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-   -   Happy Times mod (https://www.subsim.com/radioroom/showthread.php?t=204224)

Cybermat47 05-07-13 02:00 AM

Happy Times mod
 
This mod edits the eqp files of merchant ships so that they only receive weapons from 1941 onwards, in order to create more realistic convoy battles during the happy times period. Captains will be able to stay on the surface longer during attacks in the Happy Times, like Otto Krestchmer did during June 1940 until his capture by the Allies.

THIS MOD WORKS BEST WITH OHII.

Download: Coming soon.

Changelog:
v.1.0.00 (coming soon): First release.

volodya61 05-07-13 08:14 AM

Quote:

Originally Posted by Cybermat47 (Post 2052515)
This mod edits the eqp files of merchant ships so that they only receive weapons from 1941 onwards, in order to create more realistic convoy battles during the happy times period. Captains will be able to stay on the surface longer during attacks in the Happy Times, like Otto Krestchmer did during June 1940 until his capture by the Allies.
...
v.1.0.00 (coming soon):

Unarmed merchants? Back to the vanilla arcade.. coming soon? :up:

Cybermat47 05-07-13 04:55 PM

Quote:

Originally Posted by volodya61 (Post 2052642)
Unarmed merchants? Back to the vanilla arcade.. coming soon? :up:

I just found it a bit unrealistic being fired at with a 5. inch gun by a Polish merchant ship four days after the start of the war :dead:

Also, seeing as the British didn't even have enough destroyers during the Happy Times, I find it unlikely that they would have been able to put several heavy guns and the RN crew to man them on a merchant ship. Destroyers would have been the main priority.

J0313 05-07-13 05:04 PM

Dont take it personal Cyber. Voldoya sounds like he doesnt know a whole hell of alot about history apparently. Your mod sounds good to me.

volodya61 05-07-13 06:03 PM

Quote:

Originally Posted by J0313 (Post 2052944)
...Voldoya sounds like he doesnt know a whole hell of alot about history apparently...

In this matter I'm interested not historical accuracy, but rather a game's return to arcade level after removing guns from merchants :yep:

PS: History of the WWII took place on my land and with my ancestors.. so I know enough apparently..

But are we talking about the game? ain't it?

THE_MASK 05-07-13 06:15 PM

This sounds more realistic . But only if playing on 100% realism with all the other hardcore mods as well .

gap 05-07-13 06:46 PM

Cybermat47's WIP mod brings back and old question:

when the first Allied merchants started being equipped with guns?

I remember having read a BdU standing order suggesting caution with deckgun's usage even against unescorted merchants. According to it, the deckgun should have been used only as an emergency solution, or for administering the classical "coup de grāce" against obstinate merchant targets. If memory serves me well, the reason was avoiding being identified by the enemy, and avoiding unnecessary risks.

This would have involved that by the time the aforementioned order was issued (I don't remember exactly the date, but it had to be around early-mid '40), the first armed merchants had started to appear.

Anyway, whatever is the answer to the above question, the following links might contain some good clues:

http://www.uboatarchive.net/BDUKTB.htm
http://www.uboatarchive.net/KTBList.htm

J0313 05-07-13 06:56 PM

Quote:

Originally Posted by volodya61 (Post 2052976)
In this matter I'm interested not historical accuracy, but rather a game's return to arcade level after removing guns from merchants :yep:

PS: History of the WWII took place on my land and with my ancestors.. so I know enough apparently..

But are we talking about the game? ain't it?


Well let me clue you in on a little something there bud. First, one smart a#@ comment deserves another. Which is exactly what you got. Second, My ancestors fought on both sides and my Grandfather, who raised me by the way, served abaord the USS Grenadier from the time of her commisioning to her bitter end in April of 1943. So dont spout off with my land,my ancestor stuff.

gap 05-07-13 07:18 PM

Calm down guys, please. :)

We don't want to see this thread closed by a moderator, and our Cybermat47 jailed (once more!) for having started it. Don't we? :D

volodya61 05-07-13 08:19 PM

Quote:

Originally Posted by J0313 (Post 2053004)
Well let me clue you in on a little something there bud. First, one smart a#@ comment deserves another. Which is exactly what you got. Second, My ancestors fought on both sides and my Grandfather, who raised me by the way, served abaord the USS Grenadier from the time of her commisioning to her bitter end in April of 1943. So dont spout off with my land,my ancestor stuff.

Instead of discussing the game you finally decided to tell me your biography?
That's funny..

Cybermat47 05-07-13 09:32 PM

Quote:

Originally Posted by volodya61 (Post 2053031)
Instead of discussing the game you finally decided to tell me your biography?
That's funny..

