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#1 |
Swabbie
![]() Join Date: Dec 2012
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Is there a way to dock a ship in a harbor for a while, and then resume it's way-point.
I can't see any command for that, but perhaps there are some tricks to make it so. I really need that feature otherwise whole my plan collapses. I am trying to recreate Rheinübung operation from day 18 may. Thank you in advance. |
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#2 |
Stowaway
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try this, make its speed from waypoint 1 to waypoint 2 something like .25 or .1 kts then the ship is moving so slow it looks docked then at waypoint 2 you put in the speed you want for the ship and it will look like it just started moving. the drawback to this method is it will have bow and stern wakes the whole time it looks like its not moving and timing of the slow moving speed and just where to put waypoint 2 so it speeds up at the right time can take time to get right.
another thought is if you just want the ship to react then put speed at 0 but not docked and as soon as the ship reacts to being "alerted" by an attack it will get under way as AI controlled |
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#3 | |
Swabbie
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I will experiment your tip, thanks ! I was thinking simply to make the ship disappear on a last way point and then re-enter, but that would require 2 objects with the same name. It could cause problems (?), and have no control over time ( only DATE) . Does the ship get alerted from a patrol plane ? |
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#4 | |
Stowaway
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i only know this from observation so i dont know the exact circumstances of the trigger for alerting so do some testing |
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#5 |
Swabbie
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I spent so much time and can't make it work accordingly to my tune.
The harbor AI is quite dump, even if the unit is ELITE class. If the way-points are too close my Bismarck tends to ignore it, or do own way. I did make a way-point ( with 0.2 speed ) to work but I had quite few crashes during testing. The patrol plane did not make any alert, and when is too low it gets shot instantly. So I might give up after all, there is no point in trying to achieve something that game engine does not support. It is sad, I actually giving up any mission creation, don't like to have my hands tight up. |
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#6 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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#7 |
Stowaway
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try asking here in this thread http://www.subsim.com/radioroom/showthread.php?t=190953
or start a new thread asking about "how mission triggers work" |
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#8 |
Navy Seal
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Here is a mission where a DD is docked for 1 hour.
It is the replaced by another DD (same) that will goto a waypoint. Your uboat is just off watching:- [Mission] IsVisible=true MissionType=0 MissionDataType=0 MultiMissionType=0 IsTutorial=false Year=1941 Month=5 Day=18 Hour=10 Minute=0 CurrentYear=1941 CurrentMonth=5 CurrentDay=18 CurrentHour=10 CurrentMinute=0 GroupMissionStartDelay=0 IconIndex=0 Fog=0 FogRand=0 Clouds=0 CloudsRand=0 Precip=0 PrecipRand=0 WindHeading=0 WindSpeed=5.000000 WindRand=0 WeatherRndInterval=5 SeaType=0 ActivationAchievements= [Unit 1] Name=_GE DD Type 34#1 Class=DDType34 Type=4 Origin=German LayerOperation=0 Side=2 Commander=0 CargoExt=-1 CargoInt=-1 Doctrine=0 CfgDate=19410501 MainEquipment=1 SecondaryEquipment=1 DeleteOnLastWaypoint=true DockedShip=true IsEscort=false GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19410518 GameExitTime=1059 EvolveFromEntryDate=false Long=-2410000.000000 Lat=6304000.000000 Height=0.000000 IsFromSingleMis=false Heading=0.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 HighPrioContact=false RandStartRadius=0.000000 TacticalUnit=false AvailStartDate=19380101 AvailEndDate=19451231 TempHeading=0.000000 TempNextWP=0 CombatSubmarine2D=false CombatRadius2D=30.000000 CommandedSpeed2D=0.000000 Num2DCombatKills=0 Intercept2DCooldown=6.000000 NextWP=0 [Unit 2] Name=_GE DD Type 34#2 Class=DDType34 Type=4 Origin=German LayerOperation=0 Side=2 Commander=0 CargoExt=-1 CargoInt=-1 Doctrine=0 CfgDate=19410501 MainEquipment=1 SecondaryEquipment=1 DeleteOnLastWaypoint=true DockedShip=false IsEscort=false GameEntryDate=19410518 GameEntryTime=1100 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-2409982.000000 Lat=6304000.000000 Height=0.000000 IsFromSingleMis=false Heading=0.000000 Speed=5.