SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-16-14, 09:34 AM | #31 | |
Seasoned Skipper
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
|
Quote:
I thought crash dive was used against ASW? Do you mean ASW that has not detected you? Because of flank speed being used or some other reason? |
|
03-16-14, 12:51 PM | #32 | ||
Pacific Thunder
|
Quote:
I had had no problem beginning a new career when I was given a new command in a different class because that is how we did it. If I was transferred from a PORPOISE to a GATO by BUPERS,a new upc file would also begin and a different Special Ability crewman would be in the roster with his numbers. However, I think most people prefer to keep the same crew for their entire career, although once a skipper is in the major class of fleetboat like the major class TAMBOR is in above, they could keep their crews for the remainder of the War.... Sorry for the convoluted reply, I think I may have even combined abilities for that crewman. Quote:
Happy Hunting!
__________________
" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." |
||
03-16-14, 01:31 PM | #33 |
The Old Man
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
|
Dark and/or foggy I can usually see bow waves and prop spray long before I can see the ship itself, but I'm pretty sure the enemy AI visual isn't programmed to even notice spray. In real life however I imagine the procedure would probably be different if you were putting along at 5 knots charging batteries and saw a destroyer looming out of a fog bank in the distance, as opposed to a can or plane coming straight at you full tilt boogie.
Crash dive shift to battery, all ahead full, rig out bow planes and put them on hard dive, flood negative, safety, and bow buoyancy, then start opening the main ballast tank vents from forward to aft. The idea is to get the bow under with a steep down angle ASAP who cares how much spray is kicked up in the process since the jig is already up. If you haven't been spotted on a dark night, a better procedure would be to All Stop, open all main ballast tank vents and flood down level with as little spray as possible, then flood the internal tanks (which are vented inboard, no geysers or bubbles). Again in game it doesn't matter since the enemy AI visual is programmed to see by size and distance, near as I can tell it takes no notice of a sudden increase in speed, bow waves, ballast tank geysers, or even blowing a spout like a whale. |
03-16-14, 09:58 PM | #34 | |
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
Quote:
My understanding of the "special ability" files and structure doesn't go that far. AFAIK we must set the ability level to one number; meaning every prop. specialist is the same. If you know how to make each one different, that would be great. Last edited by TorpX; 03-16-14 at 10:46 PM. Reason: additional thought added |
|
03-17-14, 11:56 AM | #35 |
Pacific Thunder
|
I'm unsure what is hard coded... typically the ID - I think.
So, I was thinking that any normal (green) ability could have the Propulsion Specialist powers in a different boat class and be edited in to that UPC Career crew file. Let's test your dive time and battery while we're at it: ----------------------------- in one boat: [SpecialAbility (number)] ID=Ability-Propulsion-Specialist NameDisplayable=Ability-Propulsion-Specialist-Name Description=Ability-Propulsion-Specialist-Description AbilityType=DiveSpeed, BatteryConsume AbilityValue= 65, -41 AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0 SkillRequiredElectrics= 0 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 ----------------------------- in another boat: [SpecialAbility (number)] ID=Ability-Engines-Expert NameDisplayable=Ability-Engines-Expert-Name Description=Ability-Engines-Expert-Description AbilityType=DiveSpeed, BatteryConsume AbilityValue= 65, -41 AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0 SkillRequiredElectrics= 0 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 and as a real test: ----------------------------- in another boat: [SpecialAbility (number)] ID=Ability-Theoretician NameDisplayable=Ability-Theoretician-Name Description=Ability-Theoretician-Description AbilityType=DiveSpeed, BatteryConsume AbilityValue= 65, -41 AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0 SkillRequiredElectrics= 0 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 I learned that the ability order on the Ability Bar Tabs is impossible (for me) to change. (unless I missed it)... Too many people were tight-lipped about how to do some things, or maybe they just didn't know, so I couldn't get a straightforward answer, although others had hearts of gold... I'm for sharing. The ability Description can be edited later. I want to see if this concept works in Career mode, and having the Theoretician do these jobs in the Engine Room... is the 'true test' : ) ................ done! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Edit: OK - feel free to give them whatever abilities and numbers you like. For example a Theoretician with the abilities af a Propulsion-Specialist and Diving Officer (with the values above) performs just like a Propulsion-Specialist in Career mode. Last edited by aanker; 03-17-14 at 07:06 PM. |
03-18-14, 12:12 AM | #36 |
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
I don't understand why this part of the files is structured the way it is: |
03-18-14, 12:30 PM | #37 | |
Pacific Thunder
|
Quote:
As far as the three lines, here's what I think - not 100% The ID identity is used by the AI - the un-editable SH4.exe and any related files only accessible if you can code using 1's and 0's.... lol. The order of these was impossible for me to change (or I wasn't doing it right). Then I jumped on the purist bandwagon of not wanting any Abilities, because they are too gamey. These next two: NameDisplayable=Ability-Propulsion-Specialist-Name Description=Ability-Propulsion-Specialist-Description I think NameDisplayable is the name displayed on the Crew page & Tabs. Description is probably the hover tooltip..... I wonder if these two lines could remain the same. Then the ID 'Theoretician' and ID 'Engines-Expert' with the Propulsion & Diving Specialist skills would have a Propulsion Specialist icon in each major boat class, just different values, and the tool-tip would read the same for all three. To the user it would look like the same ability in every class. NameDisplayable=Ability-Propulsion-Specialist-Name <---- remain the same. These lines below could remain the same with different values for each boat class, or major class, like I thought you wanted. Description=Ability-Propulsion-Specialist-Description <---- remain the same. AbilityType=DiveSpeed, BatteryConsume AbilityValue= 65, -41 . . . . . . . . . . <---- values would change. AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0 SkillRequiredElectrics= 0 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 The big problem is most people, the 'casual gamers' don't want to start a new career for each class - or major class; [S-Boat], [PORPOISE], and [Fleet Boats] They could get around that by hand editing their Active Player Unit UPC file in their Saved Game folder using Search and Replace with a text editor, and change the S-Boat Specialist and their specific values to a GATO Specialist with his values. This is beyond what casual gamers want to or know how to do though. |
|
03-18-14, 11:18 PM | #38 | |
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
I took another shot at this special ability thing, and had some success. However, there are still a few problems.