Well, instead of saying that my mod sucked (before it's even released), you could have just decided not to download it.

Oh, and it was actually pretty cool to hear about that guy's grandfather.

EDIT: In the battle of convoy SC7, a merchant ship sighted a u-boat and tried to ram it, because it had no forward facing guns. The purpose of this mod is to recreate the same helplessness that many merchant ships faced at the time. The destroyers are still heavily armed, and for succesful attacks you will have to sneak into the convoy at the dead of night. From 1941 onwards, as the destroyer famine finally lessens, merchants will get heavier armaments. By early 1942, almost all merchants will be bristling with weapons.

Cybermat47 05-08-13 02:40 AM

Quote:

Originally Posted by volodya61 (Post 2052976)
PS: History of the WWII took place on my land and with my ancestors.. so I know enough apparently...

WWII took place on my land and with my ancestors as well, so I also know enough.

Voldoya, don't worry. This mod won't be out for a while, as I'm testing it. If the happy times get too happy, I'll give the merchants weapons at earlier dates. The eqp files for merchants in the stock game are incorrect, in my opinion. The eqp files in OHII, however, are much more realistic, and I used those as the basis of this mod.

volodya61 05-08-13 03:09 AM

Quote:

Originally Posted by Cybermat47 (Post 2053052)
Well, instead of saying that my mod sucked (before it's even released), you could have just decided not to download it.

Sorry Cybermat, I wasn't going to hurt anyone.. and not said that your mod sucked.. just said, as I believe it will affect the game.. in my opinion..

Quote:

Originally Posted by Cybermat47 (Post 2053052)
EDIT: In the battle of convoy SC7, a merchant ship sighted a u-boat and tried to ram it, because it had no forward facing guns.

Again a fact of the real history.. this game has little relation to reality yet..

Quote:

Originally Posted by Cybermat47 (Post 2053127)
Voldoya, don't worry. This mod won't be out for a while, as I'm testing it.

I'm not worry :).. if someone don't want to use something, he just doesn't use it.. right?

Quote:

Originally Posted by Cybermat47 (Post 2053127)
If the happy times get too happy, I'll give the merchants weapons at earlier dates. The eqp files for merchants in the stock game are incorrect, in my opinion. The eqp files in OHII, however, are much more realistic, and I used those as the basis of this mod.

Finally I got an answer which wanted to hear from the very beginning, after my first post :up:

J0313 05-08-13 04:06 AM

Quote:

Originally Posted by volodya61 (Post 2053031)
Instead of discussing the game you finally decided to tell me your biography?
That's funny..


Aw, did I hurt somebodies feelings:rotfl2:

Geee, I sawwwry:haha:

Cybermat47 05-08-13 04:28 AM

Quote:

Originally Posted by J0313 (Post 2053156)
Aw, did I hurt somebodies feelings:rotfl2:

Geee, I sawwwry:haha:

Don't worry mate, the problem is now resolved :salute:

J0313 05-08-13 04:39 AM

Quote:

Originally Posted by Cybermat47 (Post 2053160)
Don't worry mate, the problem is now resolved :salute:


It just pisses me off when someone makes a crack like that about someone elses work. Especially when they are right. Almost non of the merchants were armed at the beginning of the war, if any. He was being , and I am being politicaly correct here in my choice of words, critical of your idea.

Cybermat47 05-08-13 04:48 AM

Quote:

Originally Posted by J0313 (Post 2053162)
It just pisses me off when someone makes a crack like that about someone elses work. Especially when they are right. Almost non of the merchants were armed at the beginning of the war, if any. He was being , and I am being politicaly correct here in my choice of words, critical of your idea.

I can understand that, and thank you for your support good sir :salute:

volodya61 05-08-13 05:18 AM

Quote:

Originally Posted by J0313 (Post 2053162)
...Almost non of the merchants were armed at the beginning of the war, if any...

Once again.. there are two realities - historic reality and game's reality.. in the game's reality - unarmed merchant = back to vanilla arcade

finchOU 05-08-13 01:48 PM

Quote:

Originally Posted by volodya61 (Post 2053168)
Once again.. there are two realities - historic reality and game's reality.. in the game's reality - unarmed merchant = back to vanilla arcade

Which is more a reflection of other fixes that still need to be done. Pretty much what Gap was saying (I think) in that your tactics should determine enemy response in some cases. If you are spotted on the surface...your position should be radioed in....if any assets are in the area.....aka Air or Surface...they should provide aid. The intelligence you provide the enemy by giving away your position should lead to increased enemy patrols....etc. Maintaining your stealth and element of surprise (aka ambush tactics) and minimizing time exposed to the enemy...(aka time in contact they can radio

Now in regards to convoys......I think there are way too many unescorted convoys in the game early on. I know it happened...but there are a lot of them....but I don't see the tactic of unescorted convoys being sound at all. What's the point of grouping ships if they are unescorted? Would seem they would be sitting ducks.... anyway.. I digress. I get it..... ships the fire back will stop Uboats of deck gunning a whole convoy. But when did this happen in history? Specifically a unescorted convoy being shelled for hours by a lone U-boat?

