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-   -   [WIP] In-game naval Enigma M4 machine (https://www.subsim.com/radioroom/showthread.php?t=205112)

SkyBaron 08-19-16 07:55 AM

Quote:

Originally Posted by Sjizzle (Post 2427683)
any chance to make a magui compatible version of this mod ?
Really nice work

Maybe in the future, right now I'm (slowly)working on another mod that you might like :) about celestial navigation. Anyway I'll send you a PM with a few questions about the magui interface maybe it won't be as hard to do it.

SkyBaron 08-19-16 08:01 AM

Quote:

Originally Posted by vdr1981 (Post 2427712)
This awesome mod should definitely become part of TWoS IMO and I have already done some testing with ingame messages. I've tried to make encrypted combat orders for secondary missions (patrol grid, reposition orders ect) but that wont be so easy because we can use only decoding data for current ingame year...:hmm2:

Is it possible somehow to make it possible to use , for example, decoding data for 1939 even if ingame year is 1940?

Encrypting other campaign mesages is pretty straight forward process but those messages are quite rare (base transfers and occasional reports of ingame scripted convoys) .

Hi vdr1981, I sent you a PM before about this mod but I think it got lost :)

I'm not sure if I understand what you are asking, are you encoding messages with the EME application for different years and want to test them in game?

Save

kevinsue 08-19-16 08:20 AM

Quote:

Originally Posted by SkyBaron (Post 2427750)
Maybe in the future, right now I'm (slowly)working on another mod that you might like :) about celestial navigation. Anyway I'll send you a PM with a few questions about the magui interface maybe it won't be as hard to do it.

Fantastic! after seeing your Enigma mod this morning, I was thinking all we need now is to get Celestial navigation up and running properly and this game would go ahead in leaps and bounds as far as realism is concerned. Delving through the files as I was doing today makes you appreciate how much work and talent you guys put into making these mods possible.

kevinsue 08-19-16 08:49 AM

Quote:

Originally Posted by vdr1981 (Post 2427712)
Thank you very much SkyBaron for one of the geekiest mod for SH games ever! :yeah:

This awesome mod should definitely become part of TWoS IMO and I have already done some testing with ingame messages. I've tried to make encrypted combat orders for secondary missions (patrol grid, reposition orders ect) but that wont be so easy because we can use only decoding data for current ingame year...:hmm2:

Is it possible somehow to make it possible to use , for example, decoding data for 1939 even if ingame year is 1940?

Encrypting other campaign mesages is pretty straight forward process but those messages are quite rare (base transfers and occasional reports of ingame scripted convoys) .

G'day Vecko, if you run the EME.exe from the desktop, you can select any year, month and day from 1939 - 1945 to encrypt from the dropdown menu. When in game, as I discovered trying to replicate the example in the manual, I was only able to get access to the ingame year which was 1939 and the example was for 1942 so I couldn't select 1942 to stay in sync with the example Skybaron was referring to. I'm just heading out to the NW Approaches patrol, November 1939 and trying to get Bdu to send encoded messages for me to practise on. Had no luck yet but I think it's more to do with the amount of Old Tawney Port i've had while trying...bad habit I picked up while visiting Portugal. :haha:

SkyBaron 08-19-16 09:15 AM

Quote:

Originally Posted by kevinsue (Post 2427766)
I was only able to get access to the ingame year which was 1939 and the example was for 1942 so I couldn't select 1942 to stay in sync with the example Skybaron was referring to.

You gave me an idea, I think I'll create a package with practicing missions to go along with the examples in the manual, that will make it easier to match the dates.

Save

vdr1981 08-19-16 09:47 AM

Quote:

Originally Posted by SkyBaron (Post 2427752)
Hi vdr1981, I sent you a PM before about this mod but I think it got lost :)

I'm not sure if I understand what you are asking, are you encoding messages with the EME application for different years and want to test them in game?

Save

yes. I saw your PM just a few days ago but I didnt have time to answer it or to check the mod, sry...

Anyway, I'm talking about combat radio orders located in data/Campaigns/Campaign Projects/Missions folder (.tsr files).
I think that it would be really cool and realistic to receive encrypted orders about patrol grid relocation ect. But, there is a problem because one and the same message can be sent to the player both in 1939 and 1940. Now, If I encrypt message with 1939 encryption, the player will not be able to decipher it if current in game year is 1940.

The problem could be avoided if we could see ciphering data for 1939 even if ingame year is 1940.

