SUBSIM Radio Room Forums



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

Go Back   SUBSIM Radio Room Forums > Sub/Naval + Other Games > Classic Subsims
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-23-07, 08:03 PM   #211
CB..
Ace of the Deep
 
Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
just an update to the escorted ships idea..

i am testing the scripting for "timed" spawning of these mini "convoys" at various locations...fingers crossed it seems to be fine so far...
this means that these escorted ships can spawn in "ports" and follow accepted routes with new vessels spawning at timed intervals thru the mission creating busy shipping routes for the player to "haunt"

this should be a huge improvement over the current random ship scripting that the stock campaign uses to populate the map..(with the stock campaign the ships come to you ..not the other way round..with some minor exceptions)

coupled with the escorts this raises the gameplay significantly

and now i have a method worked out for scripting escorted vessels with proper routes this isn't too hard to script nor does it require "pages" of script

the use of the MGship function also means that every ship that appears is automatically randomised so you will meet a greater variety of vessels..

remember that mining training mission?
the one where once you have laid the mines at an objective the nearby ship wakes up a sails into the mine field??

same scripting can be used to start a stationary "mini" convoy moving out of port and onto it's main route..all very usefull :hmm:


UPDATE///////

here's a full campaign style mission incorporating the escorted vessels scripting
i have also found a neat exploitable twist to the idea which saves a lot of additional scripting....(tho may have the occasional issue..will see)
in that i can duplicate the same set of merchant/escort vessels respawning them again and again over time WITHOUT deleting the original vessels so this way you can build up the number of escorted vessels along a set route without having the script each vessel individualy...seems happy to do this...certainly doesn't cause any crahses and the duplicated vessels seem to behave perfectly acceptably under most circumstances..it also applys the randomised vessel type each time aswell so you get different ships with each spawn..

the mission also has changing weather changing seastate and other randomised features (see readme for details)
this is a quick experiment to see how the escorts might be worked into the campaign....

http://www.ebort2.co.uk/SOF/SOF_camescort1.zip


have included a rewored uschule1 mission to show the respawn/duplication script
this i am hoping provided a quick way to build a larger proper convoy system into the game...if not then there are other more long winded methods to use...but i'm looking at abrieviated methods requiring the bare minimum of scripting..and learning as i go along

good hunting


Further Information//

here's the info i have gathered so far regarding the KISetCommands

KiSetCommand [b1],$b,7000,0,0,$0 = active attacks mode fires guns 7000 = range fire guns

KiSetCommand [b1],$b,10000,3000,0,$0=active attack mode 10000 range fire guns..3000 range launch torpedoes

KiSetCommand [b1],$4,1000,-1.57,400,[c1] = escort vessel command

escorts at 1000 metres distance to the left (-1.57) (1.57 has the escort to the right) not clear on the 400 should be fore/aft of the escorted ship...escort = b1 escorted vessel = c1

KiSetCommand [b1],$6,0,0,60,[mysim]; = leg it run away etc

runs away from the players sub (mysim) when detected

KiSetCommand [b1],$2,0,0,0,[mysim] = ram player/vessel

rams player vessel (mysim) when detected

KiSetCommand [c1],$d,3.14,10,0,$0 = south at 10 knots

ship heads south (3.14 at 10 knots)

interesting and "open source" way to allow for complex AI behaviour..yu can combine sets also like this

KiSetCommand [c1],$d,3.14,10,0,$0
KiSetCommand [c1],$b,10000,3000,0,$0

ie go south at ten knots maintaining alert status being ready to attack with main guns at 10000 metres and torps at 3000 meters....and so on

here you can switch ai commands depending on curcumstance
the kisetcommand change if an enemy is detected allowing for customisable and dynamic changes in response to danger

if
setcondition [feind]
then
SimSetSpeed [b3],$35
KiSetCommand [b3],$2,0,0,0,[feind]
KiSetCommand [b3],$b,7000,0,0,$0
SimSetSpeed [b4],$35
KiSetCommand [b4],$4,500,1.57,400,[b3]
KiSetCommand [b4],$b,7000,0,0,$0
else
SimSetSpeed [b3],$6
KiSetCommand [b3],$4,2500,-1.57,400,[c2]
KiSetCommand [b3],$b,7000,0,0,$0
SimSetSpeed [b4],$6
KiSetCommand [b4],$4,2500,1.57,400,[c2]
KiSetCommand [b4],$b,7000,0,0,$0
endif

tho the above requires additonal script elemnts aswell which i wont go into here at the second

you have to set up the

setcondition [feind]

which is "enemy detected"

scripting to allow for this switch
__________________
the world's tinyiest sh3 supermod-
and other SH3/SH2 stuff

http://www.ebort2.co.uk/


The best lack all conviction, while the worst
Are full of passionate intensity.