I guess I have to hold back and try and simulate that tactics of the day to keep my own personal realism factor (again what Gap says)......

The other thing tho...as its kind of interesting. Is you can't do effective night surface attacks inside the convoy without being spotted. I know this would be very hard to simulate. Reading some memoirs about night surface attacks in very interesting in that they basically slipped in unnoticed (in the right Dark conditions)....passing extremely close to some escorts 500 meters or less. So who knows.....there are so many elements to the AI it would be impossible to get it 100% right...

gap 05-08-13 03:49 PM

Quote:

Originally Posted by finchOU (Post 2053411)
Which is more a reflection of other fixes that still need to be done. Pretty much what Gap was saying (I think) in that your tactics should determine enemy response in some cases. If you are spotted on the surface...your position should be radioed in....if any assets are in the area.....aka Air or Surface...they should provide aid. The intelligence you provide the enemy by giving away your position should lead to increased enemy patrols....etc. Maintaining your stealth and element of surprise (aka ambush tactics) and minimizing time exposed to the enemy...(aka time in contact they can radio

This is already modelled in game (though I don't konow if it is a stock feature, or it was added by IRAI), and it is governed by the lost contact time setting in Sim.cfg. Let's say that lost contact time is set to x minutes; if you are detected in game, the spotting unit (be it a plane, a warship or a merchant) will alert nearby units which are within a range of x minutes from your last known position; they, on turn, are able to call in for more reinforcements once you are within the range of their sensors. The only way to stop this loop is to remain undetected for x minutes, after which your attackers would stop hunting you and reporting your last known position... :03:

Quote:

Originally Posted by finchOU (Post 2053411)
Now in regards to convoys......I think there are way too many unescorted convoys in the game early on. I know it happened...but there are a lot of them....but I don't see the tactic of unescorted convoys being sound at all. What's the point of grouping ships if they are unescorted? Would seem they would be sitting ducks....

You can check the frequency of unescorted convoys from the following website:

http://www.convoyweb.org.uk/index.html

I believe that when they set OH's convoy system, Zedi and Trevally checked many sources like the aforementioned. As for your question on the advantage ofunescorted convoys I have to remarks:

- until mid war, when the British launched the "War Emergency Programme", and the first destroyer escorts made their appearance in USN, Allies suffered a systematic shortage of escort units. Destroyers, sloops, corvettes, etc were simply not enough to escort every convoy.

- for merchants it was more convenient sailing in convoys, even though not escorted, rather than daring their dangerous passages completely alone. It is the same for shcooling fishes. They are probably detected by predators a bit more easily than a solitary fish. But, if detected, a schooling fish has much better chances to survive than if it was alone. This is because, however grouped are his preys, a single predator can only attack a limited number preys at a time while the rest of the group is escaping. Moreover, many preys have better chances to detect their predator in anticipation, and to frustrate his attack. :know:

Quote:

Originally Posted by finchOU (Post 2053411)
anyway.. I digress. I get it..... ships the fire back will stop Uboats of deck gunning a whole convoy. But when did this happen in history? Specifically a unescorted convoy being shelled for hours by a lone U-boat?

SH ships have special zones which are connected with the functionality of their equipments. I believe that with a bit of luck the radio equipment of a single merchant can be neutralized with a few deckgun shots. This is not the case of convoys indeed and, granted that there is any enemy airbase/plane/warship in our area, they should rush toward our position as soon as we are detected by any of the attacked ships.

Quote:

Originally Posted by finchOU (Post 2053411)
The other thing tho...as its kind of interesting. Is you can't do effective night surface attacks inside the convoy without being spotted. I know this would be very hard to simulate. Reading some memoirs about night surface attacks in very interesting in that they basically slipped in unnoticed (in the right Dark conditions)....passing extremely close to some escorts 500 meters or less. So who knows.....there are so many elements to the AI it would be impossible to get it 100% right...

Never tried nigh-time surface attacks, but if memory serves me well, there are accounts of susbsim members who managed to sneak undetected within the rows of a convoy, during early campaigns :hmm2:


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