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02-06-12, 03:07 AM | #571 |
Ace of the deep .
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Is this a problem ?
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02-06-12, 03:47 AM | #572 |
Ace of the deep .
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If you check the total germany harbors validations and then explore the ships you will see multiple ships sitting on top of each other . You can drag them away from each other . Thats why the validator gives the warning abaout being too close to each other . Also i was sick of that you have been detected warning when trying to run the simulator . I deleted the docked subs (with the red surfaced writing) and now i dont get that warning .
Last edited by THE_MASK; 02-06-12 at 04:01 AM. |
02-06-12, 04:08 AM | #573 |
Seasoned Skipper
Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
Uploads: 2
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Hi sober!
There is one point, that the Mission editor seems not care. They close to each other (or stacked), but at different times. Example: "Admiral Hipper" in Brest. Three times, but always for a short time. Never interleaving. The validation give an alert.
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http://www.subsim.com/radioroom/album.php?albumid=473 Last edited by uekel; 02-06-12 at 04:22 AM. |
02-06-12, 12:52 PM | #574 | |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Great work Trevally, really nice to see that you are upgrading the OH II continuously!
It will be really nice to get some Wolfpack-action in to the game (eventhough the sub AI will make some odd choises at times). Quote:
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02-06-12, 02:04 PM | #575 | |
Navy Seal
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The good thing about how the campaign uses any ship in the game is by its type. This means the campaign can be writen to use these types and never needs a ship named. So when mod makes make new ships - the campaign can call them in by type with no need to edit anything. This makes it real easy to add ships (if you can make them) as no changes to campaign is needed. With Uekels fix for OHII and MTNS with harbour improv - there are terrain changes and fixed possition ships that need editing - so Uekels fix is required as it is much more than a ship mod |
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02-06-12, 02:37 PM | #576 | |
Gunner
Join Date: Jan 2006
Location: Frankfurt, Germany
Posts: 97
Downloads: 43
Uploads: 0
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Hi Trevally, i'm not into modding, so i only can help a little with what i've learned about the u-boat war. If the game engine allows and you can mod it, then it should go like this: - Player discovers convoy or gets message to intercept the convoy (RL) - Player should shadow convoy for random 4 - 8 hours at distance of 4000 m, depends on day/night/weather (Real Life: 2 - 4 days ?) - Player should send status message every 2 hours (RL: 4 hours, course changes) - BdU informs Player about wolfpack ready and the go for the attack (RL) - wolfpack spawns around the convoy (RL: the boats only knew about each other's position by sighting or typical sound of propeller) - Player /wolfpack leaves if no torpedos left or boat damaged (RL)
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_________________________________________ Mods: The Wolves of Steel 2.0.0 - 2.0.9d Update |
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02-06-12, 02:55 PM | #577 | |
Navy Seal
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Adding new models for OHII is no problem and can be done easily at any time Random objective would be hard to do and would require someone who can write scripts to add this - but I think it could be done. The campaign cfg (this controls when and what objective) could have a code added that would say " this objective can or cant be randomised". You would not want ones that match historical dates to change - but others could be. It is only the date in the cfg that would need to be re-written by the script. The same would go for the missions - these are set by order in the list - so could be shuffled by script. Want to try http://www.korokithakis.net/tutorials/python/ |
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02-06-12, 03:00 PM | #578 | ||
Navy Seal
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The errors you see in weserubung are because it is a one way map node system - so all the ships that leave Orkney and Germany goto Norway and do not come back. They will delete at end of waypoint. So this means that the common map nodes are not used and the ships must go where we want them. Due to this - the errors are shown but will not effect the game |
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02-06-12, 03:06 PM | #579 |
Navy Seal
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Sorry - I have no idea what this does
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02-06-12, 03:15 PM | #580 | ||
Navy Seal
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When I set a message to be triggered by map area - I can not get it ro work in TDWs radio mod. I can get it to work in ME2 - so I use that. The message will also be sent using TDWs radio if you use his UI or radio mod. But it doesnt see that it is a campaign message, so no red background. It also follows the rules for recieving - so if you have the options set to 20%, there is only 1 in 5 going to be shown in his message box. When this happens - you get the message in the stock message box. Quote:
Remember that it is still just the test version I make the pics for. But some feed back on how I should set the new wolf attacks to would be good. I am already thinking that I should mix how I do this - so that sometimes you are the shadow and other times you are arriving just before the attack |
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02-06-12, 03:24 PM | #581 |
Navy Seal
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That is
You have a German port attached to scapa that is not part of OHII - is it stock |
02-06-12, 03:28 PM | #582 | |
Navy Seal
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Yes - im sure this could be made bigger, even if some extra traffic was added for these early months |
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02-06-12, 03:30 PM | #583 |
Navy Seal
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Where is that Is it ScapaFlow? - if so, it will be your german port that is stuck there
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02-06-12, 03:37 PM | #584 | |
Navy Seal
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No it is just like TDWs validator in that it will rightly flag these warnings - but some you can ignor |
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02-06-12, 03:41 PM | #585 | |
Navy Seal
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Can I also send you the new wolfpack attack as a mod for testing and suggestions. It will be JSGME ready to install last in your list on top of OHIIv1.6. After installing you would need to start a new test career and use Silentotto to select the campaign black pit - the the wolfpack objective. After game loads - just play like you would any campaign objective |
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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