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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch Officer
![]() Join Date: Jul 2004
Location: Pittsburgh, PA
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So ummm, when can we all look forward to a new Dynamic Campaign in Silent Hunter 5 as the one that came with the game is canned, scripted and boring.
Just curious.
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#2 |
Captain
![]() Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
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Hmmm, well as soon as you write one thats better I geuss.
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"Chance favors the prepared mind" |
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#3 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
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How is it scripted? I don't think we're seeing the exact same ships in the exact same places at the exact same times, are we?
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#4 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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![]() Quote:
HX convoy from SH3 ![]() Note the highlighted waypoints Convoy will travel along this route As waypoints have a large radius convoy will appear anywhere within that waypoints radius SH3 HX ( part of ) [RndGroup 210] GroupName=HX39Convoy Category=0 CommandEntry=0 Long=-7617701.000000 Lat=5343775.000000 Height=0.000000 DelayMin=60 DelayMinInterv=20160 SpawnProbability=90 RandStartRadius=0.000000 ReportPosMin=1440 ReportPosProbability=25 Heading=145.742996 Speed=6.000000 ColumnsNo=5 Spacing=900 DeleteOnLastWaypoint=true CurrentInstanceID=0 GameEntryDate=19391003 < Date convoy starts GameEntryTime=200 GameExitDate=19391229 < Date convoy ends - a new instance of this convoy is scripted starting after this end date to allow for increased merc and escorts number GameExitTime=0 NextWP=0 [RndGroup 210.RndUnit 1] Type=101 < Unnamed tanker - so game will pick any tanker from Br roster Origin=British Side=0 CargoExt=-1 CargoInt=0 CfgDate=19390101 No=2 < Two of will show Escort=false SpawnProbability=100 < Will show every time convoy sails CrewRating=2 [RndGroup 210.RndUnit 2] Type=101 Origin=British Side=0 CargoExt=-1 CargoInt=0 CfgDate=19390101 No=1 Escort=false SpawnProbability=50 < 50% chance will sail CrewRating=2 SH5 HX convoy ![]() Doesnt use waypoints but uses node path Again as nodes have large radius convoy can appear anywhere within that nodes radius Nodes are conected to create a path that the convoy will follow for A to B You can define path or leave for game to decide which with what I have seen is shortest route ( In Kiel for instance everything travels down the canal to Atlatic/North sea and nothing goes around Denmark ) - Just have to say the use of the nodes and generators greatly reduces the file sizes as was all the waypoimts which bloated the RND AND they are one of the better inclusions in SH5 IMHO HX convoy ( GroupTypeDefs.mis ) [LanesGraph.Node 21.NodeGroup 1] Type=HX_ Name=HX Country=British Speed=9.000000 StartDate=19380101 EndDate=19451231 ReportPosTime=2170 ReportPosProbability=60 [LanesGraph.Node 21.NodeGroup 1.NGMission 1] Name=Liverpool ObjectiveType=0 TargetNode=Liverpool PathNodes= UsePath=false CooldownMonths=0 CooldownDays=8.000000 CooldownHours=1 Priority=0 RewardPoints=0 StartDate=19390916 < Date convoy starts EndDate=19451231 < Date convoy ends - one entry for entire war HX convoy ( Convoy.mis ) part of [HX_.ConvoyUnit 1] Type=102 < Again unnamed class so random pick from Br roster CountryName=British ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=10 < Ten of this unit type will always show SpawnProbability=100 < Will always sail with convoy GroupLinkId=0 [HX_.ConvoyUnit 2] Type=101 < Un named tanker class so random choice CountryName=British ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=2 < Two of SpawnProbability=100 < Will always sail GroupLinkId=0 Those parts are near on identical except nodes used rather than waypoints Convoy still scripted although randomly as was the SH3 example The only difference is IF you complete the missions in full THEN the game will alter things Not sure exactly how Does convoy sinkings along one route force the game to move the route ? In short yes is dynamic - sink the Hood and it wont be there to face Bismark But yes also scripted as to where units go Albeit in a more random fashion And as the selection of units is piss poor even though random selection you will see the same ships as bugger all for the game to choose from |
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#5 |
Sea Lord
![]() Join Date: Feb 2004
Location: San Francisco, California
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But wouldn't a convoy's path be restricted to only a certain amount of randomness by fuel capacity?
With all the zig-zagging I believe it took 3/4 again as much fuel as would be consumed on a normal transatlantic passage.
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U.Kdt.Hdb B. I. 28) This possibility of using the hydrophone to help in detecting surface ships should, however, be restricted to those cases where the submarine is unavoidably compelled to stay below the surface. http://www.hackworth.com/ |
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#6 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Not sure if mercs have a fuel capacity ingame
Doubt they do Course changes were fairly frequent in RL dependant on sea state etc and to fool any info that had been obtained Changes were kept to a minimum with larger broadfront convoys as merchant marine not used to sailing in convoys and station keeping That situation never really changed re broadfront convoys even later in the war Constant alterations led to ships being lost,stragglers or danger of collisions but was never a straight line from A to B Using the large radius on nodes or waypoints means the next instance of the convoy wont appear in the exact same spot So you cant sit at a designated spot and wait for them |
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