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

CB.. 06-22-06 01:19 PM

determined to catch one of these Azores convoys, so i reloaded the previous in base save and went back to the bone yard...still no luck on the convoys ..but picking off lone merchants who are wandering around the area---plenty to be working on tho..stay where i am or try a different route?..go north ? south? etc etc..

http://www.ebort2.co.uk/files/wolf15.jpg


going to hit lucky soon here tho--the Northerm atlantic routes have a much higher probability of hitting a convoy--but want to see if there's a "knack" to finding convoys with this set up--so i'm going for the less well travelled routes to practice..

HEMISENT 06-22-06 04:56 PM

Thanks CB
I'm starting to add the patrolling subs tonight.
Why is it that you just did the rnd. files but left the scr. files alone-what's the difference? As you can probably tell this is my first experience with tinkering with either but your idea has so much merit I can't pass it up.

CB.. 06-22-06 05:37 PM

Quote:

Originally Posted by HEMISENT
Thanks CB
I'm starting to add the patrolling subs tonight.
Why is it that you just did the rnd. files but left the scr. files alone-what's the difference? As you can probably tell this is my first experience with tinkering with either but your idea has so much merit I can't pass it up.

:up: Cheers H'

the reason i'm working on the RND layer rather than the SCR - is really because my campaign is (apart from all this stuff) basically as stock--so all the main convoys are in the RND layer--(im not even sure if there are any convoys in the SCR as stock? dunno) the other reason is that i haven't tried working on the RND layer before so like you wasn't sure if there was any difference between the RND and SCR layer---seemed best to work on the RND layer just in case theyre was--:D :up:


i'm hoping to learn a few things as i go along so i can refine the idea...

i wish there was a

MaxDelayInterv

to go along with the

DelayMin=60
DelayMinInterv=7860

that way you could set some of the convoys and subs to spawn at tthe more or less exactly the same moment and this would mean that some of the sub reports would genuinely be "shadows" rather than route intelligence--tho the good things about the patroling subs is that they are doing the same thing as you---if you find a convoy along a route and it has no wolfpack attached to it--but one of the patroling subs turns up then it will attempt to attack at the same time as you--so it is dynamic--

if over time you find it is just too difficult to find convoys then you can simply increase the spawn rate fro the convoys and this will create more convoys travelling the routes---i have done four patrols at the azores and not so far located one convoy--tho i did find a Med/UK convoy on the way home once---so i might step up the frequency of the azores routes to balance the gameplay a little--but my money is on the fact that after a while you might get a bit of hunch as to where to hunt for the best results--

i know where to fiind the lone merchants now which is new!!

HEMISENT 06-22-06 06:05 PM

Quote:

Originally Posted by CB..

i'm hoping to learn a few things as i go along so i can refine the idea...

i wish there was a

MaxDelayInterv

to go along with the
DelayMin=60
DelayMinInterv=7860

Ok, a stupid question (probably more to come)keep in mind I'm new at this, but what do these numbers mean?

Quote:

Originally Posted by CB..
that way you could set some of the convoys and subs to spawn at tthe more or less exactly the same moment and this would mean that some of the sub reports would genuinely be "shadows" rather than route intelligence--tho the good things about the patroling subs is that they are doing the same thing as you---if you find a convoy along a route and it has no wolfpack attached to it--but one of the patroling subs turns up then it will attempt to attack at the same time as you--so it is dynamic--

Here's something to consider which I knew but just discovered how they did it. In NYGM convoy speeds are no longer the same speed for the entire route. There are numerous additional waypoints changing speeds by 1 or 2 knots + or - at each one. This makes locating a convoy a bit more difficult (I really like this feature) but now there are two schools of thought.
1. Match the exact same convoy speed along the entire route and "shadow?" the convoy.
2. Set AI sub speed at a standard 9 kts for all waypoints and potentially catching up to and overtaking the convoy.

Any thoughts?
Since I haven't heard from anyone else on this thread doing this with NYGM yet I guess I'm flying a bit blind here.

CB.. 06-23-06 02:35 AM

Quote:

Originally Posted by HEMISENT
Ok, a stupid question (probably more to come)keep in mind I'm new at this, but what do these numbers mean?

Here's something to consider which I knew but just discovered how they did it. In NYGM convoy speeds are no longer the same speed for the entire route. There are numerous additional waypoints changing speeds by 1 or 2 knots + or - at each one. This makes locating a convoy a bit more difficult (I really like this feature) but now there are two schools of thought.
1. Match the exact same convoy speed along the entire route and "shadow?" the convoy.
2. Set AI sub speed at a standard 9 kts for all waypoints and potentially catching up to and overtaking the convoy.

