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Hm, I'm wondering to to what extent Sh3Gen could be used with this mod. If there are enough scripted subs in the campaign layer, Sh3Gen sould (theoretically) create radio traffic with other Uboats sinking or reporting real targets (i.e targets from the campaign layer).
There are some problems though with the necessary spatial operations (very time consuming and a bit over my head at the moment), and the fact that the low values for SpawnProbability would make the Sh3Gen reports too unreliable, at least if it comes from the RND Layer. But I think I have to follow development for this mod because it might be the missing part for Sh3Gen to provide a dynamic campaign environment. Well, not really dynamic of course, but you know what mean. Are the subs scripted in the RND or SCR layer? SCR would be much better for the kind of things I am doing with Sh3Gen. GE |
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Hi,
I am using the wolfpack mod very often in my campaign and it works well! I have not seen any dropp in the fram rate. The subs I am using are VIIa and VII 41/C and they are scripted in the scr. layer. However, you need to know the konvoys routes to know were to put your pack and you need to get rid of the random waypoint radius (rnd. layer) inte the area you want to put your pack. Mikael |
My vote is that this should be included in the major mods. Just imagine:
- surfacing in a convoy at night and seeing burning ships - escorts distracted because they are chasing after another boat - finishing off stragglers - hearing the sound of depthcharges through the hydrophones ("Die beharken gerade einen von uns."). Though it might be hard to coordinate sub and convoys waypoints, and while we might not get to see the results very often, it is still possible, and it would improve the athmosphere tremendously. And as I said in my previous post, secondary mod ideas might come up that add even more to the game. For instance, external apps like Sh3Gen could inform about UBoat concentrations and approximate position at the time of the patrol. Technically it is even possible to generate living radio traffic. I might have a go at these features if someone would script enough subs into the campign, and if the wolfpack mod was included in the unified campaigns. Btw, why is U-Boat Ace campaign getting so little attention? Is it because it is heavily scripted, and most guys here are pretty much "dynamic" ;) |
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If there were a really good way to have actual, working wolfpacks with "real" working AI U-boats that the player could interact with, that would be cool - but frankly I'd be happy to settle (at least for now) with just some randomized way of making the things listed above happen inside the major mod packages like GW or NYGM-TW without the player actually knowing anything about it or having anything to do with it - just like an extension of the various radio messages that currently don't really "mean" anything but still add to the immersive feeling of the game. |
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As to dynamic, RND layers in other big mods are not really more "dynamic" compared to the stock version. Because those RND layers are based on the Improved convoys mod which did heavy scripting on convoys, reducing the random factor in order to fit historic findings. In addition, the coastal traffic of the RND layer which is the most random part of the campaign was set to zero in some cases. |
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Sergbuto - seeing this thread resurrected has tempted me to try this U-boat War Ace mod again. I went to your page, found the link to the latest version of the mod and I downloaded it.
Just one point of confusion (so far) - your site says that this mod "takes advantage of most of my mods available for download below" - however, I'm not clear on the proper install process. Will things work properly if I install all 13 of your mods on your site (or however many are atually there - I just noticed that some of them have no download links so I guess they're not finished yet?), along with the actual U-boat War Ace mod, or does the U-boat War Ace mod already include some or all of your site's mods? Are there any of the mods on your site that duplicate any of the others or anything in the U-boat War Ace mod so that I wouldn't need/want to install all of your site's mods? Assuming that I should install some or all of your site's mods, is there any particular order in which they or the U-boat War Ace mod itself should be installed? Thanks for all the great work :up: edit: also, are there any known issues/problems running the game with UWA and your site's mods via SH3 Commander? |
First of all, I am not the author of the U-boat War Ace mod-campaign therefore it may be diificult for me to answer your questions.
You should be aware that there are two versions/lines for this mod-campaign. The original one made by Travinski and the one re-worked by Hansolo78. When Hansolo78 made his additions to the U-boat War Ace campaign, he tried to contact Travinsky but unfortunately Travinski was not reachable at that time and Hansolo went on with additions. However, very recently Travinski came up with the new version of his original campaign and asked me to make it available for download on my site. For the latter you first need to install my mods Additional merchants v2.0 Southampton AI_Uboats v2.0 Wolfpack mod prior to U-boat War Ace installation. Some of my other mods are already in the UWA install. After that if you like it is possible to add some options from the RUB mod-compilation from here http://forum.sukhoi.ru/attachment.ph...4&d=1145638870 On the other, Hansolo78's version is stand-alone version which already includes all the required files in the download. As to SH3 Commander, I am not able to answer since I have not used it. |
Thanks for the info - looks like I'll need to give this separate install approach a try after all. I tried to take a shortcut and just load the UWA version 1.6 overlay Boris posted on top of my existing GW 1.0, but it just gave me CTDs when I tried that, so I guess I'll load this one up in a separate install and see if that will work. Unfortunately, with all the tweaks I'll need to redo to get things the way I like them, it will probably be a few days until I can make all the changes and give it a spin. I hate to give up the ship damage tweaking that NYGM/GW seem to have done though - I've really been liking what that has done for my ship sinking experiences.
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As I understand the NYGM damage model is based on modified ZON files. I guess there should not be a big problem to just install this mod on top of UWA. But better ask authors of the NYGM damage model.
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Nice mod. :D
Iam running the updated Travinski U-boat War Ace. I installed the stand alone version and the frame rate crawled and then it CTD. SO much habor traffic i guess, :( Id like to have the historical sea traffic it comes with. Trying to get info on how to mod this stuff so as to combine different aspects in to one. |
There has been a development. Now, it really looks and feels like PT boats and wolfpack subs are using electric torpedoes. The only thing one would not see is the animation of the actual torpedo launching.
Below are a few pics of the attack by Italian MS boats on an Allied convoy. Look at the explosions when they score hits at the ship. http://usx218.fysik.uu.se/users/Serg...t_attack01.jpg http://usx218.fysik.uu.se/users/Serg...t_attack02.jpg http://usx218.fysik.uu.se/users/Serg...t_attack03.jpg http://usx218.fysik.uu.se/users/Serg...t_attack04.jpg |
Awesome Sergei!:rock:
Two questions: 1.When you will release? 2.Where we can download this Italian MSboat? Big thanks! Rubini. |
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