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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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Sure, you can add all the groups you want to RSRD, but best to do so creating your own mission file. As descriibed already, if you want to make changes an existing group in RSRD, do so with notepad.
Most of RSRD groups spawn once, stock spawns groups numerous times, just uses percentages for different ships and spawn chances. It also uses a lot of generics, so simply the group will spawn differently each time, but it still follows the same path. With each group you can set a time limt each time it spawns. Simply, you basically have a percentage factors and time factors for each value As for contact reports showing enemy location, you have values for that as well. There is no option other than adjusting groups in the mis folders
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#2 |
Weps
![]() Join Date: Apr 2005
Location: Illinois
Posts: 366
Downloads: 176
Uploads: 5
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Thanks for the info! I won't be touching the RSRDC mis files then at all.
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#3 |
Rear Admiral
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There seems to be some debate that saving a file using the ME upsets the timing. I think Lurker stated it wouldn't be a good idea adjusting TF layers, because he has those historically timed to arrive. I have changed and saved with the ME testing using convoys and never noticed any changes. Course if you change speed, waypoints, you may throw off historical time, not sure it would matter to anyone with convoys.
I even replaced some of the convoy files in RSRD with those of TMO just to have more random traffic.
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#4 | |
Admiral
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I've been working on the very thing you've questioned.....the merchant ship spawning percentages, and the time between having the game choosing when to "roll the dice" for spawning a particular merchant(s) ship route, or not. Both are very different than stock......with the chances much less likely to happen. It's my opinion, the spawning percentage rates, and time between spawning possibility, should be somewhere in-between what RSRDC uses and the stock game.
Lurker, has some merchant routes spawning only about 15% of the time the game asks for the dice roll (the time the game spawns the route ,or not). The time between the spawn chance is sometimes many fold (sometimes 5 to 10x longer between spawning chances over stock).This has us finding merchant shipping being very scarce. What we do find becomes very predictable....because those few shipping route's become the only route's we find. The same is true of RSRDC's Contact Report chances. The stock game set the "Report" chances at 50% for each spawn. RSRDC has most set well below 10%.....sometimes at 2 or 3% of a chance for giving a report. On those that are reported, Lurker made sure the area of the report is far from accurate. So, its just as well not to rely on the report at all. There's nothing wrong with that....but it is good to know. What's got me looking at RSRDC's campaign files for the merchants, is the finding that any merchant ship travelling at below half its maximum rated speed, will not allow the manual sonar "hearing" of that ship when you go to the station yourself. Lurker made ships vary their speeds between waypoints (as they would in real life) with different speed settings for each leg between waypoints (the stock game keeps the speed constant at 9 knots). The problem is, if a ship rated at 18 knots maximum speed drops below 9 knots between two particular waypoints......you won't hear the ship with manual sonar use. Many of RSRDC's merchant speeds drop to seven and eight knots....some even go lower. I like what Lurker as done with his campaign files for the Task Forces, but the merchants are another story.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#5 |
Navy Seal
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And in fairness, part of the problem is game mechanics, illogically making targets silent below half speed. We're always up against the game mechanics, it seems. Try to make something realistic and the game mechanics twist what you did into something unrealistic.
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#6 | |
Rear Admiral
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__________________
![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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#7 |
Navy Seal
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Exacty right, and exactly why modders are completely unable to please everybody. Every move has an intended consequence, and at least three unintended consequences. Two of them are bad.
![]() But I agree with CapnScurvy on this one. RSRD is the best we have right now. Editing the merchant files and leaving the warship task forces alone could result in a mod with enough random behavior to feel much more real. The problem of history is in what it does not record. No record does not mean it didn't exist. But our recreations, based on the very incomplete history we have, yield unrealistic results if we require documentation. Documentation is sufficient to establish that something probably existed, but insufficient to show that something did not exist unless the documentation itself states that it did not exist. We waste a lot of time pretending that it is sufficient for both.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#8 | |
Admiral
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Yes, the issue is with the game mechanics.
It's reasonable to think a ship like a Nippon or T3 tanker, or a couple of the newer/larger merchant ships, would have a maximum speed rating of over 16 knots. I think the Nippon is rated at 18 knots. Following the idea that you use the rated maximum speed for a ship as per real life....then you set reasonable travel speeds between points A/B, you would think your task of making a better modified game is complete. Yet, for some reason, the game doesn't recognize a merchant traveling below half its rated maximum speed when using the sonar. Least you won't hear it through the speakers, or headphones. If the ship's speed picks up to half its maximum rated speed.....you'll hear the engines turning as expected. Considering the game spent some time enabling sonar to provide at least a reasonable accurate bearing for a found target (unlike the mess it calls radar) yet, the manual use of the sonar is dependent on either unrealistic speed ratings or ship behavior, brings into question the games validity of being a "simulation". It's a game....and not much more.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#9 |
Weps
![]() Join Date: Apr 2005
Location: Illinois
Posts: 366
Downloads: 176
Uploads: 5
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And that is the exact reason that we should be able to enjoy it. I love the way that RSRDC recreates historic shipping for the military targets. I am always thrilled when I am in an area that allows me to witness, or even take part in a historically accurate event, well- accurate except that my sub would not have actually been there to interfere.
![]() What I don't like, is what I consider to be unrealistically scarce merchant shipping. From the personal accounts of those who were there, as I read the books- crews did become frustrated at the lack of shipping in some patrol areas. But other patrol areas where considered prime locations to find targets. In RSRDC- even the area around the tip of Southern Formosa, the Luzon Strait, or off the Japanese coast are devoid of any shipping. The response to a lack of shipping in ones patrol area was to patrol closer to land for coastal transports, or to risk hanging around outside a major port to find shipping at it's origin or termination point. That does not seem to hold true in RSRD. Japan i an Island nation that relied on shipping to provide raw materials- in wartime that requirement is increased. If the RSRDC shipping model were accurate- Japan could not have engaged in even a limited war for lack of resources. Targets should be much more abundant than is available as it stands with RSRD. While I appreciate the accuracy of KNOWN targets as found in the archives, the fact is that these targets represent just a small sample of what should be available. I don't claim to be any kind of a modder. I am a tinkerer at best and some of my tinkering results in disaster. LOL - As it stands now, my best option to actually enjoy the game is to remove RSRDC completely, much as it frustrates me to do so. I guess I am just getting too old to learn new tricks. ![]()
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#10 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Cap'n, could you elaborate on how often the "game asks for a die roll"? Without knowing how often the game checks this, it is impossible to make the campaign traffic rational. |
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#11 | ||
Admiral
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__________________
The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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Tags |
random shipping, rsrdc |
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