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Post by propbeanie on Sept 27, 2016 11:35:18 GMT
In light of cdrsubron7's recent encounter, I'm going to go back through the web search and find all the hits I can of reports of the game bogging down real bad, corrupt saves, and massive quantities of DD encounterd, and gather all the reported details. I've been blaming the use of RGG in the game, but absolutely ~nothing~ spawns near where cdrsubron7 found them this last time -and- all but two of the SubHunter groups have been removed from the campaign, both up around Honshu, no where near the Luzon Straits... I'll list what I find, and if any of you want to contribute, fantastic. The more, the easier it might be to 'see' a pattern. I haven't paid much attention to other Silent Hunter versions, but 3, 4, and 5 all have the same basic engine and same basic Mission Editor, so if they have similar issues, it's valid data for analysis, in my opinion.
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Post by propbeanie on Sept 27, 2016 15:46:10 GMT
OK, this is not the easiest thing I've ever done... boring as I don't know what... I'm out of coffee, gotta go potty, etc. Almost reminds me of work... However, we're narrowing things down to look at:
Just doing three threads, and links to two others so far, there are 19 users with multiple reports from four of them, with the one fellow able to get them perhaps a little too reliably... dates from all over the game's life, most reports that have it mentioned (11 of the 19) are at Silent Hunter v1.5, four state no mods, 5 state various mods, including GFOv1.1, TMO (no version but Dec of 2014), and FotRSv1.2, a couple basically with mod soup - the gamut in other words. Bases of operation vary, but the locations and reports of contact will guide us: Southwest of Tokyo 4x, North of Bismark SEa, South China Sea North of Borneo by Balabac Strait, and the Lombok Strait, time frame is Early War, Coral Sea Battle, March of 1942, June of 1942 (and various 1943 & 1944 reports that I remember from other threads). Contact types vary including following a radio report, visual, sonar and radar. The contacts from ship's sensors show Fast Convoy, Medium Fast Convoy, what the user thought was a Task Force but his description sound more like Fast Convoy (his description of the 'stock' chart didn't show a 'red' diamond, but a box).
So, if it's one particular spawn doing it, it goes from Tokyo, by Formosa, through the Luzon Straits North of the Philippines, down to Bornea, through the Balabac Strait to the Celebes Sea, and on to New Guinea and the Bismark Sea?... Gotta go, and if I don't find anything that does that route, then it's multiple groups... But we're looking for something that goes to spawn a Convoy, and uses destroyers as a screen, of which at least 3 are set to spawn 100% of the time. The only issue is a couple reports are of ships being in single-file, and one report of 6 columns of five each... so it may very well either be several RGG causing issues, or the game engine for v1.5, as has been surmised multiple times - However, RSRDC and TMO both claim to have "fixed" the issue at some point in the lives...
Quick check of v1.4 on my other computer might show a difference in Campaign layer... Later
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Post by propbeanie on Sept 27, 2016 17:37:19 GMT
I've been through a bunch of the MIS files in v1.4, v1.5 & FotRSU, and all I can find for sure for certain is that there are quite a few Random Generated Groups (RGG) that have a ship designated as "Leader" that may or may NOT generate. That cannot be good if the group(s) generate without a leader, but I wonder what does happen then? There are no RGG that I've found yet that traverse through or by all the locations I noted above. It looks to me like it would take at least two groups, and probably more, to explain all the reports. I'll go back to tracking the reports after a bit, but I'm going to leave it lay days at a time, 'cause it's difficult staying awake doing that... like reading a C language programming book... hokey smokes, I'm yawning just ~thinking~ about that...
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Post by propbeanie on Sept 27, 2016 19:02:07 GMT
Still no groups other than the SubHunters that have DD vessels in all the locations... I'm not sure of the fellow with the report of being by the Balabac Strait, but perhaps a bit North of it, and in the SubHunter RGG 108 area, RGG 116 is right next to that, in the South China Sea through the Luzon Straits. RGG 111 is in the East China Sea, RGG 110 just East of Honshu, real close to Tokyo, but does not terminate there (I'm inspecting other RGG in other MIS files that do that). RGG 133 is in the Bismark Sea, and there is an RGG 140 near the Banda Sea, just West of New Guinea in the Strait there. One thing that these six groups have in common is a Group Leader defined as a Destroyer, that only generates 30-50% of the time. All of the other groups on the map have Destroyers (or other vessels) that generate 100% of the time. Time for the 010 Editor and a "Search in Files"... Later.
