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Old 03-31-10, 08:13 PM   #1
h.sie
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Default [REL: Sergbutos Wolfpack Mod V2 Reloaded]

Wolfpack Mod V2 from Sergbuto - Reloaded.

The problem was, that Sergbuto build his mod based on Stock SH3 Library files. This leads to file conflicts with modern Supermods like GWX, because they use different Library files.

So I took all relevant data from Sergbutos Library files Shells.dat, Shells.sim
and Shells.zon and put this data into separate files Shells2.dat, Shells2.sim
and Shells2.zon. So there are no more file conflicts. This seems to work well.

The only thing that has to be done now is scripting the Submerged VIIA UBoats into Single Missions and Campaign Files. Examples for that can be found in NYGM, WAC and LSH Supermods.

This Mod contains 2 Test Missions.
1) Wolfpack1: Wolfpack Attack on escorted Convoy
2) Wolfpack2: Wolfpack Attack on non-escorted Convoy

I like that.

Some threads with info about this mod:

http://www.subsim.com/radioroom/showthread.php?t=84480
http://www.subsim.com/radioroom/showthread.php?t=85169
http://www.subsim.com/radioroom/showthread.php?t=94400
http://www.subsim.com/radioroom/showthread.php?t=126909
http://www.subsim.com/radioroom/showthread.php?t=160939

h.sie
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Last edited by h.sie; 04-01-10 at 02:36 AM.
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Old 04-01-10, 12:11 AM   #2
makman94
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Quote:
Originally Posted by h.sie View Post
Wolfpack Mod V2 from Sergbuto - Reloaded.

The problem was, that Sergbuto build his mod based on Stock SH3 Library files. This leads to file conflicts with modern Supermods like GWX, because they use different Library files.

So I took all relevant data from Sergbutos Library files Shells.dat, Shells.sim
and Shells.zon and put this data into separate files Shells2.dat, Shells2.sim
and Shells2.zon. So there are no more file conflicts. This seems to work well.

The only thing that has to be done now is scripting the Submerged VIIA UBoats into Single Missions and Campaign Files. Examples for that can be found in NYGM, WAC and LSH Supermods.

This Mod contains 2 Test Missions.
1) Wolfpack1: Wolfpack Attack on escorted Convoy
2) Wolfpack2: Wolfpack Attack on non-escorted Convoy

I like that.

h.sie
thank you for that H.Sie !
haven't test it yet but ,as you say,it work ok ...right?
so Sergbuto's mod 'puts' wolfpacks in the game ? and if so ...i am wondering...why all this time people are complaining that wolfpacks are 'missing' from the game ?
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Old 04-01-10, 02:16 AM   #3
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Καλημέρα Μάνο και καλό Πάσχα. Συγχαρητήρια για το εξαιρετικό M.E.P 3.0.

This mod is for a "virtual wolfpack" mission. That is to say, it gives you the sense of a wolfpack but it's not operational; you are not a member of any wolfpack. It is pretty immersive though. Nice job h.sie. As always.
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Old 04-01-10, 02:30 AM   #4
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This is even better. Thank you very much, h.sie.
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Old 04-01-10, 02:43 AM   #5
h.sie
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Hi makman, yes it works in principle, if the U-Boots are scripted correctly (!!!) into the campaign. NYGM, WAC and LSH already have this mod included. GWX has surfaced UBoot Wolfpacks. The AI-UBoots in this mod are not very intelligent, they shoot some virtual torpedos, they are always on periscope depth, they cannot dive or evade and so on. But in my optinion that does not matter, because in the player's position you don't see that. you only see a battle at the horizon: destroyers shooting and depthcharging, ships exploding and sinking. play one of the single-missions and attack the convoy and see what happens.

In NYGM the german AI-Uboots are assigned to some of the allied convoys in the RND layer. they do nothing until the convoy comes into the visual range of the players UBoot. then they start to attack.

