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Help wirh 2nd Mission
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swimsalot



Joined: 06 Oct 2005
Posts: 30
Location: Seattle, wa usa

PostPosted: Fri Jan 27, 2006 10:28 pm    Post subject: Reply with quote

cmon guys, gimme a bone here.
I'm not a 'tard, but I'm missing something in this mission.
Please help a guy out.
thanks,
Swims
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Bill Nichols



Joined: 14 Mar 2001
Posts: 2657

PostPosted: Fri Jan 27, 2006 11:57 pm    Post subject: Reply with quote

SPOILER FOLLOWS
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Okay, here's how this scenario works.

At the start of the scenario, one of three possible diesel subs are created. One of these is a Kilo-class, the other two are Foxtrots.

Each of these subs has a "Relative Position" trigger attached with the following parameters needed to fire the trigger:

For the Kilo, the player's FFG must approach to within 3 miles of the sub and remain there for at least 15 minutes. This trigger will not fire before time 19:00.

For the first Foxtrot, the player's FFG must approach to within 3 miles of the sub and remain there for at least 15 minutes. This trigger will not fire before time 19:00.

For the second Foxtrot, the player's FFG must approach to within 3 miles of the sub and remain there for at least 15 minutes. This trigger will not fire before time 18:30.

When the sub's Relative Position trigger fires, a script is run. The script tells the sub to surface and sets a course and speed to leave the area.

In order to get a successful 'mission complete', the FFG's "lookout" sensor must detect the surfaced sub.

I've checked and double-checked the above and everything seems to be in order. I can think of two possibilities for why the mission isn't working correctly for some players:

1) There might be something screwy with how DW implements the "relative position" trigger. For example, if the FFG approaches to within 3 nm of the sub, but leaves before the 15 minites are over, will this prevent the trigger from ever firing in the future? :hmm:

2) The sub's AI routines might be interfering with or superceding the 'surface sub' script. If the sub doesn't get to the surface, then the lookout sensor won't be able to detect it and the mission will fail. Mad

Either of the above would be a fault of the game program. Damn Further investigation is needed to understand what the game program is doing. I can think of some possible work-arounds by changing how the scenario's triggers are set up.

Finally, this mission has some additional trigger logic for the case where the player opens fire on the sub. Start the war and see what happens! Argh
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swimsalot



Joined: 06 Oct 2005
Posts: 30
Location: Seattle, wa usa

PostPosted: Sun Jan 29, 2006 12:58 pm    Post subject: Reply with quote

Thank you very much Sir, I really appreciate it.
So if I understand correctly, I must locate and close to within 3nm of sub, and remain there for minimum of 15 minutes, and the sub will not surface until 19:00 or 18:30, depending on type.
I did sink the Foxtrot once, it gave me a mission incomplete Sad
I will run it again, following your guidelines.
Again, thanks very much, this is what the forums are really for in my opinion- helping others with less experience to enjoy the sim!
Swims
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Bill Nichols



Joined: 14 Mar 2001
Posts: 2657

PostPosted: Sun Jan 29, 2006 1:51 pm    Post subject: Reply with quote

To be more precise, the 'Relative Position' triggers won't be 'active' before those times. Thus, the earliest that the sub will surface is 15 minutes after the times stated.
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swimsalot



Joined: 06 Oct 2005
Posts: 30
Location: Seattle, wa usa

PostPosted: Sun Jan 29, 2006 5:14 pm    Post subject: Reply with quote

ahhh, so the MINIMUM mission times would be 1.5 hrs or 2.0 hrs, correct?
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Miika



Joined: 10 Oct 2005
Posts: 60
Location: Helsinki

PostPosted: Mon Jan 30, 2006 1:19 am    Post subject: Reply with quote

What Bill said sounds familiar; I've had similar problems. A couple of comments:

Are you using event triggers? I've found them to have some problems, at least with "use doctrine language" option. I recently had to replace event triggers with goal triggers in order to make some missions work.

It also seems that subs don't always follow scripts. In a mission I'm currently working with I finally ended up using 3 scripts simultaneously forcing a sub to surface, one repeating itself every minute. The sub, however, still dives all the time. Damn I guess there is some hard-coding that makes the subs avoid "hostiles".'

