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Old 03-16-14, 09:34 AM   #31
mobucks
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Quote:
Regarding the diving issue - obviously 'crash dive' can only be used when there is no ASW nearby
Sorry to butt in but I need some clarification:

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?
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Old 03-16-14, 12:51 PM   #32
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Quote:
Originally Posted by TorpX View Post
The thing about the special ability number is that I have to pick one value that will work well for every class of boat.
If the boats were grouped into three major classes... [S-Boat], [PORPOISE], and [SALMON/SARGO, TAMBOR, GAR, GATO, BALAO, & TENCH], the special ability crewmen would only need to be different in each of the three groups or not included at all.

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:
Originally Posted by mobucks View Post
Sorry to butt in but I need some clarification:

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?
Sorry, I wasn't clear. Yes, if you are not detected yet........... although if they're on to you, everything in the book can be used as you see fit, right?


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Old 03-16-14, 01:31 PM   #33
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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.
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Old 03-16-14, 09:58 PM   #34
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Originally Posted by aanker View Post
If the boats were grouped into three major classes... [S-Boat], [PORPOISE], and [SALMON/SARGO, TAMBOR, GAR, GATO, BALAO, & TENCH], the special ability crewmen would only need to be different in each of the three groups or not included at all.

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.
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.

I was able to take a "propulsion specialist", and put him in the boat, and set the ability level to what I liked (I just deleted the fuel consume aspect). I was not able to change the tooltip, icon, or do anything else.

If I could figure out how, I would like to have a "battery specialist" to bring the battery capacity into line, and have a separate "ballast fuel tank specialist", that would provide longer range to simulate the use of fuel ballast tanks.




***

I tested my Gato number scheme with an "elite" crew in diving. Oddly enough, it worked the same. Possibly this is because when we start a mission, the crews are as fresh as daisies. I would imagine that in career mode, it might be different.

In any case, I consider the numbers to be very good. Starting from full surface, 16 ft., at 10 kts., The boat gets down to 63 ft. in 54 sec. (PD is 64 ft. I allow the crew +/- 1 ft., as it is very difficult for them to move those last few feet), if you ring up full speed as you dive. The faster you go, the faster you descend (or ascend).

I consider these values to be good enough to use as a template for other classes.


Last edited by TorpX; 03-16-14 at 10:46 PM. Reason: additional thought added
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Old 03-17-14, 11:56 AM   #35
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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.
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Old 03-18-14, 12:12 AM   #36
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I don't understand why this part of the files is structured the way it is:
[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

These three lines seem to have redundant info, but I guess there is a reason for this?



I'll probably try that tomorrow. I worked on the Gato's turning today. I think it is what it should be now.

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Old 03-18-14, 12:30 PM   #37
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Quote:
Originally Posted by TorpX View Post
I don't understand why this part of the files is structured the way it is:
[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

These three lines seem to have redundant info, but I guess there is a reason for this?

I'll probably try that tomorrow. I worked on the Gato's turning today. I think it is what it should be now.

I succeeded in getting any green Ability to control the dive speed and battery. One could be for the S-class, another for the PORPOISE, and the 3rd for the Fleet-Boats, the three major classes would have different values.

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.
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Old 03-18-14, 11:18 PM   #38
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I took another shot at this special ability thing, and had some success. However, there are still a few problems.

I was able to put in a separate "battery specialist", and "fuel specialist", but the game hesitates when it is almost done loading the mission. I have to hit the Esc key a couple times to start the mission. My guess is that the game is going around in circles looking for a proper icon or tooltip string. Once I start the mission, they seem ok, apart from the lack of proper icons in the display:




I put in 3 special crew here. The top one is more or less copied from G7eT2's Battery Boost for RFB mod. It seems to hook into whatever existing icon and description the game uses (I don't know how or where, though). The middle one is the battery specialist, and the lower one, the fuel specialist. I was able to add the description through the text in the upc file. The icons are not mine; the game picked these by default, and may be why the mission doesn't want to load. I don't know why the color is different.
;................................................. ..........added fuel ability
[SpecialAbility 14]
ID=Ability-Fuel-Specialist
NameDisplayable=Fuel-Specialist
Description=This man understands the operation of the FBT's
AbilityType=FuelConsume
AbilityValue= -50
AbylityActsIn= PropulsionRoom
SkillRequiredLeadership= 0
SkillRequiredMechanical= 0.7
SkillRequiredElectrics= 0.4
SkillRequiredGuns= 0
SkillRequiredWatchman= 0

Quote:
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.
Yes, I agree requiring hand editing of game files is something to avoid, if possible.

