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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Grey Wolf
![]() Join Date: Jun 2003
Location: Manchester UK
Posts: 944
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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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#17 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
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![]() ![]() 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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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#18 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
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you could just change this game completely if this could be done
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#19 |
Stowaway
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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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#20 |
Grey Wolf
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Location: Manchester UK
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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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#21 |
Ace of the Deep
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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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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#22 |
Grey Wolf
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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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#23 |
Ace of the Deep
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![]() ![]() 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 ![]() ![]()
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#24 | |
Pacific Aces Dev Team
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#25 | |
Pacific Aces Dev Team
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#26 |
Ace of the Deep
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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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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#27 |
Pacific Aces Dev Team
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#28 |
Ace of the Deep
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#29 |
Grey Wolf
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Location: Manchester UK
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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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#30 |
Grey Wolf
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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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