Miika
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LuftWolf



Joined: 09 May 2005
Posts: 1872
Location: Free New York

PostPosted: Mon Jan 30, 2006 3:10 pm    Post subject: Reply with quote

Depending on the priority set by the sim engine for all the scripts and doctrines running for a single AI controlled platform (and there can be MANY running at once for each platform, a tribute to the programmers) the platform may or may not respond to certain scripts or even doctrine level commands.

There is a variable entered by the sim in the doctrines called SetPriority, and this is largely what is used to resolve conflicting doctrine/script commands, and although I believe it can be defined, for every doctrine/script cycle for the platform it gets shifted on the fly by the sim.

Amizaur, knows much more about this than me, but we have had the same problem figuring out why certain doctrine level commands didn't work in certain situations and it is very much the same problem that mission designers seem to have with certain scripts not working correctly or at all, and we have narrowed down some to the way multiple command paths are run and handled by the sim, which is ultimately a strength of the game because of the flexibility it allows.

For example, the straight running torpedo bug (which has been fixed in the doctrine update for LWAMI 3.00b) was a result of multiple copies of the Torpedo doctrine opening for each contact and throwing off a variable counter that reset the torpedo to search again each time the sim shifted priority between them based on the contact environment.

Fortunately, this counter was unnecessary, most likely a holdover from Sub Command, so removing it solved the problem and now the torpedoes seem to work great. Smile
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swimsalot



Joined: 06 Oct 2005
Posts: 30
Location: Seattle, wa usa

PostPosted: Mon Jan 30, 2006 3:50 pm    Post subject: Reply with quote

Thanks guys.
I'm still stuck.
I stayed within 1nm of sub from 17:20 until 21:30.
I used all types of active sonar, while doing circles around the sub to make sure he heard the pings. My average range was <1k yards!
Is there any way to "bypass" this mission and continue the campaign?
It appears that something is not right here.
Appreciate the help.
Swims
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Bill Nichols



Joined: 14 Mar 2001
Posts: 2657

PostPosted: Mon Jan 30, 2006 5:19 pm    Post subject: Reply with quote

swimsalot wrote:
Thanks guys.
I'm still stuck.
I stayed within 1nm of sub from 17:20 until 21:30.
I used all types of active sonar, while doing circles around the sub to make sure he heard the pings. My average range was <1k yards!
Is there any way to "bypass" this mission and continue the campaign?
It appears that something is not right here.
Appreciate the help.
Swims


I'll re-work the triggers on this scenario to make it work more reliably. In the meanwhile, you can play the single-mission versions included with my zip file. Just play them in order and you'll get most of what's in the campaign.
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Bill Nichols



Joined: 14 Mar 2001
Posts: 2657

PostPosted: Tue Jan 31, 2006 6:53 am    Post subject: Reply with quote

swimsalot wrote:
Thanks guys.
I'm still stuck.
I stayed within 1nm of sub from 17:20 until 21:30.
I used all types of active sonar, while doing circles around the sub to make sure he heard the pings. My average range was <1k yards!
Is there any way to "bypass" this mission and continue the campaign?
It appears that something is not right here.
Appreciate the help.
Swims


Here's a new version that, I believe, fixes the problem. I've replaced the 'relative position' triggers with 'approach' triggers (in case there's something strange happening with the relative position logic), and added a check so that, if the sub hasn't surfaced within 5 minutes of the surface-sub script running, you get credit for the mission anyway. Let me know if this works better for you. Neutral\

http://www.subguru.com/DW_missions/Mission_2_fix.ZIP
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swimsalot



Joined: 06 Oct 2005
Posts: 30
Location: Seattle, wa usa

PostPosted: Wed Feb 01, 2006 11:36 am    Post subject: Reply with quote

Excellent customer service Sir, I'll run it today.
Mahalos,
Swims
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GunnersMate



Joined: 17 Feb 2006
Posts: 225
Location: Boston, MA

PostPosted: Thu Feb 23, 2006 1:01 am    Post subject: Reply with quote

I'm in the middle of this mission and mission time is 0227L and I figured something must be wrong because I've been tracking this guy within 2Kyds since 1845L and stayed with him through all his turns. he's been running at 17 kts and 800ft for friggin 4 hours now! Stare I guess his battery has to die sometime right? Mad Does he have the energizer rabbit on wheel in that thing Surprised
BTW I just d/l RSR today.
Edit - I'l' sav this mission and run it tommorow to see if he'll run aground somewhere near Cape Hatteras! Damn
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