View Full Version : Basic.cfg Help Needed please
gouldjg
10-11-05, 02:55 PM
Does anyone have any thoughts on what all this is?
I am trying to discover which one is the repair compartment and what the intervals mean.
All help appreciated
[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=7.1
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=4.6
Interval2_2=6
Interval3_2=12.1
NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=16
NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=11
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7
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=1.6
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=1.1
Interval2_11=1.7
Interval3_11=4.1
NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=1.1
gouldjg
10-11-05, 04:26 PM
Actually It is nothing to do with what compartment is what, but more how the men perform according to the numbers placed within compartments.
Still trying to suss the pattern, all I know is that I put double 0 after each number on the top line and when in game I could run a compartment with 1 man. Its tricky to see the pattern and nail down things but I will get there.
Intervals will be realised once I know what the top line is?
I'll throw in a question too. :)
In the afore mentioned file in the FATIGUE_COEF section concerning compartment specific fatigue factors there's a parameter called "BadWeather".
My question is about the nature of it. I was wondering if the game models the influence of rough weather on the crew only on the surface or underwater too? The latter wouldn't make much sense but it wouldn't be the firrst time...
Kpt. Lehmann
10-11-05, 05:05 PM
The damage control/repair compartment should be compartment 11
I think the interval may have to do with overall crew rating on the sub.. recruit / regular/ veteran... in that order.
For example in the CFG file "crew_config_II_1" relates to the starting crew for a campaign type II recruit-level crewed boat.
The damage control/repair compartment should be compartment 11
I second that (sorry, didn't see the question before). It's comp11 in Basic.cfg.
Kpt. Lehmann
10-11-05, 05:34 PM
It is possible that this thread may help too.
http://www.subsim.com/phpBB/viewtopic.php?t=30513&highlight=fatigue+issue
Is it possible to change compartments' capacities i.e. to add some bunks for crewmen in type VII?
gouldjg
10-12-05, 07:26 AM
Sorry Kaa
I am desperatly trying to find how to control capacity of crew in the sections and am currently trying to nail down the radio room bug.
Heres an example of that radio bug in action with below settings,
I had a play at setting coef to 0 for all compartments except number 11 the repair compartment,
Also left the rest compartments at the -0 figures.
Now when I set regular factor to say 0.3, the crew get a hit in fitness by that percent,
Same with submerged regular factor.
So then I set specific factor for surface sailing to -0.1 and yep the crew recouped but this just went past the full bar and he became uber crew (superman). How could I stop this?
So I set the submerged specific factor to 0.1 in hope that they then lost energy but they never ??????????????.
Whilst doing this I noticed that as soon as I submerged the radio room was fully exhausted, remember though, I am using 3drender at 1028 as suggested by you, it lets me see the screens and tests faster.
I did have a sound spool though with the emergency crash dive so may have to be careful or pin this prob down.
Anyway back to it,
I am kinda on different thinking lines to you as I want to have the crew auto healthy and none micro management until it comes to battle time and then I want to try and get a balance so that I still want to aquire skills. It may be impossible but I will keep trying.
Your version is great until we get to the part when we spot a convoy on the way home after say 5 weeks. Are we sure that the captain would have a reduced crew capability at this time.
To me , the military pushed men at times like this with discipline etc. It could be week 52 out at see but if I had torps and spot a convoy, I am sure duty takes over.
However when under battle situations attack or attacked, stress can come to surface etc, its these times we should be micro managing. The repair teams should get knackered very quickly, so should torp crews or deck gunners. Not very realistic but I am aiming at having to choose whether individuals for torp rooms, repair etc.
I want to get this part to its best before looking at long term home sickness etc.
By the way,
Does anyone know what moral and experience effect, ship wise that is? does low morale make a difference in running the ship or not.
What exactly does the "CoefFatigue" parameter do? It can be found in the [CREW_?] section.
gouldjg
10-12-05, 08:58 AM
I will look into it,
bye the way
I am only getting tired in the radio room crew when I set specific factor in comp 11.
If I set specific factor to a positive figure say 0.03, the repair crew do not tire but the radio room does,
However, if I set the specific number as a negative figure say -0.01 the repair crew go uber and the radio crew stay the same.
