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Martin1813
10-25-05, 08:40 AM
Or, more to the point, that EnglishNames.cfg is always used when the user selects the French language option in SH3?

yes, you're right. SH3 uses EnglishNames.cfg despite of the French language. If I put the French names in this file, ships are in French in the game :rock:

Beery
10-25-05, 09:28 AM
I installed SH3 Commander and no other mods so far (still trying to find good mods that are useful for me as I learn the game), and it seems to have somehow disabled the messages from my crew members about radio contacts. I still get the markers on my navigation map, but I don't get any message from my crews about the contacts, either audibly or in the text box.

Have you done any tweaking of realism settings? It's been so long since I adjusted them myself, but I'm pretty sure there's one that affects how map contacts are reported.

Camber
10-25-05, 01:06 PM
I haven't changed any realism settings, I even uninstalled and reinstalled SH3 to try to fix this, and still I get no audible or text chat alerts about contacts, either new or existing ones.

It's very frustrating, especially if SH3Commander is what is doing this, because the documentation for it says nothing about these changes. I'll take your word for it that this isn't intended behavior, though.

Beery
10-25-05, 02:31 PM
I haven't changed any realism settings, I even uninstalled and reinstalled SH3 to try to fix this, and still I get no audible or text chat alerts about contacts, either new or existing ones.

It's very frustrating, especially if SH3Commander is what is doing this, because the documentation for it says nothing about these changes. I'll take your word for it that this isn't intended behavior, though.

It's not that it's intended behaviour or non-intended behaviour. I can assure you that it's definitely not SH3 Commander that's causing it - SH3 Commander doesn't address contact reports at all. The question is, is it a bug in SH3 that you're reporting or is it a feature of SH3?

SH3 reacts differently to certain contacts, and it reacts differently based on some realism settings. There are some variables, but generally:

Convoys which are outside visual/hydrophone range turn up as a text report and a visual marker on the map.

Reports of single ships which are outside visual/hydrophone range show up only as a marker on the map.

Ships which are detected by the crew while inside visual/hydrophone range turn up as a text report, a visual marker on the map, and have a voice message associated with them.

Camber
10-25-05, 02:44 PM
I just don't see how it can be anything other than SH3 Commander, is the thing.

I didn't have this problem before I installed SH3 Commander. I had other mods installed that I uninstalled because I thought it might be one of them that was the issue. Then, I completely uninstalled SH3 and reinstalled it with only SH3 Commander installed, and still haev the same issue.

Don't get me wrong; I /love/ the work you've done on this mod. I'm just frustrated because I'm still enough of a newbie that I need those contact updates.

The only other possibility is that it might have been one of the other mods that goofed something up that didn't get deleted when I uninstalled SH3. I'm going to try a new campaign tonight and see if that alleviates the issue.

Beery
10-25-05, 02:58 PM
I just don't see how it can be anything other than SH3 Commander, is the thing.

I'm certain it's not SH3 Commander. The files that would do this simply don't exist in SH3 Commander.

When you uninstalled the game did you remember to look in your C:\Program Files\Ubisoft folder and manually delete the SilentHunterIII folder and all its contents? If not, then you probably left a lot of game files from your old install (the SH3 uninstaller program won't uninstall files it can't recognise, and modded files are often unrecognised). I'm 100% certain that you're either running a game with a mod that you don't know about, or you're seeing a standard game feature that you're assuming is a bug.

Camber
10-25-05, 03:23 PM
Okay, I didn't realize that the uninstaller might not clean out modded files.

I'll give that a try tonight, and I'm glad to have you confirm that this isn't something that SH3 Commander does without documenting it, because it really is an excellent mod (I love the news updates that you get while your patrol is loading, among other things).

I know this isn't a feature of SH3, because before I tried some mods (and I carefully looked at the documentation for the ones that I tried, and saw nothing about them making this change, so ONE of them does this as an undocumented thing), this behavior did not happen.

baxter
10-25-05, 07:05 PM
Beery...since the conclusion from the discussion about realistic sinking times seems to be that having this feature on is less realistic than not having it on, is it possible through SH3 Commander or RUb to mod the game so you don't have take the 3% realism reduction if its left off? (To avoid the reduction in renown)

gdogghenrikson
10-25-05, 07:29 PM
Beery...since the conclusion from the discussion about realistic sinking times seems to be that having this feature on is less realistic than not having it on, is it possible through SH3 Commander or RUb to mod the game so you don't have take the 3% realism reduction if its left off? (To avoid the reduction in renown)

I belive you can do this in the gameplay settings.config file scroll down to the bottom and I lists the percentage for each thing. I have never messed with it though so I could be wrong.

Beery
10-25-05, 11:30 PM
Beery...since the conclusion from the discussion about realistic sinking times seems to be that having this feature on is less realistic than not having it on, is it possible through SH3 Commander or RUb to mod the game so you don't have take the 3% realism reduction if its left off? (To avoid the reduction in renown)

I didn't even realise that it affected the realism. I don't see why it should. Personally, I don't really care what the game says my realism is, since it's quite clear to me that what the devs thought was realistic is a lot different from what is actually realistic, but I'll look into changing this is later RUb versions.

[Edit]
I just changed it. I think it's ridiculous having it be worth 3 realism points when basically it's impossible to tell between the two settings. By the way, for those who like tweaking, the settings for realism are indeed in the Gameplay_Settings.cfg file as GdoggHenrikson says. As long as the numbers add up to 100 it really doesn't matter what numbers you put in there. I'm tempted to remove the handicap for using the external camera, as I only ever use it when there are no enemies around.

baxter
10-26-05, 01:16 PM
Thanks for the reply Beery.

Pkunzipper
10-27-05, 02:27 AM
Some time ago I propesed to add an option in order to set starting renown, but got no feedback...

This would be usefull if you want to change your u-boot type as soon the campaign begin (or if you're in 1942-1943 and want to mount from the beginning all those cool accessories...).

What do you think about this?

Pkunzipper
10-28-05, 04:16 AM
Germany historically sent out submarines and raider ships before the beginning of the war (last 10 days of august 1939).

Is it possible to include as starting date last week of August?

Beery
10-28-05, 08:00 AM
Germany historically sent out submarines and raider ships before the beginning of the war (last 10 days of august 1939).

Is it possible to include as starting date last week of August?

The only thing it's possible to do is to open up August 1st as a starting date. I'm just not sure that anyone will want to hang around for 34 days until Britain declares war, especially when it's possible to reach the English coast in three days after a September 1st start.

Marhkimov
10-28-05, 09:32 AM
to Beery or Jaesen,

check out my contribution to SH3Cmdr... http://www.subsim.com/phpBB/viewtopic.php?t=44725

JScones
10-29-05, 01:47 AM
For those interesting in knowing what's gonna be in Release 2.3, here's the latest list...

