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Old 06-23-17, 06:05 PM   #1
Bubblehead1980
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Originally Posted by propbeanie View Post
This would be an addition to the Patrol Objectives folder (like DarterRescue.mis & tsr in a DarterRescue folder). It doesn't have to be assigned to anybody. Just use the DynamicMiss.cfg to "link" to it. If a player is within 500km (or whatever distance you want to use) and they "phone home" with a Status Update, then they'd get assigned the mission. The mission's main Objective would be "Life Guard Duty", but it wouldn't trigger the Survivors or Life Rafts until you get within the Map Zone, which has the trigger attached, that "triggers" the "Instance Update" to "Spawn" them. That way, they're not drifting all over the ocean making for an impossible to fulfill mission. In the DynamicMiss.cfg you would add

[Section 222] ; or whatever your next number is
FileName=Data/Campaigns/Campaign/PatrolObjectives/DarterRescue/DarterRescue.mis
StartDate=19441024
EndDate=19441030
GameModes=Career
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=17006484.000000 ; comes from your mission
EntryFocalPointLat=3236390.000000 ;comes from your mission
MaximumDistanceFromStartPoint=1500 ; how far away the player is from there
ExclusiveLayer=Yes
ExclusiveLayerID=302 ; sequential number set to after your last entry's number
EvaluationReason=StatusReport
AllMatch=PrimaryObjCompleted
PartialMatch=
PartialMatchingMinimumPercentage=
MinimumFuelPercentage=35
MinimumAmmoPercentage=25

You should be able to use the center mark of your Map Zone as the FocalPoint numbers. You could have a message set to go off late on the 24th and interrupt game play to inform the player of the incident, and that help is needed, and for them to please check-in with headquarters... ??


Thanks for the info, always helpful. GREAT NEWS. Life rafts can now be rescued. I simply reclassified liferaft as a survivor type 106 and named it "inflatable life raft" . Added to roster etc. Placed in , when I encountered them, placed binoculars on them, the "lifering" on the orders bar highlighted, I ordered a rescue, the liferaft disappeared.

Downside is crew spots them and reports them as "friendly aviators". Ah well. Pretty happy.
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Old 06-23-17, 07:06 PM   #2
propbeanie
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I'm wondering about "cloning" the life raft and survivors then, and make them "Navy personnel" or something similar... Make another life raft for the "Aviators", and keep the regular life raft then for your sunk ships to use... They do get called when a US ship sinks, and if its not there... might get a CTD, I dunno... never tried that to find out. Might be fun...
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Old 06-23-17, 07:26 PM   #3
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Life rafts can now be rescued.
Is this just friendlies, or can we take prisoners after sinking an enemy ship?
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Old 06-23-17, 07:46 PM   #4
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Is this just friendlies, or can we take prisoners after sinking an enemy ship?
Just friendlies far as I know. Never have been able to get it to allow picking up enemies. Hoping someone knows a trick to do so.
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Old 06-23-17, 09:36 PM   #5
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I might have to try an experiment - from a fictitious mission: "COMMANDER = THERE ARE APPROXIMATELY 10 JAPANESE SAILORS FROM THE I-292 SINKING STUCK ON A REEF X SEE IF YOU CAN CONVINCE ANY OF THEM TO GET INTO YOUR BOAT BEFORE THEY FLAIL THEMSELVES TO DEATH TRYING TO GET AWAY FROM YOU X BE FOREWARNED - THEY HAVE BEEN KNOWN TO ATTEMPT SABOTAGE AFTER CAPTURE X "

It would have to be like a Life Guard mission, but instead of using the US roster, you'd use the Japanese Roster... You cannot set the Objective though, until the "assets" are placed. I'll be back in a bit...

Preliminarily, it's taking the Japanese Survivors and Life Rafts as valid "assets" to be able to set the Objective... I dunno if it'll play though. I'd forgotten how complicated it is to do one of these as a Single Mission... might take me a while...

Much later edit: While the mission will look like it's OK, and it loads and does play, no issue- and the submarine hung on the rocks shows, as does the life rafts... The "Survivors" are not to be found... I've tried several set-ups on it, and I've come in at All Ahead Flank to minimize the time from the "trip" to render them till the time I can arrive, which is next to nothing, and there's still no "Survivors" to be found... They might be out there, they just don't have the same "surroundings" as the US Aviators, with their fluorescent pink fires and sonar traces. I've found and run over the life raft twice now, but no one has been in it... I might try some more, but probably a "fail", like several of the other "tests" I've done today...
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Last edited by propbeanie; 06-23-17 at 11:56 PM. Reason: Three hours later...
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Old 06-24-17, 12:07 AM   #6
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Nice. So I got the Darter to show up in correct position, as well as the rafts. I tried to do it without the event and trigger, just set their entry time etc to e historically accurate. A message is sent out at 0100(works fine in the campaign) .

