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07-28-15, 08:45 AM | #5626 | |
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The little I know about campaign files, I know from Trevally. Now I will try and give you the details of how convoys are set in campaign, and hopefully Trevally will fill-in the missing details. For each campaign, convoys are listed into GroupTypes.cfg. The composition of each convoy, is detailed GroupTypeDefs.cfg. With Happy Times - convoy HX- for instance, we have a first section containing general information (see my notes below): Code:
[HX_] Role=1 ; I ignore what this setting means Doctrine=0 ; can be either defensive (0) or offensive (1), the latter useful for taskforces EscortPosition=1 ; should be the arrangement of escorts within the convoy, but I am not sure about that EscortSpacing=900.000000 ; self explanatory ConvoyRowSpacing=900.000000 ; self explanatory ConvoyColSpacing=900.000000 ; self explanatory Columns=0 ; self explanatory IsWolfPack=false; self explanatory Code:
[HX_.EscortUnit 1] Type=4 ; this group of ships must be composed of destroyers (type 4), as set in their cfg file. For a liste of possible types see data\Roster\Names.cfg CountryName=British ; this group of ships must be composed of units in the British roster. Within the limits imposed by the unit type/country combination, group's composition will be randomized every time the convoy will spawn ExternalCargo=-1 ; type of external cargo carrried by the group. List of possible 3d freights found in data/Sea/CargoDef.cfg. -1 means no cargo. InternalCargo=-1 ; type of internal cargo carried by the ships of this group. Can be either no cargo, oil, ammunition, or inert cargo CrewRating=3 ; you know what is means! Weapons=0 ; either early, mid or late war armaments. I am not sure wether weapons start/end dates set in ship eqp files are actually used and, if yes, how they interact with this setting Sensors=0 ; either early, mid or late war sensors. Again, it is possible that this setting overseeds dates set in sns file Tactics=0 ; I used to know the meaning of this setting, but I can't remember right now Camouflage=0 ; either early, mid or late war camoufflage, painted on ships' AO map. As above, dates set in ships cfg file could be overseeded by this setting Required=false ; I think this parameter sets wether the game must force this group of units into the convoy, rather than rolling the dices for deciding if each ship in the group will spawn or not (see settings below). No=4 ; I can be wrong, but this must be the maximum number of ship within the group SpawnProbability=100 ; This is the spawn probability of the ships of this group. Iam not sure wether it applies to the whole group or individually to each ship in the group, but I am inclined to the latter GroupLinkId=0 ; No idea here ; please scroll to the section [HX_.ConvoyUnit 1], for an optional setting not featured above. As for the rest, each section resambles the other. [HX_.EscortUnit 2] Type=4 CountryName=British ExternalCargo=-1 InternalCargo=-1 CrewRating=3 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=2 SpawnProbability=80 GroupLinkId=0 [HX_.EscortUnit 3] Type=4 CountryName=Canadian ExternalCargo=-1 InternalCargo=-1 CrewRating=3 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=90 GroupLinkId=0 [HX_.EscortUnit 4] Type=1 CountryName=Canadian ExternalCargo=-1 InternalCargo=-1 CrewRating=3 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=2 SpawnProbability=20 GroupLinkId=0 [HX_.ConvoyUnit 1] Type=102 Class=KLWarSupplies ; this setting is used when we want a group to feature only ships of a certain class, rather than randomizing among the ones of the same type CountryName=British ExternalCargo=2 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=5 SpawnProbability=100 GroupLinkId=0 [HX_.ConvoyUnit 2] Type=102 Class=KLWarSupplies CountryName=British ExternalCargo=0 InternalCargo=0 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=6 SpawnProbability=20 GroupLinkId=0 [HX_.ConvoyUnit 3] Type=101 CountryName=British ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=100 GroupLinkId=0 [HX_.ConvoyUnit 4] Type=102 CountryName=British ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=4 SpawnProbability=100 GroupLinkId=0 [HX_.ConvoyUnit 5] Type=102 CountryName=Canadian ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=4 SpawnProbability=100 GroupLinkId=0 [HX_.ConvoyUnit 6] Type=101 CountryName=Panama ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=100 GroupLinkId=0 [HX_.ConvoyUnit 7] Type=102 CountryName=Panama ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=3 SpawnProbability=100 GroupLinkId=0 [HX_.ConvoyUnit 8] Type=102 CountryName=FreeBelgium ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=50 GroupLinkId=0 [HX_.ConvoyUnit 9] Type=102 CountryName=FreeDenmark ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=50 GroupLinkId=0 [HX_.ConvoyUnit 10] Type=102 CountryName=FreeFinland ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=20 GroupLinkId=0 [HX_.ConvoyUnit 11] Type=102 CountryName=FreeFrench ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=2 SpawnProbability=80 GroupLinkId=0 [HX_.ConvoyUnit 12] Type=101 CountryName=FreeGreece ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=100 GroupLinkId=0 [HX_.ConvoyUnit 13] Type=102 CountryName=FreeGreece ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=100 GroupLinkId=0 [HX_.ConvoyUnit 14] Type=102 CountryName=FreeGreece ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=40 GroupLinkId=0 [HX_.ConvoyUnit 15] Type=102 CountryName=FreeNetherlands ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=20 GroupLinkId=0 [HX_.ConvoyUnit 16] Type=102 CountryName=FreeNorway ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=20 GroupLinkId=0 [HX_.ConvoyUnit 17] Type=102 CountryName=FreePoland ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=2 SpawnProbability=80 GroupLinkId=0 [HX_.ConvoyUnit 18] Type=102 CountryName=FreePoland ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=100 GroupLinkId=0 [HX_.ConvoyUnit 19] Type=102 CountryName=FreeSweden ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=10 GroupLinkId=0 [HX_.ConvoyUnit 20] Type=101 CountryName=Brazil ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 Required=false No=1 SpawnProbability=20 GroupLinkId=0 Code:
[LanesGraph.Node 21] Long=-7623029.000000 Lat=5349180.000000 Height=0.000000 IsFromSingleMis=false Name=Halifax Radius=2.000000 MaxSpeed=0.000000 RelatedSPRadius=20.000000 SpawnHeading=0.000000 Category=1 LayerOperation=0 RelatedMapLoc= ShowOnMap=false IsLocked=true Code:
[LanesGraph.Node 21.NodeGroup 1] Type=HX_ Name=HX Country=British Speed=9.000000 StartDate=19380101 EndDate=19451231 ReportPosTime=2170 ReportPosProbability=60 Code:
[LanesGraph.Node 21.NodeGroup 1.NGMission 1] Name=Liverpool ObjectiveType=0 TargetNode=Liverpool PathNodes= UsePath=false CooldownMonths=0 CooldownDays=10.200000 CrtCooldownHours=12.000000 CooldownHours=1 Priority=0 RewardPoints=0 StartDate=19390916 EndDate=19451231 |
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07-28-15, 12:36 PM | #5627 | |
Navy Seal
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BdU had rules for when a neutral target can be targeted and was not easy to know. Thus the decision to attack or not was part of a uboats dilemma. If the result for a player attacking a ship they should not attack is a penalty, then this sounds ok to me. I remember when I played this game that on occasion I would have to ensure that my solution was true and not risk a miss if it could then hit a "green" ship Gap - I am wrong. i am not sure now as it was long ago when I was looking at this |
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07-28-15, 12:44 PM | #5628 |
Navy Seal
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If removing all neutral shipping from convoys are a must, then here is an easy way to do it.
This must be done on a campaign by campiagn basis. Using a text editor - search the convoy file for all "insert nation here for the one you want to remove" and replace text with the nation that is required. Just be sure to use a nation that has in its roster that class of ship. or as above search and set a command that when nation is found - replace text "SpawnProbability=100" to zero |
07-28-15, 05:21 PM | #5629 | |
Navy Seal
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07-28-15, 07:59 PM | #5630 | |
Argentinian Skipper
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Regards. Fitzcarraldo
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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07-29-15, 05:38 AM | #5631 | ||||
Navy Seal
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07-29-15, 07:28 AM | #5632 |
Argentinian Skipper
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Thanks Gap for all the information.
I use the example only for illustrate the problem with neutral ships in convoys. In SH3, using the Merchant Fleet mod, you have merchant ships of neutral nations in convoys and you can attack them, without penalization. This ships appear in the rosters of allies ships (so, they are "allies ships" for the game), but in game they don´t have flags, and in the hull they have a flag of the neutral nation. Wonder - BTW - if the ships of MFM - and others of SH3 - could be installed in SH5, as I did in SH4. Best regards. Fitzcarraldo
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
07-29-15, 01:37 PM | #5633 | ||
Navy Seal
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07-30-15, 03:10 AM | #5634 | ||
Navy Seal
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I'll repeat again my experience with three "green/neutral" Greek ships inside British protected convoy. The game gave me -3 rating points which is catastrophic because from that moment I could only say buy-buy to any future sub upgrades... Quote:
Can you do something regarding this issue Gap so we can finally get over this issue?