Do you understand now what I mean?:hmm2:

SkyBaron 08-19-16 10:50 AM

Quote:

Originally Posted by vdr1981 (Post 2427792)
The problem could be avoided if we could see ciphering data for 1939 even if ingame year is 1940.

Do you understand now what I mean?:hmm2:

I see what you mean, I'll try to create a version where you can select the year as well. I was under the impression that all messages had a date and time interval trigger, I think I was only looking at the radiomessages folder.


Save

vdr1981 08-19-16 11:20 AM

Quote:

Originally Posted by SkyBaron (Post 2427816)
I see what you mean, I'll try to create a version where you can select the year as well. I was under the impression that all messages had a date and time interval trigger, I think I was only looking at the radiomessages folder.


Save

That would be truly excellent! :up:

Messages from "Radio messages" folder are not problematic but they are quite rare and most of the time irrelevant (with a exception of occasional base transfer orders)...

vdr1981 08-19-16 05:01 PM

Aperantly, I don't know what am I doing here...:haha:

https://s6.postimg.org/995747zld/SH5...9_23_57_49.jpg

Awesome work Sky Baron...:up: Thank you once again!. :up:

SkyBaron 08-19-16 05:52 PM

Quote:

Originally Posted by vdr1981 (Post 2427963)
Aperantly, I don't know what am I doing here...:haha:



Awesome work Sky Baron...:up: Thank you once again!. :up:


Can you type the whole encoded message here as well as the day/month/year? If you make a mistake in the setting up process or misread a letter from the settings, or a plug board connection, the whole message might come out as gibberish.

The whole process is based on the actual procedure used back then, so it might take a while to get the hang of it. :)


Save

vdr1981 08-19-16 07:17 PM

Quote:

Originally Posted by SkyBaron (Post 2427975)
Can you type the whole encoded message here as well as the day/month/year? If you make a mistake in the setting up process or misread a letter from the settings, or a plug board connection, the whole message might come out as gibberish.

Save

Hehe, just ignore that screenshot. I was just familiarizing my self with mouse click spots... :D

gap 08-20-16 04:49 AM

Is there no way that the encoder can be coded into the UI script so that the game can encrypt them on the spot, based on current year, month and location? I know that would probably entail a lot of work, but I am just wondering if it would be possible at all. :hmm2:

Kapizi 08-20-16 06:58 AM

Very nice but to much for me

Carry on:salute:

SkyBaron 08-20-16 09:23 AM

Quote:

Originally Posted by gap (Post 2428066)
Is there no way that the encoder can be coded into the UI script so that the game can encrypt them on the spot, based on current year, month and location? I know that would probably entail a lot of work, but I am just wondering if it would be possible at all. :hmm2:

Maybe, I'd have to go through TDW's radiomessages script to understand how it handles messages and see if it is possible and how to do it, and that takes time.:) But even then messages might get too long and tedious to decode if using the default messages. If you take a look at some of the links in the manual you'll see that real messages were short and abbreviated, I wrote the guidelines on Part II of the manual with that in mind for more realism. If you are to go through the original messages and shorten them, you might as well encode them with the supplied application, it's just a simple step.

I might write a tool that would help with encoding the combat radio orders as they show up more frequently like vdr1981 said.


Save

vdr1981 08-20-16 10:18 AM

In my opinion it's OK just the way it is now...Encrypting all the radio traffic in SH world would be too much really and not even realistic.

I have already encrypted a numbers of campaign radio communications up to 1942. For now, the idea is not to force the player to decipher occasional encrypted communications, but doing so player will make his "life" at least a bit easier and patrol more interesting...:yep:

Optional addon for grid reposition combat order would also be cool , IF you can come up with solution for mentioned in game current year problem...:hmm2:

gap 08-20-16 10:49 AM

Of course encrypting all the messages would be unrealistic: only campaign messages addressed to the player, intelligence reports and other historical messages sent by/ adressed to U-boats, should be encoded. Most of them are already in the short style described by SkyaBaron. If an automatic encoder is possible, we could choose a tag or a string for marking the messages that actually need to be encoded ;-)

gap 08-20-16 11:17 AM

Besides making the process totally automatic (in my idea, only the tagging of messages that need to be encoded should be manual), the advantage of an automatic encoder scripted directly into the game would be that recursive campaign messages woul be encoded with the correct format for the current year/month. Again I realize that building such an encoder into the game might not be that easy. Just thinking out aloud :salute:

SkyBaron 08-20-16 11:45 AM

Quote:

Originally Posted by vdr1981 (Post 2428176)
Optional addon for grid reposition combat order would also be cool , IF you can come up with solution for mentioned in game current year problem...:hmm2:

I'll release an updated version where you can select the year as well.