Problem is when I arrived 9 hours later the lift rafts were empty, seas had grown choppy. Was still abel to rescue the rafts though lo

Second problem is the Gato class boat I had representing the Darter. I chose the "Gato Class Submarine" from the list. October 1944 unit version.For some reason it has a rear mounted deck gun . Big issue is its indestructible. I'm not sure if its because of my incorporating Traveller's damage model for player subs, where hull is basically not vulnerable, the equipment such as bulkheads, along with the zones, flooding causes boat to sink below crush depth. A torpedo hit will destroy bulkheads etc but not send hull damage, no instant death. Downside, is even 50 deck gun hits and four torpedoes barely left a scratch lol. Part of the mission is to scuttle Darter after the rescue.

or it's the weird bug where non player non AI subs are not destructible, as the docked IJN sent toku and midget subs would find in stock once were.

Thinking ill have to copy a Gato and rename it USS Darter, add to roster just for this. Will definitely have to work in the whole trigger and event, dont want empty rafts when show up to rescue.


Third issue is if scuttling Darter, how to not lose your career for sinking a friendly sub? Know how to make so dont lose career for sinking friendly vessels?
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Old 06-24-17, 12:20 AM   #7
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Third issue is if scuttling Darter, how to not lose your career for sinking a friendly sub?
Make it an enemy?
If it's not possible to damage the sub, can you make it an enemy surface vessel? Unarmed, of course, so it can't fire on you.

I recall there was a mod that provided some sort of shore targets that could be destroyed. I don't recall what that was, but it might give you an angle to approach this from.
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Old 06-24-17, 01:33 AM   #8
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Make it an enemy?
If it's not possible to damage the sub, can you make it an enemy surface vessel? Unarmed, of course, so it can't fire on you.

I recall there was a mod that provided some sort of shore targets that could be destroyed. I don't recall what that was, but it might give you an angle to approach this from.

I'm trying it a type 203 environmental sub. Copied the AI fleet boat. its destructible. Will see if counts as sinking a friendly or not.
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Old 06-24-17, 03:41 AM   #9
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Originally Posted by Bubblehead1980 View Post
Second problem is the Gato class boat I had representing the Darter. I chose the "Gato Class Submarine" from the list. October 1944 unit version.For some reason it has a rear mounted deck gun . Big issue is its indestructible. I'm not sure if its because of my incorporating Traveller's damage model for player subs, where hull is basically not vulnerable, the equipment such as bulkheads, along with the zones, flooding causes boat to sink below crush depth. A torpedo hit will destroy bulkheads etc but not send hull damage, no instant death. Downside, is even 50 deck gun hits and four torpedoes barely left a scratch lol. Part of the mission is to scuttle Darter after the rescue.
I would do without Traveler's damage model for the submarines.
In my opinion, he has gone the wrong way in this case, the damage model of TMO refined by LST by Bilge_Rat is already well balanced.
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Traveller had sometimes implemented very good ideas in his mod.
However, he had also exaggerated a lot... or went the wrong way.
As an example - one does not need to modify the damage model of the subs of TMO.
This is revealed to the player / tester, if the enemy can suddenly shoot accurately. Then the boat is destroyed within 1-2 minutes by 25mm flak.
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Old 06-24-17, 03:57 AM   #10
Bubblehead1980
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I would do without Traveler's damage model for the submarines.
In my opinion, he has gone the wrong way in this case, the damage model of TMO refined by LST by Bilge_Rat is already well balanced.

I liked bilge's LST but They always seemed to go down by the bow no matter where hit them.

I really like the sub damage model. Can sit on the bottom if needed( as should be) and no instant death blows. Intense depth charging, equipment actually gets damaged but hull damage doesnt jump to 100, that was always a bit ridiculous. I did have to strengthen the rudder, shafts etc . downside is your hull is a tank so if get hit by a errant torpedo etc, doesnt have the effect. Like always its a balancing act.

Only thing in game I know can destroy the hullright now are mines(my mine mod) and going below crush depth.

the zones file is confusing to edit so trying to figure things out.

Sub damage is pretty great, but the shipping need improvement. Large vessels like BB's sink way too fast.
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