Post by propbeanie on Nov 8, 2016 17:00:38 GMT
Over at SubSim in the thread FotRS Ultimate thread, basically starting on Page 167 (first post is actually toward the bottom of the page)
www.subsim.com/radioroom/showthread.php?t=226270&page=167
Looking at the groups in the area there cdrsubron7, the most obvious groups to have DD vessels in them are the Troop Transport groups, with a lot of them set to have 4DD of the same class, whether it'd be Akizuki, Asashio, Shiratsuyu, Mutsuki, or GENERIC. The relation is usually 2 DD per TT ship. Nine of those groups originate in Tokyo, eight of them terminate there, with most of them set to spawn at a 70% rate every several hundred hours (10-12 days). Not suspicious that you would have a bunch of Akizuki coming after you, and it could be that two Troop Transport groups, with 4x Akizuki each could in theory have 2 or 3 from each coming your way. That, however, is not a spawn issue.
There could also be a couple of Task Force groups, with one outbound and two inbound. Most of them have their DD set to GENERIC, so should end up being a mix of DD types. They would also have GENERIC DE, of not quite as high of a number. Some of the TF are set for as much as 7 DD, but that'd be 4 separate settings of 80% and 3 separate settings of 30%, so in theory, you shouldn't see over 4 or 5 of them in those groups. They both have calls for GENERIC CL vessels, which shouldn't present a problem, even thought there aren't and CL in the game right now... maybe it is an issue though...
The SubHunter groups, of which there is only two now, 004 and 074, don't have any vessels even close to what you were seeing. The 004 is no where near you, and has a GENERIC DD, a GENERIC Corvette, and a DE Shimushu. Group 074 is suspicious though, in that it is set to "Start" on January 1st, 1938, and quit on December 31, 1945. There's a 41a, 42a, 42b, 43a, 44a, and 44b files, all possibly running, although the Mission dates are different. That may be a factor also. We'll have to change all those when we re-do things.
The FastMerchants Group from the Convoys stuff is supposedly not operating at the time of your incident, but might have still been out there finishing up its last run (doubtful). It only has 1x GENERIC DD in it, 2x GENERIC DE, but has a call for a Naka CL. Bunch of Merchant vessels.
The other groups in the Convoys stuff would only have GENERIC DD or DE, and between 6 and 10 merchant vessels. You might also see CVE, and/or Seaplane Tenders, and/or TT, etc. in those. Of the "Coastal" stuff, only one group comes close to you, and that has a single Medium Composite Freighter. Maybe one of the ones you sank? The Harbor Traffic doesn't come close to your location... The Merchants groups are a couple of vessels in each of about potentially 8 groups in the area, with 2 GENERIC freighters, or the one has 2x GENERIC tankers.
I'm stumped. All I can figure is it's a problem with a few little settings being off (the Fast Merchants group being in the 43a traffic, the SubHunter time frame being wrong, and the calls to CL vessels), or just something very wrong with Time Compression if you get too close to a spawn site when something is spawning. There is only one thing that actually spawns anywhere near you, and that is the 074 SubHunter group, and it actually does it up closer to the Harbor mouth, roughly 35nm from where you are... Nothing sticks out as an obvious culprit.
Of note: There are a LOT of RGG running at any given time in the game. There are a LOT of WayPoints in those RGG and even the regular Groups, that the computer and game have to track. There are a LOT of choices for LoopPoints in those WayPoints for the computer and game to keep track of. There are a lot of percentages of spawn rates for the RGG and the vessels for the game and computer to keep track of. Then you throw in Time Compression... I'm thinking there's a reason why some of the other mods went with more "pre-defined" groups and less Random Generated Groups. After all, you driving a submarine around the Pacific Ocean, and you can "see" maybe 40nm at any given time. You wouldn't see but a tiny miniscule percentage of that RGG traffic, with it's RGV (I just made that up, I think - it's Random Generated Vessels), with all their variables for generation, and I don't think the user will be able to say very often "Hey! I've seen this group before! Just the day before yesterday!"... The nice thing of the RGG is the variability of the vessels if you park in a harbor and watch it. Also, if you happen to sink a given vessel, it will get replaced in the next "life cycle" of that group, whereas with the pre-defined groups, it will only come back in the next groups defined period...
There could also be a couple of Task Force groups, with one outbound and two inbound. Most of them have their DD set to GENERIC, so should end up being a mix of DD types. They would also have GENERIC DE, of not quite as high of a number. Some of the TF are set for as much as 7 DD, but that'd be 4 separate settings of 80% and 3 separate settings of 30%, so in theory, you shouldn't see over 4 or 5 of them in those groups. They both have calls for GENERIC CL vessels, which shouldn't present a problem, even thought there aren't and CL in the game right now... maybe it is an issue though...
The SubHunter groups, of which there is only two now, 004 and 074, don't have any vessels even close to what you were seeing. The 004 is no where near you, and has a GENERIC DD, a GENERIC Corvette, and a DE Shimushu. Group 074 is suspicious though, in that it is set to "Start" on January 1st, 1938, and quit on December 31, 1945. There's a 41a, 42a, 42b, 43a, 44a, and 44b files, all possibly running, although the Mission dates are different. That may be a factor also. We'll have to change all those when we re-do things.
The FastMerchants Group from the Convoys stuff is supposedly not operating at the time of your incident, but might have still been out there finishing up its last run (doubtful). It only has 1x GENERIC DD in it, 2x GENERIC DE, but has a call for a Naka CL. Bunch of Merchant vessels.
The other groups in the Convoys stuff would only have GENERIC DD or DE, and between 6 and 10 merchant vessels. You might also see CVE, and/or Seaplane Tenders, and/or TT, etc. in those. Of the "Coastal" stuff, only one group comes close to you, and that has a single Medium Composite Freighter. Maybe one of the ones you sank? The Harbor Traffic doesn't come close to your location... The Merchants groups are a couple of vessels in each of about potentially 8 groups in the area, with 2 GENERIC freighters, or the one has 2x GENERIC tankers.
I'm stumped. All I can figure is it's a problem with a few little settings being off (the Fast Merchants group being in the 43a traffic, the SubHunter time frame being wrong, and the calls to CL vessels), or just something very wrong with Time Compression if you get too close to a spawn site when something is spawning. There is only one thing that actually spawns anywhere near you, and that is the 074 SubHunter group, and it actually does it up closer to the Harbor mouth, roughly 35nm from where you are... Nothing sticks out as an obvious culprit.
Of note: There are a LOT of RGG running at any given time in the game. There are a LOT of WayPoints in those RGG and even the regular Groups, that the computer and game have to track. There are a LOT of choices for LoopPoints in those WayPoints for the computer and game to keep track of. There are a lot of percentages of spawn rates for the RGG and the vessels for the game and computer to keep track of. Then you throw in Time Compression... I'm thinking there's a reason why some of the other mods went with more "pre-defined" groups and less Random Generated Groups. After all, you driving a submarine around the Pacific Ocean, and you can "see" maybe 40nm at any given time. You wouldn't see but a tiny miniscule percentage of that RGG traffic, with it's RGV (I just made that up, I think - it's Random Generated Vessels), with all their variables for generation, and I don't think the user will be able to say very often "Hey! I've seen this group before! Just the day before yesterday!"... The nice thing of the RGG is the variability of the vessels if you park in a harbor and watch it. Also, if you happen to sink a given vessel, it will get replaced in the next "life cycle" of that group, whereas with the pre-defined groups, it will only come back in the next groups defined period...