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Old 11-20-05, 01:31 PM   #16
Col7777
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I'm Home now CB,

This is using Serg's AI subs:

[Mission]
Title=Wolfpack3
MissionType=0
MissionDataType=0
Year=1941
Month=7
Day=7
Hour=7
Minute=0
Fog=0
FogRand=0
Clouds=1
CloudsRand=2
Precip=0
PrecipRand=0
WindHeading=40
WindSpeed=6.000000
WindRand=1
WeatherRndInterval=2
SeaType=0
Briefing=

[Group 1]
GroupName=Convoy
CommandUnitName=BR C3 Cargo#1
Category=0
RandStartRadius=0.000000
DeleteOnLastWaypoint=true
EvolveFromEntryDate=false

[Group 1.Unit 1]
Name=BR C3 Cargo#1
Class=C3Cargo
Type=102
Origin=British
Side=1
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19400101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1230500.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000
NextWP=0

[Group 1.Unit 1.Waypoint 1]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-1075000.000000
Lat=6815500.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 2]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-969500.000000
Lat=6766500.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 3]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-870120.000000
Lat=6689040.000000
Height=0.000000

[Group 1.Unit 1.Waypoint 4]
Speed=12.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-807120.000000
Lat=6662040.000000
Height=0.000000

[Group 1.Unit 2]
Name=BR C2 Cargo#1
Class=KLS
Type=102
Origin=British
Side=0
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1233000.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 3]
Name=BR T2 Tanker#1
Class=OTMST2
Type=101
Origin=British
Side=0
Commander=0
CargoExt=0
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451201
GameExitTime=0
EvolveFromEntryDate=false
Long=-1232000.000000
Lat=6816450.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 4]
Name=BR T3 Tanker#1
Class=OTMS
Type=101
Origin=British
Side=0
Commander=0
CargoExt=0
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1231950.000000
Lat=6814500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 5]
Name=BR Small Tanker#1
Class=OTSF
Type=101
Origin=British
Side=0
Commander=0
CargoExt=0
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1234200.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 6]
Name=BR DD C Class#1
Class=DDCClass
Type=4
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1229100.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 7]
Name=BR CO Flower#1
Class=COFlower
Type=1
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390201
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1235340.000000
Lat=6815500.000000
Height=0.000000
Heading=90.000000
Speed=11.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 8]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1228870.000000
Lat=6816630.000000
Height=0.000000
Heading=230.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 9]
Name=Type VIIA#2
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1228810.000000
Lat=6814470.000000
Height=0.000000
Heading=310.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 10]
Name=Type VIIA#3
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1231930.000000
Lat=6817370.000000
Height=0.000000
Heading=140.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 11]
Name=Type VIIA#4
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1232070.000000
Lat=6813770.000000
Height=0.000000
Heading=30.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 12]
Name=Type VIIA#5
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1229750.000000
Lat=6813890.000000
Height=0.000000
Heading=340.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Group 1.Unit 13]
Name=Type VIIA#6
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
GameEntryDate=19400101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1230070.000000
Lat=6817010.000000
Height=0.000000
Heading=210.000000
Speed=14.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=80
SecondsUntilReport=-60.000000
RandStartRadius=0.000000

[Unit 1]
Name=Type IXB#1
Class=SSTypeIXB
Type=200
Origin=British
Side=0
Commander=1
CargoExt=-1
CargoInt=-1
CfgDate=19390401
DeleteOnLastWaypoint=true
GameEntryDate=19390415
GameEntryTime=0
GameExitDate=19440411
GameExitTime=0
EvolveFromEntryDate=false
Long=-1231900.000000
Lat=6815520.000000
Height=0.000000
Heading=90.000000
Speed=12.000000
CrewRating=3
DelayMin=0
ReportPosMin=10
ReportPosProbability=90
SecondsUntilReport=-60.000000
RandStartRadius=0.000000
NextWP=0

[EditorParams]
InitLongOff=487620512.000000
InitLatOff=-88796496.000000
ZoomIndex=0
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Old 11-20-05, 05:53 PM   #17
CB..
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cheers Col what happens if you use a huge randomstart radius and evolve from startdate = true for the subs?

this would place them allmost anywhere along the convoys route differently depending on the start date and interval for the convoy and could be used on every convoy giving unique wolfpack attacks that the player might stumble across from time to time in the campaign

with a high radio report probability and timer you would get updates on their position with some certainty that they were waiting along the predicted route of a convoy so you could go and join them -that would be cool
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Old 11-20-05, 08:39 PM   #18
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Quote:
Originally Posted by CB..
cheers Col what happens if you use a huge randomstart radius and evolve from startdate = true for the subs?

this would place them allmost anywhere along the convoys route differently depending on the start date and interval for the convoy and could be used on every convoy giving unique wolfpack attacks that the player might stumble across from time to time in the campaign

with a high radio report probability and timer you would get updates on their position with some certainty that they were waiting along the predicted route of a convoy so you could go and join them -that would be cool
Excelent Development guys

you could just change this game completely if this could be done
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Old 11-21-05, 02:40 AM   #19
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How can i add Floatplanes mod to my SHiii+Rub1,45 instalation? It is always СTD wenn I try to add floatplanes.
I put the to airfolder, add to german/english names put to airbases and ships but it doesnt help. Is there ant trick?
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Old 11-21-05, 05:03 AM   #20
Col7777
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Hi CB,