- Crew Manager component updated: promoting, demoting or awarding any medal or badge now has the same effect as if awarded via SH3
- SH3 ship class labels now included with real ship names in patrol logs
- Now uses EnglishNames.cfg for comparing ship labels when French language is selected
- New surrender feature added for "dead" careers
- Now recognises new careers which are mid-first patrol
- Now works around the SH3 bug which in some instances writes career start dates as 0's
- Added ability to adjust time compression values
- Added ability to modify Basic.cfg renown, medals and promotion values (via editable cfg file)
- When starting a new career, selected year and Flotilla are added to the SH3 new career screen (essentially reminders, or prompts)
- Now uses correct date for copying files when continuing careers mid-patrol
- Health status of crewmen now included on Crew Manager screen and in Crew Lists
- Added "Summary" title to Personnel File
- First names, last names and place names now sourced from .lst files in cfg folder. Unlimited names can be added
- Captain's Log reformatted to look more like a real Kriegstagebuch. Check out example here (http://members.iinet.net.au/~jscones/temp/Log_14.html)
- Improved HTML code

EDIT: Oops, I left out - "Corrected available U-boat numbers for all U-boat types - by Beery."

Pkunzipper
10-29-05, 02:33 AM
Cool!!!

- Added ability to modify Basic.cfg renown, medals and promotion values (via editable cfg file)
Thanks! :up:

gdogghenrikson
10-29-05, 03:52 AM
For those interesting in knowing what's gonna be in Release 2.3, here's the latest list...

- Crew Manager component updated: promoting, demoting or awarding any medal or badge now has the same effect as if awarded via SH3
- SH3 ship class labels now included with real ship names in patrol logs
- Now uses EnglishNames.cfg for comparing ship labels when French language is selected
- New surrender feature added for "dead" careers
- Now recognises new careers which are mid-first patrol
- Now works around the SH3 bug which in some instances writes career start dates as 0's
- Added ability to adjust time compression values
- Added ability to modify Basic.cfg renown, medals and promotion values (via editable cfg file)
- When starting a new career, selected year and Flotilla are added to the SH3 new career screen (essentially reminders, or prompts)
- Now uses correct date for copying files when continuing careers mid-patrol
- Health status of crewmen now included on Crew Manager screen and in Crew Lists
- Added "Summary" title to Personnel File
- First names, last names and place names now sourced from .lst files in cfg folder. Unlimited names can be added
- Captain's Log reformatted to look more like a real Kriegstagebuch. Check out example here (http://members.iinet.net.au/~jscones/temp/Log_14.html)
- Improved HTML code

wow! thats alot of new things :up: :rock: when is the release?

Martin1813
10-29-05, 04:24 AM
Once more, I can't wait to see it :sunny:

Schultzy
10-29-05, 06:16 AM
Oh 2.3 looks like it's gonna be a winner! Cannot wait. :D
Love this little gem and it just keeps getting better!!

Massive thanks!

baxter
10-29-05, 01:31 PM
I can't believe how much Commander keeps evolving...most of these new features are things I would never have thought possible. Thanks, JScones!

Rubini
11-03-05, 10:10 AM
JScones,

Just a suggestion (and forgive me if this feature already exist in SH3Cmdr :hmm: ): what you think about a Gramophone randomizer? This way all the sound files in the gramophone folder will randomize before you start the game. There's already a simple program which do this in the Terrapin site. But should be great if this feature could be added to SH3Cmdr...

Rubini.

Beery
11-03-05, 11:41 AM
There is already a folder called 'Random'. This folder contains five sub-folders (0 to 4, but there can be more). In each of these is a Date folder, and in these are dated folders (e.g. 19390901 for Sept. 1, 1939 - you can create a folder for any day in the war). Inside this structure goes the SH3 structure starting with the 'data' folder (i.e. data\Sounds\Gramophone\song1.mp3), and you can randomise any file in the game - as many randomizations as you want, adjustable by date.

Rubini
11-03-05, 11:58 AM
Thanks Beery,

But just imagine: I have 50 WWII songs on my gramophone folder. I just want that they play in a random order. Just this. I think that the feature that you explain above is great for "radio" transmissions because obviously they just happens in a short period of time.

Rubini.

jaxa
11-03-05, 12:03 PM
It's a good idea, Rubini. I asked earlier about it too.
It would be fantastic to include gramophone randomizer in SH3Commander, like Merchant Variety Pack.

JScones
11-04-05, 01:41 AM
Hmmm...

Explain how the Gramophone randomiser works. Is it:

- all tunes getting played in different orders each time SH3 is ran;
- a subset of tunes copied into SH3 each time SH3 is ran;

For either scenario I have some ideas that could be very easily implemented.

Get back to me and Beery and I will consult...

Rubini
11-04-05, 06:27 AM
JScones,

I guess that the two types of randomizes may be implemented and live together:

- a subset of tunes copied into SH3 each time SH3 is ran;
- This are already done, no? It's great for radio broadcast, and it's ok as it is now.

- all tunes getting played in different orders each time SH3 is ran;
-This could be the new one. Just randomize the players files on gramophone folder. No need that SH3Cmdr give the files for the player. It's a personal collection of songs...

Rubini.

JScones
11-04-05, 07:04 AM
Can you explain how the mod works - I don't care much for sound files myself so have never seen it.

Marhkimov
11-04-05, 07:10 AM
I am assuming you are speaking of the randomizer by JXP. I don't use it myself, but I downloaded it to see how it works, and here's what found out:

I have absolutely no clue how it works... It runs on some kind of VB script file (whatever that means). Basically, its a program that you'd have to run everytime you want to randomize the songs. Probably switches their names or adds a temporary prefix... I dunno...

JScones
11-04-05, 07:12 AM
Isn't there another randomiser too?

Marhkimov
11-04-05, 07:14 AM
In the mod page, there's one by DasNemesis, but the link is broke.

JScones
11-04-05, 07:28 AM
<Finally gets off lazy backside and looks himself> Oh, is that all it does. Easy. Always same tracks, just different order.

Curiously, does anyone have over 999 tunes in their gramophone folder??

Marhkimov
11-04-05, 07:36 AM
I have 0000 songs in my folder... You think SH3Cmdr can handle that??? :rotfl: :rotfl:

JScones
11-04-05, 07:37 AM
That's 000 more than I have.

JScones
11-04-05, 09:56 AM
OK, because the gramophone randomiser and wave height adjustments were so easy to do, they're both now in the next release.

Wave height options are just like TT's mods - standard (1.0x), 1.25x, 1.5x and Double (2.0x).

Full credit to JXP and TT respectively for their original creations, on which these changes are based.

