SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Classic Subsims (https://www.subsim.com/radioroom/forumdisplay.php?f=173)
-   -   Still standing? (https://www.subsim.com/radioroom/showthread.php?t=87403)

GlowwormGuy 12-15-05 05:59 AM

Still standing?
 
Hello everyone...

Just checking in and wondering if DC modding and playing is still going on, what with all the fuss over SH3...

Mountbatten

Chapeau 12-15-05 07:10 AM

I'm playing it and trying to learn how to write scenarios with mobile air bases and randomized groups, and trying out some simple mods.

horsa 12-15-05 07:46 AM

Yep , there's still some going on but obviously with a much smaller crew of active players.

When I have time I'm hoping to put up a web site with a compilation of DC ( and SH2) mods. :D

Hitman 12-15-05 10:27 AM

Yeah some of us are still around here, but the lack of interest keeps us from digging deep into new projects. I have recently created for fun an interesting mission where I can command an airplane (Not directly but through the CIC screen as a unit of my group)...it is very interesting for Hunter Killer groups as I can locate a sub and send my airplane to circle over it while my DDs arrive there. I can't make the airplan attack the U-Boot with guns or DCs (Even if the plane is equipped with them) but I can tell him to torpedo the sub with accoustic eel :) if it is a FIDO equiped plane :up: Problems are that mission is prone to crash (It will crash also if you try to transfer flag to that unit) and that plane runs out of fuel and falls to the sea :damn: I could probably solve this by giving the plane huge amount of fuel and a insignificant consumption rate....but got soon tired of experimenting. I admit kindly that I have been these last months more into the simracing scene than into the naval sim one :ping:

Palindromeria 12-15-05 02:35 PM

Neat Trick Hitman, how ya set that up ?

I set a plane up as escort to a convoy a ways back.
it simply circled the merch for a while and then crashed into sea presumably for lack of fuel. figured it might come in handy as distraction :lol:

Palindromeria 12-15-05 02:56 PM

[quote="Palindromeria"]Neat Trick Hitman, how ya set that up ?
quote]

lol check that ...simply replaced my escort dd with ahbb24 :)

works like a charm , and it fired both fidos too :up:

sergbuto 12-15-05 03:50 PM

Before the SH3 release, I have been working on a few projects:

-Development of a random campaign for the Kriegsmarine DD, based on Rosbach Arctic 1944 campaign generator, had all the German guns in 3D and some other screens.

- Raider campaign (with significant randomisation) for German cruisers, such as Adm Scheer and Hipper.

-Development of the AI behavior by modifying the AI command sequences. Made merchants turn away and run like hell when the surface enemy vessel is detected. The plane squadron will break up in two subgroup before the attack and then attack from different directions, etc.

But all that was cancelled after I got SH3.

HS 12-15-05 04:41 PM

Since SH3 will not work on my elderly PC I'm still sailing with FS, TAS and - believe it or not - GNBNA from time to time. And I'm playing Hearts of Iron 2 which makes the player responsible not only for the navy but for a whole country (including production and research) during the period of 1936-1947.

Always nice to come accross some authors from those glorious old DC times in this forum.

Cheers

willi 12-16-05 03:45 PM

Hi Mountbatten, hi all.

In the last spring, a group of italian authors, the same that in the past created the "Alfa Tau" mod, has started a mod for Destroyer Command, wich is now about 90% finished. The mod's name will be "Mare Nostrum" and it's composed by:

-One campaign, with 13-14 historical missions, played by the italian side, whose descriptions and briefings are also available in english.

-In these missions there will be 26-27 new units, completely realized in 3D and texturised, from torpedoboat MsS2 to the battleship Littorio.

-We have used also many units, both military and civilian, retexturised by Mountbatten and Sergbuto who, as all those involved in the creation of the mod, will be mentioned in the credits.

-New screens for the in-game menus have been created and a part of the game stations (F1-F12) have been remade using italian furniture, equipment and text.

-We would like to complete the mod with italian voices and musics but these objectives are not sure and they'll depend on the completion time.

This mod was started in the "Betasom" community and then completed in the "Sperem-Maricosom" group, with many external help.
For more news:
http://www.maricosom.net


http://utenti.lycos.it/simonart/hpbimg/banners.jpg

horsa 12-17-05 10:04 AM

So there's quite a bit going on ..... not just some minor tweaking but some pretty serious stuff as well.

