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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Rear Admiral
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Location: Swindon, England
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The trouble is most convoys in SCR and RND are exactly the same from start of war till end
To add these ships properly would require a complete rethink of the way scr and rnd are written Not just make up a convoy that will spawn all thru the war in identical fashion Big task but they really need to be written so that convoy structures change month by month with neutral countries coming and going - ie entering the war - and escort volumes changing, very few escorts start of the war the increasing as years go on to quite large numbers even down to submarines for escorts on the British convoys and the fact the Americans took over escort duties on all atlantic crossings not long after they entered the war Single ships are not an issue or a problem |
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#17 | |||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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#18 | ||||
Sea Lord
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Location: Hamburg, Germany
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#19 |
Rear Admiral
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Location: Swindon, England
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Well IMHO thats a bit over the top for a couple of neutral in convoys but everyones ideas are different
Personally would rather have no neutrals in a convoy but thats my taste |
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#20 |
The Old Man
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I've been salivating over these lighted ships ever since seeing the first post from Anvart on this topic a while back. I've been on a long Drumbeat patrol anyway, so I haven't been in a huge hurry to see these in action, but I've really been hoping that somebody would do the work to include all these lighted ships in a mod that would work with one or both of GW and NYGM by the time I got back to port, when I plan to upgrade to the latest SH3 Commander and either GW or NYGM.
However, having just missed the 100K mark on my foray to the Gulf of Mexico (came back with about 94,800, though actually spread over 2 game patrols given that I took advantage of a handy milkcow), I have now returned to Lorient and am chomping at the bit to get these lighted ships into my soon-to-be-upgraded install. Thus the big question - is there anyone who has already or will soon (real soon) be releasing a mod that folds all these great lighted ships into a campaign set up that works with the latest GW and/or NYGM (in a way that's reasonably realistic, which to me would mean only single neutrals or perhaps small groups of neutrals traveling by themselves would have lights and no ships in real convoys would have lights)? I want it so bad I'm even tempted to try it myself, although I know absolutely nothing about the mysteries of the rnd and scr layers/files and would almost certainly make a hash out of it (and be lucky to finish by Christmas, if ever). Even though it might be fun to play around inside those rnd and scr thingies, and even assuming I could eventually figure it out, it seems to be a really inefficient use of time for me and a bunch of other folks to all be trying to do this just for ourselves. If people are waiting for Anvart to churn out even more of these great ships, I can certainly understand that, especially if you really have to add all of the ones you're going to add all at the same time. However, it seems like Anvart's been pumping these great things out for a while now and while I haven't really been keeping count it seems like there'd be enough already to make a real difference in a playable campaign, especially if the work to add the current ships wouldn't be wasted or have to be redone when more new ships become available. If the work to get these into the campaign files is more repetitive/tedious/lengthy than it is tricky/creative/difficult, I'd be happy to take a chunk of the work and spend some time plowing through it if that would help and someone wouldn't mind explaining exactly what needs to be done to a rnd/scr noob like me. Of course, thinking about these lighted ships has made me wonder - do you think any single allied ships ever ran at night with lights on (though presumably not on their flags) early in the war in an effort to fool any u-boats nearby into thinking that since they were lit up they must be neutrals so they wouldn't be attacked? Or maybe the allies might have had some Q-ships that would run with lights on at night to attract/fool u-boats into approaching the supposed neutral ship on the surface for inspection and then they could open fire? This might be an interesting way to introduce Q-ships into the game, if we could have some armed allied merchants running alone with lights on. As you might guess, while I can't wait to see some of these lighted ships in the game, I'm also trying to think of some way to have some game-play reason not to simply ignore/sail away from every lighted merchant I see as soon as I see the lights - I'm thinking the rare possibility that it could be an enemy ship masquerading as a lighted neutral might inject some pretty cool uncertainty to go along with the really cool graphic effect of seeing the lighted ships - what do y'all think?
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![]() Last edited by panthercules; 07-18-06 at 10:51 PM. |
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#21 |
Rear Admiral
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Location: Swindon, England
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Possability they ran as neutrals
Donitz seemed to think they would Then C-in-C Navy spoke of the conduct of the war in general. He said that the next step he intended to take in the war at sea against England, before declaring unrestricted danger zones, was to declare danger zones only against English ships, not against neutrals. He wished first however, to hear F.O. U/B's views. I replied that in my opinion warfare limited to certain nations would not bring the desired results, because: 1)In most cases the U-boat, which has to wait submerged for a suspicious ship, cannot identify the ship's nationality in time to attack without warning. 2)Presumably the enemy would very soon sail his merchant ships under the protection of neutral markings and flags. The results would be: a)either many neutrals would be sunk without warning as supposed enemies, which is just what we want to avoid b)or many enemy ships would get away as supposed neutrals, which we want to avoid ever more. http://www.uboatarchive.net/BDUKTB30248.htm |
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#22 |
Ace of the deep .
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Thankyou for these mods . As they say KEEP UP THE GOOD WORK .
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#23 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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Many thanks !
Do the mod affect any file related to the damage of the sip ? |
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#24 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
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Here's an idea on neutrals. How about a completely neutral convoy you can come across by chance as with any convoy, and escorted by warships you can take out. Shoot at a warship but miss and hit a neutral and you lose renoun. Only the neutral ships lit with warships blacked out. No searchlights lit on any neutral so they can be used to detect you if you're spotted to help the warships.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#25 |
Sea Lord
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@ panthercules
most of anvarts merchants are already included in my campaign ![]() |
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#26 | ||
Rear Admiral
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Location: Swindon, England
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Any news on release Anvart ? I may be able to add to my game before my next Wolfpack patrol ![]() |
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#27 |
Rear Admiral
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Location: Swindon, England
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Just spotted it
![]() Thanx Anvart |
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#28 | ||
The Old Man
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(1) add these ships into our own campaigns (i.e., to play ourselves)?; or (2) add these ships into campaigns we would make available (for free) to others to play?; or (3) both (1) and (2) above? I'm not commenting on what you're saying/implying with your post above - just wondering what you really mean by it. Also, if these wonderful lighted ships aren't going to be available any time soon inside some campaign that would work with the latest GW and/or NYGM because of some potential "permission" issue, I'd like to know it so I can go ahead and head out on my next patrol without wasting time waiting around in port for something that isn't happening any time soon. These are the coolest things I've seen come along in a while and I'm just eager to see them in action - keep up the great work ![]()
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#29 | ||
Sea Lord
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Location: San Martin de los Andes, Neuquen, , Argentina.
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Any way i have this ship as NOTMs, and in you mod it is as NLTMs :hmm: I cant understand this .... Last edited by Redwine; 07-19-06 at 07:27 PM. |
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#30 |
Stowaway
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awesome job.but aren't supposed to be switched off at war times???
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