Kpt. Lehmann
11-04-05, 11:20 AM
Very cool, Very cool! :cool:

jaxa
11-04-05, 01:54 PM
JScones - you talked about version 2.3?
Gramophone randomiser in SH3Commander - I was thinking about it all time. :D

JScones
11-04-05, 07:41 PM
I'll add a little reminder here to everyone, as this thread gets a bit of traffic...

In order to avoid any potential file integrity problems, ALWAYS perform a rollback in SH3 Commander BEFORE enabling or disabling any mods either via JSGME or manually - this includes uninstalling and installing Silent Hunter III.

This public announcement is proudly brought to you... ah stuff it. :lol:

@jaxa: Yeah, I didn't realise until yesterday how easy the feature would be to implement! It's in R2.3, hopefully coming later today or tomorrow...

jaxa
11-05-05, 08:53 AM
JScones - thanks a lot! SH3Commander 2.3 will be near perfect. :up:

Sailor Steve
11-05-05, 01:00 PM
JScones - thanks a lot! SH3Commander 2.3 will be near perfect. :up:
No it won't...there will always be something new we want added.

Ain't we stinkers? :rotfl: :rock:

jaxa
11-05-05, 01:23 PM
You have absolutely right, but I've said NEAR perfect, not perfect. :yep:

Martin1813
11-05-05, 02:25 PM
you're rigt steve. everytimes, I think that the version released is the final one because it's great but everytimes, the next is greater... :up:

Marhkimov
11-06-05, 12:51 AM
Sooooo, Jaeson... it is the weekend... :D :D :D

gdogghenrikson
11-06-05, 01:07 AM
Sooooo, Jaeson... it is the weekend... :D :D :D it sure is :D :D :D

JScones
11-06-05, 07:12 AM
The install files have been created and final deployment testing has started. Release is about 20 hours away - the tyranny of different time zones has impacted!

Rubini
11-06-05, 12:42 PM
JScones,

Many thanks to include the gramophone randomizer. :up:
I have ~160 great WWII songs in my gramophone folder. And they increase a lot the immersion feeling of the game. If somebody here wants them just go to terrapin site and download the "Ultimate Gramophone Pack - 150+ tunes and broadcasts.rar". It's a huge 160 MB file but you will have Ella Fitzgerald, Glenn Miller, Chet Baker, Hans Albers, Lale Andersen, Zarah Leander, Rudi Schuricke, Rina Ketty, New Orleans Jazz Band, Mitch Miller, Marika Rökk & Johannes Heesters, Magda Hein, Frank Sinatra, Eddie Condon, Dave Brubeck, Albers und Rühmann, Charlie Parker, Berhart Ette and others plus a lot of radio broadcast which you can put on the SH3Cmdr random folder!! :o :o

Hope that the mates like it!

Rubini.

Marhkimov
11-07-05, 03:05 AM
JScones,

20 hours later is here...



:rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

The Avon Lady
11-07-05, 03:07 AM
JScones,

20 hours later is here...
Barbarians at the gate!

:hulk: :arrgh!: :hulk: :arrgh!: :hulk: :arrgh!: :hulk: :arrgh!: :hulk: :arrgh!:

gouldjg
11-07-05, 03:13 AM
JScones,

20 hours later is here...
Barbarians at the gate!

:hulk: :arrgh!: :hulk: :arrgh!: :hulk: :arrgh!: :hulk: :arrgh!: :hulk: :arrgh!:

:damn: :damn: :damn: :damn: :damn: :damn: :damn: Let me in Let me in Or I will Huff :x and puff :zzz: and blow yor house down :rock: :rock:

gdogghenrikson
11-07-05, 03:26 AM
JScones,

20 hours later is here...



:rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:


20 hours is here 26 mins ago

JScones
11-07-05, 03:36 AM
Release 2.3 of SH3 Commander is now available!

Changes:

- Crew Manager component updated: promoting, demoting or awarding any medal or badge now has the same effect as if awarded via SH3
- Corrected available U-boat numbers for all U-boat types - by Beery
- SH3 ship class labels now included with real ship names in patrol logs
- Added ability to randomise gramophone tracks (based on original concept of JXP's)
- Added ability to adjust wave height (based on original concept of TimeTraveller's)
- Now uses EnglishNames.cfg for comparing ship labels when French language is selected
- New surrender feature added for "dead" careers
- Now recognises new careers which are mid-first patrol
- Now works around the SH3 bug which in some instances writes career start dates as 0's
- Added ability to adjust time compression values
- Added ability to modify Basic.cfg renown, medals and promotion values (via editable cfg file)
- When starting a new career, selected year and Flotilla are added to the SH3 new career screen
- Now uses correct date for copying files when continuing careers mid-patrol
- Health status of crewmen now included on Crew Manager screen and in Crew Lists
- Added "Summary" title to Personnel File
- First names, last names and place names now sourced from .lst files in cfg folder. Unlimited names can be added (SH3Cmdr.ini listed names no longer used)
- Captain's Log reformatted to look more like a real Kriegstagebuch
- Improved HTML code

There are three configurations available for download:

1. SH3Cmdr23Lite.exe (http://members.iinet.net.au/~jscones/software/products/SH3Cmdr23Lite.exe). This is the "Lite" version containing all SH3 Commander files *except* the ship skins and will be the file downloaded if you use SH3 Commander's "Updates" feature. If you have SH3 Commander Release 2.2, this configuration will be sufficient as you already have the ship skins. You can also use this version if you don't want the ship skins - no previous version of SH3 Commander is required. Size 19.4mb
2. SH3Cmdr23.exe (http://www.beerymod.com/SH3Cmdr23.exe). This is the full installation release including ship skins. No previous installation of SH3 Commander is required. Size 43.1mb
3. SH3Cmdr23.7z (http://www.beerymod.com/SH3Cmdr23.7z). As per #2, but without installer. Size 31.3mb

Read instructions before installing.

**Late manual errata: In SH3Cmdr Help.html, under "Installation", if you do have a previous installation of SH3 Commander...and it is prior to Release 2.2 step 3 should say "3. run the SH3Cmdr23.exe or SH3Cmdr23Lite.exe setup wizard, installing over the top of your existing installation.".

As always, please post your questions/feedback/problems to this thread...

gdogghenrikson
11-07-05, 03:41 AM
downloading now

Marhkimov
11-07-05, 03:43 AM
DL DL DL now!!! :up: :up: :up: :up:

gouldjg
11-07-05, 03:48 AM
:up: :up: :up: :up: :up:

Looking forward to it.

27% and rising yipeee

or wait it is alreay 31 %

Marhkimov
11-07-05, 04:32 AM
A few files that I noticed:

SH3 Commander\Date\19420401\data\Submarine\NSS_Uboat7c \NSS_Uboat7c.sim
SH3 Commander\Date\19431201\data\Submarine\NSS_Uboat7c \NSS_Uboat7c.sim


Why is 'NSS_Uboat7c.sim' needed?

is it intended to account for the missing milk cows?

