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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
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Wolfpack Mod V2 from Sergbuto - Reloaded.
The problem was, that Sergbuto build his mod based on Stock SH3 Library files. This leads to file conflicts with modern Supermods like GWX, because they use different Library files. So I took all relevant data from Sergbutos Library files Shells.dat, Shells.sim and Shells.zon and put this data into separate files Shells2.dat, Shells2.sim and Shells2.zon. So there are no more file conflicts. This seems to work well. The only thing that has to be done now is scripting the Submerged VIIA UBoats into Single Missions and Campaign Files. Examples for that can be found in NYGM, WAC and LSH Supermods. This Mod contains 2 Test Missions. 1) Wolfpack1: Wolfpack Attack on escorted Convoy 2) Wolfpack2: Wolfpack Attack on non-escorted Convoy I like that. Some threads with info about this mod: http://www.subsim.com/radioroom/showthread.php?t=84480 http://www.subsim.com/radioroom/showthread.php?t=85169 http://www.subsim.com/radioroom/showthread.php?t=94400 http://www.subsim.com/radioroom/showthread.php?t=126909 http://www.subsim.com/radioroom/showthread.php?t=160939 h.sie Last edited by h.sie; 04-01-10 at 02:36 AM. |
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#2 | |
Hellas
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![]() Quote:
![]() haven't test it yet but ,as you say,it work ok ...right? so Sergbuto's mod 'puts' wolfpacks in the game ? and if so ...i am wondering...why all this time people are complaining that wolfpacks are 'missing' from the game ?
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#3 |
Weps
![]() Join Date: Dec 2009
Location: Averof's bunk
Posts: 357
Downloads: 389
Uploads: 0
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Καλημέρα Μάνο και καλό Πάσχα. Συγχαρητήρια για το εξαιρετικό M.E.P 3.0.
This mod is for a "virtual wolfpack" mission. That is to say, it gives you the sense of a wolfpack but it's not operational; you are not a member of any wolfpack. It is pretty immersive though. Nice job h.sie. As always. ![]()
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Deep into that darkness peering, long I stood there wondering, fearing, Doubting, dreaming dreams no mortal ever dared to dream before... Last edited by nemo7; 04-01-10 at 02:44 AM. |
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#4 |
Ensign
![]() Join Date: Sep 2007
Posts: 221
Downloads: 176
Uploads: 0
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This is even better. Thank you very much, h.sie.
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#5 |
Admiral
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Hi makman, yes it works in principle, if the U-Boots are scripted correctly (!!!) into the campaign. NYGM, WAC and LSH already have this mod included. GWX has surfaced UBoot Wolfpacks. The AI-UBoots in this mod are not very intelligent, they shoot some virtual torpedos, they are always on periscope depth, they cannot dive or evade and so on. But in my optinion that does not matter, because in the player's position you don't see that. you only see a battle at the horizon: destroyers shooting and depthcharging, ships exploding and sinking. play one of the single-missions and attack the convoy and see what happens.
In NYGM the german AI-Uboots are assigned to some of the allied convoys in the RND layer. they do nothing until the convoy comes into the visual range of the players UBoot. then they start to attack. For my private use of GWX, I'll replace 75% or maybe all surfaced AI-Uboots in the RND layer with the submerged Type VIIA that is included in this mod, and I think that's done in a hour..... Last edited by h.sie; 04-01-10 at 03:02 AM. |
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#6 |
Sparky
![]() Join Date: Jan 2010
Posts: 158
Downloads: 36
Uploads: 0
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Thanks for the updated mod. If you cannot release a modified GWX campaign, could you point some instructions how to modify it?
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