Posts posted by donaldseadog
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I'd be interested in reading other peoples ideas on what might be seen as adequate, eg at game start the player gets a list of available ac munitions and they fill in their limit, the toolbox would then subtract from that as you use them up and announce when a weapon is depleated, it would be upto the player to conform or ignore - a bit like reality I guess..
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The next step in developing this I'm not sure about.
I think I can at game start run thru each platform that hosts aircraft and build in them additional magazines with enough of their loadout weapons for say 4 sorties of full weapon expenditure (prob more for larger host platforms. I think this would be cool but the 'use' of the Weapons in thise magazines would need to be at actual use of the weapon by an ac from that host unit, not at take off or making ready which would be more realistic. But then I haven't fathomed a way of halting aircraft loadouts\take offs when the magazine is empty of a weapon used.
Anyway I might think of other ways of doing it that are neater, easier or more realistic, but generally we're headed to wards some form of limiting ac weapon use. If you're keen of course you can now more easily do it yourself if you prepare a limit and jot it down with pencil and paper the old way.
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A new version uploaded. New to this version is interaction with add-on AARData.DLL (which accumulates information regarding the progress of a scenario played over multiple sessions) so as to provide a tally of your used munitions. Two tallies are provided, over all by weapon class and a tally of aircraft fired munitions tallied by each aircraft home unit and weapon class.
Also note changes to exportDLL interface mean you should have a subfolder of the standard folder ExportDLL named 'GE' and load the two add-ons in there.
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GE 2025.017
BS Malacca (built in HCDB2 170909)
Attached zip with orignal scenario, two saved games (both should get to crash within a few secs, depends on luck of attacking SAM), two GE.LOG for respective saves but both very similiar.
Just let either save game run. it is somewhat inconsistent as the time taken before chopper is hit by sam seems to vary but this assertion failed notice comes up and then game crash.
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Next development:
I have adapted AARData to act as data base storing store expended information from one session to the next of playing a given scenario.
The stored data shows each sides total expended stores and separately AC expended stores on a home unit basis. THe data is currently viewed in AIWndow but I'll soon trasnfer the code to Toolbox.Looking like this at start of a saved game:
Looking like this at some time into a saved game
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Australia agrees to sell Canada $6.5b military radar system
By Melissa Clarke, ABC News (Australia)
It seemed like a pretty standard phone call between Anthony Albanese and new Canadian Prime Minister Mark Carney overnight.
The official record of the call noted congratulations to Carney and discussion of "current pressures on the global trading system" (ie US tariffs), as well as cooperation on the defence of Ukraine.
But there was at least one extra topic that wasn't mentioned in the read-out: the small matter of Canada purchasing a $6.5 billion Australian military radar system.
Shortly after the call, Carney headed to Iqaluit in Canada's arctic territory of Nunavut, to announce the big buy.
"Today I'm announcing that our government will be working with our long-standing defence and security partner Australia to build a new, long-range, over-the-horizon military radar system."
"[It] will enable Canada to detect and respond to both air and maritime threat over our arctic both faster and from further away. It will most fundamentally keep all Canadians safe."
The Australian radar system has been described by the Canadians as "the most advanced and efficient radar system" and requiring less land than the American equivalent.
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When exiting game and saving only one time during the game, eg at game close, on opening the saved game the UUID and UUID_PREV values of ScenSaveDataIn are unchanged from the previous session. If at least two saves are done during the game then on opening the saved game the UUID value is new and the UUID_PREV value is the UUID value from the previous session, as I expect.
I've made screen shots as follows:
1/ A fresh game start opening a scenario. The AIWindow console bottom left shows the ScenLoad passed data for ScenSaveDataIn.UUID and .UUID_PREV
The next step is after closing the previous game with a game save then opening the saved game. The AIWindoww shows the same UUID and UUID_PREV (blank) values.
Next (no screen shot) Ctrl S was used to save the game, no changes were seen in either LazGui (right side lower screen) or AIWindow.
The game was closed with game save (so two saves that session) then the saved game opened. Tadah
a new UUID is seen in the ScenLoad data in AIWindow and the UUID_PREV is the old UUID, as expected
The game was again closed with game save (only one game save that session) and the saved game opened again with unchanged data
Reading the documentation I expect that the data update seen when there are two (or more) game saves in a session should occur for every game save.