I also did a mission using the radius for the AI subs, that means not adding them to the convoy group as above, I thought it worked ok, but it was a bit fiddly to do using the editor.
I did it a couple of times forgetting what I did the first time so to speak, but I got it in the end.
I wasn't really sure they spawned or they were just there anyway, but I did notice the speed of the AI subs was slow, some even stopped, this is why I tried the other method above.
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Old 11-21-05, 05:27 AM   #21
CB..
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ok Col
i was curious about the kinda reversed way of scripting the group

in the campaign the groups are scripted with all the info in the main group header- leaving the individual ship units with just the basic info

[RndGroup 100]
GroupName=SC41ConvoyS
Category=0
CommandEntry=0
Long=-7212200.000000
Lat=5570600.000000
Height=0.000000
DelayMin=60
DelayMinInterv=10020
SpawnProbability=90
RandStartRadius=0.000000
ReportPosMin=800
ReportPosProbability=50
Heading=71.565102
Speed=6.900000
ColumnsNo=6
Spacing=700
DeleteOnLastWaypoint=true
CurrentInstanceID=0
GameEntryDate=19410601
GameEntryTime=300
GameExitDate=19420109
GameExitTime=0
NextWP=0

[RndGroup 100.RndUnit 1]
Class=KLS
Type=102
Origin=British
Side=1
CargoExt=1
CargoInt=0
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100
CrewRating=3


whereas you have each unit containing the full spectrum of info and the main group header with minimal info--

was wondering if this allowed you to edit some units to behave differently to the main group ie having the sub units send radio reports where-as the actual convoy ships don't

what happens if you use the position as escort option for the subs?
if it accepts german subs as units of the allied convoy the subs attacking the convoy ships even tho they are scripted as part of the same convoy group which other entrys could be changed to spice things up

what happens to the time excell if you place the player sub a long distance away--?

does the game run as normal? or does it grind to a halt whilst it calculates the sub attack?

if the attack only happens when the player enters the normal "loading" range of the convoy then there's no reason why you couldn't add them to some of the convoys within the main campaign file-- using the spawn probability to make it unpredictable--good stuff anyway round Col!!
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Old 11-21-05, 05:41 AM   #22
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Well I can answer part of that, so I could see what was happening without getting involved I placed the player sub out of harms way but within distance of camera view if you get what I mean.
As the AI subs got near (withing firing range) of the convoy they both let rip at each other, I even saw the escort DD's ram a few subs too, destroying themselves.
I tried this with Serg's submerged AI subs, I got the same effect but obviously slightly different as the DD's had to hunt a bit more, plus I couldn't see all the action with them being submerged, but I suppose that was more realistic.
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Old 11-21-05, 05:57 AM   #23
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i wonder what would happen if you set theplayer to start in port- with the convoy way out to sea on it's normal route?

that would be the main puzzle for incorporating them into the campaign

if the attack happenned even tho you were hundreds of miles away(as in SH2) then it would cause problems- BUt if SH3 works differently and only actively loads the convoy when your within sensor range then you could have the wolfpack entrys added to the normal campaign convoys and really spice the campaign up---i generaly only play the campaign and haven't ever noticed any battle take place outside the sensor range of the player- even tho there are german ships plodding around the map that should have triggerred an airstrike (if nothing else) there's never any indication that the game has slowed down (time excell) to calaculate the combat- so im guessing it doesn't take place unless the player is within range--

i must admit here tho that i cheat a bit when playing the campaign and have given myself a huge radio contact range so i can find a convoy most times i play (that way i can have the fun of the single missions and allso get all the added elements and fun of the campaign--)

i haven't got serg's subs so am being lazy here hoping that you've noticed wether or not the game calculates combat out side the players immeditae area---which would be highly advantageous for adding wolfpacks or any other german war- ships without damning the player to endless time excell madness
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Old 11-21-05, 10:33 AM   #24
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Quote:
Originally Posted by Hunter
How can i add Floatplanes mod to my SHiii+Rub1,45 instalation? It is always СTD wenn I try to add floatplanes.
I put the to airfolder, add to german/english names put to airbases and ships but it doesnt help. Is there ant trick?
No, there should not be any tricks. Although, I do not use RUb.
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Old 11-21-05, 10:36 AM   #25
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Quote:
Originally Posted by Col7777
I also did a mission using the radius for the AI subs, that means not adding them to the convoy group as above, I thought it worked ok, but it was a bit fiddly to do using the editor.
I did it a couple of times forgetting what I did the first time so to speak, but I got it in the end.
I wasn't really sure they spawned or they were just there anyway, but I did notice the speed of the AI subs was slow, some even stopped, this is why I tried the other method above.
The game somehow sets the AI sub speed a few knots lower than specified in the Editor or in the MIS file. I do not know why. I have mentioned that in the Readme of the wolfpack mod.
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Old 11-21-05, 12:16 PM   #26
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Serg' what program do i need to unpack/un-zipp the wolfpack files---7z is a new one for me?
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Old 11-21-05, 12:44 PM   #27
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http://www.7-zip.org/

It is freeware.
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Old 11-21-05, 12:53 PM   #28
CB..
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cheers Serg'
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the world's tinyiest sh3 supermod-
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Old 11-24-05, 05:44 AM   #29
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CB,

Just had a thought but not sure if it will work though, using your method of adding aircraft support to a ship, I wonder if it might work the other way round, but instead of adding a ship to the aircraft what about a submarine instead?
So in other words, if say a patrolling aircraft spots a convoy, then a submarine is spawned.
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Old 11-24-05, 09:01 AM   #30
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CB,

Going on a bit from my above post, I added Serg's AI subs to the air file, then went in the mission editor and instead of adding an aircraft I added a sub.
I had to add way-points to the sub plus alter it's height, after a quick mission test it didn't show, but I got hounded by proper aircraft so this might have effected things I'm not sure, but I think I'm on to something by doing this... your thoughts.
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