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

CB.. 06-12-06 07:45 AM

have all contact reports made solely by U-boats..?
 
ok this has been haranging my head for some time--lol

using serg's AI compatible wolfpack u-boats
and an extension of an idea by Col7777..

first set all contact reports probability for every convoy to zero--in the RND,,

then add one of serg's excellent AI Uboats for each convoy (around 50 as stock) and copy the way-points and other details for a particular convoy to the u-boat--and then give the u-boat a decent contact report probabilty ---

if nothing else this will slowly draw onto the map the convoy routes at that period in the war--with the added immersion factor that these clues to the routes of the convoys will be being provided by in game german u-boats--

not 100% reliable of course for all the typical campaign file reasons random way points etc etc--But then that's more realistic and add's gameplay at the same time---

this way all you see on the map is the blue icon for a u-boat report and nothing else--:yep:

donut 06-12-06 09:23 AM

A Gem Of An Idea.
Perhaps A radio message With grid,so we could look for contact AI sub's location,also dropping us out of TC.to have time to react.Course and Speed of contact would be helpful also. Immersion factor,& game-play;JSGME,Installable
This mod would be A must have item. What A fix! (Encouragement):sunny:

CB.. 06-12-06 10:09 AM

Quote:

Originally Posted by donut
A Gem Of An Idea.
Perhaps A radio message With grid,so we could look for contact AI sub's location,also dropping us out of TC.to have time to react.Course and Speed of contact would be helpful also. Immersion factor,& game-play;JSGME,Installable
This mod would be A must have item. What A fix! (Encouragement):sunny:

don't look at me ..lol--i aint going thru all the various mods available editing them all to use this system of contact reports--quite apart from the immense amount of work needed --permissions to get and objections to negotiate etc etc---

i'm going to add it to my own campaign (which is more or less stock)
and let the other guys decide on the merits of it either way--which is why i posted it as a viable suggestion--these days SH3 modding is way too polarised for any one to just add something to the stock campaign and post it---:rotfl:

sides you've missed the point a little bit--you would get the sub icon on the map--and the report as with any other opportunty contact report--
the issue really is that you could greatly increase your contact report range because ALL contacts would be being made by friendly subs--
the increase in frequency and range of these reports will allow the intelligent player to build a picture of convoy routes without giving them exact and 100% reliable convoy positions--

whilst at the same time giving much greater immersion/realism/gameplay because you have the ultra realistic situation of relying entirely on friendly subs for all your convoy information --and these subs will be REAL

it's a very nice soloution to quite a few other issues as well--
ease of convoy location
high tonnage results
too much information on the map not enough in your imagination etc etc--

CB.. 06-12-06 03:30 PM

stunning... works a treat
 
tried a test--set all convoys and other shipping to nil probability of a contact report--added two of Serg's wolfpack subs--as random groups using the same specs and waypoints as the first HX and OA convoys in the RND file---started a career patrol --and yup no contact reports from anywhere other than these two reports from serg's wolfpack boats--slowly up-dating over time--

http://www.ebort2.co.uk/files/wolf1.jpg

works brilliantly--as this represents the Kriegsmarine sending boats to routes and locations that best represents the most accurate current intelligence regarding convoys....one wolfpack boat for each convoy route -given the same specs probability of inclusion as the actual convoy should provide genuinely usefull and realistic intelligence provided in real time in the most authentic way possible--

no garantee that a convoy will be along this route or at these locations--just best info as gathered from the actual routes etc in the campaign files

here's the RND file entrys for the OA wolfpack
just to show these reports are sent by genuine in game u-boats

[RndGroup 1719]
GroupName=OAWolf
Category=0
CommandEntry=0
Long=130500.000000
Lat=6201400.000000
Height=-10.000000
DelayMin=160
DelayMinInterv=8640
SpawnProbability=90
RandStartRadius=4.000000
ReportPosMin=600
ReportPosProbability=50
Heading=112.525002
Speed=9.000000
ColumnsNo=2
Spacing=700
DeleteOnLastWaypoint=true
CurrentInstanceID=0
GameEntryDate=19390803
GameEntryTime=200
GameExitDate=19451229
GameExitTime=0
NextWP=0