W.B.Yeats

Last edited by CB..; 10-26-07 at 08:03 AM.
CB.. is offline   Reply With Quote
Old 11-09-07, 11:39 AM   #212
Hawk U-375
Engineer
 
Join Date: May 2003
Location: Bottom of New York Harbor
Posts: 203
Downloads: 518
Uploads: 0
Default

After reading this thread....i went out and bought the game....Thanks CB and others for your "Hard Work"...It's a GREAT game ....Now!
Hawk U-375 is offline   Reply With Quote
Old 11-09-07, 11:43 PM   #213
Hawk U-375
Engineer
 
Join Date: May 2003
Location: Bottom of New York Harbor
Posts: 203
Downloads: 518
Uploads: 0
Default

CB,
Is there anyway of getting rid of the damage/detection warnings on the control room display?
Hawk U-375 is offline   Reply With Quote
Old 11-10-07, 01:50 AM   #214
USS Sea Tiger
XO
 
Join Date: Oct 2006
Posts: 425
Downloads: 52
Uploads: 0
Default a few newbe questions

I have the game ,, but shelved it,

then I came upon this thread and must ask a few silly questions

how did you get the outside view away from the sub? I seem to be forever stuck on my boat, or in it,

how did you make your screen shots??


thanks from a bewildered USS Sea Tiger
USS Sea Tiger is offline   Reply With Quote
Old 11-10-07, 01:27 PM   #215
ALTEN
Watch
 
Join Date: Jan 2006
Location: N Ireland
Posts: 26
Downloads: 136
Uploads: 0
Default

Hi UST

TAB will give you the external view.
I'm not sure of the best way to take a screen shot, one way is to press
'Print Screen' this will send a screen shot your Windows Clipboard.
You can then copy from the Clipboard (if you can find it) to 'My Pictures'
or wherever.

Last edited by ALTEN; 11-16-07 at 06:30 AM.
ALTEN is offline   Reply With Quote
Old 11-10-07, 02:38 PM   #216
Hawk U-375
Engineer
 
Join Date: May 2003
Location: Bottom of New York Harbor
Posts: 203
Downloads: 518
Uploads: 0
Default

I bought the Downloadable version and LOVE IT! Thanks to CB's hard work...
There is ALOT of potential to make this game GREAT. I like to mess with sound files......so i'm looking into things.
Hawk U-375 is offline   Reply With Quote
Old 11-10-07, 10:20 PM   #217
jdkbph
Captain
 
Join Date: Mar 2007
Posts: 508
Downloads: 104
Uploads: 0
Default OK, I'm in!

After reading the thread here I went ahead and downloaded the game. Initial impressions - runs fine on my kit (E6600 @ 3.0 Ghz, o/c'd 8800GTS, etc) and while not spectacular, the visuals work.

After going through all the training missions, 3 things are bothering me:

1. No exact bearing indication for the binocs or more importantly the scope - enough has been said about that already, and hopefully either the dev or the modders will come up with a solution.

2. Limited external views - doesn't seem to be any real reason for it either. The sub models are are all fully developed... just needs some way to move/rotate the TAB view.

3. The mouse and KP arrow key controls for the views are dog slow. I'm sure that somewhere in all those text files - maybe in the userinterface files? - is a setting for rotation speed or sensitivity. Half of it is in German though... makes it hard to pin down.

Have we heard anything from the devs snce release RE a possible patch? I checked out their web site and forums but not much going on there.


JD

PS. to CB and those trying to polish what could very well be a diamond in the rough... don't let the nay-sayers get you down. Those of us interested in actually playing this game appreciate your efforts.

PPS. would it make sense to add a new thread right next to this one where ready for prime time mods could be placed or listed? It's hard to keep track of things with this thread going on 12 pages and sure to grow significantly larger. We'll probably (hopefully) need one for strategy and tactics as well. Just a thought.
jdkbph is offline   Reply With Quote
Old 11-10-07, 11:38 PM   #218
Chock
Sea Lord
 
Join Date: May 2005
Location: Under a thermal layer in chilly Olde England
Posts: 1,842
Downloads: 0
Uploads: 0
Default

Yup, it's rough around the edges for sure, but there is an enjoyable game in there all the same. It's nice to have one where mines and the deck gun are the primary weapons for much of the time, that makes for a very different experience.

I feel your pain on the German language issues. I bought the German version before it was released in English, in fact I actually bought three copies and gave two of them to of my buddies. My German is limited to ordering beers and asking for directions, so it's a struggle, and it certainly was when I first got the thing and had to wade through the manual, as they never taught us the words for 'torpedo' and 'blow main ballast' in my school German classes, it was all, 'this is my house' and 'the cat is in the garden' etc, stuff like that. How thoughtless!

A quick look through the folders will reveal that it is eminently moddable and I'm on the case with some, with the intention of putting them all in one package when there is something to shout about, at which point, I would start another thread for it.

The most annoying thing is that there was the facility to shift the camera about on it before release, as evidenced by the video promo for it, and it beats me why they ditched it, because the models are generally not bad, and some of them are very good indeed, but you don't get to enjoy them as half the time they are sinking when you get close enough to check them out.