To be honest I haven't finished a campaign mission or career in a long time. I seem to have the modder's illness where I always want to make a mod instead of just playing the game. :haha: That's not a bad thing because I'm enjoying making them. That's why I'm not very familiar with the messages during campaign.

So for example in a file like this:
Code:

[Text]
MissionTitle=Patrol the specified area AM2258
MissionBriefing=Patrol the specified area AM2258
Patrol the designated area=Patrol area assigned. Reach the area AM2258 and start operations. Attack any enemy contact
Reposition and patrol the designated area=Reposition and continue patrol operations AE8868
Patrol the specified area=Reposition and continue operations AM2296
Fail4A=Combat  task accomplished. In the presence of torpedoes, conduct free  anti-shipping operations, otherwise return to base. BdU
Info80R1=Patrol AM2258 zone radius 120 km. Time of patrol 24 hours. BdU
Info80R2=Reposition. Patrol AE8868 zone radius 120 km. Time of patrol 24 hours. BdU
Info80R3=Reposition. Patrol AM2296 zone radius 120 km. Time of patrol 24 hours. BdU

Which parts come as message? I'm guessing some are for description and others show up during game-play, right? Do they show up once the player reaches an area and finishes the time of patrol? What do the endings ...4A ...80R1 ...80R2 mean?

My thought was to create a program to read all the "info...=" in the .tsr files, change numbers and punctuation, and encrypt all at once since these are pretty short. Maybe we can make a package with all these encrypted messages, to give the player options. That's probably what you're doing already.

Another thing, some of the .tsr files like infiltrate, intercept, etc. don't seem to have the same structure. Do they still "send" in game messages?


Quote:

Originally Posted by gap (Post 2428190)
Besides making the process totally automatic (in my idea, only the tagging of messages that need to be encoded should be manual), the advantage of an automatic encoder scripted directly into the game would be that recursive campaign messages woul be encoded with the correct format for the current year/month. Again I realize that building such an encoder into the game might not be that easy. Just thinking out aloud :salute:

That's actually a good idea for the combat messages, because it would avoid you being in 1943 and having to decode a message encoded in 1939, making it more realistic.

Save

vdr1981 08-20-16 12:39 PM

Quote:

Originally Posted by SkyBaron (Post 2428206)
I'll release an updated version where you can select the year as well.

This is very good :up:



Quote:

So for example in a file like this:
Which parts come as message? I'm guessing some are for description and others show up during game-play, right? Do they show up once the player reaches an area and finishes the time of patrol? What do the endings ...4A ...80R1 ...80R2 mean?
Code:

[Text]
MissionTitle=Patrol the specified area AM2258
MissionBriefing=Patrol the specified area AM2258
Patrol the designated area=Patrol area assigned. Reach the area AM2258 and start operations. Attack any enemy contact

Reposition and patrol the designated area=Reposition and continue patrol operations AE8868
Patrol the specified area=Reposition and continue operations AM2296

Fail4A=Combat  task accomplished. In the presence of torpedoes, conduct free  anti-shipping operations, otherwise return to base. BdU
Info80R1=Patrol AM2258 zone radius 120 km. Time of patrol 24 hours. BdU
Info80R2=Reposition. Patrol AE8868 zone radius 120 km. Time of patrol 24 hours. BdU
Info80R3=Reposition. Patrol AM2296 zone radius 120 km. Time of patrol 24 hours. BdU

Green - Initial orders content and headlines for order taken in base. Should not be encrypted.
Blue - Hedlines for oders received in patrol should be titled like "New orders", should not be encripted.
Yellow - Combat instructions received in patrol, should be encrypted.

Only content after "=" mark should be edited and NOT before it...:yep:

Quote:

My thought was to create a program to read all the "info...=" in the .tsr files, change numbers and punctuation, and encrypt all at once since these are pretty short. Maybe we can make a package with all these encrypted messages, to give the player options.
And this would be even better! :yep:

Quote:

Another thing, some of the .tsr files like infiltrate, intercept, etc. don't seem to have the same structure. Do they still "send" in game messages?
Missions like harbors photo reconnaissance and spy infiltration should not be touched because we should assume that orders like that would be taken in home base. Only grid patrol and intercept convoy/TF missions are of interest.

vdr1981 08-20-16 12:45 PM

Just a small example of in game codded message...(Just dont ask me about the content, I have forgot and still havent learn to use "Enigma" :D)

https://s6.postimg.org/3u12gzxf5/SH5...0_18_47_05.jpg


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