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ParaHandy
07-16-14, 09:52 AM
The option to include sabotage as well as malfunctions via Commander had me thinking. Was this generally done by sailors trying to get out of a patrol as opposed to enemy agents? Was it common?

Dread Knot
07-16-14, 09:56 AM
The option to include sabotage as well as malfunctions via Commander had me thinking. Was this generally done by sailors trying to get out of a patrol as opposed to enemy agents? Was it common?

More often it was done by native French and Breton dockworkers and yard personnel. Sometimes in conjunction with the French Resistance and sometimes alone on patriotic impulse when the opportunity presented itself. Sometimes it could be as simple as leaving an implement or tool in a valve or pipe.

Sailor Steve
07-16-14, 10:01 AM
:sign_yeah:

I have 'Malfunctions' active all the time, but only activate 'Sabotage' when operating out of French ports. I don't know it that's more accurate but it feels right to me. :sunny:

UKönig
07-16-14, 01:35 PM
I've read that by 1943, early 1944, when the odds of a German victory were getting daily, smaller, the French "co-operation" began to break down. Sabotage could also include canned food of the 'lowest quality', and/or a dead dog in the fresh water tank. Anything to incapacitate the U-boat crews.
Even before boats could set sail, a German diver had to inspect the hull for limpet mines that may have been placed by the french resistance or loyal dockworkers. By 1944, just because you made it back to base, did not mean that you were safe...

BigWalleye
07-16-14, 03:46 PM
:sign_yeah:

I have 'Malfunctions' active all the time, but only activate 'Sabotage' when operating out of French ports. I don't know it that's more accurate but it feels right to me. :sunny:

Excellent idea, Steve. I'm going to set my game up that way.

banryu79
07-17-14, 03:59 AM
I have 'Malfunctions' active all the time, but only activate 'Sabotage' when operating out of French ports. I don't know it that's more accurate but it feels right to me. :sunny:
Out of curiosity I opened and red the file "..\SH3 Commander\Cfg\Randomised events.cfg". It is well organized and commented and I saw that the "Sabotage" randomized events are all limited in the time period range in which they could occur, namely in between 1944/1945 years only.
"Malfuncion" events are present in the whole war period but with distinguished probability values (small prob. in 1939 with increasing prob. for the following years, to reflect lower manufacturing and labor conditions, I assume).

BigWalleye
07-17-14, 06:17 AM
Out of curiosity I opened and red the file "..\SH3 Commander\Cfg\Randomised events.cfg". It is well organized and commented and I saw that the "Sabotage" randomized events are all limited in the time period range in which they could occur, namely in between 1944/1945 years only.
"Malfuncion" events are present in the whole war period but with distinguished probability values (small prob. in 1939 with increasing prob. for the following years, to reflect lower manufacturing and labor conditions, I assume).

Kudos!

Here is a player who actually bothers to look at what he is using to mod the game! We can all learn from banryu79.

banryu79
07-17-14, 08:44 AM
Kudos!

Here is a player who actually bothers to look at what he is using to mod the game! We can all learn from banryu79.
Thank you, and can I add that we can all learn from the modders themselves just by examining their creations?
The more I learn about the inside of the mods I'm using the more my respect grow for the modders, let be my amazement in contemplating how great, well thought their creations are and how much they add to the game.
I want to reformulate: how much their creations actually change the game for the better.

Kudos to the modders :salute:

BigWalleye
07-17-14, 10:34 AM
Thank you, and can I add that we can all learn from the modders themselves just by examining their creations?
The more I learn about the inside of the mods I'm using the more my respect grow for the modders, let be my amazement in contemplating how great, well thought their creations are and how much they add to the game.
I want to reformulate: how much their creations actually change the game for the better.

Kudos to the modders :salute:

What he said!

vanjast
07-17-14, 03:04 PM
I don't know, now and then, how the military works, but we worked with a 'buddy system' (2 or more) where everyone counterchecked the others work.
Missplaced tools still slipped through, but it did a lot to minimise accidents.
:up:

banryu79
07-17-14, 05:14 PM
I don't know, now and then, how the military works, but we worked with a 'buddy system' (2 or more) where everyone counterchecked the others work.
Missplaced tools still slipped through, but it did a lot to minimise accidents.
:up:
I think it's a great idea, in software creation, to have someone else that take a look at what you made. Again, thank to you and all the other modders for sharing the products of your passion.
:sunny:

Andrewsdad
07-17-14, 09:23 PM
When I leave port I always do a deep submergence/engine/rudder test. Also don't forget to check your periscopes as they can be "foggy" from misaligned optics.

However, each time you start the game with Commander malfunctions can occur, so it is a good idea to test your boat again. For me, the most frequent problem is with the diesels. So for accuracy, I let about 8 hours of time elapse to simulate the repair work, then restart the game.

Is there any mod that actually reports which system is not working?

Salute !!

AD

desirableroasted
07-17-14, 09:39 PM
When I leave port I always do a deep submergence/engine/rudder test. Also don't forget to check your periscopes as they can be "foggy" from misaligned optics.

Here is a thread from 2007 about stress testing your boat.

http://www.subsim.com/radioroom/showthread.php?t=120501&highlight=stress+test

Andrewsdad
07-18-14, 04:46 AM
Thanks, Roasty !!!!

Would I be correct saying, since Commander has auto-rollback with every game shutdown, your existing malfunctions/sabotage are repaired and new ones may occur?

AD

BigWalleye
07-18-14, 10:51 AM
Thanks, Roasty !!!!

Would I be correct saying, since Commander has auto-rollback with every game shutdown, your existing malfunctions/sabotage are repaired and new ones may occur?

AD

If you want to avoid resetting this and other randomized events each time you start Commander, just switch auto-rollback "OFF". It is only necessary to roll back the files which Commander changes when you are going to either change the Commander settings or activate/deactive mods (using JSGME or manually). It is absolutely necessary to roll back before changing mods in any way (Disaster will befall your SH3 installation!), so most gamers use auto-rollback so they don't forget. But it isn't necessary to roll back every time you exit SH3. Auto-rollback is an optional safety feature.

banryu79
07-18-14, 05:38 PM
If you want to avoid resetting this and other randomized events each time you start Commander, just switch auto-rollback "OFF". .
Can you confirm this, please?

I ask because reading the following passage under the section titled "Playing an existing career" of the SH3C User Manual I understood/thought that SH3C is already programmed to work correctly:
9. With SH3 Commander you no longer need to load Silent Hunter III directly. You can load Silent Hunter III via SH3 Commander on all new, existing, in base, or mid-patrol careers. SH3 Commander recognises the status of each career and disables or enables your realistic settings based on "where you are" at that point in time. You will not be retired nor will you lose crewmen if you start a mid-patrolcareer (assuming those two realistic options are set).
I'm inclined to believe the programmer anticipated this situation an already included the appropiate actions in the software to handle correctly the thing... or at least he would had tell us this in the manual itself!

I find difficult beleiving the programmer/s overlooked this aspect, even if is totally possible, only not probable IMO.