For my private use of GWX, I'll replace 75% or maybe all surfaced AI-Uboots in the RND layer with the submerged Type VIIA that is included in this mod, and I think that's done in a hour.....
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Old 04-01-10, 04:51 AM   #6
verte
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Quote:
Originally Posted by h.sie View Post
For my private use of GWX, I'll replace 75% or maybe all surfaced AI-Uboots in the RND layer with the submerged Type VIIA that is included in this mod, and I think that's done in a hour.....
Thanks for the updated mod. If you cannot release a modified GWX campaign, could you point some instructions how to modify it?
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Old 04-01-10, 05:26 AM   #7
h.sie
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Hi verte,

the problems are:

1) The GWX campaign is property of GWX. I don't want to change this, except for my private use.

2) Even if I had the permission to modify the GWX-campaign: I don't have the time and the nerves to give support for all problems that might occur.

3) I don't have much experiences in scripting and adding wolfpacks. I'm starting with this subject.

I think the easiest way is to replace some or all of the GWX surfaced wolfpack AI-UBoats with the submerged VIIA UBoats from this mod in the RND layer.

Look at the RND layer of the NYGM-Mod. Stiebler already added some wolfpack UBoats to some convoys in the RND layer.

Maybe there is a modder who wants to ask for permission to change GWX campaign and add wolfpacks. But not me. I'm very tired.

h.sie
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Old 04-01-10, 05:57 AM   #8
verte
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Quote:
Originally Posted by h.sie View Post
Maybe there is a modder who wants to ask for permission to change GWX campaign and add wolfpacks. But not me. I'm very tired.
I understand, no problem
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Old 04-01-10, 06:24 AM   #9
Magic1111
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Thank you h.sie for reloaded the MOD !

Best regards,
Magic
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Old 04-01-10, 06:24 AM   #10
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Hi h.sie,

nice work. Thanks

I don't know how critical it is, but I guess it's better if the submarine name/class is added to the EnglishNames.cfg... in the submarine folder.

Cheers, LGN1

PS: When replacing the AI subs, I guess one should remove the line 'Loadout=Crew on Deck'. Right?
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Old 04-01-10, 06:51 AM   #11
h.sie
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Hi LGN,

Regarding "Loadout": correct.

Regarding "German/EnglishNames.cfg": I don't know.

For my private use I plan to search only the RND layer for all German UBoats that are assigned to allied convoys. These entries I'll replace with the following entry:

-----------------------
Class=SSTypeVIIA
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3
-----------------------

Perhaps one can change "No", "SpawnProbability" and "CrewRating" a little bit...

In GWX there are 2 types of german UBoats that are assigned to allied convoys: "VIIC/41" and "Resupply UBoat", which is a IXB.
I don't know why this is called Resupply UBoat. I think it's job is not to resupply the convoy but to attack it.

I will not touch german UBoats which are NOT assigned to allied convoys.

And I'll also not touch convoys with speed more than 11kts, because VIIA max. Speed is 11kts and I don't want to change the convoy behaviour by adding a slow moving unit.

BBW made some german UBoats the leader of the allied convoy!! I don't know why he did this and I don't know if that has a negative impact. But if it works with surfaced UBoats, so why should it not work with submerged ones? We'll see.

LGN1, did you succeed to adapt the Anti-Hummingbird mod to GWX?

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Old 04-01-10, 07:07 AM   #12
h.sie
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Maybe there occur FPS hits when wolfpacks attack large convoys with lots of escorts and armed merchants, because they all are firing like crazy on the wolfpack UBoats.
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Old 04-01-10, 01:36 PM   #13
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Hi h.sie,

I have read the issue with the fps. But it's the same with surface AI U-boats, isn't it? I don't see why this should be a problem only for the submerged AI boats

Concerning the Anti-Hummingbird mod: Yes, I got it working. If you want to have details, just pm me.

Cheers, LGN1
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Old 04-01-10, 02:02 PM   #14
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Hi h.sie
Nice one
There can be an impact on FPS using the submerged units in firefights with convoys
True the surfaced units will do the same but as surfaced dont tend to last long
The game sees the submerged sub as a surface unit so everything opens up on the sub
As long as your system can handle it go for it
GWX already has AI subs attached to convoys also so you can replace some of those with the VIIA or indeed add more

If you need a hand just ask
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Old 04-01-10, 02:09 PM   #15
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thank you, h.sie for this and all your great data mods, very awesome stuff mate
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