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Old 04-02-11, 03:23 PM   #91
Wreford-Brown
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Date based:
http://www.mediafire.com/?giueaygwiugy7ja

Random:
http://www.mediafire.com/?wwvsl7mm2euz2wv

Let's see what happens!
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Old 04-02-11, 03:47 PM   #92
Magic1111
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Quote:
Originally Posted by Wreford-Brown View Post
Hi WB !

Very interesting, but one question: Should we use / activate both MODs in SH3-Commander together or only one of them ?

Best regards,
Magic
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Old 04-02-11, 04:18 PM   #93
frau kaleun
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Quote:
Originally Posted by Magic1111 View Post
Hi WB !

Very interesting, but one question: Should we use / activate both MODs in SH3-Commander together or only one of them ?

Best regards,
Magic
If WB worked it the way that was discussed upthread, it should be only one.

The Random version will randomize the disturbance values, so they are subject to change every time you load the game.

The Date-based version will vary them by date to correspond to improving Allied technology and tactics. It won't be random, the disturbances will create (I assume) more of an advantage for you early in the war, but less so as time goes on and Allied ASW gets better.
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Old 04-02-11, 05:24 PM   #94
Fish In The Water
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Sounds like it's going to be an adventure...

Hopefully she'll pass the trials with flying colors!
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Old 04-02-11, 05:34 PM   #95
slipper
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Thanks a lot WB

Really good of you to take the time to configure this for SH3, hopefully all will work ok. And thanks also tor TDW for making this brilliant mod in the first place.

regards

slipper

Last edited by slipper; 04-03-11 at 04:29 AM.
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Old 04-02-11, 07:17 PM   #96
frau kaleun
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Yes, thank you to TDW for the mod and WB for doing the grunt work of setting it up to work with Commander. I'm going to try the date-based version when I go out again!
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Old 04-03-11, 01:22 AM   #97
Wreford-Brown
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The thanks need to go to TDW
He created this little masterpiece that was one of the few pieces of realism that was still missing from the game.
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Old 04-03-11, 02:01 AM   #98
frau kaleun
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Quote:
Originally Posted by Wreford-Brown View Post
The thanks need to go to TDW
He created this little masterpiece that was one of the few pieces of realism that was still missing from the game.
The funny thing is that so many of us have been playing the game like it was there all along.
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Old 04-03-11, 02:48 AM   #99
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The thanks need to go to TDW
He created this little masterpiece that was one of the few pieces of realism that was still missing from the game.
Couldn't have said it better myself...

Major props to TDW! Well done and well deserved!!
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Old 04-03-11, 05:52 AM   #100
Magic1111
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Quote:
Originally Posted by frau kaleun View Post
If WB worked it the way that was discussed upthread, it should be only one.

The Random version will randomize the disturbance values, so they are subject to change every time you load the game.

The Date-based version will vary them by date to correspond to improving Allied technology and tactics. It won't be random, the disturbances will create (I assume) more of an advantage for you early in the war, but less so as time goes on and Allied ASW gets better.
Thanks for clearify this !

Best regards,
Magic
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Old 04-03-11, 05:59 AM   #101
fitzcarraldo
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Quote:
Originally Posted by Wreford-Brown View Post
Great, WB! I´ll try it today!

Best regards.

Fitzcarraldo
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Old 04-03-11, 06:51 AM   #102
Fish In The Water
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Quote:
Originally Posted by frau kaleun View Post
The Date-based version will vary them by date to correspond to improving Allied technology and tactics. It won't be random, the disturbances will create (I assume) more of an advantage for you early in the war, but less so as time goes on and Allied ASW gets better.
Haven't checked the second post, but the actual 'stats' on the initial date-based mod were as follows:

1939.08.01
life_time = 45.0
surface = 350.0
noise = 0.5

1942.05.01
life_time = 30.0
surface = 250.0
noise = 0.5

1943.04.01
life_time = 20.0
surface = 150.0
noise = 0.5

1943.09.01
life_time = 10.0
surface = 50.0
noise = 0.5

Should still be accurate, provided WB hasn't adjusted in the interim.
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Old 04-03-11, 01:56 PM   #103
h.sie
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For those who already use the Random folder of Sh3Cmdr for other mods:
Date dependency of this mod can also be done using SH3-Commanders Randomised events.cfg:

[0:data\Library\TDW_DC_Water_Disturbance_v4_0_SH3.d at]
ApplyToPeriod=19390101|19420431
ChooseFrom=1
RndMidPat=0
0_x15E=45.0 ; Life Time
0_x16E=350.0 ; Surface
0_x17C=0.5 ; Noise

[1:data\Library\TDW_DC_Water_Disturbance_v4_0_SH3.d at]
ApplyToPeriod=19420501|19430331
ChooseFrom=1
RndMidPat=0
0_x15E=30.0 ; Life Time
0_x16E=250.0 ; Surface
0_x17C=0.5 ; Noise

[2:data\Library\TDW_DC_Water_Disturbance_v4_0_SH3.d at]
ApplyToPeriod=19430401|19430831
ChooseFrom=1
RndMidPat=0
0_x15E=20.0 ; Life Time
0_x16E=150.0 ; Surface
0_x17C=0.5 ; Noise

[3:data\Library\TDW_DC_Water_Disturbance_v4_0_SH3.d at]
ApplyToPeriod=19430901|19451231
ChooseFrom=1
RndMidPat=0
0_x15E=10.0 ; Life Time
0_x16E=50.0 ; Surface
0_x17C=0.5 ; Noise

@TDW:
Thanks for this great addition

h.sie
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Last edited by h.sie; 04-03-11 at 02:57 PM.
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Old 04-03-11, 03:00 PM   #104
slipper
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Hi all,

Just one last question, with regards the random version of WB's SH3 Cmdr files.
If i wanted to add an option with the default GWX 3.0 depth charge effects, that we have all been playing with untill recently. Would it be as simple as adding one more numbered folder in the random folder, with the same file structure but no dat file?

Would SH3Cmdr then sometimes pick this folder and revert to default settings as no dat file would be found?

thanks again

regards

slipper
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Old 04-03-11, 03:17 PM   #105
frau kaleun
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Quote:
Originally Posted by slipper View Post
Hi all,

Just one last question, with regards the random version of WB's SH3 Cmdr files.
If i wanted to add an option with the default GWX 3.0 depth charge effects, that we have all been playing with untill recently. Would it be as simple as adding one more numbered folder in the random folder, with the same file structure but no dat file?

Would SH3Cmdr then sometimes pick this folder and revert to default settings as no dat file would be found?

thanks again

regards

slipper
It's my understanding that the data sets in every numbered folder within the Random directory must match up - that is, there must the same number of files and folders with the same names in the same places in the structure. You can have different versions of the same files, but you couldn't just leave them out entirely.

If that's correct, any additional folder would have to have the same structure and files as all the others, i.e. you would need a .dat file in it, presumably with the same name as the one in TDW's mod. Since his .dat file appears to create the effect, rather than alter the values for something that's already there, I'm not sure how you'd create a version of it with the values for the "GWX" effect when the effect didn't exist in GWX to begin with.

The file in this mod isn't overwriting anything that was already there, it's adding a completely new file to the game... so there is no default GWX version of the file to fall back on. I suppose it might be possible to have a version of the file that created absolutely zero effects from depth charge disturbances... that would be a question for TDW to answer.
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