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Wolfpack mod
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Sun Apr 30, 2006 6:20 am    Post subject: Reply with quote

panthercules wrote:
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


Wolfpacks and AI-subs operations are accessible to the masses in the U-boat War Ace mod-campaign.
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GlobalExplorer



Joined: 14 May 2005
Posts: 234
Location: Berlin

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

Hm, I'm wondering to to what extent Sh3Gen could be used with this mod. If there are enough scripted subs in the campaign layer, Sh3Gen sould (theoretically) create radio traffic with other Uboats sinking or reporting real targets (i.e targets from the campaign layer).

There are some problems though with the necessary spatial operations (very time consuming and a bit over my head at the moment), and the fact that the low values for SpawnProbability would make the Sh3Gen reports too unreliable, at least if it comes from the RND Layer.

But I think I have to follow development for this mod because it might be the missing part for Sh3Gen to provide a dynamic campaign environment. Well, not really dynamic of course, but you know what mean.

Are the subs scripted in the RND or SCR layer? SCR would be much better for the kind of things I am doing with Sh3Gen.

GE
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Sun Apr 30, 2006 6:45 am    Post subject: Reply with quote

Stiebler wrote:
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.

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.


Wolfpacks were not steered by some U-boat but BdU. Forcing this role on a player would not be that realistic. Instead, the player should be ordered to reach a certain point to take part in wolfpack operations or follow the presribed route.

Stiebler wrote:
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!


My understanding is that ships are not even 3D-rendered hundrids of kilometers away from the player. Therefore, strong dropping in frame rate is doubtful (although I have not tested that).
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mikaelanderlund



Joined: 20 Apr 2005
Posts: 57

PostPosted: Sun Apr 30, 2006 8:23 am    Post subject: Reply with quote

Hi,

I am using the wolfpack mod very often in my campaign and it works well! I have not seen any dropp in the fram rate. The subs I am using are VIIa and VII 41/C and they are scripted in the scr. layer. However, you need to know the konvoys routes to know were to put your pack and you need to get rid of the random waypoint radius (rnd. layer) inte the area you want to put your pack.

Mikael
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GlobalExplorer



Joined: 14 May 2005
Posts: 234
Location: Berlin

PostPosted: Sun Apr 30, 2006 8:41 am    Post subject: Reply with quote

My vote is that this should be included in the major mods. Just imagine:

- surfacing in a convoy at night and seeing burning ships
- escorts distracted because they are chasing after another boat
- finishing off stragglers
- hearing the sound of depthcharges through the hydrophones ("Die beharken gerade einen von uns.").

Though it might be hard to coordinate sub and convoys waypoints, and while we might not get to see the results very often, it is still possible, and it would improve the athmosphere tremendously.

And as I said in my previous post, secondary mod ideas might come up that add even more to the game. For instance, external apps like Sh3Gen could inform about UBoat concentrations and approximate position at the time of the patrol. Technically it is even possible to generate living radio traffic. I might have a go at these features if someone would script enough subs into the campign, and if the wolfpack mod was included in the unified campaigns.

Btw, why is U-Boat Ace campaign getting so little attention? Is it because it is heavily scripted, and most guys here are pretty much "dynamic" Wink
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panthercules



Joined: 30 Apr 2005
Posts: 444

PostPosted: Sun Apr 30, 2006 2:04 pm    Post subject: Reply with quote

GlobalExplorer wrote:
My vote is that this should be included in the major mods. Just imagine:

- surfacing in a convoy at night and seeing burning ships
- escorts distracted because they are chasing after another boat
- finishing off stragglers
- hearing the sound of depthcharges through the hydrophones ("Die beharken gerade einen von uns.").

Though it might be hard to coordinate sub and convoys waypoints, and while we might not get to see the results very often, it is still possible, and it would improve the athmosphere tremendously.


EXACTLY! This is just the effect I was hoping for, and not that it would happen very often - just that there would be a chance of stumbling onto such a situation.

