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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Loader
![]() Join Date: Apr 2005
Location: Madrid, Spain
Posts: 86
Downloads: 0
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Thank you everybody for your support! Now, start using the thing so I can feel I haven't completely wasted my time :p
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Code:
from random import randint for waypoint in group.waypoints: waypoint.speed = randint(2,8) BTW, if you want to get cute, there are functions to provide randomness along a probability curve, so most of the time ships will be around the middle of the range, with the occasional fast or slow one. Check the docs if you are interested. |
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#2 | ||
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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![]() Quote:
It worked perfectly, thanks very much |
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#3 |
Watch
![]() Join Date: Apr 2007
Posts: 29
Downloads: 0
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Thanks for this awesome tool. Now I can finally make some changes myself!
![]() I have a few simple questions though. I want to reduce traffic similar to your example script, but I also want to make convoys smaller early in the war and have less escorts. Is it enough to just reduce the spawnprobability for every unit in a convoy to say half? Like this for example, if unit.type == UnitType.DESTROYER: unit.spawnProbability *= 0.25 else: unit.spawnProbability *= 0.5 Also, I'd like to remove all gunboats from the subhunter groups, and maybe replace them with some other ships like subchaser or minesweepers. Can I replace the "type" of ship or do I need to remove the gunboat unit altogether and then add a subhunter unit? I want to keep all the stats for the unit the same (crew, spawnprobability etc). |
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#4 |
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
Downloads: 0
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Best thing to do with gunboats would probably be to change their type so they aren't spawned as patrol vessels (or whatever type is drawn on for that group).
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#5 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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It would be nice to have both brown and blue water hunter/killer groups
Blue: DD/Subchaser/Minesweeper Brown: Subchaser/Minesweeper/Gunboats or similar. Brown groups would also be common near smaller ports. |
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#6 | |
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
Downloads: 0
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![]() Quote:
![]() Her upper decks had been removed to increase open water stability. A variety of different ships were converted to gunboat status during the war. Steamships were common. The gunboats in the game should probably be excised entirely. Both the Atami and the Hira were not part of the Combined Fleet, but rather assigned to the Japanese naval forces in China, as can be seen in this document: http://www.ibiblio.org/pha/pha/misc/45-41.html They and their sisters (Atami class: Atami, Futami; Seta class: Seta, Katata, Hira, Hozu) were Yangtze River patrol boats. To show where they where later in the war, references indicate that the Atami was damaged by Chinese aircraft near Tung Ting Lake in China on June 10, 1943, while the Hira was damaged in an air attack at Kiukiang, China. At the most, they might appear occasionally in Shanghai harbor. Here are some examples of converted gunboats sunk by US submarines: SHOSEI MARU Japanese Navy; 1929; Amagasaki Zosensho; 998 tons; 210 x30-5x18-7; triple-expansion engines. The steamship Shosei Maru was taken over by the Japanese Navy for use as an auxiliary gunboat. On May 20th, 1944, she was torpedoed and sunk by a U.S. submarine [U.S.S. Silversides] about 50 miles S.W. of Guam. NIKKAI MARU steamship Nikkai Maru was taken over by the Japanese Navy andNissan Kisen K.K.; 1938; Uraga Dock Co.; 2,562 tons; 297-9 x 45x23-8; 201 n.h.p.; compound engines & L.P. turbine. The converted into an auxiliary gunboat. On November 26th, 1943, she was torpedoed and sunk by the U.S. submarine Ray 350 miles N. of the Admiralty Islands. KEIKO MARU Osaka Shosen K.K.; 1938; Uraga Dock Co.; 2,929 tons; 297 -9x45x23-8; 255 n.h.p.; compound engines & L.P. turbine. The steamship Keiko Maru was taken over by the Japanese Navy and converted into an auxiliary gunboat. On November 8th, 1942, she was torpedoed and sunk by the U.S. submarine Seawolf off Mindanao Island, Philippines.
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#7 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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Many thanks !
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#8 | ||
Loader
![]() Join Date: Apr 2005
Location: Madrid, Spain
Posts: 86
Downloads: 0
Uploads: 0
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![]() Quote:
OTOH, you could remove half the entries using group.units.remove(unit) and some condition, but adding some kind of counter to how many there were and how many you removed. Quote:
Code:
if unit.type==UnitType.PATROL_CRAFT: unit.type=UnitType.CORVETTE ![]() |
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#9 |
Watch
![]() Join Date: Apr 2007
Posts: 29
Downloads: 0
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Well that seems a bit more complicated than I thought, what I'm trying right now instead is sort of reverse what you did for destroyers... In every SubHunter group I check if it's a patrol craft and then set that units shipclass to subchaser. I think that should turn all gunboats into subchasers, which is good enough for me until I learn more.
![]() Code:
if group.groupName.find("SubHunter") != -1: if group.groupName.find("Jap") != -1: # less subhunter groups group.spawnProbability *= 0.5 for unit in group.units: if unit.type == UnitType.PATROL_CRAFT: unit.shipClass="SCSubchaser" |
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#10 |
Loader
![]() Join Date: Apr 2005
Location: Madrid, Spain
Posts: 86
Downloads: 0
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Yanaran, that should work fine, although you will find your subchaser groups a bit boring
![]() I would consider adding a few minesweepers into the mix, but changing them to patrol craft in the roster (edit roster\japan\sea\msno13.cfg to set type=0), so they get escort AI. I have done that and so far it's working out well enough. Otherwise, from my tests, I think task forces should get a drastic reduction. I set them down to 40% of stock, and still managed to find two of them in one patrol. |
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#11 |
Loader
![]() Join Date: Apr 2005
Location: Madrid, Spain
Posts: 86
Downloads: 0
Uploads: 0
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BTW, for those who have downloaded and tested the program. Are there any specific features you would like to see in a future version?
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