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Wolfpack mod
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Fri Sep 16, 2005 3:02 pm    Post subject: Wolfpack mod Reply with quote

Readme

I succeeded to make a German sub which moves at the periscope depth and attacks Allied shipping with "virtual" torpedoes. The "virtual" torpedoes are invisible 14-inch guns. Unfortunately, I could not get rid of the flash/smoke/traces when guns are firing but it is not really noticable or understandable what is going on, especially when DDs/escorts are attacking submerged AI subs.Since it was not pissible to limit the ammo amount, the gun rotation/elevation is greatly limited and the sub can fire only directly ahead. The sub can be used for creating wolfpacks.

Instructions for use in missions/campaign:

1. The Height value in the unit section, describing the sub in MIS file, should be set to zero. The sub will not move at negative Heights. The sub can not change the depth, i.e. can not dive or surface.

2. It is essential to set the highest speed for the sub to minimize firing time at the target, since it was not possible to limit the ammo amount or firing rate for the guns.Furthermore, DDs/escorts somewhat easy detect the sub and it will not have many chances to survive at low speeds.Note! Since the game somehow subtracts 3 knots from the specified speed in the MIS file, the maximum speed should be set to 11 knots. Then the sub will have 8 knots speed, which is in accord with technical specifications.

I have enclosed a single mission to test wolfpack action.Five AI subs are attacking a convoy with four escorts. The convoy is coming from the player's right-hand side and AI subs are on the right-hand side as well. The mission is rather for observation than for playing. I usually set the speed to one third and switch to AI sub with F12. It is actually interesting to see the difference in attacing efficiency of various DDs.

Unfortunately, Devs has set too high surviving ability for subs. However, when I took it down to the realistic level, the subs were not able to get through the escort screen to the convoy at all. I had to increase it a bit. Nevertheless, the outcome of the mission is very different every time. Sometimes the subs do get to the convoy, sometimes they do not.









Download is available on my site.
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Rubini



Joined: 13 May 2005
Posts: 1149
Location: São Paulo Brazil

PostPosted: Fri Sep 16, 2005 3:35 pm    Post subject: Reply with quote

Great Sergei! Thumbs Up

Feedback later.


Rubini.
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Schultzy



Joined: 25 Dec 2001
Posts: 129
Location: Linz, Österreich, EU

PostPosted: Fri Sep 16, 2005 5:16 pm    Post subject: Reply with quote

Surprised Cool

You're amazing!

Great work.
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Marhkimov



Joined: 22 May 2005
Posts: 2392
Location: Bay Area, California, USA

PostPosted: Fri Sep 16, 2005 6:06 pm    Post subject: Reply with quote

But the subs don't drive themselves, I assume. If that is so, then how useful might this mod be? I mean if they have to be scripted, then how would they attack targets in the campaign mode? A ship would have to cross directly in front of their path in order for them to fire...

But besides that, I think that it is a good innovation. Good job sergbuto.
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iambecomelife



Joined: 11 Apr 2005
Posts: 1047

PostPosted: Fri Sep 16, 2005 6:50 pm    Post subject: Reply with quote

Great work! Thumbs Up

Now we should probably try to find a way to spawn wolfpack attacks triggered by your convoy sightings. I think there's some stuff regarding triggers in the mission builder, but I'm not sure it can work in the campaign. Maybe we could spawn packs from "naval bases" positioned in the middle of the ocean near likely convoy routes, although this would still be leaving a lot up to chance...
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gdogghenrikson



Joined: 21 May 2005
Posts: 899

PostPosted: Fri Sep 16, 2005 7:03 pm    Post subject: Reply with quote

hope it isnt too hard to install because that sounds f****N sweet
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Kalach



Joined: 08 Apr 2005
Posts: 461
Location: Australia

PostPosted: Fri Sep 16, 2005 8:16 pm    Post subject: Reply with quote

Isn't the 'send contact report' meant to send friendly planes/destroyers to help you attack something? If it actually does work, then I'm sure it could be changed to call in u-boats Smile
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FAdmiral



Joined: 21 Sep 2001
Posts: 3043
Location: Atlanta, GA, USA

PostPosted: Fri Sep 16, 2005 8:21 pm    Post subject: Reply with quote

Good work serbguto.... At least now we will have something
of a wolfpack to help us sink enemy ships. BTW, that small
orange circle with arrow on water surface that tells where
your sub is. It seems to be missing from my campaign and I
would like to have it back. Would make my job much easier
to locate my sub without having to dive down & check it...


