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View Full Version : SH3 Commander Crew Transfer - Possible to have more transfers?


mookiemookie
06-24-12, 09:29 PM
I'm loving all of the work that the modders have continued to pour into this game...I've recently come back after a hiatus and I'm blown away by how much progress still continues to be made on this game.

Anyways, let's talk about SH3 Commander. In particular the "realistic crew transfer" option. I think the idea is great and I'd like it to be even more realistic. A constant challenge for real life U-boat captains was to manage the fact that they would lose significant numbers of experienced crewmembers in between patrols...even more so as U-boat losses mounted and experienced crewmen became increasingly rare and in demand.

Is there a way to increase the number of crewmen that SH3 commander will transfer off of your boat from 2 or 3 to say maybe 5? 7? 10?

mookiemookie
06-25-12, 06:41 AM
Ok, so tearing through the SH3 Commander files, I've found this in the SH3 options.cfg file

[REALISTICCREWXFR] ;TURN FEATURE ON/OFF FROM WITHIN SH3 COMMANDER
;"Simulate realistic crew transfers" option
;RANGE=<random number range>
;Officer, PettyOfficer and Seaman values must be between 0 and RANGE - 1, or N for nil
RANGE=10
Officer=3
PettyOfficer=4,5
Seaman=6,7,8

I take it to mean that RANGE is the maximum number of guys you'll lose, with the Officer, PettyOfficer and Seaman values being the max number of those you can lose?

Wreford-Brown
06-25-12, 07:20 AM
Ok, so tearing through the SH3 Commander files, I've found this in the SH3 options.cfg file



I take it to mean that RANGE is the maximum number of guys you'll lose, with the Officer, PettyOfficer and Seaman values being the max number of those you can lose?

It looks more like the RANGE is the number of sides on the dice. If it rolls a 3 you lose an officer, 4 or 5 a PO and 6, 7 or 8 a seaman. If the dice rolls a 0, 1, 2 or 9 you lose no one.

Test it by setting Officer to 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and the other two to N. If I'm right, you should lose two officers every time (SH3 Commander uses 0 as it's first number, so if RANGE=10 then it looks at 0 to 9, not 1 to 10).

Somewhere in the files there will be a line telling SH3 Commander how many times to roll the dice...

leon_hayle
06-25-12, 07:42 AM
It looks more like the RANGE is the number of sides on the dice. If it rolls a 3 you lose an officer, 4 or 5 a PO and 6, 7 or 8 a seaman. If the dice rolls a 0, 1, 2 or 9 you lose no one.

Test it by setting Officer to 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and the other two to N. If I'm right, you should lose two officers every time (SH3 Commander uses 0 as it's first number, so if RANGE=10 then it looks at 0 to 9, not 1 to 10).

Somewhere in the files there will be a line telling SH3 Commander how many times to roll the dice...

If that's the case, you could adjust the settings any number of ways. For example; Officers=0. PettyOfficer=2,4,6,8. Seaman=3,5,7,9.

Or could you?

Wreford-Brown
06-25-12, 07:55 AM
If that's the case, you could adjust the settings any number of ways. For example; Officers=0. PettyOfficer=2,4,6,8. Seaman=3,5,7,9.

Or could you?

My answer is speculation based on my understanding of SH3 Commander and some correspondence with Jaesen. It'll take someone to test it in order to find out if I'm right.

If I am, you could adjust the settings how you like (with your example there would be 40% chance of losing a PO or Seaman, 10% chance of Officer and 10% chance of losing no one) but you're still only getting the results of a dice roll. Somewhere in the files it must tell SH3 Commander how many times to roll the dice, and it's that value that will let mookiemookie increase the number of transfers he gets.

mookiemookie
06-25-12, 08:10 AM
Ah, that makes sense. I'll have to look some more and test when I get home.