Quote:

Always nice to come accross some authors from those glorious old DC times in this forum
So I'm not the only one who looks back nostalgically ;)

I suppose we could add the Bismarck/Kriegsmarine mod ( heavy units) to the list of "shelved and not really finished cos SH3 came along ". :hmm:

HS 12-17-05 04:42 PM

Quote:

So I'm not the only one who looks back nostalgically
That's true horsa. Once upon a time ...

Quote:

I suppose we could add the Bismarck/Kriegsmarine mod ( heavy units) to the list of "shelved and not really finished cos SH3 came along ".
... not the first project with German heavy units that remains unfinished ;)

What about a SH 3 BB mod? :-j Oh, it's hard to wait for some sort of reworked GNBNA (2) etc. in vain.

GlowwormGuy 12-20-05 09:16 AM

[quote="Palindromeria"]
Quote:

Originally Posted by Palindromeria
Neat Trick Hitman, how ya set that up ?
quote]

lol check that ...simply replaced my escort dd with ahbb24 :)

works like a charm , and it fired both fidos too :up:

Tried something like that before... with a Catalina... just don't overfly an enemy ship or you'll ram it hehehe...

Hey Horsa, care to host some of my old stuff? Was working on merchant ship lines, Polish and Italian ships and stuff but since I could never twist my head around rearming stuff with all the hexing and stuff I just gave up on it... most of it is Italian navy stuff w/c I shared with Betasom as well and there's the Blyskawica class w/c needs a rearm (2nd fwd turret should be replaced by a hedgehog) and some stuff for an HMS Ulysses campaign... I was experimenting with an air dropped 'guided missile' and those things can be real nasty - reduce an old County class to scrap metal with one and a half hits hehehe...

Well if you're interested in hosting them just let me know where to send them.

Cheers all and glad to see everyone's still here sorta,
Mountbatten

horsa 12-20-05 11:05 AM

Hosting Glow's mods .... it really IS like old times ...... does anyone remember "Plan Orange"

millichope42@aol.com

Palindromeria 12-20-05 03:25 PM

[quote="GlowwormGuy"]
Quote:

Originally Posted by Palindromeria
Quote:

Originally Posted by Palindromeria
Neat Trick Hitman, how ya set that up ?
quote]

lol check that ...simply replaced my escort dd with ahbb24 :)

works like a charm , and it fired both fidos too :up:

Tried something like that before... with a Catalina... just don't overfly an enemy ship or you'll ram it hehehe...


Mountbatten

heehee i sent 7 planes out to torp then ram a bb :arrgh!: :hulk: :-j

I think thats why they crash into sea alot too .. need altitude ...

Hitman 12-21-05 01:04 AM

Quote:

then ram a bb
So you found a way to have human controlled kamikazes :huh:

Palindromeria 12-23-05 06:03 PM

Quote:

Originally Posted by Hitman
Quote:

then ram a bb
So you found a way to have human controlled kamikazes :huh:

when i changed the escorts from dd to plane i didnt add altitude.

I noticed they fly really low and i think they crash into the sea
prematurely because wingtip meets wave during a turn.

so after telling the planes to fire their torps just
set up a collision course with enemy via the waypts. :dead:

LeroyJ 12-24-05 12:26 AM

I've done this too but I've only used the planes so far for looking for the enemy. My problem is if my plane gets shot down and I change stations the game crashes to a blank screen. Its rather annoying to finally find the enemy and set an intercept course and then lose the game just because my search plane got a little to close to the target. Does this happen to anyone else? Probably not since no one has mentioned it yet. Perhaps it is just something with my machine.

Palindromeria 12-24-05 11:15 AM

Yah these missions crash a bit here as well, Leroy, primarily when changing stations or issuing an order to the plane / sub.
the game was not designed to use these so its no surprise.
flag transfer is a no no obviously.

a short mission is a good for a laugh

for plane, setting altitude to 300 does seem to reduce plane crashing into sea. in the mission below it flew to iceland and back twice b4 telling me out of fuel. put a semicolon in front of altitude to ram the merchant :)

the controlled escort works with a sub as well !
a surfaced sub can be ordered to attack with gun
but you cannot tell it to dive or surface :(
Upon ordering torp attack it will fire 1 torp per time you order it,
allowing you to select multiple targets.
sub depth setting appears to have to be approx 4 - 5 LESS then intended as DC is adding this amount for whatever reason. if sub too deep it doesnt "see"...

