Quote:
Originally Posted by Hitman
We already have something similar via SH3 Commander and the excellent work by Sailor Steve. When you finish your patrol, SH3 Commander creates the report and for every ship you sunk grabs a name from a huge database constantly increased by Steve with attention to ship type and size, so you get in the report real names for each ship you sunk. Actually, in the majority of cases it also worked like that for the commanders, they didn't know the name of the ship they had sunk except if it was a lonely prey. Instead they usually became aware of it later when BDU told them or confirmed (The government usually admitted and named the merchant ships sunk in benefit of insurance companies, etc) what they had sunk. Commanders usually didn't even have a clue about the ship class they had attacked, except its general appearence and estimated tonnage (They estimated it via eyeballing)
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That said, if what you want is to see the ship name in your log in the Uboat and later in the office, you could theoretically do this in the campaign layers. As you know, there are ship names in the campaign layers (though many ship entries are generic, so they don't have a name).
Theoretically, you could replace all entries by specific names from Steve's database (Though you would lose randomness and variety in convoy composition when you replace the generics) and the read the patrol results as SH3 Commander does and delete that name from the ship's list. I think this all could be automated by a simple script, if one knows how to do that. More or less as follows:
1) Run script for the 1st time: Script reads Steve's database and writes random names to all entries in the campaign files, according to ship class.
2) Do your patrol
3) Run script again: Script reads ships sunk by you and deletes them from Steve's database, then writes random names to all ships again from the updated list (Or just to those sunk).
You could theoretically make the script replace the generic entries at random and not with a specific class, so you can add variety to convoy composition.
However, there is a major problem with this approach:
Currently, every time a convoy is spawned its composition varies thanks to the generic entries. If you fix them by changing them to specific ship classes and names, ALL convoys of that type spawned during your patroil will have the exact same composition of ships and even the same ship's names. So you could eventually engage again the exact same convoy, including ships you or the wolfpack might have already sunk some days ago.
You would only solve this by updating the names and convoy composition "on the fly" but that requires writing into the memory, as the campaign files, once loaded by the game when your patrol starts, will no longer have any effect.
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Hi mate,
Thank for the lengthy explanation and yes i knew about steve database but i want to also have a visual part in the process not only an entry in Sh commander but a real visual reference on the ship texture let me explain my point ; we could use the same process as you know for emblem on CT but this time i would make a plate where ship name appear so when this ship would be sunk in game then the same ship can re appear elsewhere in the game with a new name without having to do multiple clone of each ship.
For the convoy randomness since John is getting pretty good at script he might be able to do something about it.
This would be very neat to have in game because seeing ships whiteout any name has always bug me.
Best regards Hans