Quote:
Yes, I agree requiring hand editing of game files is something to avoid, if possible. |
|
03-19-14, 03:08 PM | #39 | ||
Pacific Thunder
|
I see the problem, let me do some digging and find the files.
The yellow icons are active abilities and must be activated, the ability only lasts for a specific period of time. The green icons are Passive Abilities and are always in use. These three lines should not change, they point to UPC & TSR files that give the description - tool tip. ID=Ability-Fuel-Specialist <--- must be one in the Special Ability upc file NameDisplayable=Fuel-Specialist <----------------- is in UPCLocalization.tsr file Description=This man understands the operation of the FBT's <---- is in UPCLocalization.tsr file With the edits to the sim's, a fuel specialist isn't needed, I was using the Propulsion Specialist for the battery, also edited the dive speed in. So sorry for the confusion. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - For this example I am using a GATO class boat, and a PROPULSION SPECIALIST, on modified Stock 1.5 files. - although from testing yesterday it appears that any Green (Passive) Ability can be used. NOT a Yellow (Active) Ability, the Yellow Ability needs to be activated and 'times out'. You will notice that these files are all tied together and some sections can't and shouldn't change, which explains why the game didn't start right up or want to use the Ability in your edit. - - - - - - - - - - - - - - - - - - - - In this edit the goal is to sail to the patrol area & patrol at two-engine speed, around 15 +/- knots on the surface, and be able to go approx 90+ nm submerged at 2+ knots. Recharge time should be around 6 - 8 hours at two-engine (Standard) speed. - - - - - - - - - - - - - - - - - - - - For the GATO, files that need to be edited: SpecialAbilities.upc UPCLocalization.tsr CrewMembers.upc Data\Submarine\NSS_Gato\NSS_Gato.upc Data\Submarine\NSS_Gato\NSS_Gato.sim - - - - - - - - - - - - - - - - - - - - SpecialAbilities.upc in: Data\UPCData\UPCCrewData\ This file contains all of the Special Abilities, both Passive Abilities and Active Abilities. [SpecialAbility 7] ID=Ability-Propulsion-Specialist NameDisplayable=Ability-Propulsion-Specialist-Name <---- tied Description=Ability-Propulsion-Specialist-Description <--- tied AbilityType=BatteryConsume AbilityValue= -43 AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.7 SkillRequiredElectrics= 0.7 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 - - - - - - - - - - - - - - - - - - - - UPCLocalization.tsr in: Data\UPCData\UPCLocalization\ Find the CREW ABILITIES section which is what is pointed to (the tool tip) by the SpecialAbilities.upc Description section: Description=Ability-Propulsion-Specialist-Description From Stock 1.5: Ability-Propulsion-Specialist-Name=PROPULSION SPECIALIST Ability-Propulsion-Specialist-Description=Required compartment: ENGINES ROOM|If your submarine as a machine is limited, the ingenuity of your men is not. The Propulsion Specialist can stretch your submarine autonomy to greater limits. He is able to adjust the submarine parameters to increase its surface and under water range also reducing excessively long recharge times. Edit to whatever you like after the " Description= ": (Note that I had the THEORETICIAN in the ENGINES ROOM compartment yesterday) The vertical line ---> | <--- is not seen, it is newline. Ability-Propulsion-Specialist-Name=PROPULSION SPECIALIST Ability-Propulsion-Specialist-Description=Required compartment: ENGINES ROOM|***Begin your tool tip edit here***. The Propulsion Specialist is able to adjust the submarine parameters to increase its under water range and reduce excessively long recharge times. - - - - - - - - - - - - - - - - - - - - To automate getting the crewman with the Special Ability on your roster he is edited into: CrewMembers.upc in: Data\UPCData\UPCCrewData\ CrewMember 51 here was added after CrewMember 50. Other files may have a different final crew member to add to: Quote:
- and the UPC files in the Submarines folder, in this example, GATO: NSS_Gato.upc in: Data\Submarine\NSS_Gato\ Quote:
- - - - - - - - - - - - - - - - - - - - Also in this folder (Data\Submarine) for every boat are the SIM's. Edit all of the SIM's for each class. For example, NSS_Gato.sim in: Data\Submarine\NSS_Gato\ Learning from Master Ducimus - Disclaimer - he does not endorse me or my feeble attempt to get this right: NSS_Gato.sim - open NSS_Gato.sim - find: - - - - - - - - - - unit_Submarine _ _ unit_Submarine _ _ _ _ Ranges _ _ _ _ _ _ Surfaced _ _ _ _ _ _ _ _ miles = 14138.4 <--- changed _ _ _ _ _ _ _ _ knots = 15.19 <----- Eureka revelation _ _ _ _ _ _ Submerged _ _ _ _ _ _ _ _ miles = 20.0 <------ + affects recharge times *1 _ _ _ _ _ _ _ _ knots = 4.0 <------- +/- affects recharge times *1 - - - - - - - - - - *1 Changing - increasing these values (miles) increased the recharge times to days, which is why the Propulsion Specialist with Battery Abilities is needed. - - - - - - - - - - - - - - - - - - - - - also edit all of the CFG's for each class. For example, NSS_Gato.cfg in: Data\Submarine\NSS_Gato\ [EngineProperties] AllStop=0.00 AheadSlow=0.25 <--- submerged Silent, approx 2+ knots AheadOneThird=0.50 AheadStandard=0.75 <------ now "Two Engine Speed" is approx 15 knots, not 10 knots. AheadFull=0.90 AheadFlank=1.00 BackSlow=-0.26 BackStandard=-0.40 BackFull=-0.53 BackEmergency=-0.66 _ _ _ _ _ _ _ _ _ _ Just composing this took some time - lol, I have tried to get this right however it has been years, so forgive me if there is a mistake - I don't think I forgot to add anything..... I hope, I hope... Last edited by aanker; 03-19-14 at 03:23 PM. |
||
03-19-14, 09:07 PM | #40 | |
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
Quote:
I haven't touched the tsr file. That explains the difficulty. |
|
03-20-14, 11:14 AM | #41 |
Pacific Thunder
|
The edit to the SIM's for each boat class will give you your differing ranges for each boat class, both running on the Surface range, as well as Submerged ranges.
The Diving ability "DiveSpeed", can also be added to a Special Ability as shown here: [SpecialAbility 7] ID=Ability-Propulsion-Specialist NameDisplayable=Ability-Propulsion-Specialist-Name Description=Ability-Propulsion-Specialist-Description AbilityType=DiveSpeed, BatteryConsume AbilityValue= 65, -41 AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0 SkillRequiredElectrics= 0 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 Both Abilities are used in the 'PropulsionRoom'. I am interested in your maneuvering solutions - fix, imo they needed attention. Happy you took that project on. |
03-20-14, 12:28 PM | #42 | |
Seasoned Skipper
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
|
Quote:
|
|
03-20-14, 08:24 PM | #43 | |||
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
Quote:
Yes, I realize that, but the sim file doesn't allow me to change the range by year. For example, I don't think most (or maybe any) fleetboats had FBT's before 1943, and some didn't have it in 1944. The prop specialist allows you to get this ability after you've gone on some patrols. If I could put it into an upgrade pack, I would do that, but AFAIK, that's impossible. Quote:
Tried something else today for this (rough seas effects), but no success. Quote:
I didn't know Traveller worked on this issue. I'll definitely have to look at that. Thanks for the tip. |
|||
03-21-14, 12:16 PM | #44 | ||
Pacific Thunder
|
Quote:
I never bought SH3. Did you? If so, is there a file in SH3 Data\UPCData\UPCCrewData\ named SpecialLocalAbilities.upc or SpecialGlobalAbilities.upc - or these files anywhere in the file structure of that game? Then, sadly, you're correct, as far as just being a SH3 relic... Thinking 'out loud': It wouldn't be hard to build that file using SpecialAbilities.upc as a template. Maybe those abilities, specifically the two abilities that you are interested in are in SH4 but are merely disabled/unused... THAT would be too easy, these things are never that nice... Wonder what calls the icons for 'Abilities', I see the icons used in SH4. Possibly the menu1024.ini file calls them. I recall seeing, "Fanatical" in relation to an ability, maybe an earlier patch? I don't remember. At one time I had, 1.0, 1.1, 1.2, 1.3 & 1.4 backed up but deleted them thinking, I'll never need these... Typical. Quote:
I read they couldn't go out on patrol until they could submerge in less than a minute. You seem to have that covered. Nice, no Diving Ability. |
||
03-22-14, 12:45 AM | #45 | ||
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
Quote:
I have it, but it's not installed atm. I never looked under the hood. Maybe I'll install it and poke around. Quote:
I don't have anything against the special abilities, so long as the numbers are reasonable. The shouldn't be too powerful, or too easy to get. They seem to be the only way to simulate later war techniques and skills coming into play. |
||
|
|