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Hi Enrique, now I don't know why the guns on the sub behaved as they did, the amendment of in game annex is a bit of a suck it and see thing which we're hoping will open the door to useful 'stuff' but there will be some deadends I guess.
Anyway I altered the Drone.dll, the new on is in the zip pack attached, can you try it please and see how it goes. I've used it now and played with as many different tactics as I can think and it is now behaving as I had originally hoped.
the new semisubmergeddrone is supposed to represent now a swarm of 10 and if targets are lose enough may target two platforms.The tactic I most have used in testing is to run my drone group to approach head on the enemy, then to either 'Cross its T' or run ahead and meanwhile split of one drone unit at a time and to aim it at the platform of max value to me (I use Toolbox to do this) then wait for either notice of enemy sonar at 0 mile range or guess as to time to attack.
If you get time to test the new Drone.dll can you let me know if there is improvement and if still some changes needed.
Thanks again for taking time to try this out.
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I've looked last night at the blank dialogs for attack and weapon allocation when approaching target but not within baka missile range. Also the guns which should not fire when snorkelling, I'm sure in ww2 scenarios the subs with guns will not do that so there is something that this in game amendment of annex is not achieving.
I am as an experiment replacing the guns with a second baka mount. I ran out of time to test that but I wonder if the blank dialogs might also be to do with the close range and multiple unit attacking and target groups. I do on occasion see this sort of thing in other scenarios but usually not with such severe consequences.
The way I played my tests I wasn't seeing this so thanks for letting me know.
I'll let you know when (if) I resolve this and do a new scenario version. It might require a different choice of 'donar' sub.
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In case it's still needed here is the gravity bomb version of saved game. Crashes and don't even get a report on the carnage.
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3 hours ago, broncepulido said:
Some irregularities detected running the scenario, mostly related with edition of platforms.
First, the edited Submarine entry 4107 for SemiSubDroneSwarm:
Not clear if is a single semisubmersible drone or a group of five drones, but not very relevant at last.
Attached is two photos, one of the modified/upgraded sensors in my personal use HCDB2 entry 4107 "Intrepido (U206A)", with CSU 83 main sonar and Kelvin-Hughes radar, and three other sonar systems added by me (The original 4107 "Intrepido (U206A)" has only the CSU 83 sonar).
In the edited entry 4107 for SemiSubDroneSwarm I see the CSU 83 has been replaced with Cluster Bay/Gulf, and the Kelvin-Hughes with a simpler periscope radar.
But the edited entry as SemiSubDroneSwarm keeps, I think is not pretended, my other three added sonar systems, i.e. SemiSubDroneSwarm keeps the other three sonars not showing only the pretended Cluster Bay/Gulf sonar, and that is a surpresive outcome, at least for me.
The annex changes by the export.dll only overright the sonar data of the first sonar and rely on the loaded database having only one sonar for the platform. I think that is what's happening here. If you load hcdb2 (170909?) I think it will run ok regards this.
There is similar issue with mounts, the 'donar' platform needs to have the desired number of mounts.
As your screen shot shows there is also a desire to edit other data such as platform text, dimensions etc. If we can iron out the basics, such as the other issue you've uncovered then we can work on the niceties.
Also if I can get the basics right the export.dll will load into the SE for the scenario author to be able to make changes there and have them pass onto the GE.
One of the edits done here was the damage to one of.the chinese ships ssm mount so it was restricted to using guns against the surface ships, I think this sort of thing will also be sometimes of use the the scenario author like yourself. Small customisation for some scenarios to fine tune performance.
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install 2025.016
database hcdb2-170909
battleset westpac
in the zip pack the parent scenario and xml, GE.log, and two saves a second apart, either save should get you to the crash.
Interceptor F106A has fired jenie nuke aams at a fllight of bombers, there is impact and the bombers are wiped out, there is an error message and any response to the error message (retry, ignore) results in game crash.
I personally think this is a moral indicator that nukes shouldn't be used in any situation
File - ToolBox
in General
OOps, a clerical oversight and an error in calculating the name of the aardata file so was linking to the wrong one, new version 2.11.03 should fix it and as a bonus 'sorry' i've included the double click ac group in the aerial refuel page to make it the active group in the game.