SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-07-13, 03:16 AM   #16
complutum
Torpedoman
 
Join Date: Aug 2010
Location: Spain
Posts: 118
Downloads: 384
Uploads: 0
Default

The wolfpacks activity depends of year?
__________________
complutum is offline   Reply With Quote
Old 08-07-13, 09:02 AM   #17
ryanwigginton
Weps
 
Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
Default

Quote:
Originally Posted by terryn View Post
I'm trying to figure out what the difference is between this mod and hsie wolfpack hardcore fix mod. Does anyone know?

They seem to be the same...
This ^
__________________
Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M
ryanwigginton is offline   Reply With Quote
Old 08-07-13, 09:31 AM   #18
backer
Mate
 
Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by terryn View Post
I'm trying to figure out what the difference is between this mod and hsie wolfpack hardcore fix mod. Does anyone know?

They seem to be the same...

I respect the author who make the similar works, but you can not say we are the same. Please do not make a statement in imagination. Welcome to prove with the relevant data and your thesis. Prove with facts.
backer is offline   Reply With Quote
Old 08-08-13, 03:06 AM   #19
backer
Mate
 
Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by terryn View Post
?

I've suggested nothing of the sort. I was just comparing the two. Why so defensive?

But your post arises suspicions now that you've mentioned it...
Obviously you didn't test and compare the mods. I am very interested how you get the conclusion "They seem to be the same"
backer is offline   Reply With Quote
Old 08-08-13, 03:24 AM   #20
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

Quote:
Originally Posted by sublynx View Post
.... The efficacy of the wolfpack must be toned down A LOT. Now it seems every U-boat hits with every torpedo they shoot and that the escorts are not able to stop anything.
guys , don't forget that this is the first released version of Backer's mod. look at the core of this mod and as for the details , i guess that it will not big problem for Backer to finetune some parametes. for example, i think that will be possible to make friendly subs shoot to longer periods(and combined with the dud torps of H,sie) so everything will be great.
this mod is not arcadish at all ,at least no more than H.sie's version.BOTH mods demads the same actions from player (only difference is that you can get a reply from BDU with only one contact report but maybe this can be arranged. tests continues...).both versions are so nice that i can only say to start testing this here

Quote:
Originally Posted by backer View Post
@Makman94

I updated new download url, that's English.

Can you use English mod update game pics? thanks!
ok Backer , i tried your new version and everything is OK now with the english texts. now ,all messages are understandable
i will update the pics later tonight

Quote:
Originally Posted by terryn View Post
I'm trying to figure out what the difference is between this mod and hsie wolfpack hardcore fix mod. Does anyone know?

They seem to be the same...
they are not the same . they have big differences(will post them later tonight) but also this mod here is introducing a new way of moding which is waaay interesting and promising. it has its own problems but ,maybe, with the help of all of us ,Backer manage to fix them at the end

what is wrong here? Backer is not an enemy of H.sie !he is just sharing his work, this community desperately need moders like H.Sie and Backer . it is these guys who are exploding the gameplay of the game. Backer deserves your respect exactly just as H.Sie. his mod shows that this guy has great HARDCODE moding skills (pay attention to the word HARDCODE).

Quote:
Originally Posted by backer View Post
the purpose of the contact report reply is to avoid malfunction of the other mods,as sometimes there will be some bizarre replies from BDU working with some mods.

