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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1141 | |
Black Magic
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Status reports don't have a time limitation do they? I mean we can send them anytime correct? ![]() |
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#1142 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() ...but so far there was little point in doing it, or at least I guess so. Anyway, looking in menu.txt I've found this row: Quote:
![]() Imo, using the status report button for making BdU aware of our changed position, would have the double advantage to put to use an already existing but hardly used game feature, and to add some extra realism to the whole radio reinforcement stuff, making it a bit trickier too ![]() Last edited by gap; 09-01-12 at 06:50 PM. |
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#1143 | |
Black Magic
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![]() I only see one little snag: Each dispatched sub is only spawned when it's timer times out. Let's say Bdu is dispatching 3 subs to your position. Sub #1 will appear in 1 hour. Sub #2 will appear in 1.75 hours. Sub #3 will appear in 5 hours. Sub #1 is spawned and player sends a status report to inform Bdu of position and Bdu in turn updates dispatched AI subs (but only sub #1 will be updated as the other two haven't spawned yet). So sub #1 gets updated waypoint. Sub #2 spawns and player can't send status report because it hasn't been 2 hours....acceptable ![]() Or I add a new command to the game, something like "Update_Wolfpack_Position_With_Player_Position " that when sent to the game will update dispatched subs with your current position... Last edited by TheDarkWraith; 09-01-12 at 07:27 PM. |
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#1144 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Would it be an alternative to the status report? If yes, how this command is going to iron out the problem with "late" subs? If not, would it be an "hidden" command, executed automatically after the status report is sent, and active until all the dispatched subs are spawned ![]() |
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#1145 | |
Black Magic
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#1146 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
A possible workaround for subs having automatically our updated position when they are spawned, is making all of them to be spawned immediately after the convoy report (even if BdU will delay their answer by one or more hours). They should be spawned at different ranges from our sub though. In this way they would join us at different times, and there would be an higher probability for them to get stopped by something while underway, hence increasing randomnes... ![]() what do you think? |
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#1147 | |
Black Magic
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#1148 | |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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#1149 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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If you actually make them to spawn at different ranges you don't need to simulate it and we get a step closer to reality ![]() Quote:
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![]() I see another drawback to increasing spawn radius: we would increase as well the probability that one or more subs get spawned on land, especially if we are operating around coasts. Implementing the historical U-boat coordinates database suggested by me for determining spawning positions would obviate to this problem. ![]() |
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#1150 |
Black Magic
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Luckily I've made almost everything reference variables in my patch file so it'll be easy to test different scenarios (spawn radius, timer values, etc.). I see lots of testing to be done with this revised patch forthcoming
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#1151 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1152 |
Black Magic
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I found a function that's always called when ending a single mission or campaign mission so I have a way to disable my timers now
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#1153 |
Black Magic
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v1.0.69.0 released. See post #1
This version revises the Contact report wolfpack patch. The following items were fixed: - bug of timers not resetting when game end - bug of able to receive Bdu message when submerged The following items were added to the patch: - a fail timer was added. If you send a contact report to Bdu and they do not respond back then the fail timer is activated. It's value is a minimum of 2 hrs up to a maximum of 4hrs. Sending in a contact report before the fail timer times out will result in Bdu totally ignoring you (and you have no idea when the fail timer times out!) - when Bdu dispatches subs to your position then the reset timer is active. This timer is 18hrs. Bdu will not even consider dispatching more subs to your position until at least 18hrs has passed. The following items were changed: - % chance of having Bdu dispatching subs to your position has increased to 20% @gap - this does not include anything that we have discussed. This is basically a revised version of this first version of this patch. I'll work on implementing what we discussed tomorrow (I have to do a little research and find the function that despawns units first so that I'm not trying to use null pointers and thus causing a CTD). All of this is leading into the carriers in the game having the ability to launch airplanes when they detect a contact! How cool would that be to see? I have to add more code to my generic patcher app so that you all can edit the variables contained in my patch files ![]() ![]() |
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#1154 |
Navy Seal
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Great work TDW - just about to start testing
![]() Does this work within single missions for testing - or campaign only ![]() |
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#1155 |
Navy Seal
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Using timers and radio messages here is how the wolfpacks could work
![]() So far as I understand this we can use timers to control when events happen and sent messages to trigger. Trigger 1 -send our contact report and BdU Timer 1 - Bdu will send message within 1 hour if pack will form (we are contact keeper) Timer 2 - Time to first spawn more than min 2 hours - max 6 hours from our first contact report sent. Timer 3 - just before (say 30 mins ) 1st spawn a message is sent to us asking us to send status report (to give incomming spawned boat bearings to convoy - just as a contack keeper would do) - this will be the aim point for the 1 st spawn boat. Trigger 2 - we send our status report. Timer 4 - within 1 hour of us sending that status report, 1st spawn happens and aims for you possition from last status report. Timer 5 - we get another message from btu (more than 2 hours have passed perhaps up to 6 hours) to send a new contact keeper bearing for the 2nd spawn etc etc Using messages and timed events this way we could give the imersion by the messages sent and the staggering of boats arriving ![]() |
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