JScones
11-07-05, 05:03 AM
Correct. The files are part of the "Fuel resupply strategy simulated from April 1942 until December 1943 by extending range of Type VIIC during this time period - by Beery. " mod inclusion.

To avoid repetition, go to page 9 and read the bottom half of the page. You'll find detailed comments from both Beery and Rubini. Use the comments to determine whether you keep the files, or safely delete them.

Marhkimov
11-07-05, 05:08 AM
Thanks.

Schultzy
11-07-05, 07:45 AM
Thanks for this! Can't wait to try it!! Should be GREAT! :yep: :sunny:

Rubini
11-07-05, 08:19 AM
Thanks again JScones and Beery!:up:

Only to clarify some possible doubts:
For the guys who use the HT/Milk Cow mod: to everything goes ok just delete or rename these two files before install/use the SH3Cmdr:

SH3 Commander\Date\19420401\data\Submarine\NSS_Uboat7c \NSS_Uboat7c.sim
SH3 Commander\Date\19431201\data\Submarine\NSS_Uboat7c \NSS_Uboat7c.sim

(But if you don't use HT/Milk Cow mod just let as it is).

Rubini.

gouldjg
11-07-05, 06:12 PM
Hi again JScones

Would this be a safe configuration setting to use in crew.cfg. I am unsure if the compartment changes will have any adverse effects or that I may have made a error and probably need to remove that part.

Thanks


[4]
Desc=Living Crew
;CREW_ block
0_FatigueMax=0.90
0_FatigueStep=0.0175
0_CoefFatigue=0.21
0_QualEffect=1
1_FatigueMax=0.87
1_FatigueStep=0.0174
1_CoefFatigue=0.21
1_QualEffect=1
2_FatigueMax=0.85
2_FatigueStep=0.0175
2_CoefFatigue=0.24
2_QualEffect=1
3_FatigueMax=0.83
3_FatigueStep=0.0176
3_CoefFatigue=0.3
3_QualEffect=1.5
4_FatigueMax=0.81
4_FatigueStep=0.0178
4_CoefFatigue=0.32
4_QualEffect=2
5_FatigueMax=0.79
5_FatigueStep=0.0179
5_CoefFatigue=0.34
5_QualEffect=2.5
6_FatigueMax=0.77
6_FatigueStep=0.0180
6_CoefFatigue=0.4
6_QualEffect=1.5
7_FatigueMax=0.75
7_FatigueStep=0.185
7_CoefFatigue=0.4
7_QualEffect=2
8_FatigueMax=0.70
8_FatigueStep=0.0190
8_CoefFatigue=0.42
8_QualEffect=2.5
;COMPARTMENT block Sould I not have included these changes or are they ok
NumberOfCrew0=15
Interval1_0=6.1
Interval2_0=9.6
Interval3_0=19.7
NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=8.5
NumberOfCrew2=9
Interval1_2=3.6
Interval2_2=6
Interval3_2=12.1
NumberOfCrew3=12
Interval1_3=5.1
Interval2_3=7.8
Interval3_3=16
NumberOfCrew4=8
Interval1_4=3.8
Interval2_4=5.1
Interval3_4=10.0
NumberOfCrew5=10
Interval1_5=30
Interval2_5=30
Interval3_5=30
NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=9.7
NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=7.3
NumberOfCrew8=3
Interval1_8=1.7
Interval2_8=2.3
Interval3_8=4.65
NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=6.1
NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=8.2
Interval3_10=14.3
NumberOfCrew11=2
Interval1_11=0.5
Interval2_11=1.5
Interval3_11=3.0
NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=1.1
;FATIGUE_COEF block
RegularFactor00=0.00001
SpecificFactor00=0.00675
BadWeather0=0.000001
RegularFactor10=0.00001
RegularFactor11=0.00001
SpecificFactor10=0.00666
SpecificFactor11=0.00634
BadWeather1=0.0000001
RegularFactor20=0.00001
RegularFactor21=0.00001
SpecificFactor20=0.00666
SpecificFactor21=0.00631
BadWeather2=0.000000001
RegularFactor30=0.00001
RegularFactor31=0.00001
SpecificFactor30=0.00666
SpecificFactor31=0.00222
BadWeather3=0.000001
RegularFactor40=0.00001
RegularFactor41=0.00001
SpecificFactor40=0.00222
SpecificFactor41=0.00666
BadWeather4=0.0000000001
RegularFactor50=0.00001
RegularFactor51=0.00001
SpecificFactor50=0.023
SpecificFactor51=0.020
BadWeather5=0.0002
SpecificFactor60=-0.00000000000018
SpecificFactor61=-0.00000000000025
SpecificFactor70=-0.00000000000018
SpecificFactor71=-0.00000000000025
RegularFactor80=0.00001
RegularFactor81=0.00001
SpecificFactor80=0.023
SpecificFactor81=0.020
BadWeather8=0.0002
RegularFactor90=0.00001
SpecificFactor90=0.020
BadWeather9=0.002
RegularFactor100=0.00001
SpecificFactor100=0.020
BadWeather10=0.002
RegularFactor110=0.00001
RegularFactor111=0.00001
SpecificFactor110=0.0450
SpecificFactor111=0.0330
BadWeather11=0

JScones
11-08-05, 12:54 AM
Everything *but* the COMPARTMENT block changes will work. However, you can get this working by adding your:
[COMPARTMENT] <--**Add this extra line**
NumberOfCrew0=15
Interval1_0=6.1
Interval2_0=9.6
Interval3_0=19.7
NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=8.5
NumberOfCrew2=9
Interval1_2=3.6
Interval2_2=6
Interval3_2=12.1
NumberOfCrew3=12
Interval1_3=5.1
Interval2_3=7.8
Interval3_3=16
NumberOfCrew4=8
Interval1_4=3.8
Interval2_4=5.1
Interval3_4=10.0
NumberOfCrew5=10
Interval1_5=30
Interval2_5=30
Interval3_5=30
NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=9.7
NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=7.3
NumberOfCrew8=3
Interval1_8=1.7
Interval2_8=2.3
Interval3_8=4.65
NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=6.1
NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=8.2
Interval3_10=14.3
NumberOfCrew11=2
Interval1_11=0.5
Interval2_11=1.5
Interval3_11=3.0
NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=1.1
block to "Medals and renown.cfg". Actually, you can use "Medals and renown.cfg" to build a brand new Basic.cfg file if you so desire! ;)

