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09-11-16, 05:32 AM | #1816 |
Admiral
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I just thought I'd let you know that I've experienced those DD's in the exact same place as you with GFO and the stock game as well, in fact the 3rd time it happened I declared it a no go area.
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09-11-16, 07:42 AM | #1817 |
Navy Seal
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I'll bet the anomaly hangs out in the stock campaign files somewhere.
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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 |
09-11-16, 08:55 AM | #1818 | |
Admiral
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Just to chime in, the mass convoy has been around for a long time. I'm fairly sure its a stock game issue, but I've no idea why.
The .mis files can easily be looked at, and changed, through NotePad. One point that needs to be remembered. Lurker (RSRDC creater) who mentions that you should not use the ME to change his .mis files says so because the ME, when saving, puts a couple of extra parameters into the file, where if you do it by hand with NotePad (or any other text editor) you won't. It's been a while since I've looked at the .mis files, but may I suggest you use a text editor to open one of RSRDC's .mis files, then compare it to the stock games counterpart to see what's different, what's changed, what's not the same. There should be some parameters that stand out besides just having different ships, or different coordinates for starting/ending points. One of the main reasons to use the ME is its visual capabilities to "see" exactly where to position the starting point of a ship(s) spawn point....its route, and its ending point. Other than that, hand editing the .mis files is probably the best way to get what you want......especially if you know what you're looking at. Comparing the stock game files, to already modded ones will help in the education.
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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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09-11-16, 11:09 AM | #1819 |
CTD - it's not just a job
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What I don't understand, while looking at the SubHunter groups in the ME, is how a person encounters them after Feb 28th, 1942... Looking at their "definition" on the properties page, all the groups show "active" from December 1, 1941 to February 28th, 1942... ?? If looked at them in Notepad, the groups have different dates for appearance, starting at January 1, 1940 through late 1945... ?? They made the mission in the ME, then text-edited it for the dates?... The properties page in the ME also shows the possibility of making 10000 groups with up to 100 units each... ?? The text editor does not show that. Most of the groups' definitions in ME only show 2 or 3 DD-type vessels. There's a lot for me to learn about the ME yet...
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09-11-16, 11:17 AM | #1820 |
Sink'em All
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[RndGroup 1]
GroupName=43a_Jap_Subhunters_004 Category=0 CommandEntry=0 Long=15881500.000000 Lat=3883500.000000 Height=0.000000 DelayMin=60 DelayMinInterv=9060 SpawnProbability=75 RandStartRadius=0.000000 ReportPosMin=-1 ReportPosProbability=15 HighPrioContact=false Heading=188.427994 Speed=8.000000 ColumnsNo=1 Spacing=595 DeleteOnLastWaypoint=true CurrentInstanceID=0 GameEntryDate=19430901 GameEntryTime=0 GameExitDate=19440531 GameExitTime=0 MaxInst=10000 MaxUnitsCreated=100 DockedShip=false TacticalGroup=false AvailStartDate=19430901 AvailEndDate=19440531 ControlZoneRadius=100.000000 NextWP=0 Looking at the mis.files as per CapnScurvy. This is from the '43a mis.file from FOTRSU. Looking at the MaxUnitsCreated line, it says 100 units. This is the way it reads in the stock version, but not in RSRDC the same entry is blank. Would changing the number to 1 make a difference.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines Last edited by cdrsubron7; 09-11-16 at 11:33 AM. |
09-11-16, 12:18 PM | #1821 |
CTD - it's not just a job
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Ahhh... but is that a "running total", or an "all-at-once" in one group total?... MaxInst above at 10,000 is the "instances" of the groups. Both are the same as the "properties" page for the group in the ME. That group comes on-line September 1st, 1943 and exit in May of 1944 in the text file, which is different than the properties page in ME. With all those settings, and the:
DelayMin=60 DelayMinInterv=9060 SpawnProbability=75 along with DeleteOnLastWaypoint=true ... yet they're set to loop last waypoint to first @ 100% of the time. Makes one wonder if each group isn't possibly staying active, while others are generated, resulting in the number?... ?? Edit: Well, that applies in "stock" only. I do not see where FotRS uses Loop back to the first waypoint. Some of the groups loop back to intermediate points, further along the line, but they all seem to terminate at the last waypoint, unless there's something in the text itself... . Last edited by propbeanie; 09-11-16 at 01:01 PM. Reason: Not so with FotRS |
09-11-16, 01:29 PM | #1822 | |
Sink'em All
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Quote:
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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09-11-16, 02:10 PM | #1823 |
Village Idiot
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Loaded the beta to do some testing on the Units fixing.
Not good. Museum crashes right off the bat so can't even test my work. So I'm going to do this the hard way. I'll run a clean install of SH4 and add the extra Units one at a time until I find the problem. An unstable Museum means an unstable Game to me. |
09-11-16, 03:14 PM | #1824 |
CTD - it's not just a job
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How much is your computer loading at start-up though Jeff-Groves? My big computer wouldn't run the Museum, and quite by accident a couple weeks ago, I hit the Museum on my little dual-core, and it ran. Took a while to load, but it ran. The only difference between the two computers (besides horsepower) is what loads at start-up. CapnScurvy can run the Museum on his little dual-core machine. When I "killed" some of the background stuff on the big computer, the Museum ran fine. In other words, the Museum is using quite a bit of the computer, more so than the sim itself. Does the Museum load every ship into ram in order to run?
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09-11-16, 03:31 PM | #1825 | |
CTD - it's not just a job
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Quote:
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09-11-16, 03:35 PM | #1826 |
Village Idiot
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I run nearly nothing in the back ground.
I don't believe it's the system. It's a Unit issue. One problem I've found already is the NOM_Paula folder. It does not follow naming conventions properly. I'll need to scan all the folders to see if this is the only one. Also. Delete the M35Hansa.dat from the root of the Sea folder. One thing I'm good at is tracking down unit issues. GWX would not allow a Museum crash. If a Unit crashed the museum? It was fixed or dropped. Also I noticed the Bismark is available to 1945???? Didn't it get scuttled in May 1941? Last edited by Jeff-Groves; 09-11-16 at 03:47 PM. |
09-11-16, 04:06 PM | #1827 |
Village Idiot
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@Hitman
Got your files. I'll need a bit of info but I'm sure I can do something with your Units. |
09-11-16, 04:06 PM | #1828 | |
CTD - it's not just a job
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Quote:
There are several ships that are "alive" beyond their "historical death" dates. @cdrsubron7, I'm going through the "compare files" thingie in JSGME. Since Jeff-Groves & CapnScurvy say it's been around since the early days, I'm looking to see if anything from "stock" stays in the campaign folder... be back in a bit. |
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09-11-16, 04:09 PM | #1829 |
Village Idiot
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I could probably bug Dan to see if he could give us info on that Max Units thing of 100 in the mis files.
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09-11-16, 04:29 PM | #1830 |
CTD - it's not just a job
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It looks like a "default" value, along with 10,000 maximum instances of the group just above it, but who knows. When you click on the properties for the group itself in the ME, most of them only have two or three units that might be 30% to 100% chance of spawning. But there's nothing to that effect in the text itself, other than [RndGroup 1.Unit 1] [RndGroup 1.Unit 2], etc. None define Units beyond three that I saw... However, in stock, the groups "loop" continuously, whereas in FotRS, they do not. I'm thinking maybe there's a "layer" saved in the folder structure somewhere from stock, and back from the beginning... ??
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