I would rather not use the other existing types of specialists; people would likely object if they could no longer rely upon them. I think one value for battery consume would likely suffice for most classes, except the S-class. For the S-class, I could put two in (kind of odd, but it works). I haven't tested any of this in career mode, but it should work the same, shouldn't it?
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Old 03-19-14, 03:08 PM   #39
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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:
[CrewMember 51]
ID= Crew-CO-Rank-1-Ability-Propulsion-Specialist
NameDisplayable= NULL
CrewMemberNameIDLinks= NormalUSNames,CommonUSNames
DateOfBirth= NULL
Head= NULL
Voice= NULL
Tatoo= NULL
Rank= CPO
CurrentExperience= 0
Qualifications= QualCommand7
SpecialAbilities= Ability-Propulsion-Specialist
IntelligenceCoef= 0.50
LeadershipCoef= 0.95
MechanicalCoef= 0.70
ElectricsCoef= 0.70
GunsCoef= 0.30
WatchmanCoef= 0.50
Medals=
Patrols=0
Morale= Normal
FatigueCoef=0
Hitpoints= 500.0
RenownCost= 3000
Notes= ; should be editable by the player
;DamageDescription1=DamageType,MinDamage, MaxDamage, ChanceFactor, Message, DamageDestination, EfficiencyReduction, medic_skill,recovery_time_in_hours
DamageDescription1= NULL, 0, 0.2, 1, Minor Wound, NULL, 0.2, 0.3, 48
DamageDescription2= NULL, 0, 0.2, 1, It's just a scratch, NULL, 0.05, 0.1, 4
DamageDescription3= NULL, 0.2, 0.5, 1, Broken Arm, HumanDamageArmwound, 0.6, 0.5, 96
DamageDescription4= NULL, 0.4, 0.8, 0.1, Liver wound, HumanDamageArmwound, 1, 0.7, 240
DamageDescription5= NULL, 0.6, 1, 1, Sucking chest wound, HumanDamageLegWound, 1, 0.8, 240
- - - - - - - - - - - - - - - - - - - -

- and the UPC files in the Submarines folder, in this example, GATO: NSS_Gato.upc in:
Data\Submarine\NSS_Gato\

Quote:
[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 3]
ID=CrewMemberSlot_EngineW3L
NameDisplayable= Engine Rooms 3rd Section Leader
Type= Leader
WatchIndex= 3
IDLinkCrewMember= Crew-CO-Rank-1-Ability-Propulsion-Specialist
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL
- Edit the UPC files for each class in Data\Submarine.

- - - - - - - - - - - - - - - - - - - -

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.
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Old 03-19-14, 09:07 PM   #40
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Quote:
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
I haven't touched the tsr file. That explains the difficulty.



I'm not sure I really explained what I wanted to do. My intention is to have 2 special abilities instead of one "propulsion specialist".

So there would be:
1. a "Fuel Ballast specialist" that would increase surface range. He would not be present at start. You would have to use renown to buy him. He essentially represents the FBT conversion, like having a radar upgrade, or new deck gun.

2. a "Battery specialist" that would increase submerged range. He fixes the battery issue. He would be in the crew at start, without cost.

I can't see just using the large max. ranges for all the boats at the start, because not all boats had the capability, even late in the war. The who and when of the FBT range issue is kind of muddy. I doubt we can find any hard and fast rules as to the which and when of this.



I did some more tinkering with the upc files, and was able to fix the hesitation at loading.







I appropriated the "theoretician" ability, so the game has a green icon to use. Seems to work ok.

I will study your post here, and see if I can polish this some. The important thing is that it will fix the batteries, and that the mod will load without hanging or crashing.

****

I still haven't entirely given up on increasing weather/wave effects. I looked into TMO's cfg file to see what Duci used for the waves amplitude and attenuation. He used the same values as RFB and stock. It might be good to increase these a little. As things are now, a boat can cut through the worst waves with little loss of speed. Clearly, this is not very realistic.


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Old 03-20-14, 11:14 AM   #41
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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.
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Old 03-20-14, 12:28 PM   #42
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Quote:
Originally Posted by TorpX View Post


I still haven't entirely given up on increasing weather/wave effects. I looked into TMO's cfg file to see what Duci used for the waves amplitude and attenuation. He used the same values as RFB and stock. It might be good to increase these a little. As things are now, a boat can cut through the worst waves with little loss of speed. Clearly, this is not very realistic.


Have you sailed the Traveller's Mod 2.6? His waves are gigantic and in the worst weather I've seen the speed vary up to -5 (maybe even more) kts from the ordered speed. Don't quote me but I think ordered speed is never even reached in these waves. It states in his patch log that you need to be careful of wasting a lot of fuel in very heavy seas.
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Old 03-20-14, 08:24 PM   #43
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Quote:
Originally Posted by aanker View Post
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.
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.



I redid the tsr, upc files related to the propulsion and battery specialists so they are in a more game-friendly form. Still have to use the theoretician icon.

