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-   -   [WIP] The Offical Post of The Surface Warfare Super-Mod (https://www.subsim.com/radioroom/showthread.php?t=144946)

FightingSteel1 09-30-12 09:51 PM

The idea that anything from this could be released is very exciting to me. I really will take whatever you can get out, as I have been hoping for/looking for this kind of game for awhile.

I wish a good WWII surface ship game would be made, but I would love to see what this mod can do.

polyfiller 10-03-12 05:10 PM

Well right now I'm trying to work out how to make all the OM campaign traffic available if you start an American career. If I can work out how to do this then I reckon I can get a very rough Beta out quite quickly. Much of the original ship definitions, plus torpedo firing AI subs, depth charges for the player to launch, and plenty of big boats to drive ........ are already in place ... there's just not much to do if you start an Allied career in Europe ... in fact, it's a total pleasure cruise in baron seas.

ivank 10-08-12 10:52 AM

Hey Polyfiller!
Last I spoke with Tom he also expressed interest in restarting this mod.
I have busy will my classes, but on the weekends I am willing to participate again.
Contact Tom and I and we can plan this out.

polyfiller 10-08-12 11:12 AM

Ivan - good to hear from you. .... OK ... I'll send Tom a PM.

Sledge had a good idea about rolling in a previously created American atlantic campaign created by Lurker ..... I really need help witht eh capmaign building now .... I cerated some test start bases in UK (Rosyth, Scappa, Portmouth, Plymouth) .... these work.... but we really need to create all the convoy & axis traffic, by using Sledge's suggesiton or getting the OM German Campaign files to work with a US career. So far I've done one test which was unsuccesful.

I took the EU_Coastal.mis from OM CapmaignGe and put it into the US Campaignb folder. I then added the Campaign file definition to the bottom of the US Campaign.cfg .... and nothing shows up in terms fo the traffic defined in the EU_Coastal.mis if I start a career from Portsmouth. Probably me not knowing how to add campaign components or how to save the file from mission editor (RND layer, scriped or whatever.... I dont' know which to use or how the merge function works). I need help and probably psychiatric care :-)

tomhugill 10-09-12 05:48 AM

Could we roll out a German campaign now with what we have currently?

polyfiller 10-09-12 04:19 PM

Would prefer to get osme form of allied campaign in place ... otherwise half the ships will be pretty much useless.

Also not sure of what the level of allied Naval activity is in OM ... what I mean, is there enough to make an Axis surface campaign challenging.... are the enough BB's & cruisers on patrol, escorting convoys etc.

ivank 10-09-12 04:53 PM

Since we do not any axis ships either imported from SHV or modeled, I rather release the US Version of the mod 1st. Then we can work on the UK/GE/JP versions.

IIRC we are just 'installing' SWM over OM V720. Was there any issues with this?

Sledgehammer427 10-09-12 08:35 PM

Ivan, IIRC there was a lot of issues I had with german ships from SH5 (textured in oversize windows, slight polygon issues like gun barbettes for Bimarck's secondary battery being hexagonal)
So on.
as something you would torpedo it was fine but as something that you are in command of it begs better detail. The Battleship Bismarck didn't have bay windows on the Admiral's bridge

Stark 10-10-12 11:34 PM

^Thats a new post!:D Whats the general status on the mod/mods? Finally got SH4 and this looks to be quite promising, you guys have put enough time into it!

polyfiller 10-13-12 02:09 PM

OK, quick update & good news .....I managed to convert all the Ops Monsoon German campaign files into the allied campaign.... so now there is traffic etc in Atlantic & around the European shores.

I now need to do some work with dates in the files, and configure in my German AI subs to provide some interest to would be destroyer captains.

Also need to take a look at air traffic ... not seen anything show up yet but am crusing around in Sep 1939.

As for releasing just US ships, or German campaign, or wait until we can input better looking models of Bismark etc .... sorry, no ... not going to do that, you see the work to make the current list of ships playable, and then re-model damage, add player launchable depth charges, accurate radar capabilities etc .... it took so long that I'd rather release functionality over good looks. If we can find someone who can re-work textures or import Sh5 models, then fine, these cna be imported and then my damage models re-used. There are some ships in the current pack which look awful (decks of HMS Hood are awful) ... but the ship works. I'd also love to see a facelift Warspite (my favourite BB of all time)..... so I am up for making things better ... jsut don't want to cut out any of the already complete functionality.

For now the work with OM campaign is significant progress.... although making it fit / feel right when driving a surface ship could be tricky.

What I'm after now is a few basic ideas on how to structure some careers / mission objectives. I figure a destroyer career woudl be easy neough ... escort convoy, objective to sink as many U boats as possible etc ... but driver the bigger ships ... setting objectives which are meaningful is a bit more tricky. Any ideas ?

Yamato_NF 10-13-12 04:50 PM

I would do a objective like intercepting German commerce raiders / intercepting German shipping and escorting convoys (early war).

and i would make a bunch of German commerce raiders in the campaign layers.

Yamato_NF

FightingSteel1 10-14-12 03:24 AM

I'll just throw out my opinion, and you do with it what you will.

My belief is that something like this is really more suited for singular missions, not a campaign. Most surface warship encounters where strategic meets of fleets, task forces, etc. and that really doesn't apply to just tooling around an ocean in a battleship looking for something to blow out of the water. I.E. it's not like submarines, so I wouldn't structure it that way.

I can see a destroyer convoy escort concept, I can see a German surface raider idea, and I can see an Allied surface warship convoy defense repelling a German surface attack. I don't know if this mod will also be in the Pacific, but that would be a whole different deal.