Any thoughts?
Since I haven't heard from anyone else on this thread doing this with NYGM yet I guess I'm flying a bit blind here.


the delay is the delay before the convoy ship sub etc spawns into the game --minimum time before etc..

same with the interval --minimum amount of time before it spawns again..AFAIK


as far as the speed of the convoy goes---and the patroling subs---i dont think it is that critical--up to you--
it makes life quicker and easier to take the info straight from the convoy waypoints--

bigboywooly 06-24-06 02:30 PM

Quote:

Originally Posted by CB..
Quote:

Originally Posted by bigboywooly
Yes in RL the hunter killer groups would be somewhere halfway between 2 convoys along the same route to take over DC duty allowing the escorts to return to convoy so in theory you could add them

Looks like its getting bigger every day:o

:up: seems a better idea than having them wandering "more or less" at random around the map--- i'm allso tempted to have a look at the aircraft allso--
i haven't tried adding aircraft with specified routes in SH3--i'm guessing it will work--giving aircraft the same job of patroling the convoy routes will enable me to specify what type and how many aircraft are likely to be encountered--and help ensure that any patrol along the routes is liable to have it's surprises no matter wether you locate a convoy or not--if it works well i might reduce the number of spawned aircraft to balance it out allso perhaps pop in a few lone destroyers allso to allow for escorts refueling/re-arming/repairing and catching up or leaving a convoy...

add ing in a few more lone merchants with the wolfpack "escort" attached will allso create some interesting moments --finding a lone merchant being attacked or on fire with the u-boot still in the vincinity (no escorts to kill them) will be a nice touch--

some-day all campaigns will be made this way :ping:

Bit of an eye opener as regards to escorts/hunter killer groups

SEPTEMBER 1942
Atlantic
Russian Convoy PQ18 - PQ18 leaves Loch Ewe in Scotland on the 2nd with over 40 merchantmen. Close escort is provided by 17 warships plus escort carrier "Avenger" and two destroyers. Two separate forces are in support - close cover is given by AA cruiser "Scylla" and 16 fleet destroyers and further out three heavy cruisers. More distant cover is by battleships "Anson" and "Duke of York", a light cruiser and destroyers to the northeast of Iceland. Home Fleet submarines are on patrol off the Norwegian Lofoten Islands and northern Norway. Of the original 40 ships, 27 reach Archangel on the 17th in exchange for three U-boats.:o

CB.. 06-24-06 04:48 PM

Quote:

Originally Posted by bigboywooly
Bit of an eye opener as regards to escorts/hunter killer groups


SEPTEMBER 1942
Atlantic

Russian Convoy PQ18 - PQ18 leaves Loch Ewe in Scotland on the 2nd with over 40 merchantmen. Close escort is provided by 17 warships plus escort carrier "Avenger" and two destroyers. Two separate forces are in support - close cover is given by AA cruiser "Scylla" and 16 fleet destroyers and further out three heavy cruisers. More distant cover is by battleships "Anson" and "Duke of York", a light cruiser and destroyers to the northeast of Iceland. Home Fleet submarines are on patrol off the Norwegian Lofoten Islands and northern Norway. Of the original 40 ships, 27 reach Archangel on the 17th in exchange for three U-boats.:o

Yup i have a book called
"From Africa To the Arctic
A Year on The destroyer HMS Beagle during WWII"

By Peter Ward
(Leading Seaman on board)
in which he details all the ships on the Arctic convoys- names numbers types etc--huge numbers of Destroyers--sometimes TWO escort carriers, cruisers the whole mile and a half--massive convoys- massively escorted/defended-:yep: :up:

HEMISENT 06-26-06 11:44 AM

CB
An update for you. I have been able to successfully add quite a few patrolling wolfpacks(40+) into NYGMv2 Campaign rnd file. Had to clear up a bit of a problem with the rnd file being out of sequence but right now I'm in my first campaign mission in 42 and I've got patrolling U Boats giving me their position reports as expected. I'm now attempting to chase the nearest one down.
I can see already that I need to fine tune the probability of reports. I've actually got too many popping up all over....but that's an easy fix I think.
At least the darn thing works.