GlobalExplorer wrote:


Btw, why is U-Boat Ace campaign getting so little attention? Is it because it is heavily scripted, and most guys here are pretty much "dynamic" Wink


Good question - I seem to remember at least seeing and maybe even trying out something called U-Boat War Ace several months ago (apparently I downloaded it last October), but I can't remember why it dropped off my radar screen and I don't remember seeing much about it since then whereas I'm always seeing stuff about RUB/IUB/NYGM/GW. If it is a "scripted vs dynamic" sort of thing, I guess I could understand it, but it seems a shame you can't have some sort of combination of approaches - I like the generally "dynamic"/random nature of things better than tightly scripted stuff with specific events that always happen in exactly the same way, but on the other hand I think it's cool if there's at least some sort of connection to historical events (e.g., appropriately more traffic around Norway in April 1940, near the Channel in May-June 1940, in the Med in 1941/42, etc.), though I suspect that this type of thing has to be somewhat scripted to work.

If there were a really good way to have actual, working wolfpacks with "real" working AI U-boats that the player could interact with, that would be cool - but frankly I'd be happy to settle (at least for now) with just some randomized way of making the things listed above happen inside the major mod packages like GW or NYGM-TW without the player actually knowing anything about it or having anything to do with it - just like an extension of the various radio messages that currently don't really "mean" anything but still add to the immersive feeling of the game.
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Sun Apr 30, 2006 3:10 pm    Post subject: Reply with quote

GlobalExplorer wrote:
Btw, why is U-Boat Ace campaign getting so little attention? Is it because it is heavily scripted, and most guys here are pretty much "dynamic" Wink


U-boat War Ace mod-campaign is used by most of the Russian SH3 Community and by part of the German SH3 Community.

As to dynamic, RND layers in other big mods are not really more "dynamic" compared to the stock version. Because those RND layers are based on the Improved convoys mod which did heavy scripting on convoys, reducing the random factor in order to fit historic findings. In addition, the coastal traffic of the RND layer which is the most random part of the campaign was set to zero in some cases.


Last edited by sergbuto on Mon May 01, 2006 2:06 am; edited 1 time in total
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Sun Apr 30, 2006 3:25 pm    Post subject: Reply with quote

GlobalExplorer wrote:
For instance, external apps like Sh3Gen could inform about UBoat concentrations and approximate position at the time of the patrol.


Yes, wolpacks-including campaigns should greatly benefit from the use of such external programmes as SH3Gen.
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panthercules



Joined: 30 Apr 2005
Posts: 444

PostPosted: Mon May 01, 2006 8:47 pm    Post subject: Reply with quote

Sergbuto - seeing this thread resurrected has tempted me to try this U-boat War Ace mod again. I went to your page, found the link to the latest version of the mod and I downloaded it.

Just one point of confusion (so far) - your site says that this mod "takes advantage of most of my mods available for download below" - however, I'm not clear on the proper install process. Will things work properly if I install all 13 of your mods on your site (or however many are atually there - I just noticed that some of them have no download links so I guess they're not finished yet?), along with the actual U-boat War Ace mod, or does the U-boat War Ace mod already include some or all of your site's mods?

Are there any of the mods on your site that duplicate any of the others or anything in the U-boat War Ace mod so that I wouldn't need/want to install all of your site's mods? Assuming that I should install some or all of your site's mods, is there any particular order in which they or the U-boat War Ace mod itself should be installed?

Thanks for all the great work Thumbs Up

edit: also, are there any known issues/problems running the game with UWA and your site's mods via SH3 Commander?
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sergbuto



Joined: 14 Sep 2002
Posts: 2530
Location: Sweden

PostPosted: Tue May 02, 2006 11:14 am    Post subject: Reply with quote

First of all, I am not the author of the U-boat War Ace mod-campaign therefore it may be diificult for me to answer your questions.

You should be aware that there are two versions/lines for this mod-campaign. The original one made by Travinski and the one re-worked by Hansolo78. When Hansolo78 made his additions to the U-boat War Ace campaign, he tried to contact Travinsky but unfortunately Travinski was not reachable at that time and Hansolo went on with additions. However, very recently Travinski came up with the new version of his original campaign and asked me to make it available for download on my site. For the latter you first need to install my mods

Additional merchants v2.0
Southampton
AI_Uboats v2.0
Wolfpack mod

prior to U-boat War Ace installation. Some of my other mods are already in the UWA install. After that if you like it is possible to add some options from the RUB mod-compilation from here http://forum.sukhoi.ru/attachment.php?attachmentid=54684&d=1145638870

On the other, Hansolo78's version is stand-alone version which already includes all the required files in the download.

As to SH3 Commander, I am not able to answer since I have not used it.
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