Chock
__________________
Chock is offline   Reply With Quote
Old 11-14-07, 09:51 AM   #219
horsa
Pacific Aces Dev Team
 
Join Date: Jul 2002
Location: Halifax, England
Posts: 502
Downloads: 44
Uploads: 3


Default

@ USS Sea Tiger
Quote:
how did you get the outside view away from the sub? I seem to be forever stuck on my boat, or in it,
I take it you mean you've gone to ext camera on TAB and then can't get response from the usual F keys. You need to hit TAB again and get back to the bridge. Then its business as usual.
horsa is offline   Reply With Quote
Old 11-15-07, 02:49 AM   #220
AngusJS
Seasoned Skipper
 
Join Date: Jan 2002
Posts: 746
Downloads: 62
Uploads: 0
Default

So how dynamic is the campaign? Is it like SH3, where I can go wherever my heart desires, and I will have a chance of coming across something? Or does this happen only in the preset patrol zone for that mission? Is weather random?

I saw the Russian version of this a few months ago, but didn't pick it up because I understood that the campaign was just a string of canned missions. However, if this is not the case, then that's a another matter.

Sorry if these questions have already been answered.

Thanks
AngusJS is offline   Reply With Quote
Old 11-15-07, 05:45 AM   #221
horsa
Pacific Aces Dev Team
 
Join Date: Jul 2002
Location: Halifax, England
Posts: 502
Downloads: 44
Uploads: 3


Default

@AngusJ

Hi

CB has done a lot of digging into the campaign structure and is of the opinion that the randomness of the campaign is better done than SH3. This rather over long thread dates back to when the SOF forum was just that - an over long thread, but if you scim back it has a lot of his analysis.
horsa is offline   Reply With Quote
Old 11-16-07, 03:35 PM   #222
kiwi_2005
Eternal Patrol
 
Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
Default

[quote=CB..]
Quote:
extrapolate what CAN be done...not what CAN'T be done...this requires a positive mind set...not a negative one...by default..and if in the end what ever it is your trying to do indeed cannot be done....then nothing has been lost and a whole lot gained by making the serious attempt...etc
I like your philosophy well said. Im a moron ive been waiting for this game to come out, i head to the main subsim page for the first time in ages and find out Shells of Fury is out! Got my eye on this game i might just get it.
__________________
RIP kiwi_2005



Those who can't laugh at themselves leave the job to others.



kiwi_2005 is offline   Reply With Quote
Old 11-23-07, 04:00 AM   #223
stellaferox
Soundman
 
Join Date: Nov 2007
Posts: 142
Downloads: 51
Uploads: 0
Default

Hi guys,

I am overwhelmed by the moddibility of this game. Maybe this is why it has come as it is. Anyone considered that option, taken in account that SH2 and SH3 are modded as is the case now? I think that part 2 of the game will be the version with all the best mods, as Dangerous Waters was a while ago.
Anyway, I have the english version but like to play (as in SH2/3) in german for the feel of reality. Any possibility to download a transcriptionfile for that purpose?
thnx
Marc
stellaferox is offline   Reply With Quote
Old 11-23-07, 06:58 AM   #224
RConch
Captain
 
RConch's Avatar
 
Join Date: Jul 2002
Location: No. Virginia
Posts: 618
Downloads: 503
Uploads: 0


Default

First let me say "Hello"
I have not been back to subsim since my extreme displeasure with SH2, no need to rehash ancient issues.
Want to say hello to any old veterans that still remember me-I joined in July of 02. Started the "U-Boat Question of the Day".
I really debated if I wanted to get back into a U-Boat sim after leaving for several of years(4), but a random mention of this game in a magazine somehow has excited deep "old feelings".
I ordered the game yesterday in English (boxed version) and have since downloaded several interesting mods from C.B.'s site.
You fellows seem to be a serious lot and I look forward to joining you in this this unique game.
I can almost smell the salt water, unwashed bodies, and of course, the rotting food again.
"Good Hunting" and cheers.
__________________
"Noch und Noch"
Prowling the Nord Atlantik with GWX 3.0.
RConch is offline   Reply With Quote
Old 11-23-07, 10:40 AM   #225
cdragon
Sailor man
 
Join Date: Apr 2002
Location: Boston, MA USA
Posts: 44
Downloads: 33
Uploads: 0
Default

Quote:
Originally Posted by Rconch
First let me say "Hello"
I have not been back to subsim since my extreme displeasure with SH2, no need to rehash ancient issues.
Want to say hello to any old veterans that still remember me-I joined in July of 02. Started the "U-Boat Question of the Day".
I really debated if I wanted to get back into a U-Boat sim after leaving for several of years(4), but a random mention of this game in a magazine somehow has excited deep "old feelings".
I ordered the game yesterday in English (boxed version) and have since downloaded several interesting mods from C.B.'s site.
You fellows seem to be a serious lot and I look forward to joining you in this this unique game.
I can almost smell the salt water, unwashed bodies, and of course, the rotting food again.
"Good Hunting" and cheers.
Hey, Rconch. Welcome back!
cdragon is offline   Reply With Quote
Reply


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 07:34 AM.


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.