HEMISENT
11-08-05, 07:04 PM
JScones
This has to go into the "Weird Problem of the week" file. All speech + most effects sounds muted.
I could sure use a bit of help here.
Since the new Commander, RUB and Hollywood mods all came out at once I did a complete fresh reinstall including deleting the SHIII folder
I've done this dozens of times so theres never been a problem.
I uninstalled the game + I uninstalled Commander 2.2.
I re-installed the game+patch 1.4+RUB 1.45 then SH3 Commander2.3exe.
Clicked on my usual settings in the options list
Set up for single mission/Launched SHIII
Game starts ok-went to 1st academy mission for a test and I find that all speech has been muted and the effects sounds are either muted or volume is greatly reduced. (I did not mess with in game sound options).
Figuring this was a screwed up install I repeated the uninstall/reinstall procedure using process of elimination. This time I started the vanilla game-same mission/sound is ok.
added patch 1.4- same thing-sound is ok
No mods used strictly vanilla + patch.
Re-installed SH3 Commander and checked off the basic options(since I had a sound problem I did not touch the Randomize Gramaphone option)
Launch SH III thru Commander
Same mission-No speech volume/effects volume-game plays normally.

I tried doing a roll back but the problem persists
I uninstalled SH3 Commander problem persists
Only by uninstalling/reinstalling game-uninstalling SH3 Commander does the problem go away.
I"ve done this 4 times now with exactly the same results.
Thinking I may have a corrupt download I am now DL'ing a fresh version.
Any ideas would be greatly appreciated

Paul Roberts
11-08-05, 08:15 PM
I've never used SH3 Commander, but I'm about to give it a try.

Quick Question: if I want to use (just) SH3 Commander and RuB 1.45, which do I install first? Is there anything special I need to know about using these two together?

Thanks!

Beery
11-08-05, 09:05 PM
To Hemisent:

The thing that pops into my mind is that maybe when you uninstalled the game this time you forgot to go into the Ubisoft folder and delete the remaining files. Problems like this are usually caused by old files not getting removed.

If you rollback SH3 Commander there is absolutely no way that SH3 Commander can be the cause of the problem, because when it's rolled back it just sits there - it can't affect SH3 at all because nothing of SH3 Commander's is in the game. It only does anything once it is used to launch the game.

This sort of problem is much more likely to be caused by a mod like RUb, which actually resides inside the game's folder structure. However, I'm betting that it's an old corrupt file that somehow got left on your computer. Could it be something in the My Documents\SH3 folder?

JScones
11-09-05, 01:30 AM
I've never used SH3 Commander, but I'm about to give it a try.

Quick Question: if I want to use (just) SH3 Commander and RuB 1.45, which do I install first? Is there anything special I need to know about using these two together?
Technically it doesn't matter - SH3Cmdr does not get installed *within* SH3 and is only activated when you press the "Launch SH3!" button.

However, I would install RUb1.45 via JSGME first and then install SH3Cmdr.

Even though all default RUb content has now been removed from SH3Cmdr, they really compliment each other well and are a perfect combination.

Schultzy
11-09-05, 08:08 AM
I've got exactly the same problem as Hemisent.
The whole crew are now mute. :huh:

Before using the new RUb and SH3Comm combo I uninstalled SH3, deleted *everything* that gets left behind after uninstall, including the entire ubi folder and the my docs/SH3 folder. I then rebooted and reinstalled.
I tested it after i applied every patch, just because i wanted to be sure where the problem occured.
The speech was present with every new patch.
I then installed RUb 1.45 with JSGME and tested it, all the crew still spoke, so that was fine.
I finally installed SH3 Commander and launched sh3 through it and all the speech files and various sound effect files were muted.

Wierd. :(

I'm going to D/L a fresh version from Beery's site just in case, but am a bit puzzled by it, as i've used every other incarnation without problems and absolutely love it!

Any help at all would be really appreciated.
Thanks in advance.

HEMISENT
11-09-05, 08:28 AM
Beery and JScones
Thanks for the reply-got called away last night so I'm just now back at my desk.
When I do a complete uninstall/reboot/reinstall I typically delete the SHIII in My Docs plus entire Ubisoft folder to avoid residual files as mentioned.

I know that Commander resides outside of the game and shouldn't affect
files-yet it seems that it did because the only way to solve the problem is to completely uninstall/reboot/reinstall the game then it works great.

One of my experiments involved installing game + patch + RUB + HT(the basics) playing the game between each installment-everything worked fine until I installed SH3 Commander and hit "Launch SH3" Once the game was launched the sound corrupted and rollback was ineffective
deleting Commander entirely was ineffective. BTW I'm installing Commander in the Ubisoft folder so it sits right above SHIII.

As you can see this is why I'm perplexed as I've used every version of SH3 Commander since its begining. Did not get a chance to Dl a fresh version but I'm heading to Beery's site shortly

Apparently Schultzy has a similiar problem so I don't feel so verklempt.

gouldjg
11-09-05, 01:20 PM
Dear Jscones/Beery

I have been loving some of the features of SH3 commander and am wondering if you are open to suggestions for future versions.

I have attached a post I am having with regards to Crew models but near the end I was considering asking you guys/guy if it would be possible to have a optional user interface added where we could pick different things i.e. Different Compartment interval settings etc etc through the Medal_crew file you have provided.

This would save me hours and Hours of testing time for Future Damage models as well as giving Players lots of choices In SH3 Commander.

p.s. I am loving this ability to add varying crew models by the minute thanks to you guys. Well Done

Here is post from the Morale Discussion I have been having.
Der Teddy, Observer & Jungmann

I am in the process of chaning All Crew models in SH3 commander to accommodate any changes you guys or anyone else wish to reccomend or create or to make it easier to accomodate and test new things via commander i.e. example shown below. Saves time having to open different CFGs once we get used to it.

If you wish I can do this for all current available models and post the file for you guys. It saves times when testing different situations.

I need to ask Jscones if he can make his next version of Sh3 commander so that we can get the same choices when it comes to selecting different things via his new medals_crew file in the options Interface of SH3 commander.

At the moment I have my changes with compartments intervals and damage protection levels stored in here though I am sure as Jscones mentioned, we could have a multitude of different Basic.CFG changes in this file.

Would this be helpful to you guys or not?


