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Old 08-24-10, 01:09 PM   #646
charognard
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just a little thing, do your mod fix the hydrophone traget identification bug ???
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Old 08-24-10, 03:51 PM   #647
TheDarkWraith
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I finally have a solution that works for the kill the convoy leader bug When you kill the leader of a convoy there is some chance (not sure what the percentage is or what causes it to happen - it's definitely a game C++ code bug though) that the next leader will inherit the role of the previous leader and all ships in the group will keep their previous assigned roles. This is bad, very bad Reason being because the new leader is then unable to assign new tactics or roles. To counteract this problem I set an error tactic and then basically let each ship act independantly of the group. I wouldn't call it elegant but it does get the job done Many, many hours of testing went into figuring this out and finding a solution There are times when this bug doesn't rear it's ugly head and the new leader doesn't inherit the previous leader's role and thus it is able to assign new tactics and roles as needed. When that happens I do not set an error tactic but rather just let the new leader do as it pleases.

Now I just have to finish up the merchant leader tactics and v0.0.22 should be ready for release

EDIT:

actually I'll let v0.0.22 release as is so I can get many people testing the new changes and fixes. The finishing up of merchant tactics I'll do in v0.0.23
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Old 08-24-10, 04:28 PM   #648
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Thanks for your hard, endless work on this! It is much appreciated.
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Old 08-24-10, 05:08 PM   #649
PL_Andrev
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Single/multi test with old IRAI 0.18
with hi-speed submerged travel across escorted convoy (periscope depth),

Used mission: 'military convoy'
download: http://www.filefront.com/17232080/Military_convoy.7z
install: by JSGME

Note about convoy:
Game is read this convoy as "task force", but this is armer merchant cruiser and merchants with 5 DDs escort.

Test as single / historic mission:
DDs detected me, all tried to hunt me all time but keep 14kt (no DC).

Test as multiplayer: (LAN/create session/start game)
DDs detected my presence (torpedo attack), but did not detected me at my high speed travel at periscope depth across convoy. I was all time at red/orange DD's sensors fields. Escort responds only when uboat is on the surface at multiplayer mode.

Multiplayer = single game in multiplayer mode.
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Old 08-24-10, 05:10 PM   #650
TheDarkWraith
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v0.0.22 released. See post #1 for details

One thing to note: if a merchant is the leader of the convoy it might not react to all possible scenarios. I have yet to finish up the tactics for a merchant convoy leader. It will send out units to investigate you if you are submerged. If you are surfaced or your periscope is up it will not send out anything.

Last edited by TheDarkWraith; 08-24-10 at 05:20 PM.
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Old 08-24-10, 08:08 PM   #651
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I just wanted to appologize to TDW for the non moving ships I wrote about earlier.
Something was fubar with my version of the game, after a fresh reinstall of the game and the mods, ships are moving, firing and .... destroying me.
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Old 08-24-10, 08:23 PM   #652
Madox58
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TDW,
Interesting on the C++ thing.
I know i saw something that was not right a while back when running
through one of my disassembly programs.
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Old 08-24-10, 09:30 PM   #653
BowfinSS287
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testing .22

i torpedoed a carrier that had 4 escorts,the carrier came to a stop
and 3 destroyers just stopped dead in the water,and one just stayed
on course and steamed off into the distance.........once i sank
the carrier the destroyers came to life and started attack me

note : while i was at periscope depth a plane attacked me....nice touch
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Old 08-25-10, 07:18 AM   #654
TheDarkWraith
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Quote:
Originally Posted by BowfinSS287 View Post
testing .22

i torpedoed a carrier that had 4 escorts,the carrier came to a stop
and 3 destroyers just stopped dead in the water,and one just stayed
on course and steamed off into the distance.........once i sank
the carrier the destroyers came to life and started attack me

note : while i was at periscope depth a plane attacked me....nice touch
the destroyers that came to a stop did so because they have the protect convoy role and they follow anything the leader does. Maybe I need to decrease the number of escorts that can do this role? Maybe develop another role that is like protect convoy but allows greater freedom to 'roam'?
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Old 08-25-10, 07:31 AM   #655
longam
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Quote:
Originally Posted by TheDarkWraith View Post
Maybe develop another role that is like protect convoy but allows greater freedom to 'roam'?
That would be more the way I would think.
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Old 08-25-10, 11:10 AM   #656
TheDarkWraith
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Quote:
Originally Posted by BowfinSS287 View Post
i torpedoed a carrier that had 4 escorts,the carrier came to a stop and 3 destroyers just stopped dead in the water,and one just stayed on course and steamed off into the distance.........once i sank the carrier the destroyers came to life and started attack me
this is a sticky situation now that I've dug deeper into it. Here's the problem: the units are part of a group. The group is led by the commander. Anything the commander does all the other units do. If it comes to all stop so does everyone else. I can't just tell all units to go off on their own because some will want to follow waypoints. And waypoints is the problem - their waypoint is whatever the commander is doing (at this time it's all stop). I'm trying to think of a way around this problem....any ideas? And no, you cannot detach the unit from the group - there is no command/function for that.
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Old 08-25-10, 11:33 AM   #657
reaper7
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Anyway to assign a set of waypoints that can be inserted before the original waypoint, kind of like sh3/4 search pattern function.

That way when commander stops, the search pattern is called in code - escorts follow doing there search. Then return to original waypoints.
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Old 08-25-10, 11:39 AM   #658
TheDarkWraith
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Quote:
Originally Posted by reaper7 View Post
Anyway to assign a set of waypoints that can be inserted before the original waypoint, kind of like sh3/4 search pattern function.

That way when commander stops, the search pattern is called in code - escorts follow doing there search. Then return to original waypoints.
nope. Excellent suggestion though.

I could just set a predetermined speed and have them keep following the course they were on but then they would be dumb autonomous units
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Old 08-25-10, 11:51 AM   #659
BowfinSS287
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can you set the commander change over if the unit takes any damage?
the hit from even one torpedo can really limit how well the ship can move
this way the rest of the ships could still respond to the threat
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Old 08-25-10, 11:55 AM   #660
TheDarkWraith
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Quote:
Originally Posted by BowfinSS287 View Post
can you set the commander change over if the unit takes any damage?
the hit from even one torpedo can really limit how well the ship can move
this way the rest of the ships could still respond to the threat
another excellent suggestion but no, not possible. There is no command/function to change who is the leader.
The leader will change when the unit is damaged but I haven't figured out what that exact value is yet or why it happens or who the game picks as the new leader That's something we'll need dev input on.
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