[RndGroup 1719.RndUnit 1]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=1
Escort=false
SpawnProbability=100
CrewRating=4

[RndGroup 1719.RndUnit 2]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=1
Escort=false
SpawnProbability=100
CrewRating=4

[RndGroup 1719.Waypoint 1]
Speed=9.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=154950.000000
Lat=6191260.000000
Height=-10.000000

[RndGroup 1719.Waypoint 2]
Speed=9.000000
Radius=5.000000
Loop=-1
LoopProbability=100
Long=192350.000000
Lat=6185560.000000
Height=-10.000000

[RndGroup 1719.Waypoint 3]
Speed=9.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=201950.000000
Lat=6164260.000000
Height=-10.000000

[RndGroup 1719.Waypoint 4]
Speed=9.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=188750.000000
Lat=6134660.000000
Height=-10.000000

[RndGroup 1719.Waypoint 5]
Speed=9.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=157850.000000
Lat=6109960.000000
Height=-10.000000

[RndGroup 1719.Waypoint 6]
Speed=9.000000
Radius=5.000000
Loop=-1
LoopProbability=100
Long=111750.000000
Lat=6087060.000000
Height=-10.000000

[RndGroup 1719.Waypoint 7]
Speed=9.000000
Radius=10.000000
Loop=-1
LoopProbability=100
Long=-20650.000000
Lat=6054160.000000
Height=-10.000000

[RndGroup 1719.Waypoint 8]
Speed=9.000000
Radius=10.000000
Loop=-1
LoopProbability=100
Long=-167150.000000
Lat=6028660.000000
Height=-10.000000

[RndGroup 1719.Waypoint 9]
Speed=9.000000
Radius=10.000000
Loop=-1
LoopProbability=100
Long=-345650.000000
Lat=6021660.000000
Height=-10.000000

[RndGroup 1719.Waypoint 10]
Speed=9.000000
Radius=50.000000
Loop=-1
LoopProbability=100
Long=-680150.000000
Lat=5927660.000000
Height=-10.000000

[RndGroup 1719.Waypoint 11]
Speed=9.000000
Radius=200.000000
Loop=-1
LoopProbability=100
Long=-1088150.000000
Lat=5797660.000000
Height=-10.000000

[RndGroup 1719.Waypoint 12]
Speed=9.000000
Radius=400.000000
Loop=-1
LoopProbability=100
Long=-2084150.000000
Lat=5531660.000000
Height=-10.000000

[RndGroup 1719.Waypoint 13]
Speed=9.000000
Radius=300.000000
Loop=-1
LoopProbability=100
Long=-3132400.000000
Lat=5323160.000000
Height=-10.000000

[RndGroup 1719.Waypoint 14]
Speed=9.000000
Radius=250.000000
Loop=-1
LoopProbability=100
Long=-4400650.000000
Lat=5024660.000000
Height=-10.000000

[RndGroup 1719.Waypoint 15]
Speed=9.000000
Radius=200.000000
Loop=-1
LoopProbability=100
Long=-5557150.000000
Lat=4927660.000000
Height=-10.000000

[RndGroup 1719.Waypoint 16]
Speed=9.000000
Radius=100.000000
Loop=-1
LoopProbability=100
Long=-6569610.000000
Lat=4940000.000000
Height=-10.000000

[RndGroup 1719.Waypoint 17]
Speed=9.000000
Radius=50.000000
Loop=-1
LoopProbability=100
Long=-7180770.000000
Lat=4986500.000000
Height=-10.000000

[RndGroup 1719.Waypoint 18]
Speed=9.000000
Radius=20.000000
Loop=-1
LoopProbability=100
Long=-7394770.000000
Lat=5176000.000000
Height=-10.000000

