiting for the new patch to move it along.

At that point I can make it TM compatible for the TM folks, and stop and think for a while.

Part of the reason I slowed down was when I started doing some large ship TROM groups was I decided that for playability, I needed them to have multiple paths. If I wasn't doing ig-ags I could simply radius the waypoints, but warships ZZed, so that means alternate paths for the groups in question, and they get somewhat complicated.

I'm interested in having time to play lurker's more, too.

The big "black hole" of the campaigns right now is the dynamicmiss.cfg file and what it all means.

tater

Rockin Robbins 10-25-07 07:10 PM

I was ready to load this up when...
 
Quote:

Originally Posted by tater
At that point I can make it TM compatible for the TM folks, and stop and think for a while.
tater

Sitting in port considering loading this on top of TM and then I read this. I guess I can wait until next cruise. Have to look forward to something!:up: Have the DC and Airbases mods ready to go and looks like I'm going out at least one more time before the patch. All ahead two-thirds! Lookouts to the bridge!

tater 10-25-07 08:25 PM

You could now, the big issue would be AI skill levels.

I'm waiting on 1.4, then I'll make the "big push" to get a pretty complete version out the door.

Ducimus 10-25-07 08:29 PM

Quote:

Originally Posted by tater
You could now, the big issue would be AI skill levels.

I'm waiting on 1.4, then I'll make the "big push" to get a pretty complete version out the door.


I can handle the AI skill levels, those are adjustments on my part, and are my responsiblity. Im waiting on 1.4, as well as a change of residence. I hope i see the patch before i have to pull the plug on my system and start packing it up. At any rate,tater i appreciate your campaign work, probably more then you'll ever know. :up:

DrBeast 10-30-07 04:11 AM

Palao Island weirdness
 
I don't remember if this has been mentioned already. I read through all the pages of this thread (I always do that when I first join a forum, to avoid foot-in-mouth disease!), but that was a couple of days ago, and I can't remember what I had for breakfast this morning :p
I got the mission to photo recon a harbor in the Palao islands and take a snapshot of any capital ships I find there. When I arrived there however, there were no capital ships in sight, only a few merchants and an aux subchaser on patrol (I used him to estimate depth below keel as soon as I got the chance :D). Needless to say, I couldn't fulfil the mission objectives, so I quit without saving and took a peek at the Campaign file. It's Photo Palao Island 02, and it mentions spawning a Fuso ship at the harbor. Now, I know squat about what each parameter does, but one thing struck me as particularly odd:
Code:

DeleteOnLastWaypoint=true
Does that mean the ship "disappears" once it's reached its last waypoint? Could that be why I didn't find it?

While I'm here, when you begin work on this project again after the patch release, could you please make it ROW compatible? Or at least give some advice on how to make it compatible. ROW is a must-have, and I begin to feel the same about this mod, so I really wouldn't want to be stuck in an either/or situation (I do use both anyway, and so far nothing sinister has happened). Cheers!

tater 10-30-07 08:22 AM

While it should never get to its last waypoint (speed=0) that should have been unchecked.

Thanks for thr heads up, I will indeed fix that.

Frankly the photo mission just needs to go, lol.

DrBeast 10-30-07 08:25 AM

Yeah, it was...intense, to say the least!
So all I need to do is change true to false, yes?

tater 10-30-07 08:27 AM

Yeah, that should make it appear.

DrBeast 10-30-07 09:02 AM

Cheers! :up: One last question, will it apply on a mid-mission save or do I have to start the mission anew? Sorry to bug you, but I've only got internet at the torture chamber...eeeh...I mean work, and I'll be headed home in a bit.


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