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Wolfpack mod
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TigerKatziTatzi



Joined: 12 Feb 2006
Posts: 54

PostPosted: Sun Apr 23, 2006 2:48 am    Post subject: Reply with quote

Hi serg,

I do have a prob with the VIIa. They don't attack ships, even not with the single mission which comes with the wolfpack_mod release. Works fine with the VIIC/41 on surface but not with dived VIIa. Any Idea for me what I may did wrong.

Install was made direct copy into sh3 folder. No JSGME or SH3Commander in use here.



Greetz TKT
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mikaelanderlund



Joined: 20 Apr 2005
Posts: 57

PostPosted: Sun Apr 23, 2006 1:22 pm    Post subject: Reply with quote

Hi,
I have the same problem. I use wolfpack mod integreted in my campagn scr. but the never attack ships. However, DD attacking the subs.

Mikael
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Mon Apr 24, 2006 5:33 am    Post subject: Reply with quote

It seems the problem is in the guns.sim file included in the download. When I did testing of the mod I made a mistake and did not delete original guns.sim from the Library folder. It was there along with the changed one for the mod. This probably fooled me during testing.

Try this revised guns.sim.
http://rapidshare.de/files/18803142/wolfpack_sim_file.rar.html

If it still does not work, you can always replace UboatVirtualTorpedo in sub's EQP file with PTVirtualTorpedo which is used for PT boats.

It is important to remember that U-boats will attack only when the ship is in front of them within a norrow angle. And they may not attck if the distance to the ship is larger than 4000 m.

Tell me if it works out for you.

For general use, it also helps to give wolfpack subs wayponits so that they will zig-zag while in attack run.

I have been planning to come back to this mod with the new knowledge about SH3 engine and new ideas to try out.
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TigerKatziTatzi



Joined: 12 Feb 2006
Posts: 54

PostPosted: Mon Apr 24, 2006 6:30 am    Post subject: Reply with quote

Thx for hosting, works perfect.


Greetz TKT
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mikaelanderlund



Joined: 20 Apr 2005
Posts: 57

PostPosted: Tue Apr 25, 2006 1:42 am    Post subject: Reply with quote

sergbuto wrote:
It seems the problem is in the guns.sim file included in the download. When I did testing of the mod I made a mistake and did not delete original guns.sim from the Library folder. It was there along with the changed one for the mod. This probably fooled me during testing.

Try this revised guns.sim.
http://rapidshare.de/files/18803142/wolfpack_sim_file.rar.html

If it still does not work, you can always replace UboatVirtualTorpedo in sub's EQP file with PTVirtualTorpedo which is used for PT boats.

It is important to remember that U-boats will attack only when the ship is in front of them within a norrow angle. And they may not attck if the distance to the ship is larger than 4000 m.

Tell me if it works out for you.

For general use, it also helps to give wolfpack subs wayponits so that they will zig-zag while in attack run.

I have been planning to come back to this mod with the new knowledge about SH3 engine and new ideas to try out.


Hi sergbuto,

I am using GW 1.1. Do you think your updated guns.sim works well with GW 1.1? Thanks for your cool mod!

Mikael
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Tue Apr 25, 2006 5:15 am    Post subject: Reply with quote

I do not remember whether GW uses stock or modified guns.sim. If the former, you can just replace it with guns.sim for the Wolfpack mod. Otherwise, you have some options.

As it is now, the only change in the current guns.sim left is the limitation on the firing range (4000 m). If you do not care about that you can use guns.sim from GW but you need to use guns.dat from the Wolfpack mod. Or you can change the firing range setting in the GW's guns.sim by using the timetraveller's tools.
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TigerKatziTatzi



Joined: 12 Feb 2006
Posts: 54

PostPosted: Tue Apr 25, 2006 6:39 am    Post subject: Reply with quote

Hi Serg,

one more QS. Do you think its possible to do a combine of the VIIc/41 and VIIa in the way the new Sub would be able to run first surface and do then a dive on periscope depth, based on waypoints settings ?