[7]
Desc=Living Crew Holl
;CREW_ block
0_MoraleMin=0.30
0_MoraleMax=0.60
0_FatigueMax=0.90
0_FatigueStep=0.0175
0_CoefFatigue=0.21
0_QualEffect=1
0_Hp=10
0_Wounded=-0.02
0_Dead=-0.05
0_SunkShips=0.1
0_TorpedoHit=0.05
0_Experience=0
1_MoraleMin=0.30
1_MoraleMax=0.60
1_FatigueMax=0.87
1_FatigueStep=0.0174
1_CoefFatigue=0.21
1_QualEffect=1
1_Hp=11
1_Wounded=-0.02
1_Dead=-0.05
1_SunkShips=0.1
1_TorpedoHit=0.05
1_Experience=20
2_MoraleMin=0.30
2_MoraleMax=0.60
2_FatigueMax=0.85
2_FatigueStep=0.0175
2_CoefFatigue=0.24
2_QualEffect=1
2_Hp=12
2_Wounded=-0.02
2_Dead=-0.05
2_SunkShips=0.1
2_TorpedoHit=0.05
2_Experience=50
3_MoraleMin=0.40
3_MoraleMax=0.70
3_FatigueMax=0.83
3_FatigueStep=0.0176
3_CoefFatigue=0.3
3_QualEffect=1.5
3_Hp=12
3_Wounded=-0.02
3_Dead=-0.05
3_SunkShips=0.1
3_TorpedoHit=0.05
3_Experience=100
4_MoraleMin=0.40
4_MoraleMax=0.70
4_FatigueMax=0.81
4_FatigueStep=0.0178
4_CoefFatigue=0.32
4_QualEffect=2
4_Hp=13
4_Wounded=-0.02
4_Dead=-0.05
4_SunkShips=0.1
4_TorpedoHit=0.05
4_Experience=150
5_MoraleMin=0.40
5_MoraleMax=0.70
5_FatigueMax=0.79
5_FatigueStep=0.0179
5_CoefFatigue=0.34
5_QualEffect=2.5
5_Hp=14
5_Wounded=-0.02
5_Dead=-0.05
5_SunkShips=0.1
5_TorpedoHit=0.05
5_Experience=200
6_MoraleMin=0.50
6_MoraleMax=0.80
6_FatigueMax=0.77
6_FatigueStep=0.0180
6_CoefFatigue=0.4
6_QualEffect=1.5
6_Hp=14
6_Wounded=-0.02
6_Dead=-0.05
6_SunkShips=0.1
6_TorpedoHit=0.05
6_Experience=300
7_MoraleMin=0.50
7_MoraleMax=0.80
7_FatigueMax=0.75
7_FatigueStep=0.185
7_CoefFatigue=0.4
7_QualEffect=2
7_Hp=15
7_Wounded=-0.02
7_Dead=-0.05
7_SunkShips=0.1
7_TorpedoHit=0.05
7_Experience=400
8_MoraleMin=0.50
8_MoraleMax=0.80
8_FatigueMax=0.70
8_FatigueStep=0.0190
8_CoefFatigue=0.42
8_QualEffect=2.5
8_Hp=15
8_Wounded=-0.02
8_Dead=-0.05
8_SunkShips=0.1
8_TorpedoHit=0.05
8_Experience=500
;FATIGUE_COEF block
RegularFactor00=0.00001
SpecificFactor00=0.00675
BadWeather0=0.000001
RegularFactor10=0.00001
RegularFactor11=0.00001
SpecificFactor10=0.00666
SpecificFactor11=0.00634
BadWeather1=0.0000001
RegularFactor20=0.00001
RegularFactor21=0.00001
SpecificFactor20=0.00666
SpecificFactor21=0.00631
BadWeather2=0.000000001
RegularFactor30=0.00001
RegularFactor31=0.00001
SpecificFactor30=0.00666
SpecificFactor31=0.00222
BadWeather3=0.000001
RegularFactor40=0.00001
RegularFactor41=0.00001
SpecificFactor40=0.00222
SpecificFactor41=0.00666
BadWeather4=0.0000000001
RegularFactor50=0.00001
RegularFactor51=0.00001
SpecificFactor50=0.023
SpecificFactor51=0.020
BadWeather5=0.0002
SpecificFactor60=-0.00000000000018
SpecificFactor61=-0.00000000000025
SpecificFactor70=-0.00000000000018
SpecificFactor71=-0.00000000000025
RegularFactor80=0.00001
RegularFactor81=0.00001
SpecificFactor80=0.023
SpecificFactor81=0.020
BadWeather8=0.0002
RegularFactor90=0.00001
SpecificFactor90=0.020
BadWeather9=0.002
RegularFactor100=0.00001
SpecificFactor100=0.020
BadWeather10=0.002
RegularFactor110=0.00001
RegularFactor111=0.00001
SpecificFactor110=0.0450
SpecificFactor111=0.0330
BadWeather11=0
_________________

Sturm
11-09-05, 02:35 PM
Just found an interesting 'bug' from SH3 Commander. If you don't have Flotilla.cfg installed from RUb1.44 or RUb1.45, you won't be able start career after 12/1943. You can not choose flotilla or u-boat type and SH3 Cmdr won't start SH3.

Beery
11-09-05, 04:18 PM
Just found an interesting 'bug' from SH3 Commander. If you don't have Flotilla.cfg installed from RUb1.44 or RUb1.45, you won't be able start career after 12/1943. You can not choose flotilla or u-boat type and SH3 Cmdr won't start SH3.

Not a bug. As the SH3 Commander help file says, it gives players the "Ability to start new careers in any month of any year that the game allows. Commanders using the latest Flotilla mod or RUb will be able to start careers all the way up to May 1945". If you don't use the Flotilla mod you can't get those extra start dates. So this is not a 'problem' with SH3 Commander. The problem is caused by not having the necessary mod.

In my opinion, everyone should be using the Flotilla mod. It does so much to expand the game and has no real drawbacks. You don't need RUb to use this mod.

Sturm
11-09-05, 04:36 PM
As the SH3 Commander help file says, it gives players the "Ability to start new careers in any month of any year that the game allows.

So it seems... :)

I was reading JoneSoft.txt (=SH3 Cmdr readme) and it didn't mention that.

Rubini
11-09-05, 04:48 PM
Beery,
JScones,

I start a new carrer, 2nd flotilla, december 1939. Then in the 'in game' flotilla/year select screen I see these names:
U-boat Flotilla Weddigen, U-boat Flotilla Saltzwedel, U-boat Flotilla Wegener (i don't remember exactly) but they are mix with the harbour name and is difficult to read (Wilhelmshaven and Kiel). So:

1. What these names means? (is't a training flotilla?)
2. Is't only in my installation that they are mix/mess with the harbour names?

Thanks,

Rubini.

Beery
11-09-05, 06:15 PM
Those are the proper names for the flotillas in 1939. The game doesn't allow enough room for them, but they're more accurate (there was no 1st, 2nd or 7th Flotilla in 1939) so I like them in.