What is the actual scope of this mod right now? Are there modeled warship stations or is it still just submarine control rooms, etc.? Can you control multiple units and assign targets for your controlled group of ships (direct one TF against another), or is it just controlling one singular vessel? Not to be annoying with the questions, but do destroyers treat your ships like ships or still try to ram you like a sub?

All things being said, I would love to have the mod allow you to play recreated historical engagements, like Bismarck/Prinz Eugen vs. Hood/POW, or attack a BB escorted convoy with Scharnhorst/Gneiseneau, OR be able to play simulated engagements between various German and American/British forces. If you all want the career mode, that's great and I'll take whatever, but I hope I can at least make my own missions like I've stated above for this mod.

polyfiller 10-15-12 05:38 AM

Fightingsteel - you have similar views to me.... a few answers for you;

Sadly destroyers still treat you as a sub .... no way around that I'm affraid. As far as I Know changin this requires modification of the .ACT files and I'm not aware anyone has technically managed that, ever.

For convoy escort career ... I believe it is possible to give commands to ships, but have not investigated how to configure this yet... but it is deffinatley a feature I planned to use ... makes an escort career so much more meaningful.

As for the capital ship engagments, I agree, but was thinking that a little more German raider traffic could be configured than historically accurate (more trips out to sea by Scharnhorst, hipper, Scheer etc.) and then a career of raider interdiction. Career could be structured to pick up on many of the "potential" aval actions ... including stuff like Norway invastion, Russian convoy covering, Channel Dash, search for Bismark etc.

What I was thinking is we know certain events happenned and there were certain allied reponses and the resulting battles or non events where the fleets missed each other .... but I figured if the player was controlling a ship and it resulted in something else happening ... then so what ?

After all, when playing as a U Boat captain, it is possible to change history ... In SH3 GWX I lost count of how many times I sunk ships from Force H as they rushed to find the Bismark.

So I figure it should be possible to configure several careers commanding different classes of ships, with some comlpetely non historical missions thrown in for a bit of fun.

And have not given any thought to Pacific career right now ... will come later I suspect...... after all..... Japan & US were late into the war :hmmm:

ivank 10-15-12 10:54 PM

Polyfiller email we need to talk about this

FightingSteel1 10-16-12 12:49 AM

I see what you're saying, but what exactly does this mod do that the current playable ships do on their own? Do opposing ships exhibit some different tactics or actually hit something with their guns (they can't in the stock game :))?

Really, the ability to command a force of more than one ship, or at least be able to direct another vessel(s) to "follow" you and fire at your specified targets makes or breaks this being anything more than a Kriegsmarine surface raider mod.

In regards to the destroyer thing, I guess the only thing to do would be to forget about putting a destroyer screen for the larger ships in any missions.

Well, I'll be following this, and would like to see where it's at when you release it. I get the fans of submarine games, but you would think a surface warfare game with Battleships, Cruisers, maybe even Carriers would be even more successful than just a sub game. UbiSoft had everything they needed here to make a surface game (like Destroyer Command) as well. I wish...

polyfiller 10-16-12 05:26 PM

Bad news & good news ........ controlling other ships in convoy ... I just remembered (I think) that this only works in multiplayer ... damn.

Good news .....for those in the mod team ... remember the horrible damage model bug I encountered along time ago ? Compartments would take enough damage to flood, but the damage screen would show a flashing blue bar of water (would show flooding, then no flooding, then flooding) and would never actually fill up ... worse still, your boat would sink, depsite repairing damage, and it was never possible to pump out ? Well .... I actually think I fixed it. Turns out there is a magic sweet spot in ratio between flooding time, hitpoints and floatability (haven't worked it out precisely ... but I have a ratio which works).

For the first time in years I tested playing a BB (The KGV) getting torpedoed multiple times by my demon AI torp launching subs .... and I took critical hits to engine rooms and midships compartments ... they fully flooded after damage got to 60%. I was then able to repair damage and the water got pumped out ... first time this worked with the TSWSM damage model for about 3 years.... only problem I have now is to re-work the water volumes ... the KGV descended down to the level where only the bridge and top of turret B were clear of the water ... and after pumping out she was showing all of the hull above water ... but still listing due to non repairable damage to the fuel tanks and side torpedo belts. Basically, apart from the ship going down too low, the ability to pump out and recover from damage and the remaining list were great and really realistic (in simplistic terms).

This bug cost me hundreds of hours a couple of years ago. Can't believe I've managed to fix it.... I think I'll run out and buy a lottery ticket .. must be my lucky week :D

Sledgehammer427 10-16-12 09:32 PM

Quote:

Originally Posted by polyfiller (Post 1948968)
This bug cost me hundreds of hours a couple of years ago. Can't believe I've managed to fix it.... I think I'll run out and buy a lottery ticket .. must be my lucky week :D

awesome! Sometimes fresh eyes need to be your own!

words can't describe how happy I am that things are moving along with the mod! :up:

Briggadoon 10-21-12 10:40 AM

nice to hear that you guys are still (or again) working on this mod, i hope you will have a good and not so hard progress...
good luck lads
see you on the hms nelson (i hope it will be in this mod)

ps: sorry for my poor english

Nemesis1024 10-27-12 10:02 PM

Nice to see you guys back in action with this mod, looking forward to what it will be like when you's have it finished.

Keep up the good work! :yeah:

Sledgehammer427 10-28-12 12:34 AM

Quote:

Originally Posted by Briggadoon (Post 1950850)
see you on the hms nelson (i hope it will be in this mod)

your english is just fine briggadoon, actually its better than some people I know and hang out with :up:

Also, the Nelson will be in the mod, it's been in there since we first started work!


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