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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07-30-15, 04:19 AM | #5635 |
Navy Seal
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An one more thing gap regarding your changes in DefSide.cfg file...Your work and knowledge about historical dates is really impressive but I don't think that you were aware of one fact when you created it. I've tried to explain this with Danish freighter example but I guess you didn't understand me well...
IF "Free nation" ship is spawned inside allied convoy outside date limit you've set in DefSide.cfg file, the game wont ignore her and threat it like it doesn't exist. It will spawn free nation ship but it will automatically assign her neutral status (Side=0). This is also one of the main reasons of neutral ship appearance inside convoys and it is especially noticeable with free nations ships which have relatively short Side=1 date limit (like Free Denmark). Code:
[SideEntry 75] ; //// D A N I S H M E R C H A N T F L E E T A N D N A V A L F L O T I L L A I N E X I L E \\\\\ (Merchants,[few] Warships; Naval units only after 'Operation KNU' [19430829]) Country=FreeDenmark Side=1 StartDate=19390930 ; The Danish steam merchant 'Vendia' is stopped by U-3. She was sunk after an attempt by her crew to ram the U-boat. After this episode and before the invasion of Denmark by Nazi Germany (Operation Weserübung, 19400408), though Denmark was a neutral country, the Danish merchant fleet suffered 167 casualties due to attacks by German U-boats EndDate=19400407 ; Operation Weserübung: Germany invades Denmark; a puppet government is issued
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
07-30-15, 06:11 AM | #5636 | ||||
Navy Seal
Join Date: Jan 2011
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Are we talking about Silent Hunter Online? Quote:
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- widening the timeframe that Free Nations are set as German enemies; - altering GroupTypeDefs.cfg for each campaign so that the compositation by nation of the same convoy changes from a campaign to the other; - playing with ship class appearance/disappearance dates in each nation's roster, so to make sure that some nations will only spawn within convoys when we need for them. The best approach could be a combination of the three methods above, depending on the needs. What do you think Trevally? Last edited by gap; 07-30-15 at 06:19 AM. |
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07-30-15, 06:31 AM | #5637 |
Navy Seal
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A question quick for Trevally...
Hi John,
talking about the SpawnProbability setting of each Escort/ConvoyUnit definition, do you happen to know if it is applied to the unit as a whole, or rather individually to each ship set in the Unit? Let's say that we have an unit composed of 2 British corvettes, and we set their spawn probability to 50%. In the first case we would have a 50-50 probability of getting two corvettes or no corvette at all. But if the SpawnProbability is meant for each ship in the Unit, with the above setting we would have: a 25% chance of no corvette; a 50% chance of one corvette; a 25% chance of two corvettes. It makes a big difference |
07-30-15, 06:32 AM | #5638 |
Navy Seal
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War is chaos, and it is possible that some merchant navies fell in a gap of the war regulations, making their ships' sinking unadvisable for a short period since the beginning of their involvement in the Allied war effort. Should we find any of these exception to the rule "neutral ship in Allied convoys = valid target", a timely campaign radio message will make sure that we are not misleaded during our attacks.
Occasional one or two neutral appearance would not be a problem at all but this issue is now much more "acute"... Buy buy, sub upgrades? Are we talking about Silent Hunter Online? For the 10th time, rating points are very important unless you want to reach the end of the war with type VIIA... - widening the timeframe that Free Nations are set as German enemies; The easiest and the most effective solution IMO... - altering GroupTypeDefs.cfg for each campaign so that the compositation by nation of the same convoy changes from a campaign to the other; - playing with ship class appearance/disappearance dates in each nation's roster, so to make sure that some nations will only spawn within convoys when we need for them. But these two could be much more time consuming and complicated and to be honest, I'm a little bit angry because we have to deal with this after all these years...
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
07-30-15, 07:10 AM | #5639 | ||||
Navy Seal
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07-30-15, 07:54 AM | #5640 | ||||||
Navy Seal
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Hi everyone
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At times when making ohii I felt overwhelmed with how much work was involved and so I cut a few corners now and again. Just had a quick look and I think there may be 3 or 4 grouptypedef files within ohii. This will now result in more work for any repair/update, unless that update is a simple text edit. Quote:
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Here all we need is a list of campaign dates a list of problem nations within each timeframe This would allow a simple switch nation to British (largest roster) etc Quote:
It was so long ago I can't remember and no longer had SH5 installed. I am due to upgrade mt broadband to superfast 40mbs in 2 weeks and will reinstall then From looking at the files I think the when 2 units have a 50% spawn chance - it is either both or none on the toss of a coin Quote:
I did spend many weeks trying to force boat upgrades without and luck. Quote:
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awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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