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View Full Version : SH3 Commander Random Sabatage Question


Lanzfeld
01-06-07, 12:52 PM
I dont go over 16X when on patrol so it is obvious that I save alot during the same patrol because I take so long. When I want to play again I always start SH-3 Commander and "Launch" SH-3 through Commander. Is this the correct way to do it? If I had a random failure in my last game would launching again through Commander reset the malfunction? Should I only start the game through Commander when I am in port and going to start a new patrol?

You see my question is do I "reroll the dice" on malfunctions and sabatage EVERYTIME I start the game through Commander even when at sea or does it only "roll the dice" at the start of a patrol?

Samwolf
01-06-07, 02:10 PM
I dont go over 16X when on patrol so it is obvious that I save alot during the same patrol because I take so long. When I want to play again I always start SH-3 Commander and "Launch" SH-3 through Commander. Is this the correct way to do it? If I had a random failure in my last game would launching again through Commander reset the malfunction? Should I only start the game through Commander when I am in port and going to start a new patrol?

You see my question is do I "reroll the dice" on malfunctions and sabatage EVERYTIME I start the game through Commander even when at sea or does it only "roll the dice" at the start of a patrol?

Some of the malfucntions will only occur when starting a patrol, others are a "roll of the die" on each load through Sh3Commander. I'm pretty sure that the following can only occur at the beginning of a patrol:

Periscope Malfunction
Snorkel raise/lower time Malfunction
Radar/Sonar Range Malfunction
Flak Gun Reload time Malfunction

_Seth_
01-06-07, 02:19 PM
Maybe a stupid question: Is it possible to launch SHIII from commander, and then start a MP game with sabotage activated? Will commander affect MP games?

azn_132
01-06-07, 02:50 PM
Maybe a stupid question: Is it possible to launch SHIII from commander, and then start a MP game with sabotage activated? Will commander affect MP games?
Never use SH3C when u play MP GWX games.

Paajtor
01-06-07, 02:54 PM
Yes, I think SH3Commander randomizes to many things...so when players go mp through it, all of them will end up with slightly different SH3-configurations, with the evident result.

Jimbuna
01-06-07, 03:01 PM
To the best of my knowledge SH£Commander is a 'no no' on MP....at least the former testers of GWX certainly don't use it (but only where MP is concerned) :yep:

_Seth_
01-06-07, 03:03 PM
Thanx mates! Wont do that then! :yep::up::up::up:

azn_132
01-06-07, 03:08 PM
Thanx mates! Wont do that then! :yep::up::up::up:
Remember SH3C is meant to use only in Career.

HEMISENT
01-06-07, 05:41 PM
Some of the malfucntions will only occur when starting a patrol, others are a "roll of the die" on each load through Sh3Commander. I'm pretty sure that the following can only occur at the beginning of a patrol:

Periscope Malfunction
Snorkel raise/lower time Malfunction
Radar/Sonar Range Malfunction
Flak Gun Reload time Malfunction

WRONG!
Sorry Samwolf, SH3 Commander re-rolls the dice each and every time you save/exit/relaunch thru Commander. Every malfunction is capable of being issued either in port or at sea. The difference is there a few files that are set to stay with the boat the ENTIRE patrol. Most malfunctions are "repairable" by reloading commander. You have a remote chance of getting issued a different malfunction file but that's how it works.


Should I only start the game through Commander when I am in port and going to start a new patrol?

Hi Lanzfield, Long time no see. Yes, you can start the game with SH3 Commander then save/exit/restart game(no Commander) and all the files will be there as they were before. By starting a game without commander you won't screw anything up. Make sure you DO NOT rollback commander as this returns everything to the default(pre commander) mode. For further info on this post Jscones in his thread I'm sure he can elaborate.

Samwolf
01-06-07, 06:18 PM
Some of the malfucntions will only occur when starting a patrol, others are a "roll of the die" on each load through Sh3Commander. I'm pretty sure that the following can only occur at the beginning of a patrol:

Periscope Malfunction
Snorkel raise/lower time Malfunction
Radar/Sonar Range Malfunction
Flak Gun Reload time Malfunction

WRONG!
Sorry Samwolf, SH3 Commander re-rolls the dice each and every time you save/exit/relaunch thru Commander. Every malfunction is capable of being issued either in port or at sea. The difference is there a few files that are set to stay with the boat the ENTIRE patrol. Most malfunctions are "repairable" by reloading commander. You have a remote chance of getting issued a different malfunction file but that's how it works.

