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Bubbe
03-22-08, 02:09 PM
Hi!
I want to make a mod where is possible check reserves of food on board.
I want find in to the folder's game (ubisoft/sh3/data/ecc..) where are
other indicators for fuel, oxygen, etc. ... And add it

Can you help me???????:D

emtmedic005
03-22-08, 11:33 PM
WOW i never heard of a mod like this, i think it would be awesome. Nowadays Nuclear powered subs can go for months even years without having to refuel but they are limited by how much food/supplies they can carry. So i think this would be an awesome mod. We could take it one step more, by adding how much food the crews r allowed to consume, sorta like the "oregon Trail" games, meager portions, full portions, hahaha. And we can also factor in the amount of food the crew consumes and how that effects their performance in their work. If the sub is low on food, and the crew are on meager rations then there job performance will be less then normal, hahaha this is an awesome mod idea, its going to take some work. hahaha but i think we have the people to tackle this job:rock::rock::rock::rock: You gotta love our modders

Sag75
03-23-08, 01:42 PM
Hi Bubbe! As well as in Betasom Base, i posted here the same work hypothesis.

I think could be very nice have this kind of mod on ours boats...:up:

good luck!

Could anyone help us??

S.75

VonDos
03-23-08, 01:59 PM
Nice question here ^^

Philipp_Thomsen
03-23-08, 04:00 PM
The food is not on the game anywhere and its hardcoded.

Even if you manage to include a dial indicating the amount of food left, the game will not end if the food end. It will just end, means nothing. We would need the SDK from ubisoft to include new features like this one.

The only thing you could possibly do is to replace the CO2 dial for a food dial and configure the oxigen to decay even surfaced, and slow down the time for it to decay, lets say, 30 days. It would perfectly simulates food quantity and would even cause a deathscreen in the end. But again, I'm not 100% sure that you could edit the CO2 to decrease while surfaced. If you manage to do that, great, but I honestly think this is hardcoded as well.

von Zelda
03-23-08, 08:07 PM
The only thing you could possibly do is to replace the CO2 dial for a food dial and configure the oxigen to decay even surfaced, and slow down the time for it to decay, lets say, 30 days. It would perfectly simulates food quantity and would even cause a deathscreen in the end. But again, I'm not 100% sure that you could edit the CO2 to decrease while surfaced. If you manage to do that, great, but I honestly think this is hardcoded as well.

I think Bubbe's suggestion of a patrol duration subject to the depletion of stores (food, water, etc.) would be more accurate in game than the current patrol duration subject to the depletion of fuel oil. I say this because the usage of fuel oil is not exactly accurate traveling east to west or west to east because we're playing the game on a flat map surface rather than a round globe. The higher the degrees of latitude on which you travel east to west or west to east, the greater the distance on a flat map surface due to its distortion. This is why some type IX u-boats have fuel problems traveling to the US coast and back when in reality they had enough fuel to make the trip.

Thomsen suggested using the CO2 gauge; I'd suggest using the fuel gauge and making it a Food gauge or Stores Gauge instead and having it represent a depletion rate based on days at sea relative to the type of u-boat (II, VII, IX, IXD2, etc.) and their normal duration of cruise.

Modders, any ideas on how this could be done?

Sag75
03-23-08, 09:54 PM
Thanks, that's a good suggestion, but normally fuel consumption is relate with your speed in SH3 stock.. and it's more evident in GWX2.0. :-?
So, in this way your crew will seem eat more at flank speed instead of 2/3!! And if you decide to stay with your engines stop in a gulf for some week?
In the other post of mine, i just thought a CO2 indicator, because it's indipendent from parameters as speed, meteo conditions, and so on..

Anyway, maybe we need to wait a SH5 to see a routine sub managing...:roll:

DS
03-23-08, 11:04 PM
No need for meters. How about this:

Subs did not have a store meter on board. But they did know they had enough food for x number of days. Food consumption was pretty well a constant (crews may have eaten more calories in the northern regions, but this is negligable for game play).

So, when your leaving port, decide how may days of food you've taken on board (probably 30-45 days worth, you decide), note your mission start date, establish what your "return by" date is, and make sure you return to port, or meet a resupply vessel no later than that date.