To give u an idea what i'm up to ...........

http://www.aandc.org/research/convoy_tm1.html

i'm using this convoi currently for our next update as test for our part 3 of LSH3, which will has as main story the big convoy war with wolfpacks from 1942 - 1943. currently i'm using both types of ur subs for it ( first stage surface for getting into patrol area, second stage dived for attack run).


greetz TKT
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Tue Apr 25, 2006 4:02 pm    Post subject: Reply with quote

Unfortunately, AI -subs are not able to dive or surface. But I think it might be possible to delete surfaced subs at the defined waypoint and spawn submerged instead. Although, I do not know whether it is possible to appropriately time these events since I do not have much experience in scripting.
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TigerKatziTatzi



Joined: 12 Feb 2006
Posts: 54

PostPosted: Wed Apr 26, 2006 1:52 am    Post subject: Reply with quote

thx for answering. so i'll do as i setup it yet.
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panthercules



Joined: 30 Apr 2005
Posts: 444

PostPosted: Fri Apr 28, 2006 11:43 pm    Post subject: Reply with quote

I was about to start a topic about "virtual"wolfpacks when I saw that this thread had been resurrected. It sounds like a lot of progress was made on this idea, but I assume it never got finished/implemented yet?

Even if it doesn't work "perfectly" yet, is there any chance of getting at least some aspects of this idea implemented in any of the big mods like GW or NYGM-TW? What I was thinking about before I saw this thread was that even if we can't have actual wolfpacks with visible AI subs that behave "properly" in attacking convoys, maybe we could just have some sort of randomized occurrences of torpedoes (or hidden big guns that act like virtual torpedoes, or just random explosions) that would have a chance of happening to convoys from time to time. That way, there would at least be a small chance that when we intercept a convoy we might see explosions in various parts of the convoy actually occurring while we were in the process of attacking (as if we were in the midst of a wolfpack attack), and there would be a somewhat larger chance that we would at least see one or two damaged/listing/smoking ships limping along in the convoy or straggling behind, sort of like the after-effects of a previous wolf-pack attack that would have happened before we got there.

Since you wouldn't really have to worry about actually seeing these phantom/virtual AI subs or whether they actually behave "properly", it seems like it might be easier to accomplish the circumstantial evidence of these sorts of virtual attacks than it seems to be to achieve fully correct behavior of the AI subs (although it would be cool if they could act "real" enough to draw off one or two of the escorts into attacking them so as to create gaps in the screen, in case you happened to come across the convoy while one of these virtual attacks was actually occurring).

What do you think - any chance of making this concept work and getting it added to one of the major mod packages?
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TigerKatziTatzi



Joined: 12 Feb 2006
Posts: 54

PostPosted: Sat Apr 29, 2006 2:20 am    Post subject: Reply with quote

panthercules wrote:
I was about to start a topic about "virtual"wolfpacks when I saw that this thread had been resurrected. It sounds like a lot of progress was made on this idea, but I assume it never got finished/implemented yet?

Even if it doesn't work "perfectly" yet, is there any chance of getting at least some aspects of this idea implemented in any of the big mods like GW or NYGM-TW? What I was thinking about before I saw this thread was that even if we can't have actual wolfpacks with visible AI subs that behave "properly" in attacking convoys, maybe we could just have some sort of randomized occurrences of torpedoes (or hidden big guns that act like virtual torpedoes, or just random explosions) that would have a chance of happening to convoys from time to time. That way, there would at least be a small chance that when we intercept a convoy we might see explosions in various parts of the convoy actually occurring while we were in the process of attacking (as if we were in the midst of a wolfpack attack), and there would be a somewhat larger chance that we would at least see one or two damaged/listing/smoking ships limping along in the convoy or straggling behind, sort of like the after-effects of a previous wolf-pack attack that would have happened before we got there.

Since you wouldn't really have to worry about actually seeing these phantom/virtual AI subs or whether they actually behave "properly", it seems like it might be easier to accomplish the circumstantial evidence of these sorts of virtual attacks than it seems to be to achieve fully correct behavior of the AI subs (although it would be cool if they could act "real" enough to draw off one or two of the escorts into attacking them so as to create gaps in the screen, in case you happened to come across the convoy while one of these virtual attacks was actually occurring).

What do you think - any chance of making this concept work and getting it added to one of the major mod packages?



You can use the package as it is with the new hosted guns.sim . in average and depending of cargo of a ship the ai-sub needs 1-3 hits against a ship to sink it. depending on bearing ( main direction target ahead ) to the convoy its attacking the first ship in a range of 4000m. So the main work for you as modder is the sync on ai and convoy route by waypoints. to give u an example. i posted a link about the convoy TM.1 attacked by 6 subs 1943. the route of convoi and wolfpack ( including player unit) has been setup. when the wolfpack 'Delphin' group was ordered to a new Patrol line, I used an order for the player to patrol on on the northern end of this line. Rest of AI-subs is setup with waypoints along the 120km line to the south and the AI-Uboot U381 in the mid of this line. this gives u a distance betwqeen player location and the boat which made the first cotnact to the convoi of ~ 40km . when the Player receive now the radiomsg. of U381 when it makes contact and the players sail southwards to the point of contact 4 Ai boats allready in an attack with the convoy and his escort.
The only prob is to coordinate this attack in this way there are some ships left when the player arrive in the combat area. Smile


hope this helps a bit about creating those wolfpack attacks in pretty close real way.