HEMISENT
11-09-05, 08:18 PM
Beery & JScones
Getting back to you on my sound issue-I think I located the source of the speech/effects problem.
I uninstalled the original SH3 Commander download.
Did a complete uninstall/reinstall of the game
patch + RUB 1.45 only
Game plays fine
I installed SH3 Commander2.2 which played perfectly prior to all this.
The game once again plays fine with version 2.2
I did a rollback and hit updates thru the Commander screen
Using all default SHIII settings game played fine again this time with 2.3 version
Here's the sticky part because I went thru the option & settings menus changing things to my liking, then fired up the game and the problem with speech and some effects came back.
I returned to options/time compression and returned values to stock/default from download
game played fine once again.
After a bit of going back and forth, it turns out that I had animations, sound effects and particle rendering all set to 1
this in turn changes the main.cfg in My Documents folder therefore rolling back or even uninstalling Commander itself does not change the the cfg file back to default
I do not know why but for some reason the game did not like these settings all being on 1
I now have all the options set as desired leaving the three culprits alone and the game sound is back up and running.

I have a question on the gramaphone randomizer but thats for another post.

Rubini
11-09-05, 09:11 PM
Those are the proper names for the flotillas in 1939. The game doesn't allow enough room for them, but they're more accurate (there was no 1st, 2nd or 7th Flotilla in 1939) so I like them in.

Thanks Beery! I really learn a lot of the WWII war details with SH3! :up:

Rubini.

JScones
11-10-05, 01:10 AM
After a bit of going back and forth, it turns out that I had animations, sound effects and particle rendering all set to 1
this in turn changes the main.cfg in My Documents folder therefore rolling back or even uninstalling Commander itself does not change the the cfg file back to default
I do not know why but for some reason the game did not like these settings all being on 1
I now have all the options set as desired leaving the three culprits alone and the game sound is back up and running.
Interesting find. Thanks for investigating and sharing the solution for others who may have the same problem. :up:

I can't explain why the game does not like those particular settings, but I can clarify that setting the TC values via the "SH3 Options" screen is sticky - that is, the settings remain even after rollback. To return selected TC values back to the SH3 installed default, use the "Reset" button.

Hehe...personally, I'd be wanting to max as much as possible my TC settings - I'm too impatient!

Jotte
11-10-05, 03:03 AM
This is one very handy tool. :yep:

While playing last night I was scribbling down some notes of features that would be interesting:

*Ability to "extract" the officers from a career when they are reassigned and then have them pop up as individual career (if possible with their medals intact)

* Ability to have one of your officers take over the ship (and hence continue the "legacy) when your captain is retired using the limited career length.

Schultzy
11-10-05, 05:13 AM
@Hemisent

Thanks for the info and, by the sounds of it all the hard work, finding out the problem. I would never have thought of that!! I will try it tonight after work!

Fingers crossed! :up:

HEMISENT
11-10-05, 07:07 AM
Schultzy, hope this works for you. Remember to leave the tc settings alone at first, start a test mission in the game then if all works ok go back and change the tc settings. I changed them one at a time testing in between until I came to the problem files.
You may want to write down the tc settings in their fresh download state so you can revert back if needed.

The Avon Lady
11-10-05, 07:16 AM
Request for a future enhancement, though it's most likely been asked for already:

Allow Uboat emblems to be set via SH3C. The emblem should also show up on subs in SP/MP missions, if possible.

Incorporate Evil Jester 76's Uboat and flotilla Emblems. Of course, allow players to add their own.

Rubini
11-10-05, 08:24 AM
Request for a future enhancement, though it's most likely been asked for already:

Allow Uboat emblems to be set via SH3C. The emblem should also show up on subs in SP/MP missions, if possible.

Incorporate Evil Jester 76's Uboat and flotilla Emblems. Of course, allow players to add their own.

By the way, I find a way to just set the Emblems disposable even in the beginning of a career what is absolutely realistic as historically they was ready on the uboats even before the first patrol. At least this can be a one more optional feature for SH3Cmdr. :hmm:

Rubini.

jaxa
11-10-05, 10:22 AM
The Avon Lady and Rubini, you've said exactly what I wanted to.
Allowing uboot and flotilla emblems via SH3Commander will be very useful option.

Rubini
11-10-05, 10:25 AM
And if JScones and Beery agree it's also possible to put a option to change some colors on SH3 interface to help the color blind peoples like me. ;)

Rubini.

Paul Roberts
11-10-05, 11:06 AM
Quick question: does SH3 Commander include a function to automatically back up save files where they won't suddenly disappear? I put SH3 aside for several months last time after I lost a good campaign that way.

The Avon Lady
11-10-05, 01:19 PM
Is this a bug (http://forums.ubi.com/groupee/forums/a/tpc/f/857101043/m/6741035573)?

Rubini
11-10-05, 01:37 PM
Miss Avon Lady,

What happens with your old pic? Or this is a typical women's weekend coiffeur change?

Undersigned by a curious man. :D
(Rubini).

The Avon Lady
11-10-05, 01:44 PM
What happens with your old pic? Or this is a typical women weekend coiffeur changes?
Now you've made me begin thinking about changing my sig every day. :hmm:

Rubini
11-10-05, 01:53 PM
Now you've made me begin thinking about changing my sig every day. :hmm:

No, this is really unnecessary. The new pic (or sig?) is very nice! (I always say these words for my wife when she insist in spend some (my) money on the coiffeur)

:rotfl: :-j :rotfl:

Rubini.

Sturm
11-10-05, 07:37 PM
Is this a bug (http://forums.ubi.com/groupee/forums/a/tpc/f/857101043/m/6741035573)?

No it's not a bug. Type IID was first time used as front boat on 9/1940. These boats were U-137 and U-138. You get access to IID in 9/1940 when using RUb and/or SH3 Commander.

Beery
11-11-05, 12:24 AM
Is this a bug (http://forums.ubi.com/groupee/forums/a/tpc/f/857101043/m/6741035573)?

No it's not a bug. Type IID was first time used as front boat on 9/1940. These boats were U-137 and U-138. You get access to IID in 9/1940 when using RUb and/or SH3 Commander.

Thanks for the confirmation.

SH3 uses a set of 'blanket' dates for the availability of U-boat types. SH3 Commander removes this historical 'fudge factor' and institutes the correct availability dates for all U-boats in 1st, 2nd and 7th Flotillas.

JScones
11-11-05, 01:41 AM
The corrected U-boat availability dates are stored in ...\SH3 Commander\Cfg\U-boat availability.cfg. Should players not wish to observe historic U-boat availability, they can edit this file to their liking (or even delete it). Follow the instructions outlined in the header of the file.

Fully flexible, just like every file in the Cfg folder!

IIRC this change has been in SH3Cmdr since the first release, so is not new. The only difference with the latest SH3Cmdr release is that it is now easier for players to modify the dates.

Rubini
11-11-05, 07:11 AM
Jscones,
Beery,

Do you read my suggestion about emblems (to be disposable in the beginning of a career) and the possible option to change some colors for color blind peoples?