I also looked at this part of the tsr file:
;UPCCrewData\SpecialGlobalAbilities.upc
Fanatical Leader=Fanatical Leader
Unbreakable Leader=Unbreakable Leader
;UPCCrewData\SpecialLocalAbilities.upc
Torpedo Crew Leader=Torpedo Crew Leader
Torpedo Detonators Specialist=Torpedo Detonators Specialist
Torpedo Engine Specialist=Torpedo Engine Specialist
Torpedo Warhead Specialist=Torpedo Warhead Specialist
Surface Propulsion Specialist=Surface Propulsion Specialist
Underwater Propulsion Specialist=Underwater Propulsion Specialist
Propulsion Specialist=Propulsion Specialist

I tried using those terms, but I couldn't get them to work. Perhaps they are leftover from sh3.

Quote:
I am interested in your maneuvering solutions - fix, imo they needed attention. Happy you took that project on.
Tried something else today for this (rough seas effects), but no success.

About the dive speed ability; I'll take a look at it. I don't think it is really needed, as far as having it in a beginning crew. The dive speed (on the Gato) is pretty fast, much better than before. If you are cruising at 10 kt. and put on speed as you dive, you can get to 63 ft. in under a minute. I consider this pretty realistic.






Quote:
Have you sailed the Traveller's Mod 2.6? His waves are gigantic and in the worst weather I've seen the speed vary up to -5 (maybe even more) kts from the ordered speed.
I didn't know Traveller worked on this issue. I'll definitely have to look at that. Thanks for the tip.

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Old 03-21-14, 12:16 PM   #44
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Originally Posted by TorpX View Post
I also looked at this part of the tsr file:
;UPCCrewData\SpecialGlobalAbilities.upc
Fanatical Leader=Fanatical Leader
Unbreakable Leader=Unbreakable Leader
;UPCCrewData\SpecialLocalAbilities.upc
Torpedo Crew Leader=Torpedo Crew Leader
Torpedo Detonators Specialist=Torpedo Detonators Specialist
Torpedo Engine Specialist=Torpedo Engine Specialist
Torpedo Warhead Specialist=Torpedo Warhead Specialist
Surface Propulsion Specialist=Surface Propulsion Specialist
Underwater Propulsion Specialist=Underwater Propulsion Specialist
Propulsion Specialist=Propulsion Specialist

I tried using those terms, but I couldn't get them to work. Perhaps they are leftover from sh3.
Interesting, wonder what they were planning - and what they did, and how far they got...

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:
About the dive speed ability; I'll take a look at it. I don't think it is really needed, as far as having it in a beginning crew. The dive speed (on the Gato) is pretty fast, much better than before. If you are cruising at 10 kt. and put on speed as you dive, you can get to 63 ft. in under a minute. I consider this pretty realistic.
I was trying to see if Abilities could be added/mixed. That ability is one the Engines-Expert has in Stock, and both need to be in the Engine Room. I don't like Abilities, however I do need one. If there is another way to reduce recharge times, I would like to see how they do it.

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.
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Old 03-22-14, 12:45 AM   #45
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Quote:
Originally Posted by aanker View Post
Interesting, wonder what they were planning - and what they did, and how far they got...

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...
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 was trying to see if Abilities could be added/mixed. That ability is one the Engines-Expert has in Stock, and both need to be in the Engine Room. I don't like Abilities, however I do need one. If there is another way to reduce recharge times, I would like to see how they do it.

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.
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.

Diving speed is a case in point. It's been written that diving to PD for fleetboats took ~45 sec. early war, and this was shaved to ~35 sec. later. This was done partly with structural changes to the boats themselves; taking out the Kingston valves, enlarging the openings, and increasing the number of limber holes. The game doesn't give us the structure for having an early war Gato, and a late war Gato. So, everything has to be wedged into one set of files - an average Gato. Having a crewman with a diving speed skill, at least allows some level of improvement, without having to hand edit files.

***



I dug into the scene.dat file, and was comparing it to what Traveller has in his mod. It's a little confusing. Too many different bits and pieces. I'd be tempted to plug in the values Traveller used, but without knowing something about what all these things do, it could be hazardous.

I tried to get the game to generate wind speeds above 15 m/sec. No dice. The game rudely ignores me. I guess no one has been able to do this.

The main thing I want to do with the waves, is to make them rougher on the boat. When we plough through large waves, little speed is lost. Sometimes the screws will come out of the water, and the speed goes down, but as far as I can tell, waves breaking over the bow don't absorb any energy. Hitting these waves should be slowing the boat, but it doesn't. I was hoping there was some value that could be adjusted, related to that. [I tried changing the rebound coefficient in the zon file, but it doesn't change the interaction with the waves.]

Does anybody have a good understanding of this file?



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