JIM
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Axlwolf



Joined: 25 Aug 2005
Posts: 115

PostPosted: Fri Sep 16, 2005 8:52 pm    Post subject: Reply with quote

Very good mod Sergbuto,i'm actually doing "evaluation test" about submarine survivability
The AI boat has taken 2 G7es torpedo in the engine room that stopped her,but is not sinking.
Actually seems a bit normal because a player U-Boat can withstand AT LEAST two torpedoes(Tryed myself with FAT)
But i never came out of that without SEVERE flooding.It seems those new boat are much more strong.
Now,excuse me,my WE called me...the last tube is ready Argh

Keep up the good work Sergbuto!

EDIT:
She needed another two torpedo to sink.I have to try with several torpedo hit in more than one compartment.
Confused
EDIT 2:
Three hit from AOB 90 killed her
Very Happy
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stljeffbb1



Joined: 20 Aug 2005
Posts: 171
Location: Wisconsin USA

PostPosted: Fri Sep 16, 2005 9:20 pm    Post subject: Reply with quote

Bravo sergbuto.....I look forward to using this!

Thumbs Up

-Jeff
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Sat Sep 17, 2005 4:19 am    Post subject: Reply with quote

marhkimov wrote:
But the subs don't drive themselves, I assume. If that is so, then how useful might this mod be? I mean if they have to be scripted, then how would they attack targets in the campaign mode? A ship would have to cross directly in front of their path in order for them to fire...


It will be as useful as other new units. Every ship in the campaign needs to be scripted in (except maybe for DDs spawned on alert) including convoys. The wolfpack subs can be scripted in ambush on a patrol route constantly crossing a convoy route and the player can be called via radio to joint the wolfpack.

The AI subs are subject to the collision avoidance routine. When they get inside the convoy, they may sink most of it while trying to avoid any collision because the subs start to turn quite early.
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Sat Sep 17, 2005 6:02 am    Post subject: Reply with quote

Axlwolf wrote:
Very good mod Sergbuto,i'm actually doing "evaluation test" about submarine survivability
The AI boat has taken 2 G7es torpedo in the engine room that stopped her,but is not sinking.
Actually seems a bit normal because a player U-Boat can withstand AT LEAST two torpedoes(Tryed myself with FAT)
But i never came out of that without SEVERE flooding.It seems those new boat are much more strong.
Now,excuse me,my WE called me...the last tube is ready Argh

Keep up the good work Sergbuto!

EDIT:
She needed another two torpedo to sink.I have to try with several torpedo hit in more than one compartment.
Confused
EDIT 2:
Three hit from AOB 90 killed her
Very Happy


AI subs can be made weaker but then DDs kill them too easily and the sub can't get through to the convoy. It is a compromise.

The subs sink slowly, but they will eventually sink. I do not think you need to use more torpedoes.


Last edited by sergbuto on Sat Sep 17, 2005 10:26 am; edited 1 time in total
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Axlwolf



Joined: 25 Aug 2005
Posts: 115

PostPosted: Sat Sep 17, 2005 6:53 am    Post subject: Reply with quote

Another thing
I dont receive tonnage for the sinking.Only on "Axis unit lost=1",but not the tonnage.
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Woof1701



Joined: 10 Jan 2002
Posts: 299
Location: Munich, Germany, Home of U-96

PostPosted: Sat Sep 17, 2005 7:19 am    Post subject: Reply with quote

That's really great news. I can't wait for that to be included in RUB or the Ops Mod!! Absolutely thrilling. We now only have to see whether we have to boost up the escorts a little bit more, since now several escorts may attack a heavily screened convoy, and I often managed to enter the convoy alone though no wolfpack helped me with distracting the escorts Smile So it's all about balance again, but I guess that can be tweaked with a little time. Now if someone found a way to kill the bugs in the milk cow mod, the game would be perfect Smile

Thanks again!!! Rock Rock
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Woof1701



Joined: 10 Jan 2002
Posts: 299
Location: Munich, Germany, Home of U-96

PostPosted: Sat Sep 17, 2005 7:25 am    Post subject: Reply with quote

Axlwolf wrote:
Another thing
I dont receive tonnage for the sinking.Only on "Axis unit lost=1",but not the tonnage.


You're not supposed to sink your own wolfpack and receive tonnage for that Joking
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