Since the friendly submarine will totally disappear on the map after submerging,I give a sunk mark for you to find she and watch the attack freely
i am continuing on the tests and later tonight will post my comments.
i am running the mod on stock game (no other mods ,only a gui and an environment mod ) so there are answers from BDU ONLY from your mod.

there is problem with the contact report and not ONLY ONE !
sometimes the contact report button is not working at all (does...nothing) ,other times when i clic on ''sent contact report'' i hear the crew saying ''fire tube 1'' but no action like that is happening.just the ''fire tube 1'' is hearing and the message ''Our ships are too far away,acting own yourself!'' is appearing on messages bar.

other problem is too many repeated messages from bdu. i have five messages from BDU ,at the same time ,saying the same thing

most serious problem so far is that i can't get it work in campaign . i am clicking in 'sent contact report' button but nothing happens. so far, i haven't managed to see wolfpacks in campaign (tests continues....)

also , i think that you must make your mod indepedent from renowns! i had to tweak my remain renowns for not getting the message ''poor renown''. i don't think that renowns have any place in game but ,especially for wolfpacks , BDU talking about renowns when we are in front of a convoy is just ,in my opinion, an immersion killer

will post details about my observations so far later tonight


Quote:
Originally Posted by terryn View Post
?

I've suggested nothing of the sort. I was just comparing the two. Why so defensive?

But your post arises suspicions now that you've mentioned it...
as i said , Backer is not an enemy of H.sie
stop fighting this guy , he has great skills ...very few in this forum are capable for such modding
@Terryn: for accusions like these ,you have to show arguments and proove your words instead of posting ....''i am getiing suspicious now that you mention it''. Backer told you exactly this,to proove your words. what are all these ?
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 08-08-13, 03:31 AM   #21
sublynx
Sea Lord
 
Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
Default

Quote:
Originally Posted by makman94 View Post
guys , don't forget that this is the first released version of Backer's mod. look at the core of this mod and as for the details , i guess that it will not big problem for Backer to finetune some parametes.
I hope I didn't sound too negative in my comment. I'm sure that finetuning the parametres to fit everyones' tastes is quite possible

The mod is absolutely wonderful. Wolfpacks have been a problem for so long and now thanks to Backer we have a clever solution to it. I'm sure this mod will be a must for everyone.
sublynx is offline   Reply With Quote
Old 08-08-13, 03:48 AM   #22
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

Quote:
Originally Posted by sublynx View Post
I hope I didn't sound too negative in my comment. I'm sure that finetuning the parametres to fit everyones' tastes is quite possible

The mod is absolutely wonderful. Wolfpacks have been a problem for so long and now thanks to Backer we have a clever solution to it. I'm sure this mod will be a must for everyone.
you didn't sound negative Sublynx, i used your words just becuase i had the same feeling about the ammound of success of friendly subs shots but then,i thought , that this is not problem ...i am very possitive that it can be finetunning.

we have wolfpacks for two years now ,thanks to H.Sie (and LGN1 and all others who involved to this project) but what i see here is one step forward to the subject ''wolfpacks'' ! in fact , it is very close (if some bugs are ,at the end, solved) to call it ...perfect
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 08-08-13, 04:26 AM   #23
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 180,303
Downloads: 63
Uploads: 13


Default

Well I'm certainly looking forward to giving the mod a try and hope all parties can get along in a spirit of friendship and mutual understanding.
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!


GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim)
Jimbuna is offline   Reply With Quote
Old 08-10-13, 08:33 AM   #24
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

hi Backer ,

post with pics is updated showing english texts now

ok , here are the results of my tests (it took me longer to post becuase i wanted to be sure about the followings):

there is problem(s) with the ''send contact report'' button:
(first of all ,i am not talking at all for the test single mission which is included in your mod. at this single mission all are working just great)

Sometimes the ''send contact report'' is not fuctional at all. i mean that when user is clicing on ''send contact report'' button... nothing happens. i didn't manage to locate when (or why) this is happening. seems to be random,in other words whenever i clic on ''send contact report'' button ,i don't know if this will be fuctional or not.
in the case that the ''send contact report'' is working i noticed the following issues:
1. sometimes,instead of appearing the send contact text on the messages page, i hear the crew saying ''firing tube 1'' and nothing happens , i noticed that in this situation is appearing the message ''Our ships are too far away,acting own yourself!'' is appearing on messages bar.look at the following pic:


2. other times , after ''send contact report'' button ,i see the send contact text to the messages pages but i get no reply from bdu at all .some time later my crew is spotting the friendly units and sometime after i am getting the messages from...bdu ( i think that here must make the messages coming from bdu more ...quicly)

3. other times after ''send contact report'' button , i am starting getting a massive load of BDU messages . i think here that just ONLY ONE would be just ok ! look at following pic (the incoming messages from bdu were...nine all at the same time 14:00):


4. finally , i managed to see ''wolfpack'' in campaign which prooves that your mod can work in campaign too but i am putting these '' at the word wolfpack becuase if i understand it correctly ,the bdu will send for help whatever is ...availiable in the area. look at this pic:


if i got it right ,the bdu will send a trawler,a ftboot and a ...platform(!) for attacking the convoy. this means that if uboats are not scripted in campaign (and given the fact that less to ...none uboats are scripted to stock or any supermods's campaign) ,bdu will never send them for support .
but wolfpacks means uboats for support so , i think that a huge ammound of u boats must be scripted in campaign in order to see wolfpacks in campaign.
correct me if i am wrong at this conclusion.

5.your mod doesn't seem to work on patched sh3.exe.a strange chinese message appearing and when i get in game i don't see the ''backerfix 0.9g'' at the version corner .
i mean that must lanch the game only with the original .exe for your mod to take effect. is this true ?

6.the theme with ...renowns. i will not say much here. my opinion is to make your mod totally indepedent from renowns! it seems so ''off topic'' to have to deal with the arcadish renowns

there are some more (more tiny detailed points) but i will not post them in case that you are not interested to proceed to adjustments-'fixes' on your mod.

anyway, no matter what ,you are showing that miracles can be made with the .act files (without touching the .exe ) and i would be really greatfull if i see the H.Sie subs ,arriving ,submerging ,firing torps and my boat being a part of this wolfpack just like the devs would have made them. whatever is missing from H.sie's version is exactly so well made in your version and whatever is missing from your version is so well made in H.Sie's version (bdu messages and communication) .
the puzzle will be completed if these two points works together to either of one versions,yours or H.sie's.

just hoping to be solvable issues

all the best
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods

Last edited by makman94; 08-10-13 at 09:01 AM.
makman94 is offline   Reply With Quote
Old 08-10-13, 12:44 PM   #25
backer
Mate
 
Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by makman94 View Post
hi Backer ,

post with pics is updated showing english texts now

ok , here are the results of my tests (it took me longer to post becuase i wanted to be sure about the followings):
...

all the best

Thank you for your reply,I am dealing with these questions right now.In campaign,whether there would be a wolfpack attack or not depending on your campaign files like Campaign_SCR.mis or Campaign_RND.mis,if there is no friendly unit in such files,certainty there would be no wolfpack attack.
You can open TestWolfpack.mis in SingleMissions, I put some submarine nearby. just like this:

I did considered about create some submarines to surround the enemy after you send the report.
And this function is already complete, but I found it was a bad idea.
too many friendly units would make the battle become a slaughter.just like this:



Perhaps you think I can set the values of friendly units' type,number,patrol area and sth like that.Yes,I do can set such thing.but I am not familiar with the history of world war ii, so if I make such campaign work,it could be a joke,like dozens of Bismarck may join your battle.
So I closed the function before release.
I hope there could be some modders who knows the history better than me to do these campaign work.and the good news is,this already happened:a Chinese modder is working on this.