CB.. 06-26-06 12:51 PM

Quote:

Originally Posted by HEMISENT
CB
An update for you. I have been able to successfully add quite a few patrolling wolfpacks(40+) into NYGMv2 Campaign rnd file. Had to clear up a bit of a problem with the rnd file being out of sequence but right now I'm in my first campaign mission in 42 and I've got patrolling U Boats giving me their position reports as expected. I'm now attempting to chase the nearest one down.
I can see already that I need to fine tune the probability of reports. I've actually got too many popping up all over....but that's an easy fix I think.
At least the darn thing works.

Good news!!

after a while you stop noticing all the reports and just concentrate on the ones that your most interested in--they're were a good number of boats at sea usually as the war went on so it might be more or less realistic to have a lot of reports--

you can drastically reduce the number of reports you see on the map by cutting down your

Display Range To Opportunity Radio Contacts

in the contacts cfg:up:

this way you only get those that are within a set distance of you--which if you have a lot will easily balance it out--making it a good thing rather than a distracting thing--

HEMISENT 06-26-06 04:23 PM

Thanks CB, I'll give that a shot. I did manage to finally intercept a convoy
and they were already zig-zagging. The DE's were also on heightened alert so I guess the attached AI subs actually did make a showing. I saw no battle damage on any ships indicating that they did nothing but die a fast and furious death for the Fatherland. Oh well maybe next time.

The mod works great-Thanks

Now what about those weather fronts you mentioned earlier moving as a group?

CB.. 06-26-06 05:11 PM

Quote:

Originally Posted by HEMISENT
Thanks CB, I'll give that a shot. I did manage to finally intercept a convoy
and they were already zig-zagging. The DE's were also on heightened alert so I guess the attached AI subs actually did make a showing. I saw no battle damage on any ships indicating that they did nothing but die a fast and furious death for the Fatherland. Oh well maybe next time.

The mod works great-Thanks

Now what about those weather fronts you mentioned earlier moving as a group?

he he! dunno wether the weather can be made even half as effective as it was capable of in SH2 (definitely a 200% step backwards) --but there may be summat that can be done to jazz it up a bit-- i havent really worked on it yet--tho there is a small edit that can be done to make the changes a bit more lively--

probably well heeled allready but

in the RND
this entry

CloudsRand=2

noticed in the editor that there are slight cloud changes and heavy cloud changes which i interpret to mean that the weather will change much more noticably--half the issue with the weather changes is that most of the changes are barely noticable in game---those weeks spent in constant storm folks get --are not weeks of constant storm--the weather is changing all the time--it's just that what change is perhaps a slight decrease in wind speed---or a slight change in visability--etc etc--been checking this for ages--it's true--im thinking that telling to game to skip slight changes for heavy changes you're much more likely to get a change from strom to calm or noticably different weather--and it works--so ther's summat---(mind you probably very old news?)

ive been wrestling with Pack3D the last few days tho and have managed to come up a playable brit sub -"H.M.S Badly textured" so that's been occupying me head

http://www.ebort2.co.uk/files/edit4.jpg

:arrgh!:

mikaelanderlund 07-25-06 04:21 PM

Hi,

Any news? Are we going to see wolfpacks in next GW or NYGM release?

Mikael

John Pancoast 03-06-20 07:18 PM

Thread from the dead
 
Been using this idea, pretty cool. Worth a shot if you haven't tried it already.

FUBAR295 03-07-20 06:42 PM

Wow :o ... John you dived deep for this one. Your pressure hull still intact?

CB had some interesting ideas back in the day. He had a knack for thinking outside the box when it came to SH2 or SH3. His mods were very basic and straight forward.

Anyway, thanks for resurrecting this from the depths. Brought back some nice memories.

Good hunting,
FUBAR295

John Pancoast 03-07-20 07:31 PM

Quote:

Originally Posted by FUBAR295 (Post 2653082)
Wow :o ... John you dived deep for this one. Your pressure hull still intact?

CB had some interesting ideas back in the day. He had a knack for thinking outside the box when it came to SH2 or SH3. His mods were very basic and straight forward.

Anyway, thanks for resurrecting this from the depths. Brought back some nice memories.

Good hunting,
FUBAR295

Yeah, I've been using his escort fix on a modded stock campaign. I like it so I checked into his other work. Anything to get the lousy escort AI in the game to be better, in any version.
Hitman told me the same thing about CB that you state.

For awhile now, I've been going back and reading why this or that was done, etc. to the game.
Been fun research.


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