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Post by propbeanie on Oct 9, 2016 17:39:07 GMT
Who knows the loading order of the game's files as it starts up? Does the game load bits of both the Fleet Boat and the Uboat Campaign layers? Or does it wait until you "choose sides", and then load based upon that? When you play a Single Mission, how does the computer determine what you're going to see while in that single mission? It looks like Campaign.cfg does, but I'm not certain... ?? The files that appear to load in Campaign.CFG are 1. Campaign_NMS.mis, with the names of the bodies of water and areas 2. Campaign_LOC.mis file for the harbor names 3. Jap_HarborTraffic.mis (which throws errors again - ratz) 4. Jap_Minefields 5. Jap_CoastalBattery.mis and 6. Jap_AirCover.mis, none of which seem to have anything to do with the spawning, unless we count all the stuff in the HarborTraffic file that just spawns (maybe) and sits there. LOTS of RGG spawners... (We do need to remove some of the funky stuff in the Campaign folders...) btw, some of the MIS files have multiple calls to an "invalid" ConteVerde and / or Frigate, so I'll get to that later on here... btw, why would there be a Dutch frigate in the Luzon Strates? Has anyone ever seen it? What happens to it after Japan invades the Philippines and Formosa? All this 'cause that Cubbies fan had another runaway spawn incident. It's in a Single Mission, which is different... forsu.freeforums.net/thread/62/ryukyu-run-fun
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Post by s7rikeback on Oct 10, 2016 20:37:24 GMT
Who knows the loading order of the game's files as it starts up? Does the game load bits of both the Fleet Boat and the Uboat Campaign layers? Or does it wait until you "choose sides", and then load based upon that? When you play a Single Mission, how does the computer determine what you're going to see while in that single mission? It looks like Campaign.cfg does, but I'm not certain... ?? The files that appear to load in Campaign.CFG are 1. Campaign_NMS.mis, with the names of the bodies of water and areas 2. Campaign_LOC.mis file for the harbor names 3. Jap_HarborTraffic.mis (which throws errors again - ratz) 4. Jap_Minefields 5. Jap_CoastalBattery.mis and 6. Jap_AirCover.mis, none of which seem to have anything to do with the spawning, unless we count all the stuff in the HarborTraffic file that just spawns (maybe) and sits there. LOTS of RGG spawners... (We do need to remove some of the funky stuff in the Campaign folders...) btw, some of the MIS files have multiple calls to an "invalid" ConteVerde and / or Frigate, so I'll get to that later on here... FD=The Flying Dutchman / NPL_ConteVerdebtw, why would there be a Dutch frigate in the Luzon Strates? Has anyone ever seen it? What happens to it after Japan invades the Philippines and Formosa? FD=The Flying Dutchman is the the Netherlands RosterAll this 'cause that Cubbies fan had another runaway spawn incident. It's in a Single Mission, which is different... forsu.freeforums.net/thread/62/ryukyu-run-fun
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Post by propbeanie on Oct 10, 2016 23:58:59 GMT
Wow, I'd gorfotten about the FD... Dutch... man... wake-up pb!
I'm thinking I'm going to try a different approach on the Campaign stuff. Gotta ask privateer a few questions...
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Post by propbeanie on Oct 11, 2016 2:52:46 GMT
See the forsu.freeforums.net/thread/62/ryukyu-run-fun?page=1&scrollTo=297 thread in the Single Missions thread. Looking for cdrsubron7's fleet of destroyers "spawn" again. I've found that the Fleet Boat side and the Uboat side have different Convoys set to run. Similar, but different. Also, the Fleet Boat side will set the RGG's (Randomly Generated Group) waypoints after initializing the first ship in a group. It will then define the other ships and their spawn probabilities. In the Uboat side, the whole RGG is defined, ~then~ the waypoints are set. There are like 6 goups in 2 different MIS files in the Fleet Boat Campaign that have "Leader" ships defined that have their spawn probability set to less than 100%. I could NOT find any like that in the GE side files. However, both sets of files do make calls (at this time) to what are now "invalid" ships. What with the way the ME gets messed up with all that and won't hardly run with a bad file, I can only imagine what the game engine might "throw" back at us... I'm going to start changing ship and group definitions with the list I have thus far, since most of the ships are probably pretty well set... Did we get Hitman's ships in there? Maybe I'll check that first...
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