![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
|
![]()
This looks brilliant Drifter.
|
![]() |
![]() |
![]() |
#2 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
|
![]()
Thanks.
![]() The docking icon still shows up at the 10-mile range from the ship. Can't seem to change that. Must be hard-coded. ![]() |
![]() |
![]() |
![]() |
#3 |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
Uploads: 0
|
![]()
Excellent work there!
|
![]() |
![]() |
![]() |
#4 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
|
![]()
I was wondering if someone could help me. I am having a hard time implementing the mission objectives into the campaign layer.
Here's what I have so far in the DynamicMiss.cfg file: [Section 221] FileName=data\Campaigns\Campaign\PatrolObjectives\ Refuel 01.mis StartDate=19401101 EndDate=19451201 GameModes=Career InclusionProbability=100 MinimumDifficultyRating=0 MinimumPlayerRating=0 EntryFocalPointLong=16717457.000000 EntryFocalPointLat=4918050.000000 MaximumDistanceFromStartPoint=100000 ExclusiveLayer=Yes ExclusiveLayerID=301 EvaluationReason=StatusReport AllMatch=PrimaryObjCompleted PartialMatch= PartialMatchingMinimumPercentage= MinimumFuelPercentage=0 MinimumAmmoPercentage=0 I don't really understand some of these values (Exclusive Layer, EvaluationReason?). What I need is for the refueling mission objectives to show for each and every campaign mission, regardless. I'm not sure how I can accomplish that. ![]() |
![]() |
![]() |
![]() |
#5 |
Rear Admiral
![]() |
![]()
Not sure what your mods skills are, mine are limited. How do you think it will work with other mods like TMO or RSRD...
I don't think you can refit and get fuel only..reloading torps at sea..argh. Obvious it's not historically correct, unless you're close to friendly waters, do you plan to keep it within those zones.. maybe giving people a few hundred miles. The concept is neat, but if anyone can call up a fuel ship per say, seems just as simple to use unlimited fuel, even though this could bring a balanced approach with the correct point hit. If a ship pops up in enemy waters, planes usually abound and should attack and sink it...correct..so how you gonna deal with that. One of those ideas that could be brilliant or take away too much from reality...keep reality in mind. I think if you stray from that it would take too much away from tracking correct fuel. I can see where some would love it and not knocking it. Certainly a sub wouldn't be left to rot a 100nms from base, so try to find balance. |
![]() |
![]() |
![]() |
#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
A simple option is to have the ship be another submarine. That happened in RL, and the most obvious problem is NOT running out of fuel (has yet to happen to me, since that is a player CHOICE
![]() Alternately, eliminate the ship altogether. When you engage in such "emergency repairs" it fixes your boat, and you are honor-bound to RTB immediately making no attacks. |
![]() |
![]() |
![]() |
#7 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#8 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
|
![]() Quote:
![]() The biggest difference between this mod and playing with unlimited fuel setting is the massive renown penalty player receives for 'sending SoS'. As far as rescue ships popping up in enemy waters- they won't. I am implementing the rescue ships only in safe waters. They will not be sunk by enemy action. Please just wait and give it a chance. This mod is not a cheat. It will be balanced. There will only be perhaps 2-3 rescue rendezvous points at one time for the entire map. |
|
![]() |
![]() |
![]() |
#9 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
|
![]()
Well, I figured out how to implement it into each campaign mission. During testing in a campaign game, I rendezvoused with a repair ship, then returned back to Pearl Harbor. During debriefing, the base commander was pi**ed-off due to my incompetence, so I was court-martialed (due to the renown penalty).
lmao ![]() |
![]() |
![]() |
![]() |
#10 | |
Rear Admiral
![]() |
![]() Quote:
Just giving idea's, obvious two ways to go about it, historical and just gameplay for those that like it, but as I've modded some you're so limited to tools due to code to find that perfect balance. The rescue sub would be cool, but with a refit not sure how you can do fuel only, although I think you could set it as a subtender would act unrealistic, may be no choice. Interested to see how the SOS works, sounds like a heck of a job. Question is how will it work with supermods. Don't think it would be a problem if you stay away from certain settings. Would have to work with TMO and RFB to be a success and few play stock, so are you trying that. Not beating you up, if you do it right could be a neat mod...however don't want to take fuel and get court sent to the brig... ![]() |
|
![]() |
![]() |
![]() |
|
|