[RndGroup 1719.Waypoint 19]
Speed=9.000000
Radius=5.000000
Loop=-1
LoopProbability=100
Long=-7576770.000000
Lat=5314800.000000
Height=-10.000000

[RndGroup 1719.Waypoint 20]
Speed=9.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-7610570.000000
Lat=5343100.000000
Height=-10.000000
////


NUFF SAID really...:yep:

donut 06-12-06 04:35 PM

Glad your test results look good.IUB is practically stock,& unsupported,suggestion;give Orgy's work valor at sea,still lots of Captains sailing with the foundation it supplies.:yep: Also,turn the Devs for SHIV.,on to your gem

CB.. 06-12-06 04:51 PM

Quote:

Originally Posted by donut
Glad your test results look good.IUB is practically stock,& unsupported,suggestion;give Orgy's work valor at sea,still lots of Captains sailing with the foundation it supplies.:yep:



the reason for this post is to allow others to use this idea if they decide it suits their interpretation of good gameplay--

i ain't gonna work on Maggies farm no more lol!!

bigboywooly 06-12-06 05:05 PM

:o Looks a cool mod but it would take for ever to edit the .rnd
might give it a bash when I have a spare weekend lol it took me forever to alter all the DDHunts to DEHunts and thats not a patch on what you have done there

donut 06-12-06 05:08 PM

CB..Sir,

"I ain't gonna work on Maggie's farm no more lol"!!:rotfl: :rotfl: :rotfl:
We comprehend that.
SHCE.,had Special missions from friendly contacts on enemy movements,into other subs assigned patrol areas,thus suggestion for SHIV. Fair winds,& following seas:arrgh!: Do you mind, if I refference this thread on SHIV.forum

CB.. 06-12-06 05:16 PM

cheers guys:up:

seems most folks don't like this sort of genuinely recreated realism/gameplay approach...he he!:lol:

bigboywooly 06-12-06 05:23 PM

LOL not that dont like it its just a hell of a lotta work altering the layers to add the boats to convoys

Personally think its a great idea as in RL the nav map wouldnt have been covered in big red squares lol

CB.. 06-12-06 05:39 PM

you might be able to get away with 7 or 8 ai subs rather than going the whole hog and adding over 50 of them to cover all the individual convoys as they change over time---

if you add one for each of the major convoy routes you should be ok with 7 or 8 --at a pinch this would be fun and still give usefull convoy information--be nice to have the full dynamic set of 50+ as this would be very interesting to play--but i agree it's a huge job (i think i may try the one per route job to see how i go along)

bigboywooly 06-12-06 05:46 PM

:hmm: maybe a way to go
Just used find in notepad on my .rnd and have over 100 convoys in there not looked at .scr:o

CB.. 06-12-06 05:50 PM

Quote:

Originally Posted by bigboywooly
:hmm: maybe a way to go
Just used find in notepad on my .rnd and have over 100 convoys in there not looked at .scr:o

i know but quite a lot of them will be the same convoy at different times during the war--changed names but more or less the same route etc--once you've worked out the main routes (use the paper map) you could just have wolfpacks patrolling along the main routes or even just those your primarily interested at the time--

bigboywooly 06-12-06 05:58 PM

Sold :rotfl:
Will have a play with over the weekend when have some time
Will just do a few for now - over 200 convoy in .scr so will start small see how I get on

CB.. 06-12-06 07:25 PM

Quote:

Originally Posted by bigboywooly
Sold :rotfl:
Will have a play with over the weekend when have some time
Will just do a few for now - over 200 convoy in .scr so will start small see how I get on

:lol:

now you know why i never use other folks campaign files--

50 odd convoys is quite enough for me--(no wonder folks get such high tonnage rates?)

anyhuw here's me on a career patrol being directed onto a suspected convoy by my Flottilla buddys--now that's my sort of realism thank you very much!!:rotfl:

http://www.ebort2.co.uk/files/wolf2.jpg

HEMISENT 06-12-06 07:54 PM

CB This sounds like another brilliant idea. I may give it a go later this week-probably will be contacting you for guidance when I inevitably screw something up.