GWX gives you tools to calculate transit time, and this can be used to calculate and update your turn around date (farther from home means earlier turn around due to longer transit time).If you find yourself turning to head home with a load of torpedoes still on board, and few if any kills, because your "return by" date is approaching, you will have experienced what many U-Boat skippers did. :damn:

The fixed "Return by" date is a great idea for added game play realism, and no food meter is required to add this to game play.

von Zelda
03-24-08, 05:56 AM
No need for meters.

The fixed "Return by" date is a great idea for added game play realism, and no food meter is required to add this to game play.

This is pretty much what I now do. I've turned the "Fuel" to off so it does not affect the game. I travel a more realistic speed of 12 knots instead of the fuel saving speed of 9 knots. And I set an estimated return date of approximately 60 to 70 days.

CB..
03-24-08, 07:26 PM
it may well be that the stock crew fatigue set up would be the place to experiment...as with very little imagination you can simply include rationing in with the concept of fatigue...if you slow down the stock fatigue rate and switch off the "rest room" so the crew do not regenerate then a finite length of patrol can be set up....do a search for fatigue ..there must be pages of posts on the details and editing of the fatigue settings:up:

Sag75
03-24-08, 09:18 PM
So, when your leaving port, decide how may days of food you've taken on board (probably 30-45 days worth, you decide), note your mission start date, establish what your "return by" date is, and make sure you return to port, or meet a resupply vessel no later than that date. The fixed "Return by" date is a great idea for added game play realism, and no food meter is required to add this to game play.

Thanks, great idea.
Do you think that is possible insert a return date as secondary objective?? or add a little menù somewhere in the office station in which you can choose your returning date in a day list (maybe in according to your u-boat type)??

S.75

Sag75
04-12-08, 10:52 PM
Anyone else??

so it's impossible this such of mod?

I'm asking to SH3 great modders!!

Wolfehunter
04-12-08, 11:08 PM
Naw naw you have an ocean full of fish. Go fishing and use bernard as bait. Your sure to catch a big one.;) No one will starve if you have a bernard.:rotfl:

jmr
04-12-08, 11:12 PM
Go fishing and use bernard as bait.
They want to catch fish not scare them away!

JScones
04-13-08, 01:07 AM
Do you think that is possible insert a return date as secondary objective?? or add a little menù somewhere in the office station in which you can choose your returning date in a day list (maybe in according to your u-boat type)??
LOL! I can imagine it now "Message from BdU to U-10. Primary objective: Patrol grid AN54; Secondary objective: Return home by 25 Dec 1939 - we know you can't manage your own food rationing, so medals for all if you achieve this!".:rotfl:

Why don't you just use the in-game clock as your meter? That is, decide how many days that you are provisioned for before leaving port, then aim to return to port by that date. Should you go slightly beyond that date, don't stress, your boat will not spontaneously combust. In RL food rationing was adjusted based on changing circumstances, so if the Kaleun knew that he was gonna run over time, he'd tell his cook to use one less potato or whatever per day. Or he'd dock at a milk cow.

To that end, if you want to model the longer term effects of having limited or no food, then follow the path outlined by CB, as it hits where the food does...the crewmen.

This all seems about the best solution to me. Anything more elaborate is outside the control of modders anyway, as even if you hack at an existing gauge, you'll need code changes to accurately capture food consumption rates.

And if you were going to make code changes, you'd go for something a bit more realistic, like a new message type, in this case to the cook, asking for a remaining provision summary ie "15kg potatoes, 3kg eggs, approx 3 days food remaining". Of course, you'd then add functionality to set the provision amount, modify the provision consumption rate and so on.

The only thing you could possibly do is to replace the CO2 dial for a food dial and configure the oxigen to decay even surfaced, and slow down the time for it to decay, lets say, 30 days. It would perfectly simulates food quantity and would even cause a deathscreen in the end. But again, I'm not 100% sure that you could edit the CO2 to decrease while surfaced. If you manage to do that, great, but I honestly think this is hardcoded as well.
A bit extreme don't you think? I mean, people do not die as soon as food runs out. Otherwise there'd be a greater death rate amongst university students, LOL! People can live days between meals. And the fundamental flaw of this approach is does it does not take into account re-rationing, as I mentioned above. And don't forget, sunken merchants are also a source of food. ;)

TBH, I can't see any moddable solution that wouldn't be like bashing a square peg into a round hole.