Last edited by backer; 08-16-13 at 07:04 AM.
backer is offline   Reply With Quote
Old 08-10-13, 12:51 PM   #26
backer
Mate
 
Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by terryn View Post
Backer,

I'd be happy to do some English editing for you. Just tell me where to make the edits in the files. It seems to need some grammar and cosmetic fixing for English.
Thank you, I will put the English text into the ini file.
Wait for 1.0 version.
backer is offline   Reply With Quote
Old 08-10-13, 01:14 PM   #27
brett25
Seasoned Skipper
 
Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
Default

hi backer, great work and makaman rally nice job beta testing this

Quote:
your mod doesn't seem to work on patched sh3.exe
can confirm this, im getting CTD and general instability with patched .exe
brett25 is offline   Reply With Quote
Old 08-10-13, 01:43 PM   #28
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

Quote:
Originally Posted by terryn View Post
When are you to post the differences?
i posted the main differences and try to be more polite at future
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 08-10-13, 02:11 PM   #29
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

Quote:
Originally Posted by backer View Post
.....

I did considered about create some submarines to surround the enemy after you send the report.
And this function is already complete, but I found it was a bad idea.
too many friendly units would make the battle become a slaughter.just like this:
i don't find such an idea bad at all.
you said that it is complete ?
how exactly this fuction works? the subs are spawned even without being scripted in campaign's files ? becuase if it is so , then there will be no need to start editing the campaign files for adding friendly uboats
from your pics i can say that you added a lot (very very lot) uboats there !
if you set the parameters to add two (or three---no more) uboats around the convoy ,i think , will be ok .we can call it a wolfpack attack (even better would be if you can make your mod spawn a RANDOM number of u boats around the convoy but not more than ,for example, three or ...whatever)
is this version availiable to test it somehow ? i really would like to have a look at it


Quote:
Originally Posted by backer View Post
Perhaps you think I can set the values of friendly units' type,number,patrol area and sth like that.Yes,I do can set such thing.but I am not familiar with the history of world war ii, so if I make such campaign work,it could be a joke,like dozens of Bismarck may join your battle.
So I closed the function before release.
yes , i think that you must lower the friendly units and
no , no 'bismarks' at friendly units, i am thinking if it possible to make it have only uboats at friendly units



Quote:
Originally Posted by backer View Post
and the good news is,this already happened:a Chinese modder is working on this.
sorry , i didn't understand you . what exactly is this chinese modder working on campaign ? adding scripted u boats or something else ?
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 08-10-13, 02:21 PM   #30
NitzerEbb
Nub
 
Join Date: Dec 2011
Posts: 2
Downloads: 0
Uploads: 0
Default

Hi all,

this seems to be a great mod in development. Looking forward for some enhancements in the campaign. Regarding history there are for sure users here to enlighten us with detailed information - far more then i can do. To my knowledge the combination of several submarines in order to attack a convoy was a pretty rare situation in the early war. Simply not enough submarines in the atlantic. A figure was like 1/3 was on patrol, 1/3 on return to base and the other 1/3 was in harbour for repairs. And the atlantic ocean is a quiet big area.

If things were lucky and some submarines could be gathered near a convoy, they tried to attack in the night which was usually the best time especially they didnt have to be submerged. A big mess was also the fact that german marine code got decrypted and convoys could change routes to avoid a german wolfsrudel. History reported only few lucky cases where a big convoy got really slaughtered and not always it was due to submarines. Usually it was starting one attack run, sinking a ship or two at best and get away alive - that was already a great success for a submarine. Trying to attack on a second run on another day/night was also not very common due to air surveillance, warned or enhanced escort power, lack of fuel/torpedoes and also trying get to a visible contact.

Friendly surface vessels were also pretty rare for such an action, most of them got detected and destroyed very fast. So for simulation its probably better to stick to submarines mainly. Im not sure about the game mechanics in the dynamic campaign and if there is a possibility to script friendly submarines to cope with reality (position + routes + timeline) so it can work with the mod. Maybe the easiest way is to do a random approach to simulate the possibility of gathering other submarines after making a contact report. The gathering does take its time and is normally longer than 24 hours.

In hsies patch there is some additional information to be found and maybe work can in a way be combined for reverse engineering, experience exchange.

Cu all
NitzerEbb is offline   Reply With Quote
Reply

Tags
wolfpack

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:24 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.