CB.. 06-12-06 08:07 PM

Quote:

Originally Posted by HEMISENT
CB This sounds like another brilliant idea. I may give it a go later this week-probably will be contacting you for guidance when I inevitably screw something up.

He! He! i wouldn't like to attempt it on one of the hugely modded campaigns -but for the stock or semi stock it's perfectly do-able--as it turns out on the example in the screen shot in the previous post there WAS a convoy nearby--(i got the time excell "freeze" give away)--but i lost it before i could pin down exactly where it was--but it's close by some where:up: great stuff--- the subs travel independantly from the convoys along the same way-points and at only approximaitely the same speed--this allows for plenty of margin for error--and uncertainty--

this is with only three of serg's subs added on the HX OA and HG routes
as i add more i can lower the number of contact reports they send and lower the probability of them being spawned at mission start--
i reckon with the semi stock campaign 7 or 8 -one more or less for each of the main convoy routes will more than do the trick

no other contact reports appear on the map at all--tho that's the sort of thing that could be changed to taste of course--

CB.. 06-13-06 07:04 AM

what a shame...:nope:
i get the feeling that -apart from the guys who have posted here- the concept and execution of this mod idea is something in the region of 100,000 miles over most peoples heads--which is pretty radical considering the endless drivel spouted about the desire for realism here abouts--
(i'll have to take the whole realism nonsense with the usual huge pinch of salt as ever-:roll: -as this approach to contact reports is as real as the game is going to get--:up: )
i'm having fun tho so-- sod it lol:rotfl:

sergbuto 06-13-06 07:34 AM

Yes, it is cool stuff, CB. Occupied with modding of new units, I have not gotten to work closer with the Mission Editor yet. I also wish Col7777 could continue with all his ideas on the wolfpack implementation in the campaign.

I guess one does not need to modify the RND layer directly. It should be possible to work with these things separately and then megde the files in the end.

CB.. 06-13-06 07:44 AM

Quote:

Originally Posted by sergbuto
Yes, it is cool stuff, CB. Occupied with modding of new units, I have not gotten to work closer with the Mission Editor yet. I also wish Col7777 could continue with all his ideas on the wolfpack implementation in the campaign.

I guess one does not need to modify the RND layer directly. It should be possible to work with these things separately and then megde the files in the end.

cheers serg' cheers especailly again for your AI compatible subs:up:

i've been trying to find Col's thread detailing his experiments on actually adding your subs directly to convoys them selves--i know he said this actualy worked--he just added an AI wolfpack sub to the list of convoy ships--and bingo instant wolfpack action--
now then the reason this is such a good idea on top of using your subs for the contact reports--is that it exploits one of the drawbacks the game has to good effect--
in that no combat is modelled out side of the 3D loading range--so you can happily have a german sub cruising alongside a convoy for it's entire journey knowing that only when you the player are within range of the convoy and it has been loaded into the 3d engine--will any destroyers start to treat the wolfpack sub as a threat--

so this actually means that as you approach the convoy you are liable to start see-ing sunken ship icons on the map--and possibly find the odd ship on fire or damaged as it comes into visual range---

i can't find Col's thread where he gave an example of the correct way to addd the sub tho--and im getting a bit lazy in my old age--

BUT the combination of the two uses for your subs gives rise to a wonderfull new way to play the game not to mention the enourmous hike in gameplay realism potatoes or what ever folks fancy calling their intepretation of the game's implementation of realism

so all contact reports given only by genuine wolfpack/lone AI subs
100% realistic
and the possibility of finding other subs attacking the convoy as and when you approach
100% realistic

whoooooosh straight over the tonnage queens heads :arrgh!:


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