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-   -   little trick for adding airsupport to ships (https://www.subsim.com/radioroom/showthread.php?t=86635)

CB.. 11-17-05 04:22 PM

little trick for adding airsupport to ships
 
opening the ships cfg file in the sea/ship folder

and adding these entrys to the cfg file

[AirGroup 1]
StartDate=19380101
EndDate=19420501
Squadron1Class=FBHurricaneMk1
Squadron1No=12

[AirGroup 2]
StartDate=19420502
EndDate=19451231
Squadron1Class=TBAvenger
Squadron1No=18




(compare to the carrier cfg entrys for more variety)

will create a moving airbase attached to the vessel


perhaps usefull for russian convoys (ship bourne hurricanes)

works for allied ships/aircraft--

am going to try adding a FW condor in the same way to the player subs just to see if it allso works for player/axis vessels--

again perhaps for fun or maybe more seriuosly accurate (at a pinch) for med campaigns adding italian bomber support to the player subs--triggering bomber attacks against enemy convoys on contact-

adds some spice

rulle34 11-17-05 04:54 PM

Nice :up:
So if I understand you right, if you put this to C3 than all C3's will have this invisible airbase attached?

gouldjg 11-17-05 05:07 PM

Now is it at all possible to clone a air group and have them invisible and attach to them to ai subs.

Just my vivid imagination

Or better still have an invisible group attached to our subs only to be triggered by a radio contact report.

Maybe the latter would ruin the default air attacks though so not that possible.

All the same, I can see great potential in this and definetly more eye candy at sea.

You will probably find someone re-creating some pacific theatre here.

Col7777 11-17-05 05:08 PM

Hi CB,

Where have you been?

Just a thought on what you have done, will it work by attaching AI subs to the player sub (Wolfpacks)?

Ooops! Sorry goulgjd we both poted the same thing a minute apart, thinking alike. :)

Pablo 11-17-05 05:10 PM

Hi!

If you do this, you might want to limit the number of aircraft, unless you really want to be jumped by an entire squadron of aircraft all at once... ;)

Pablo

Rubini 11-17-05 05:49 PM

rulle34 wrote:
Quote:

Nice
So if I understand you right, if you put this to C3 than all C3's will have this invisible airbase attached?
- It's possible to do this as a loadout.

Rubini.

CB.. 11-17-05 06:18 PM

Quote:

Originally Posted by Col7777
Hi CB,

Where have you been?

Just a thought on what you have done, will it work by attaching AI subs to the player sub (Wolfpacks)?

been having a bit of a rest :arrgh!:
not sure if the game will accept a sub (sergbuto's ai subs?) launched from an airbase--but it might--if not perhaps some form of hex edting of the core files might trick the game into accepting a sub as an aircraft--

rulles right tho every instance of the ship will have the airbase---tho using your brit sub type adition of new vessels a unique job is easy enough

be nice to have a german destroyer group in the channel with stukas!!

or adding hurricanes to the brit PT boats would liven up the coastal waters a bit--

and the hunter killer groups would have air support in coastal waters-
stuff like that--i was too lazy to add escort carriers to all the convoys so cheated it with this idea LOL!! realism what's that ? :-j

CB.. 11-18-05 07:57 AM

Quote:

Originally Posted by Cdr Gibs
This was done ages ago by Serg and myself on several Allied and Axis Warships (those that have AC onboard - ie: Walrus). However since the ships are NOT a carrier type class ship the planes never spawn.

What I do is just attach an AC to the ship via making that ship a Group of 1 + AC. The down side is the plane is alway there and sometimes it will crash into the drink (damn flyboys drunk at the stick again). If I ever manage to get that sorted I'll be happy.

(I wonder if I can attach a random group ?)

it does seem to work allright here-- if it's any help i added the entrys to a clemson and the corvette--- the aircraft spawned twice during a prolonged attack on the convoy (about an hour and a half game time)

i wondered about the class thing myself-wether there was any limitation on which classes of vessels could spawn aircraft on the fly--but it did work AFAIK--
perhaps the problem is with the walrus rather than the ship? the walrus being a "non-stock" (after a fashion) aircraft?
might be missing a reference in the model file?

try using the cfg file method i mentioned

CB.. 11-18-05 01:14 PM

it may be that non carrier class vessels with the airgroup added via the cfg in fact only trigger/spawn aircraft when within the normal airbase range of the nearest "stock" airbase-- this would explain why the clemson and corvette spawned aircraft-- acting as a more localised mobile sensor/trigger for the global airstrike coverage---i noticed that out side the normal range of the airbases the vessels did not appear to trigger an airstrike--where-as within the normal coverage area they did--

instead of being a carrier class independant moving airbase they are just an external trigger for the existing airbases--interesting

CB.. 11-19-05 07:42 AM

how do you script the group plus aircraft entry?

Col7777 11-20-05 06:32 AM

I've added Serg's AI subs to a allied convoy using the editor, is this the way you add the A/C's above Commander?

http://www.subsim.com/phpBB/viewtopic.php?t=43862

CB.. 11-20-05 07:50 AM

what does this look like when you view the mission file in wordpad--(ie as a hand edit job?--there may be things you can tinker with by hand editing that you can't do by using the editor/ :hmm:

Col7777 11-20-05 07:53 AM

I'm im work right now CB so I can't show till later, but maybe Cammander might be able to help, if not I'll post later.

