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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Torpedoman
![]() Join Date: Aug 2010
Location: Spain
Posts: 118
Downloads: 381
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The wolfpacks activity depends of year?
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#17 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
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This ^
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#18 | |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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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. |
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#19 |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
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Obviously you didn't test and compare the mods. I am very interested how you get the conclusion "They seem to be the same"
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#20 | |||||
Hellas
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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:
![]() i will update the pics later tonight Quote:
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:
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:
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 ?
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#21 | |
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
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![]() 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. |
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#22 | |
Hellas
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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
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#23 |
Chief of the Boat
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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.
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Wise men speak because they have something to say; Fools because they have to say something.
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#24 |
Hellas
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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
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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. |
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#25 | |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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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. |
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#26 |
Mate
![]() Join Date: Nov 2012
Posts: 58
Downloads: 8
Uploads: 0
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#27 | |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
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hi backer, great work and makaman rally nice job beta testing this
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#28 |
Hellas
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i posted the main differences and try to be more polite at future
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#29 | ||
Hellas
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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:
no , no 'bismarks' at friendly units, i am thinking if it possible to make it have only uboats at friendly units sorry , i didn't understand you . what exactly is this chinese modder working on campaign ? adding scripted u boats or something else ?
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#30 |
Nub
![]() Join Date: Dec 2011
Posts: 2
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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 |
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