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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Loader
![]() Join Date: Apr 2005
Location: Madrid, Spain
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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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#17 |
Loader
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Location: Madrid, Spain
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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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#18 | |
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
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![]() 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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-AKD |
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#19 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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Many thanks !
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#20 |
Loader
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I'm currently working on the next version. Features will include:
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#21 |
Swabbie
![]() Join Date: Jul 2006
Location: London
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I've not taken a look at this as I'm a .NET user but I think it's a great thing that you're doing here.
Can I make a suggestion in terms of something that would be good, and leave to it you to see if it could be accommodated by your library (assuming it isn't already)? Basically in a campaign (mission even if you're 'lucky') you can sink the same battleship/cruiser multiple times - fine for destroyers but not so good for the Yamato. How about a function to search and replace generic ship entries in the campaign file with specific ones? So, someone could then write a little utility that when you run it fills the random battleship entry with a specific one from a database, then it'd fairly easy to only have two Yamato class BBs in the game world. Then when the Yamatos run out, the rest can be filled with a different BB, when they run out it might then be missing altogether from the battlegroup or replaced by a cruiser. If cruisers have all been allocated then a destroyer could be used. Straight away it'd make rare ships rarer, and more of a find when you chance across one. I guess with some research the ships could go into their historical stations/battlegroups in the database when selection occurs. A second function would then be needed, to look inside a save game file for sunk ships - and then the same routines as above could be run to ensure that you don't bump into it again. This would mean that you don't sink a converted Mogami several times for example, by running the campaign updater between missions. I had a quick look in the save game files and it does seem that ships sunk are in there. Just a suggestion from someone that's not actually looked at your library so I hope I'm not asking for something already in there. I guess I'm suggesting a search and replace function, something for reading in ship and convoy data from an external source (easy enough to write, but a standard would be good for encouraging people to build on each others work) and something for reading relevant data from a save game file. Have fun Finn |
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#22 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Wow, the ability to code in zig zags would be amazingly cool. Would it work where you would pick 2 waypoints, then input a degree change off the base course and some interval?
tater |
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#23 | ||||
Loader
![]() Join Date: Apr 2005
Location: Madrid, Spain
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For example, according to combinedfleet.com, the Yamato left Truk for Japan on May 8th 1943. In Japan it was drydocked for maintenance and didn't leave until August 17th. Armed with those facts, a player could easily ambush the Yamato in every career. I think random groups should be used to make the BB leave at some point in May and come back at some in August, for example. Quote:
![]() Not something I plan to do, but if someone gives it a try, I'll be happy to help. |
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#24 | |
Loader
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Code:
waypoint.zigzagTo(30,10) |
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#25 |
Loader
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I just made a new release. Aside from the new "output" field, which allows you to select a destination for the changed files, so not to overwrite the originals, the most useful change is the support for zigzagging via new waypoints.
There is sample zigzagging code in the README. If anyone knows how to make that a bit cleaner, I would love to see it. In any case, zigzagging as currently implemented will cause odd behaviour when it interacts with random waypoints, so check your changes. Enjoy! |
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#26 | |
Stowaway
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#27 | |
Loader
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#28 | ||
Stowaway
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#29 |
Watch
![]() Join Date: Apr 2007
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I'm having problems removing units from groups. Specifically I want to remove all tankers from task forces (so I can speed them up)
Code:
if group.groupName.find("TaskForce") != -1: for unit in group.units: if unit.type == UnitType.TANKER: group.units.remove(unit) I get an error that says: Traceback (innermost last) File "<string>", line 2, in ? Any ideas? |
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#30 | |
Loader
![]() Join Date: Apr 2005
Location: Madrid, Spain
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The problem is removing items from the middle of a list while you are iterating over it. It's a very common problem, and IMO Java doesn't fix it too well. You can work around it like this: Code:
if group.groupName.find("TaskForce") != -1: i = group.units.iterator () for unit in i: if unit.type == UnitType.TANKER: i.remove () |
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