CB.. 11-20-05 08:00 AM

oops double post

CB.. 11-20-05 08:00 AM

cheers Col :up:

Col7777 11-20-05 01:31 PM

I'm Home now CB,

This is using Serg's AI subs:

[Mission]
Title=Wolfpack3
MissionType=0
MissionDataType=0
Year=1941
Month=7
Day=7
Hour=7
Minute=0
Fog=0
FogRand=0
Clouds=1
CloudsRand=2
Precip=0
PrecipRand=0
WindHeading=40
WindSpeed=6.000000
WindRand=1
WeatherRndInterval=2
SeaType=0
Briefing=

[Group 1]
GroupName=Convoy
CommandUnitName=BR C3 Cargo#1
Category=0
RandStartRadius=0.000000
DeleteOnLastWaypoint=true
EvolveFromEntryDate=false

[Group 1.Unit 1]
Name=BR C3 Cargo#1
Class=C3Cargo
Type=102
Origin=British
Side=1
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19400101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1230500.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000
NextWP=0

[Group 1.Unit 1.Waypoint 1]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1075000.000000
Lat=6815500.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 2]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-969500.000000
Lat=6766500.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 3]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-870120.000000
Lat=6689040.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 4]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-807120.000000
Lat=6662040.000000
Height=0.000000

[Group 1.Unit 2]
Name=BR C2 Cargo#1
Class=KLS
Type=102
Origin=British
Side=0
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1233000.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 3]
Name=BR T2 Tanker#1
Class=OTMST2
Type=101
Origin=British
Side=0
Commander=0
CargoExt=0
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451201
GameExitTime=0
EvolveFromEntryDate=false
Long=-1232000.000000
Lat=6816450.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 4]
Name=BR T3 Tanker#1
Class=OTMS
Type=101
Origin=British
Side=0
Commander=0
CargoExt=0
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1231950.000000
Lat=6814500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 5]
Name=BR Small Tanker#1
Class=OTSF
Type=101
Origin=British
Side=0
Commander=0
CargoExt=0
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1234200.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 6]
Name=BR DD C Class#1
Class=DDCClass
Type=4
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1229100.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 7]
Name=BR CO Flower#1
Class=COFlower
Type=1
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390201
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1235340.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 8]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1228870.000000
Lat=6816630.000000
Height=0.000000
Heading=230.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 9]
Name=Type VIIA#2
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1228810.000000
Lat=6814470.000000
Height=0.000000
Heading=310.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 10]
Name=Type VIIA#3
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1231930.000000
Lat=6817370.000000
Height=0.000000
Heading=140.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 11]
Name=Type VIIA#4
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1232070.000000
Lat=6813770.000000
Height=0.000000
Heading=30.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 12]
Name=Type VIIA#5
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1229750.000000
Lat=6813890.000000
Height=0.000000
Heading=340.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 13]
Name=Type VIIA#6
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1230070.000000
Lat=6817010.000000
Height=0.000000
Heading=210.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Unit 1]
Name=Type IXB#1
Class=SSTypeIXB
Type=200
Origin=British
Side=0
Commander=1
CargoExt=-1
CargoInt=-1
CfgDate=19390401
DeleteOnLastWaypoint=true
GameEntryDate=19390415
GameEntryTime=0
GameExitDate=19440411
GameExitTime=0
EvolveFromEntryDate=false
Long=-1231900.000000
Lat=6815520.000000
Height=0.000000
Heading=90.000000
Speed=12.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=90
SecondsUntilReport=-60.000000
RandStartRadius=0.000000
NextWP=0

[EditorParams]
InitLongOff=487620512.000000
InitLatOff=-88796496.000000
ZoomIndex=0

CB.. 11-20-05 05:53 PM

:up: cheers Col what happens if you use a huge randomstart radius and evolve from startdate = true for the subs?

this would place them allmost anywhere along the convoys route differently depending on the start date and interval for the convoy and could be used on every convoy giving unique wolfpack attacks that the player might stumble across from time to time in the campaign

with a high radio report probability and timer you would get updates on their position with some certainty that they were waiting along the predicted route of a convoy so you could go and join them -that would be cool

gouldjg 11-20-05 08:39 PM

Quote:

Originally Posted by CB..
:up: cheers Col what happens if you use a huge randomstart radius and evolve from startdate = true for the subs?

this would place them allmost anywhere along the convoys route differently depending on the start date and interval for the convoy and could be used on every convoy giving unique wolfpack attacks that the player might stumble across from time to time in the campaign

with a high radio report probability and timer you would get updates on their position with some certainty that they were waiting along the predicted route of a convoy so you could go and join them -that would be cool

Excelent Development guys

you could just change this game completely if this could be done

11-21-05 02:40 AM

How can i add Floatplanes mod to my SHiii+Rub1,45 instalation? It is always СTD wenn I try to add floatplanes.
I put the to airfolder, add to german/english names put to airbases and ships but it doesnt help. Is there ant trick?

Col7777 11-21-05 05:03 AM

Hi CB,

I also did a mission using the radius for the AI subs, that means not adding them to the convoy group as above, I thought it worked ok, but it was a bit fiddly to do using the editor.
I did it a couple of times forgetting what I did the first time so to speak, but I got it in the end.
I wasn't really sure they spawned or they were just there anyway, but I did notice the speed of the AI subs was slow, some even stopped, this is why I tried the other method above.


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