one could set up a "controlled wolfpack" in DC with this :o
or suicide ijn midget subs



i didnt get to it but using some of the script
from the box UGS 6 multi mission will set up the
your escortplane sub (whatever) as merely controllable bots
they accpet orders but you cannot flag transfer.

also havent tried using a gunemplacement like this yet.
but it prolly works too.

any way

; copy, paste, save as DDwplanensub.sdf
; Mission generated by Kriegstanz Developer 2.6.19
; Created: Sat 24 December 2005 10:19
; Theatre author: Palindromeria
;
[SCENARIO]
Date = 19440123
Time = 1044
TitleEnglish = DDwplanensub
TitleGerman = DDwplanensub
Origin = -15.093733,58.093465
InitialZoom = 5
Weather = CLEAR
Preprocess = FALSE

[SIDE1]
Alignment = ALLIES
Name = Allies
Doctrine = AMERICAN

[SIDE2]
Alignment = AXIS
Name = Axis
Doctrine = GERMAN

[SIDE3]
Alignment = NEUTRAL
Name = Neutral
Doctrine = Neutral

;
; Groups
;
; Plot = Escort
[GROUP1.2]
Type = SHIPDIVISION
UnitType = Destroyer
Side = 1
Name = Surface group
Nationality = USA

; Plot = Escort
[GROUP1.3]
Type = SHIPDIVISION
UnitType = Destroyer
Side = 1
Name = Surface group
Nationality = USA

; Plot = Destroyer group
[GROUP1]
Commander = HUMAN
Type = SHIPDIVISION
UnitType = Destroyer
Side = 1
Name = Surface group
Nationality = USA

; Plot = Position 1
[GROUP1.1]
Commander = HUMAN
Type = SHIPDIVISION
UnitType = Destroyer
Side = 1
Name = Surface group
Nationality = USA

; Plot = Position 2
[GROUP2]
Type = SHIPSQUADRON
UnitType = Merchant
Side = 2
Name = Surface group
Nationality = Germany
Order1.1 = SPEED,EXACT,3.33

;
; Units
;
; Plot = Position 1
[UNIT1]
Group = 1.1
TypeAbrev = DD
IconName = NSHIP
Control = HUMAN
Orientation = 90
Class = NDDWickes
Name = DD115 Waters
Designation = 115
Location = -15.169432,58.097639
Fuel = 1
Multiselect = TRUE
Flag = TRUE
Guide = TRUE
Display = DO_NOT_SHOW
BoilersHot = TRUE

; Plot = Escort
[UNIT2]
Group = 1.2
TypeAbrev = DD
IconName = NSHIP
Orientation = 90
Class = ATBAvenger
Name = ATBAvenger
Designation = 479
Location = -15.145715,58.097639
Altitude = 300
Fuel = 1
Display = DO_NOT_SHOW
BoilersHot = TRUE

; Plot = Escort
[UNIT3]
Group = 1.3
TypeAbrev = DD
IconName = NSHIP
Orientation = 90
Class = NSSSclass
Name = Satyr
Designation = 369
Location = -15.145715,58.086074
Fuel = 1
Depth = 8 ; sub will be approx 5 meters deeper than listed
Display = DO_NOT_SHOW
BoilersHot = TRUE

; Plot = Position 2
[UNIT4]
Group = 2
TypeAbrev = FC
IconName = MSHIP
Orientation = 0
Class = MPPTroopTransportGE
Name = Blech
Location = -15.018034,58.100855
Fuel = 1
Flag = TRUE
Guide = TRUE
Display = DO_NOT_SHOW
BoilersHot = TRUE

LeroyJ 12-26-05 08:51 PM

Palindromera,

Thanks for the small mission. That is what is so great about the game You can try so many different things because it is so easy to modify. Even though it is an "old" game. It is a great step up for me since my previous sea battle sim was Task Force 1942.

GlowwormGuy 01-02-06 01:33 AM

isn't it though, Horsa :)
 
:D Well I don't suppose that the technology or knowhow to change the number of guns in the turret or the turret placement or all those esoteric arts has suddenly become available... has it?

Mountbatten


All times are GMT -5. The time now is 03:39 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.