Rubini.

JScones
11-12-05, 05:05 AM
Do you read my suggestion about emblems (to be disposable in the beginning of a career) and the possible option to change some colors for color blind peoples?
To be honest, neither would really be high priority. I'm sure the majority of players would rather have the ability to:

- select a career starting U-boat from any U-boat type and variant available to the selected Flotilla up to the selected career start date - this means that, depending on sub availability, you can start in a higher grade sub with no loss of renown;
- set U-boat number when starting a new career;
- continue retired careers with new commanders;
- generate expanded patrol logs.

The first two of these are pretty much done, but the next two will take some time.

What I could possibly do is set the default Flotilla emblem at the start of a new career, if players would be happy with this compromise? I don't know yet if this is even possible as the necessary file to change is not created until the career is commenced in SH3 (after SH3Cmdr has closed), so, I'd need to look around the source Cfg files a bit and then hope that SH3 doesn't control it via code (I would be surprised if it doesn't though considering it creates the necessary file).

Re changing colours, whilst SH3Cmdr could change menu text colours and such, the underlaying screen images wouldn't be changed, so such feature would be quite limited.

Rubini
11-12-05, 07:24 AM
JScones,

With all respect for your reply I want to say that you are mistaken. To just enable the emblems in the beginning of a career you only need to adjust two entries in the Basic.cfg file and thus this is not dependent of the "not created until the career is commenced in SH3" argument :

[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=100 <== was 1000
SecondRankRenown=350 <=== was 3500
EndCampaign=-5000

The color blind peoples are ~10% of the guys here (just search for color blind threads in this forum). And the modifications are very simple and can be optional, only for the numbers below the dials in the right down corner of the main SH3 screen. I think this is a democratic addition for SH3Cmdr. If you want to know the right position and what to mod just ask me. It's very simple like I said.

Rubini.

JScones
11-12-05, 07:49 AM
With all respect for your reply I want to say that you are mistaken. To just enable the emblems in the beginning of a career you only need to adjust two entries in the Basic.cfg file and thus this is not dependent of the "not created until the career is commenced in SH3" argument :

[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=100 <== was 1000
SecondRankRenown=350 <=== was 3500
EndCampaign=-5000
What other impacts do these two adjustments have? Anyway, you can do this already (as mentioned in the Help.html file). Open up "Medals and Renown.cfg" and add the two lines to the RENOWN block (remove the ; first). Done.

The color blind peoples are ~10% of the guys here (just search for color blind threads in this forum). And the modifications are very simple and can be optional, only for the numbers below the dials in the right down corner of the main SH3 screen. I think this is a democratic addition for SH3Cmdr. If you want to know the right position and what to mod just ask me. It's very simple like I said.
Apologies for not realising this from your "change some colors on SH3 interface to help the color blind peoples" comment, which did not really explain the scope of what you wanted.

After core features are added I'll consider. I'm not being inconsiderate, but I have to manage the whole user population (which is much broader than just the subsim forum)...in addition to my waning interest, full time job, two young kids...

Rubini
11-12-05, 08:19 AM
JScones,

What other impacts do these two adjustments have?
- None that I have noticed. And I'm playing with this settings for past 2 months.

Hey, any problem with the colour blind stuff! I'm a busy man and have 2 children and wife too... :D
In the right moment if you want the directions just contact me. :up:

Greetings,

Rubini.

JScones
11-12-05, 08:26 AM
What other impacts do these two adjustments have?
- None that I have noticed. And I'm playing with this settings for past 2 months.
I'll talk to Beery and see about getting them added to the source cfg file for all users to benefit.

EDIT: It's in the next release - "Now allows U-Boat emblems to be added before first patrol (fix by Rubini)" although users can gain the benefit now by following my instructions above.

I'm a busy man and have 2 children and wife too... :D
In the right moment if you want the directions just contact me. :up:
And a waning interest?? Anyway, PM the instructions to me. Beery and I will have a look.

BTW I never said no, I said "Re changing colours, whilst SH3Cmdr could change menu text colours and such...".

Rubini
11-12-05, 08:43 AM
JScones,

Thanks and I will PM you too (Beery already contact me).
Excuse me in some moments, because I don't understand (and write) english very well, so sometimes I don't understand all the meanings of a post... :D :oops:

Rubini.

JScones
11-12-05, 08:50 AM
Hehe. That's OK - you're English is 110% better than my Brazilian Portuguese. ;)

BigDuke66
11-25-05, 08:50 PM
SH3 Commander has this nice displacements variation feature.
Is there any chance that you could somehow incorporate a feature that not only changes the displacements but also the points you get for sinking the ship?

I made a little mod where the points for sinking are based on the displacement. So some Tons more or less have an strong impact on my points especially because I cut all those "points for nothing" down.

BigDuke66
11-26-05, 03:27 PM
One more question.
Why do we have a bunch auf Skins in the random folder?
I mean all you have to do is to putt all skins in the appropriate ship folder and number them like this:
NKSQ__T01.tga
NKSQ__T02.tga
NKSQ__T03.tga
NKSQ__T04.tga
NKSQ__T05.tga
...

So why use random folders where SH§C has to copy them forth and back?

Beery
11-27-05, 06:42 AM
Because I think, in order to get extra files recognised, you have to modify one of the *.dat files. Didn't Sergbuto or someone confirm this a while back?

BigDuke66
11-27-05, 09:42 AM
That's right Sergbuto corrected that missing feature on the C3.
But all other merchants already have this feature.
That's why all iambecomelife Skin packs work. He just numbered them up to ***T15.tga and the game just picks a skin for every ship.
All in:
-"MVP Early War Edition"
-"MVP Medium/Late War Edition"
-"30_New_Merchant_Ship_Skins__MVP"(These 30 new skins are for the 2 new ships that Sergbuto added)

I already saw a bunch of ships from the same class with many different skins in one convoy.
I'm not sure if there is any limitation in numbering them.
Maybe the limit is at ***T99.tga

Also sergbuto made new dat files for some escort ships so that the multi skin feature works there too. He released this and the corrected C3 along with new skins for all in this mod: "Multiple_Skin_Ships_v2.0 Mod"

Beery
11-28-05, 02:43 AM
The problem is, as I understand it (and I may be wrong), the MVP doesn't load skins automatically based on the date.

Anyway, when it comes down to it, it's just a different way of doing things, and if we'd known about the feature you're talking about we may have done things a bit differently, but I think SH3 Commander gives players just as much flexibility as the MVP mod, and it does it just as efficiently. In fact I believe SH3 Commander features more skins, because it has some extra late war skins added (although I guess if Iambecomelife has updated his mod recently, he may now have the same or more).

But whatever the facts are, if you like the MVP mod more than the SH3 Commander version, use it. :)