A 1 setting in RndMidPat makes possible malfunctions occur mid patrol and a 0 setting doesn't allow mid patrol possibility of a malfunction, so I read that as, with a 0 setting a malfunction can only occur at the beginning of a patrol. Am I understanding that wrong?

The way you explain it if I do get a type 0 malfunction mid patrol, it's set so randomization will not take place again for that malfunction, right?

HEMISENT
01-06-07, 07:18 PM
The way you explain it if I do get a type 0 malfunction mid patrol, it's set so randomization will not take place again for that malfunction, right?

Hi Samwolf
Had to go into Commander to make sure I get this right:
; Set RndMidPat to 1 if you want randomisation to occur mid-patrol, 0 if not

The RndMidPat=1 means if you get a loaded file upon startup it is deemed "repairable" should you save/exit/relaunch. Commander will roll the dice again you may get nothing, you may get something else.

A RndMidPat=0 means that should you get a file, that "particular" malfunction is good for the duration of the patrol. NO matter when it is issued

Now, lets say you launch commander upon beginning a patrol. You draw a Mal file with RndMidPat=1, you play awhile then save/exit/relaunch. Upon relaunching, commander rolls the dice fresh-you may get nothing, you may get a different Mal file or there's a "hugely remote" possibility that you may get the same one back again.

On the second re-launch If Commander deals you a Mal file with RndMidPat=1
that also is repairable. However, if commander issues you a Mal file with RndMidPat=0 you are stuck with it for the length of the patrol.

A "0" file can be issued at any time commander launches, same as a "1" file.

Hope this clarifies things a bit.

Samwolf
01-06-07, 11:54 PM
The way you explain it if I do get a type 0 malfunction mid patrol, it's set so randomization will not take place again for that malfunction, right?

Hi Samwolf
Had to go into Commander to make sure I get this right:
; Set RndMidPat to 1 if you want randomisation to occur mid-patrol, 0 if not

The RndMidPat=1 means if you get a loaded file upon startup it is deemed "repairable" should you save/exit/relaunch. Commander will roll the dice again you may get nothing, you may get something else.

A RndMidPat=0 means that should you get a file, that "particular" malfunction is good for the duration of the patrol. NO matter when it is issued

Now, lets say you launch commander upon beginning a patrol. You draw a Mal file with RndMidPat=1, you play awhile then save/exit/relaunch. Upon relaunching, commander rolls the dice fresh-you may get nothing, you may get a different Mal file or there's a "hugely remote" possibility that you may get the same one back again.

On the second re-launch If Commander deals you a Mal file with RndMidPat=1
that also is repairable. However, if commander issues you a Mal file with RndMidPat=0 you are stuck with it for the length of the patrol.

A "0" file can be issued at any time commander launches, same as a "1" file.

Hope this clarifies things a bit.

Thanks HEMISENT. I was misreading how it worked the 0 and 1 settings worked. Good thing to know.:up:

I always breathed a sigh of relief when no 0 value malfunction showed up during my pre-patrol shakedown cruise. Now I have something else to worry about during my patrol.:cry:

Werewolf
01-08-07, 02:06 PM
There is something that I have always wondered about....these randomised events, are they built into the SH3 Cmdr. so that they happen if SH3 Cmdr is installed or do I have to chose this feature? Personally I like some of them, but I don't want the sabotage feature

Jimbuna
01-08-07, 02:59 PM
You can switch between any of the 3 following option:
1) Everthing off
2) Malfunctions only
3) Malfunctions and Sabotage

Werewolf
01-08-07, 06:41 PM
@Jimbuna:

:hmm: okay.....funny, I have never noticed that, I have the 2.6 version, I haven't run it yet since I'm afraid that it will mess up my graphics and uboat availability dates, last time I had it installed the sky went black....not a criticism of SH3 Cmdr., I just don't know how to hmm control it yet

Jimbuna
01-09-07, 01:21 PM
I was refering to SH3Commander v2.7 :yep:

Werewolf
01-10-07, 07:58 PM
@Jimbuna

Aha! :know: 2.7 :hmm: , Just downloaded it and will install it, by the way, do you know if the thermal layer feature automatically works after the install of the 2.7 or does that have to be switched on too? And if it works automatically, do I then have to load the game through SH3 Cmdr. every time to get a new thermal layer value?


hehe :oops: sorry, I'm all questions

Steppenwolf
01-10-07, 09:28 PM
@Werewolf
The thermal layer feature is automatic (no special options that need to be checked ) just hit "Launch Sh3". Yes, you will need to load the game through SH3 Commander each time, if you want to re-roll the dice for a new thermal layer value (or lack thereof).

HEMISENT
01-10-07, 11:03 PM
@Werewolf
The thermal layer feature is automatic (no special options that need to be checked ) just hit "Launch Sh3". Yes, you will need to load the game through SH3 Commander each time, if you want to re-roll the dice for a new thermal layer value (or lack thereof).

Actually guys, the Thermal Layer mod as it was originally developed is pretty much null and void if you're using NYGM. TL is working as advertized for GWX thru SH3 Commander 2.7. I guess Kpt Lehman and crew felt they were ok as is.

ReallyDedPoet
01-11-07, 08:20 AM
I've also had a " crash dive of doom malfunction ", ( did not have SH Weather running )that the boat did not level out and kept sinking. The only way to surface was to blow the tanks. I have also had flank speed not working.

In SHCommander I have set the days at base to 75 days, just to get to a base in France, I am in Spring of 40', when I have finished a mission and then went back through Commander the days between base did not happen. Any ideas here?

HEMISENT
01-11-07, 08:45 AM
I've also had a " crash dive of doom malfunction ", ( did not have SH Weather running )that the boat did not level out and kept sinking. The only way to surface was to blow the tanks. I have also had flank speed not working.
Looks like this worked out as it's supposed to-if you can recover from the dive then life is good!

In SHCommander I have set the days at base to 75 days, just to get to a base in France, I am in Spring of 40', when I have finished a mission and then went back through Commander the days between base did not happen. Any ideas here?

Sounds like a question for Commander experts-the days in base always work properly for me.

ReallyDedPoet
01-11-07, 09:01 AM
Thanks for the reply. I like the sabatoge stuff, really adds to the immersion. Once I get in deeper water I do a number of checks to see if all is working. By the way I did make it back up.

GWX is unreal. In my current career, May 1940, I came upon a convoy ( prior to this was forced to CD by a number of air attacks ), waited until evening, took out a couple of tankers. Was forced to dive, some of the DC's forced me down quite deep, had to blow the tanks a couple of times to come up to a reasonable depth. Anyway made it out in one piece, now heading back to Wilemshaven. Great mod, great game.

Werewolf
01-11-07, 11:43 AM
@steppenwolf and hemisent

:hmm: Okay, thanks both of you :D

Uber Gruber
01-11-07, 01:14 PM
Not Steppenwolf of Herman Hesse fame ? Surely Not ?!! :o

Rubini
01-11-07, 02:39 PM
Not Steppenwolf of Herman Hesse fame ? Surely Not ?!! :o
Sidarta!:D

Steppenwolf
01-11-07, 08:15 PM
At the end of the book he goes off to parts unknown, leaving his manuscript behind. Who's to say he didn't wind up on subsim.com with all the other philosophers? <g> Not to mention that the work of a German-born author with wolf in the title seemed appropriate for a forum dealing with a u-boat simulation.

Sailor Steve
01-12-07, 12:16 PM
And who's to say he didn't change his name to John Kay and form a rock band?:roll:

JScones
01-12-07, 08:17 PM
Actually guys, the Thermal Layer mod as it was originally developed is pretty much null and void if you're using NYGM. TL is working as advertized for GWX thru SH3 Commander 2.7. I guess Kpt Lehman and crew felt they were ok as is.
Yes, I was very keen to ensure that all SH3Cmdr features remained uncompromised with GWX and vice versa (perhaps the latter even morseo).

Thus, assuming that players install the GWX config files for SH3Cmdr, no features of either mod will be broken through using them together.