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 HighPrioContact=false RandStartRadius=0.000000 TacticalUnit=false AvailStartDate=19380101 AvailEndDate=19451231 TempHeading=0.000000 TempNextWP=0 CombatSubmarine2D=false CombatRadius2D=30.000000 CommandedSpeed2D=0.000000 Num2DCombatKills=0 Intercept2DCooldown=6.000000 NextWP=0 [Unit 2.Waypoint 1] Speed=5.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=-2410304.000000 Lat=6306734.000000 Height=0.000000 IsFromSingleMis=false [Unit 3] Name=_Type VIIC#1 Class=SSTypeVIIC Type=200 Origin=German LayerOperation=0 Side=2 Commander=1 CargoExt=-1 CargoInt=-1 Doctrine=0 CfgDate=19410501 MainEquipment=1 SecondaryEquipment=1 DeleteOnLastWaypoint=false DockedShip=false IsEscort=false GameEntryDate=19410301 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-2409519.000000 Lat=6303995.000000 Height=0.000000 IsFromSingleMis=false Heading=270.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 HighPrioContact=false RandStartRadius=0.000000 TacticalUnit=false AvailStartDate=19380101 AvailEndDate=19451231 TempHeading=0.000000 TempNextWP=0 CombatSubmarine2D=true CombatRadius2D=30.000000 CommandedSpeed2D=0.000000 Num2DCombatKills=0 Intercept2DCooldown=6.000000 NextWP=0 [EditorParams] InitLongOff=0.000000 InitLatOff=0.000000 ZoomIndex=0 Prefix= |
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#9 |
Swabbie
![]() Join Date: Dec 2012
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Trevally, miles of thanks !
I am coping your "code" right now with high hopes. |
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#10 |
Swabbie
![]() Join Date: Dec 2012
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#11 |
Navy Seal
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![]() ![]() You could try changing unit 1 to not docked, but moving very slow to a very close waypoint. This can then set to delete at end of waypoint. Try moving unit 2s waypoint to further away. ![]() |
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#12 |
Swabbie
![]() Join Date: Dec 2012
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Perhaps it's possible to do it, but in practice it is a nightmare.
I have been moving longitude of way-point of unit 1 little by little and could not make it. I had to reload mission 40 times. ( I would be tired to do 100 ) In other words I could not achieve any synchronization. Anyway UNIT 2 behaves ODD, regardless of it's way-point 1 location. I guess it's behavior is driven by UNIT 1. What interesting is that GameExitDate and GameExitTime have no effect. This trick could be easily implemented if those 2 parameters could trigger the behavior. I made another simple play with just one ship (Bismarck), that suppose to exit in 5 min. I manipulated all other factors ( DockedShip, DeleteOnLastWaypoint, etc...) in every possible combination and it did NOT work. I would say is a BUG. Any comment on this please. |
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#13 |
Navy Seal
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Delete on last waypoint does work - I have used it many times.
Also delete by date works - not tried by time, perhaps your uboat is too close to the deleting ones - try moving further away. Just what is it you are trying to do? Why don't you go ahead and make your mission - then parts that dont work can be looked at. ME2 can do most things - it is a powerful editor for missions and campaignwork ![]() |
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#14 |
Swabbie
![]() Join Date: Dec 2012
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yes, DeleteOnLastWaypoint does always work, I confirm too, however GameExitTime does not, that's why UNIT 1 in your example did not exit ( GameExitTime=1059 ).
I thought you wanna show me how a docked UNIT 1 can be replaced by moving UNIT 2, so visually we have nice transition of 1 destroyer only. I could not make it work even with those added way-points. I am trying to make my Bismarck move in a harbor and then resume its trip. Right now my mission is totally destroyed because of changes I've been making during the last days. I better start from a scratch, make it short so I can copy it here, so you can see what I want. I should be back soon. Thank you and everyone else for your time. |
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#15 | |
Stowaway
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this is why when modding or doing anything always make and keep several copies of your modded files so you can always go back to the point where you made a mistake rather then start over from scratch |
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