#4474963 - 05/21/19 05:55 PM
A new convoy
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MrJelly
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I have re-visited the ship convoy code, and the three ships in this convoy are Moggy's "CV-Enterprise" plus two destroyer escorts. The breakthrough is that Moggy's "CV-Enterprise" is a combination of 8 different TMods all at the same point, and I have been able to add the two destroyer escorts in their positions. I am going to do some further work, looking at the positioning of the destroyers, plus the possibility of more ships
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4474980 - 05/21/19 08:12 PM
Re: A new convoy
[Re: MrJelly]
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MrJelly
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A new variation with four escorts Ray I am not sure what you mean. The code here is written for Moggy's 8 TMod ships. In the convoy list the first eight items are Moggy's TMods which all get rendered at exactly the same point. The last four are the destroyer escorts which are rendered at four different points relative to Moggy's TMod position. Can your multipart vessels have all of the TMods rendered at the same point, or are some elevated? AFAIK the ship convoy code does not use a Z value, just an X and a Y for the initial position, after which the vessel moves along the straight line set up for the selected port in "convoys.dat". I have been able to use Moggy's ships as a static target with their TMods referenced in "tardata.dat", or running on invisible railway lines included in "EAW_RRD.dat", and now running on a convoy line referenced in "convoys.dat". Until now though all I had was a single ship, and being a carrier it needed escorts. Today I have been able to generate a moving carrier with four escorts. My next move will be to see if I can get a similar result with the carrier running on invisible railway lines
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4475041 - 05/22/19 11:03 AM
Re: A new convoy
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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When I get chance I will have a look, but I am not sure of the effectiveness. In the convoy I have a multipart carrier, and before this change that was all we could have. It appeared as a single ship, so an interdiction mission was too simple because it had no protecting escort ships. Now it has four single TMod destroyer escorts and the convoy file is full. Transferring the system to a multipart destroyer would work, but does it need more escort ships in the same way that the carrier does? Here is the "Leiston.cvy" (text) file that the exe reads and uses to generate the convoy if a ship interdiction at Leiston is flown: 100 99 95 96 97 98 101 102 72 72 72 72 0 12100 .....102 are Moggy's eight TMods The four 72s are the escorts. The "0" is a flag that triggers the special routine to place the first eight TMods at exactly the same place and then position the next four TMods around the carrier. The "12" is the convoy size. This is my relevant code:
if ((convoy_size < 3) || (formation_separation==0))
{
// Multipart carriers + others
pShip->formation_x = 0;
if (i < 8) pShip->formation_y = 0; //i * formation_separation;
if (i == 8)
{
pShip->formation_y = pShip->formation_y - (i-8) * 1000 FEET;
pShip->formation_x = pShip->formation_x + (i%2) * 1500 FEET -750 FEET;
}
if (i == 9)
{
pShip->formation_y = pShip->formation_y + (i-8) * 1000 FEET;
pShip->formation_x = pShip->formation_x + (i%2) * 1500 FEET -750 FEET;
}
if (i == 10)
{
pShip->formation_y = pShip->formation_y - (i-8) * 1000 FEET;
pShip->formation_x = pShip->formation_x + (i%2) * 5100 FEET -750 FEET;
}
if (i == 11)
{
pShip->formation_y = pShip->formation_y + (i-8) * 1000 FEET;
pShip->formation_x = pShip->formation_x + (i%2) * 1500 FEET -750 FEET;
}
}
"i" is the position of the TMod in the convoy list starting at zero end ending at 11 for the 12 ships If the flag (the 13th value in the file) is set to zero (as it is) then the "convoy_separation" value is also set to zero when the exe reads the file. The main "if" routine runs if the "formation_separation" value equals zero. If i < 8 then the TMod X and Y values (pShip->formation_x and pShip->formation_y) are all set to zero, so Moggy's 8 TMods are all positioned at exactly the same point. The remaining code positions the destroyers setting the pShip->formation_x and pShip->formation_y based on whether i = 8, 9, 10 or 11.
Last edited by MrJelly; 05/22/19 11:28 AM. Reason: Code added
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4475169 - 05/23/19 01:39 PM
Re: A new convoy
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Just taking a coffee break from the renovation I have code in the railway version that stops the ship. When one of the eight TMod receives 90% damage or is destroyed the speed of all eight TMods is set to zero. This stops intact parts moving, and they can still be attacked. There may well be a better solution, but for now this will do I have not yet added the equivalent code to the ship convoy version. Edit: There is a "RayMay.zip" file in your folder. The "RayMay" folder it generates contains three sub-folders. The "EAW Versions" folder has the new exes, then there is the "Three US carriers" theatre folder, and a "LongDirSets" folder with the "dir.set" file for this theatre. All the relevant action is at targets on or near to the English east cost. I do interdiction missions in a 190A with the default ETO planeset. There are three targets suitable for mixed interdictions, Hamble Trappes and Wisley. Each generates a different US carrier running on invisible lines. There are also three targets suitable for ship interdictions. Leiston generates an eight part carrier and the four destroyer escorts based on the "Leiston.cvy" file. The eight part carrier "flag" is set to "on" Foreness has a "Foreness.cvy" file but no eight part carrier TMods, and the eight part carrier "flag" is set to "off", so you get a "normal convoy. If you try "Eastchurch" there is no "cvy" file an the convoy generated will be from a "Shiplist.mpf" if present, or from the default values in the exe. This will allow you to see how things work, and at the same time you get Moggy's TMods and TPCs for the Enterprise, Hornet and Yorktown. Jel
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4475501 - 05/26/19 05:55 AM
Re: A new convoy
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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The 3dzs and TPCs are Moggy's, so you may need to check with him. I know that the TMod order in the convoy files affects the overall visual result. In the case of the "Leiston.cvy" file I used this: 100 99 95 96 97 98 101 102 100 and 99 are deck files 95, 96 and 97 are hull files 98, 101 and 102 are tower files Maybe this order is needed for a static version in "Tardata.dat". Edit: I added the Enterprise to the Allied carrier target using the above order:
Last edited by MrJelly; 05/26/19 06:52 AM. Reason: Pictures added
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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