Figure that one out lol :roll: .
At the moment I think I will leave specific fatigue all at zero in comp 11 as it is just too buggy, however I like the regular fatigue hit should I choose to place someone in there.
I have a feeling that damage can be changed so that should I attempt repairs, my men take a severe penalty to represent an emergency on board and its after effects.
For most types of damage, we can leave men out of the repair station and because men work in those compartments, they will fix damage slowly and automatically. We all know the game has this capability but to what extent I wonder.
Now should I have a breach and flooding or say my engines are down, then this is obviously an emergency and I would have to assign a repair team but wait, “ I am going to get penalised for this so, hhhmmmm I have to think now” :hmm: .
If they are hit with a penalty for entering this area then obviously flooding control will take longer and hopefully so will sub system repairs. Now the player has to choose how many men he wants to commit to repairs, as they will all get a massive fatigue hit to represent disorganisation and extreme energy consumption in fixing problems.
Flooding can then be altered to fit this scenario, i.e. the time to repair can be close to the time a compartment will fill as well as floatability issues. I think we can all agree that this could be a good thing for the playing experience.
Therefore, that is one idea and it should work on any fatigue mod with a result in prolonged floods and system damage and some nail biting times for players. So long as I get a damage model to suit it.
The player will be concerned about this, as he may need to move men in the repair station, which he may later need in another station so he has to prioritise his damage control.
Thoughts please
The sonar/radio room (comp1) seems to be working a bit different than the rest. I've set the same factors there as elsewhere but my sonar- and radioman got tired quicker...
gouldjg
10-12-05, 09:16 AM
Kaa just try and set specific factors in comp 11.
Have these set at 0 so their is no movement either up or down, I want to know if this rids the problem as I think the radio room bug may be directly controled here.
When at zero My radio bug goes away but I am only playing with comp 11 at the moment.
If you still have the bug then it is definetly a specific factor problem bug that must have tied itself in with other compartments as well.
I wonder if you could negate the loss of energy in this room by turning it directly to a negative number, be careful here though as I do not yet know how to stop energy increases from going beyond its limits and you will then end up with uber radio man.
Worth a try though.
Kpt. Lehmann
10-13-05, 07:25 PM
Can anyone tell me which values determine the rate of REGENERATION of health/fatigue in the bow and aft crew quarters?
Pretty please?
I can confirm from my experience that the radio room is bugged - the fatigue numbers just don't seem to ever work right for the radio room. I think at some point the devs probably got it somehow tangled up with another compartment. From the info in this thread, it's looking like it might be the repair compartment. Could be as simple as a typo (for the compartment fatigue figures the radio room is comp 1, while the repair room is comp 11).
Kpt. Lehmann
10-14-05, 01:54 AM
I'm not sure how relevant this is but in the crew_config files crewmen #28 and #29 are your sonar and radiomen respectively.
Both are assigned to comp 1.
Theoretically couldn't you rename that compartment to something else in both the basic and crew_config files and just "build" a new compartment?
I imagine this could have some sort of cascade effect... but it may not too.
Edit: All other references to comp 1 would have to be re-named as well. Sounds like a big job.
Can anyone tell me which values determine the rate of REGENERATION of health/fatigue in the bow and aft crew quarters?
FatigueStep. Positive values mean resting, negative - the opposite.
Kpt. Lehmann
10-14-05, 03:52 AM
THANK YOU KAA!!! You are the best! :up: :up: :up:
gouldjg
10-14-05, 08:11 AM
KPT I have replied to your private message and just noticed this.
Kaa is indeed right in what he says.
You can manipulate the rest compartments with the - figures however a word of warning: -
I got cocky and thought that I could use this - rule in other compartments. Don’t do it
The result was that the men became super men because the growth does not stop at the top, you can test this and you will notice the bar just keeps growing.
I will be posting some results and figures tonight, as you can appreciate this is a whole new way of looking at this and it could be flawed.
Either way it takes time to keep loading game and test then pop out and tweak then test then again and again. I may just put the beta up tonight for people who are willing to run some tests with it.
Jungman has already pointed me to a potential oversight on my part so am just getting that right throughout today and tonight.
Any info on the CoefFatigue?
I'm also interested in how morale works in SH3, any ideas?
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