greetz TKT
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Sat Apr 29, 2006 10:56 am    Post subject: Reply with quote

panthercules,

What do you mean by virtual subs? Wolfpack subs are quite real (3D rendered), following waypoints at the periscope depth and attacking allied shipping. When Allied escort/DDs or airplanes will detect and attack these subs with ASW. You can watch this in external view, if you like.
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Sat Apr 29, 2006 11:01 am    Post subject: Reply with quote

TigerKatziTatzi wrote:
You can use the package as it is with the new hosted guns.sim . in average and depending of cargo of a ship the ai-sub needs 1-3 hits against a ship to sink it. depending on bearing ( main direction target ahead ) to the convoy its attacking the first ship in a range of 4000m.


It should be possible to set this range to other value if necessary.

I believe Col7777 has a few ideas about spawing wolpack subs and making better use of them. But one needs to wait for working forum search function to locate those threads.
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panthercules



Joined: 30 Apr 2005
Posts: 444

PostPosted: Sat Apr 29, 2006 9:06 pm    Post subject: Reply with quote

sergbuto wrote:
panthercules,

What do you mean by virtual subs? Wolfpack subs are quite real (3D rendered), following waypoints at the periscope depth and attacking allied shipping. When Allied escort/DDs or airplanes will detect and attack these subs with ASW. You can watch this in external view, if you like.


Awesome - I didn't read all the pages of this thread and didn't realize that you had actually made that much progress. That's way more elaborate than I had hoped for - from the perspective I started with, I was just hoping to be able to see the effects - i.e., some explosions and some damaged ships that I could assume must have been caused by other u-boats. For that purpose, it wouldn't really matter to me if there were actually working AI subs or not. I haven't read any u-boat books lately and can't remember the details of the ones I read many years ago, but from my in-game experiences and recollections of those books I figured it would be pretty unlikely for a u-boat captain to actually see or communicate with any of the other u-boats during the actual attacks, so from my personal immersion standpoint I figured just hearing/seeing an occasional torpedo-like explosion somewhere in the convoy while I was making my approach or attack, or just occasionally seeing some damaged/burning/sinking ships in convoys as if they had recently been attacked by some other u-boat, would allow me to imagine that I was not alone out there.

Of course, if there actually would be working AI boats in the process, so much the better.

Unfortunately though, I have no experience/knowledge/talent for actually scripting any of this stuff into the game's files, so I was hoping that someone who knows how to do this would manage to work this sort of activity into the campaigns used for GW (my current mod pkg) or maybe NYGM-TW (the one I was using before GW came out) so that it would be accessible to the masses Smile
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Stiebler



Joined: 09 Oct 2005
Posts: 109
Location: London, UK

PostPosted: Sun Apr 30, 2006 5:15 am    Post subject: Reply with quote

Unfortunately, even if Sergbuto can improve further on his AI U-boats to make them behave perfectly, there is a practical problem with their use in wolf-packs.

The campaign files require the paths of the AI U-boats to be marked in them somehow. You can add them to the campaign_RND.mis file, when they will be fired off randomly onto a prescribed course, or you can add them to the campaign_SCR.mis file, in which case they will always follow a prescribed course. (Or you can have both types.) In all cases, although you can alter the time of appearance and disappearance of the AI U-boats, they must follow that prescribed course. The AI U-boats cannot be made to follow the player's U-boat, nor to appear on demand close to the player's U-boat.

Therefore the AI U-boats must be made to operate together (a wolf-pack), or singly, along fixed courses, which obviously must be placed somewhere along a convoy's course (that can be found in mission editor).

This means that the player must *always* return to these fixed patrol areas, if the wolf-pack is to function as part of the attack on the convoy.

Worse, if the player is somewhere remote from the wolf-pack, they will still be trying to sink every convoy that passes them. Your frame rate is going to keep suddenly dropping wherever you are, while the convoy battle is fought out hundreds of kilometers away!

That is why wolf-packs have not been added to NYGM. They may well be great for single missions (I haven't tried), but not for campaigns. This situation might change if anyone can discover how to make the player's sub and the AI U-boats all part of one moving German 'convoy', steered by the player.

Stiebler.
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