Log in

View Full Version : Inconsistency with sabotage acts


Warmonger
10-30-06, 11:43 AM
Playing with GW 1.1a.

I noticed on several occasions that sabotaged equipment isn't the same or no longer out of order after reloading a saved mid patrol game.

2 examples:

- I had the blurred attack scope sabotage and after reloading all was normal

- In my recent patrol I had the 'order flank speed => speed drops to 0' sabotage and after reloading I could order flank speed but only reached the speed equivalent to ahead full...

Is there any way to make the sabotage acts consistent throughout a patrol, even after saving and reloading?

Samwolf
10-30-06, 12:35 PM
Playing with GW 1.1a.

I noticed on several occasions that sabotaged equipment isn't the same or no longer out of order after reloading a saved mid patrol game.

2 examples:

- I had the blurred attack scope sabotage and after reloading all was normal

- In my recent patrol I had the 'order flank speed => speed drops to 0' sabotage and after reloading I could order flank speed but only reached the speed equivalent to ahead full...

Is there any way to make the sabotage acts consistent throughout a patrol, even after saving and reloading?

Make sure that the variable for the sabotaged items in the Randomizedevents.cfg file are set to 0. I believe some are set to 1.

RndMidPat=0

From the readme:

;Set RndMidPat to 1 if you want randomisation to occur mid-patrol, 0 if not

Warmonger
10-30-06, 05:25 PM
Ok thanks, will try that. :up:

JScones
11-01-06, 03:56 AM
The reason for the "mid-patrol fix" is an SH3 compromise.

Some malfunctions/sabotage could be fixed at sea - not all required a return to port.

Unfortunately, SH3 only "recognises" damage that occurs within the game.

Thus, any malfunctions or sabotage effects are not repairable via the usual in-game repair process.

So the RndMidPat value was created to recognise that some components could be fixed remotely. But the only way to "spark" this fix is upon reloading a saved mid-patrol game. It's at this stage that SH3Cmdr will determine whether the component was fixed, partially fixed, or even damaged further.

Current entries where RndMidPat=0 signifies that it was unlikely that those components could be fixed at any stage duing the voyage.

Laffertytig
11-01-06, 06:53 AM
im midway through a patrol and am having the same engine probs. ive loaded bout a hlaf dozen times but its still not fixed. ive checked the random setting and its at 1.

is this how sub commander works?

- random chance somthing breaks down
- random chance the item is permanently/temporarily damaged

Laffertytig
11-01-06, 07:52 AM
seems to be somethin really weird goin on in regards to this. after the latest reload surface speed is back to 17 knots which is good but my submerged max speed is now 11 knots. what would be causin this?

kylania
11-01-06, 10:45 AM
When I get the flank = 0 bug I just return to port and call that patrol a bust. That really did happen in WWII, so why shouldn't it happen in SH3? :) Every patrol doesn't have to be perfect. If you have a crippling repair like that, just return to base and try again another day.

JScones
11-02-06, 02:27 AM
One must remember that in RL not just one item would necessarily malfunction or be the victim of sabotage in any one patrol. Many items could fail at any time during a patrol.

Fix one item now, it or another item fails later.

Also, simply reloading the patrol does NOT necessarily mean that the problem will be fixed. Would be kinda pointless if that was the guaranteed case, don't you think? ;)

If you find yourself saving/reloading everytime you identify a malfunction, then you really need to consider whether you want the feature activated at all! It can be totally removed by a simple file deletion if you don't want it.

Warmonger
11-02-06, 02:37 AM
Also, simply reloading the patrol does NOT necessarily mean that the problem will be fixed. Would be kinda pointless if that was the guaranteed case, don't you think? ;)

If you find yourself saving/reloading everytime you identify a malfunction, then you really need to consider whether you want the feature activated at all! It can be totally removed by a simple file deletion if you don't want it.

In case you're referring to me I didn't want to say that I reload every time I have a malfunction but from time to time real life forces me to interrupt a patrol to be continued later.

I was just wondering that such changes in malfunctions never happen during a patrol played in one session but only after saving and reloading. :hmm:

JScones
11-02-06, 02:42 AM
Also, simply reloading the patrol does NOT necessarily mean that the problem will be fixed. Would be kinda pointless if that was the guaranteed case, don't you think? ;)

If you find yourself saving/reloading everytime you identify a malfunction, then you really need to consider whether you want the feature activated at all! It can be totally removed by a simple file deletion if you don't want it.

In case you're referring to me I didn't want to say that I reload every time I have a malfunction but from time to time real life forces me to interrupt a patrol to be continued later.

I was just wondering that such changes in malfunctions never happen during a patrol played in one session but only after saving and reloading. :hmm:
LOL! Actually that was a general statement aimed at anyone reading who does save/reload whenever they identify a malfunction; not aimed at you personally in any way.

No, no changes during a session due to SH3 limitations. Only between loads can an item be fixed. Of course, another may break... ;)

Warmonger
11-02-06, 05:27 AM
Ah ok then, didn't think so actually as you would have quoted me then. ;)

I really like this sabotage/malfunction thingie it's just sad that it can't appear out of the blue. What would that add, charging a convoy at flank and then a diesel breaks down...:doh:

Respenus
11-02-06, 10:33 AM
Ah ok then, didn't think so actually as you would have quoted me then. ;)

I really like this sabotage/malfunction thingie it's just sad that it can't appear out of the blue. What would that add, charging a convoy at flank and then a diesel breaks down...:doh:

Well that was RL mate!

HEMISENT
11-03-06, 10:40 PM
seems to be somethin really weird goin on in regards to this. after the latest reload surface speed is back to 17 knots which is good but my submerged max speed is now 11 knots. what would be causin this?

This is odd. I don't recall any submerged speeds set to 11kts-are you playing with a XXI boat perhaps?

Laffertytig
11-04-06, 05:00 AM
no its a type VII. the last time i reloaded it was back to normal. i wish i knew what file sub commander is randomizing

JScones
11-04-06, 05:09 AM
no its a type VII. the last time i reloaded it was back to normal. i wish i knew what file sub commander is randomizing
You can VERY easily read the SH3Cmdr readme file - then consult the Randomised events.cfg file and all will be explained; the file is commented with what it does. :yep:

If you're convinced that it's caused by SH3Cmdr's malfunction feature, you can even remove the feature altogether, again all will be revealed by reading the SH3Cmdr readme file. :yep:

Warmonger
11-04-06, 08:24 AM
If you're convinced that it's caused by SH3Cmdr's malfunction feature, you can even remove the feature altogether, again all will be revealed by reading the SH3Cmdr readme file. :yep:

But it's sooooo long...:doh:;)