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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Blade Master
![]() Join Date: Jan 2002
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I quote... "One of the stupidest things in game design is the lack of uncertainty given to the player"
I am wishing to distribute a new and exciting update of the RUB Campaign files. I am unsure of who to ask 'permission' of, hense the very public post. As always, full credit for the original work and origine will be quite clearly stated. The Campaign files have been modified so that the "its a merchant it must be going 5 or 7knots" and "its an escort it must be going 11 knots" are no longer. As it is now, in the default game and the RUB modified game, even on manual TDC, it is simply a point N shoot situation. When getting into a firing position ahead of the vessel, it is a simple race ahead, submerge and wait ## minutes. No need to look as the vessel is always travelling at the same old speed. NO LONGER! The chase has now got so much more exciting! As will be seen below, every ship and convoy in the game now has a random speed associated with every waypoint. There is no rhyme or reason to the speeds, they are trully random based on the ships original speed. You will need to continually monitor your prey, constantly re-checking its speed. Not sure of its speed? Better use a spread of torpedos as a real Captain would have been forced to! No longer will there be the boaring same old same old when attacking a ship. Imagine... you plot the convoys course and speed and see that you might just make it if it doesn't maintain its current speed. Do you risk the chase on the off chance that the convoy will slow down? Taking the plunge you arriving at where the convoy should be and not finding it... do you head back home or maybe wait as the convoy is yet to arrive? A sample of the files… each speed listed is for each new waypoint [RndGroup 974.RndUnit 1] Type=102 Origin=British Side=1 CargoExt=2 CargoInt=0 CfgDate=19390101 Speed=5.0000 Speed=4.0000 Speed=3.0000 Speed=3.0000 Speed=7.0000 Speed=5.0000 Speed=7.0000 Speed=6.0000 Speed=6.0000 Speed=7.0000 Speed=7.0000 Speed=7.0000 Speed=3.0000 Speed=5.0000 Speed=6.0000 and... [RndGroup 975] GroupName=CarribeanSea_42_003 Speed=9.000000 Speed=11.0000 Speed=10.0000 Speed=8.0000 Speed=10.0000 Speed=10.0000 Speed=11.0000 Speed=11.0000 Speed=9.0000 Speed=11.0000 Speed=10.0000 Speed=8.0000 Speed=9.0000 Speed=10.0000 Speed=7.0000 Speed=10.0000 Speed=7.0000 Speed=7.0000 Speed=10.0000 Speed=8.0000 Speed=8.0000 Speed=7.0000 Speed=8.0000 Speed=9.0000 Speed=9.0000 Speed=7.0000 Speed=11.0000 Speed=10.0000 and... [Unit 283] Name=BR DD C Class#10 Class=DDCClass Speed=13.000000 Speed=17.0000 Speed=11.0000 Speed=11.0000 Speed=17.0000 Speed=13.0000 Speed=15.0000 [RndGroup 61] GroupName=HX39Convoy Speed=8.000000 Speed=9.0000 Speed=7.0000 Speed=10.0000 Speed=9.0000 Speed=6.0000 Speed=6.0000 Speed=10.0000 Speed=8.0000 Speed=7.0000 Speed=9.0000 Speed=9.0000 Speed=6.0000 Speed=7.0000 Speed=6.0000 Speed=8.0000 Speed=6.0000 Speed=9.0000 Speed=7.0000 Speed=6.0000 Speed=8.0000 Speed=8.0000 Speed=6.0000 Speed=8.0000 Speed=10.0000 Speed=9.0000 Speed=6.0000 Speed=9.0000 Speed=10.0000 Speed=6.0000 Speed=9.0000 Speed=6.0000 Speed=9.0000 Speed=8.0000 Speed=6.0000 Speed=6.0000 Speed=10.0000 |
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#2 |
Soundman
![]() Join Date: Jun 2005
Location: Forsan, Tx.
Posts: 143
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Dam* der Teddy Bar...With this and the Mega Mod your working on people will have to start thinking instead of being Herr Donitz's robot Kapitans...
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#3 |
Navy Seal
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Teddy,
Just curious, are you using the Improved Convoys file (as in RUb)? It would be rather disappointing to have this implemented without the improvements of that - since it was exactly the main part left to improve after I zig-zagged the convoy routes. ![]() |
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#4 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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If no one has any issues I will put these files up for distribution today. I have not yet done so as I wish to ensure that there will be no issues. I hope that this will be seen as an improvemnt to the game and not 'taking' someone elses work, as all credit and recognition will go to the original authors who worked on the campaign files. Your convoy Zig-Zag and random waypoints was a classy piece of modding ![]() |
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#5 |
Electrician's Mate
![]() Join Date: Mar 2005
Location: Staten Island,New York
Posts: 133
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Please...DO!!!!!!!
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#6 |
Navy Seal
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Excellent! Thank you!
That's definitely great; I've been thinking of refreshing the Ops/IC files (that are in RUb) myself, but I've never got a handle on editing the campaign via text (yet). This is a huge improvement, and I've been asking Jason to do that after I zig-zagged the convoys, but he'd dropped out of modding since. I hope it wasn't as much of a pain in the butt as zig-zagging. (that was all done by hand ![]() Will get them as soon as they're out! ![]() ![]() ![]() |
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#7 |
Stowaway
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But what will become of the convoys? Won't this mess them all up since one ship might decide to travel at 4 knots and another at 11 knots? Seems like a great mod for single ships but I am a bit worried about the convoys. Someone please test this out and report your findings ASAP! Thanks!
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#8 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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![]() Quote:
![]() Convoy speeds are specified for the entire convoy and not per ship ![]() |
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#9 |
Navy Seal
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Yes, you don't have to worry - as long as the ship is capable of doing that speed, it will keep up.
Speaking of which - I think all of them are capable of doing 11 (in terms of engine power etc.), but a couple were set to a max of 9 in their config files. Have you corrected this? |
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#10 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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#11 | |
Commander
![]() Join Date: May 2005
Posts: 477
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#12 |
Blade Master
![]() Join Date: Jan 2002
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Having played the modified campaign files now for a few days while testing the morale and damage mods I have to say that the changes made have greatly increased my participation in the game as I now longer can point N shoot. Now when I shoot I have a level of anxiety regarding if the torpedo will strike home and increased elation when it does.
I actually missed from 700 metres yesterday. Not to skite, but I have a 100% hit rate with the default SHIII campaign speeds. I have also noticed that I am now rarely pinpoint accurate with the exact location that the torpedo strikes. I have never been so excited to miss :rotfl: |
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#13 |
中国水兵
![]() Join Date: Jun 2005
Location: New York
Posts: 282
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That sounds great...that's just the kind of change I've wanted. When will this mod become available?
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#14 | |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
Posts: 1,270
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Does this tweak simple changes the speed and some course within an already assigned "global route" or is it making it totally random which means there's absolutely no certainty left? |
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#15 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
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The convoy routes have already been set by IC mod. This new mod only adds random speed changes along the pre-determined routes.
(disclaimer) I think...
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