![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 | ||
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
|
![]() Quote:
|
||
![]() |
![]() |
![]() |
#17 | |||
Pacific Aces Dev Team
![]() |
![]() Quote:
|
|||
![]() |
![]() |
![]() |
#18 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
|
![]()
Ok. Now you've lost me. As far as I understood it the game needs a reference where to search for let's say "gun properties" and accesses the file where the data is stored. So the Wolfpack and Elco Mods would work with either gun.sim (.zon/.dat) and gun_SB.sim (.zon/.dat) files? Can't imagine how this'll work ...
![]() Another question: when I use the wolfpack mod, does that also affect the scripted wolfpacks in GWX? |
![]() |
![]() |
![]() |
#19 | |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
|
![]() Quote:
Mikael |
|
![]() |
![]() |
![]() |
#20 | ||
Pacific Aces Dev Team
![]() |
![]() Quote:
Quote:
http://www.subsim.com/radioroom/showthread.php?t=94400 More info on the ways to arrange wolfpack can be also found here http://www.subsim.com/radioroom/show...light=wolfpack There should be more advices by Col7777 on this topic, but it is necessary search for them. |
||
![]() |
![]() |
![]() |
#21 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
|
![]()
Great. Thanks for the information!
|
![]() |
![]() |
![]() |
#22 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
|
![]()
Now that I think about it: what would happen if I simply rename the files from you Wolfpack Mod and place them into the NSS_Uboat7c41 folder in GWX? That would eliminate the GWX wolfpack boats and spawn yours, wouldn't it?
|
![]() |
![]() |
![]() |
#23 |
Pacific Aces Dev Team
![]() |
![]()
Clever. If done correctly, should work. Let me see, if I remember correctly, you better keep the CFG file in the NSS_Uboat7c41 folder but replace others with new files. And do not rename the Turm file going to the data\Objects folder.
Alternatively, you can replace VIIc41 in the campaign files with VIIA. One thing I've remembered though. The VIIA sub in the wolfpack mod was done before Pack3D was available and it uses the same digital IDs for the 3D mesh as VIIB. It means that if you drive VIIB and upon loading a mission AI VIIA is loaded first, you will loose the Flakwalker's cable fix (I do not remember if he did it for VIIB, though). This can be avoided by cloning the VIIA sub and corresponding Turm (conning tower) with Pack3D. One more thing. The VIIA sub in my Wolfpack mod was designed to fire "virtual torpedoes" from relatively realistic distance to the target. The Long Gunnery mod in GWX will likely change that and the sub will probably start firing from large distances. The Long gunnery mod should not affect the PT-boats with "virtual torpedoes" though. |
![]() |
![]() |
![]() |
#24 | ||||
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
|
![]() Quote:
![]() Quote:
Anyway it's too much work and not JSGME compatible without replacing the whole campaign files. As soon as GWX brings out a patch I can start from scratch. I guess I keep my hands off the campaign files before I mess something up. Quote:
Quote:
![]() There's one other thing that came to mind: the GWX wolfpacks run on the surface, your's run at periscope depth. Will your wolfpack uboats also run on the surface when I simply substitute them? Would work as well, but having them run at periscope depth and seeing them being depth charged is more realistic. |
||||
![]() |
![]() |
![]() |
#25 |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
|
![]()
Hi Woof1701,
I think the best way is to replace VIIc41 in the campaign RND files with VIIA (back up your RND file before you start to edit ![]() just replace VIIc41 of each convoy (I think there are 10-12 convoys containing wolfpacks) and getting the group unit number right ![]() Segbuto, do you think this change will work? The parameters in GWX VIIc41 is not exactly the same but I don't know if that is important. Do you know? [RndGroup xx.RndUnit yy] Name=Type VIIA#1 Class=SSTypeVIIA Type=200 Origin=German Side=2 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19390101 No=2 Escort=false SpawnProbability=100 CrewRating=4 Mikael |
![]() |
![]() |
![]() |
#26 | |||
Pacific Aces Dev Team
![]() |
![]() Quote:
the subs in campaign because it is very easy and would take a few secs. Would just open a campaign file in the text editor and use the Replace function to replace Class=SSTypeVIIc/41 (at least that's the name I gave to the surfaced AI-boat, do not know it was kept in GWX) with Class=SSTypeVIIA and save. That's it Quote:
|
|||
![]() |
![]() |
![]() |
#27 | |||||
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
|
![]() Quote:
Didn't know they just used the surfaced AI boats for the wolfpacks. Makes sense though. Quote:
|
|||||
![]() |
![]() |
![]() |
#28 | |
Pacific Aces Dev Team
![]() |
![]() Quote:
There won't be any difference for slow convoys. For fast convoys, it depends on what unit number in the convoy they have, i.e. whether they are scripted-in in the front, mid or end of convoy. For front, mid-convoy when 3D-rendered the subs will not be able to keep-up with the convoy speed, other ships will have to avoid collision (collision avoidance routine works for subs at the periscope depth too). This will produce disorder in the convoy, simulating the effect of attacking U-boat inside the convoy, not to mention the actual firing by the U-boat as soon as a ship is in front of the U-boat. If U-boats are scripted-in at the end of the fast convoy, they will be gradually left behind after 3D-rendering but I am sure they will have time to fire and probably think some ships. They will definitly attract escorts in any way. |
|
![]() |
![]() |
![]() |
#29 |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
|
![]()
Thanks sergbuto!
I will go for replacing SSTypeVIIc/41 with SSTypeVIIA ![]() [RndGroup 58.RndUnit 44] Class=SSTypeVIIC/41 Type=200 Origin=German Side=0 CargoExt=-1 CargoInt=-1 CfgDate=19390801 Loadout=Crew on Deck No=1 Escort=false SpawnProbability=100 CrewRating=2 to [RndGroup 58.RndUnit 44] Class=SSTypeVIIA Type=200 Origin=German Side=0 CargoExt=-1 CargoInt=-1 CfgDate=19390801 Loadout=Crew on Deck No=1 Escort=false SpawnProbability=100 CrewRating=2 Do you think this simple change will work or do I need to change some parameters like Loadout=Crew on Deck to Loadout=Basic and Side=0 to Side=2? many thanks for your help! Mikael |
![]() |
![]() |
![]() |
#30 |
Pacific Aces Dev Team
![]() |
![]()
I did not know, they used the Loadout thing. If I remember correctly, the game uses the generic loadout even if it does not find the specified one. Therefore, it should still work. But to make sure, I would comment out/delete the Loadout line.
Side=0 is neutral, if I remember correctly. Yes, I would use the German side, Side=2. EDIT: On second thought, using Side=2 would probably lead to the situation when the fight would be already over by the time the player gets to the convoy because the convoy is 3D-rendered quite a few tens of kilometers from the player position, but with the Side=0 definition the AI sub won't attack or will it? Last edited by sergbuto; 04-25-07 at 08:06 AM. |
![]() |
![]() |
![]() |
|
|