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Der Teddy Bar
10-19-05, 06:52 PM
All credit for the following goes to the relevant individuals within Ubisoft and the SHIII Dev Team.

[MEDALS_CREW]
DecreaseFatigueMax=0.1 <== For “Wound Badge” – max level of wearer decrease with 10%
IncreaseMoraleMin=0.1 <== Minimum morale level of wearer increased by 10% - pt U-Boat Badge
HpStep=5 <== Add 5 hit points to the wearer of “U-Boat Front Clasp” - permanent
HpStep1stClass=10 <== Add 10 hit points to the wearer of “Iron Cross 1st Class” - permanent
Experience=1.25 <== Gained experience multiplied by 1.25 for the wearer of “Iron Cross 2nd Class”
StepForMorale=0 <== For “German Cross” and “Knight’s Cross” the morale should be on maximum all the time - this means step 0
StepForFatigue=0 <== For “German Cross” and “Knight’s Cross” the fatigue should be on maximum all the time - this means step 0

The min/max values for morale and fatigue where given accordingly with the rank of the officer/seaman.

========================================

[CREW_0] ;SEAMAN
MoraleMin=0.30 <== minumum that moral can go. Effects ability to perform. Nothing negatively affects moral besides the wounded and dead
MoraleMax=0.60 <== maximum and starting moral
MoraleStep=0.05 <== how quickly moral is recovered when in the rest quarters
FatigueMin=0 <== equals no fatigue i.e. 100% endurance
FatigueMax=0.5 <== maximum % from 100% i.e. in this case 50% is maxed fatigue
FatigueStep=0.2 <== how quickly fatigue is recovered when in the rest quarters
CoefMorale=0.4 <== used in the equations
CoefFatigue=0.2 <== used in the equations
QualEffect=1 <== multiplies base effect of a qualification by #
Hp=10 <== the amount of hit points for a entity i.e Resilience equals life/health. Rank dependent
Wounded=-0.02 <== The % hit to moral when someone gets wounded. Affects only the morale
Dead=-0.05 <== The % hit to moral when someone gets killed. Affects only the morale
SunkShips=0.1 <== the amount of moral added when a ship is sunk
TorpedoHit=0.05 <== ?? Does not appear to have any effect – Does not appear to work.
Experience=0 <== As per the experience for achieving promotion/s

========================================

If the damage in a compartment is > 50% the fatigue is not increased if is < 50% is increased with FatigueSpecificTime. FatigueSpecificTime depends of the U-Boat position - surfaced/underwater.

========================================

[FATIGUE_COEF]
RegularFactor#0 <== One off hit being placed into compartment
RegularFactor#1: <== ???
SpecificFactor#0 <== Continuous loss while within compartment while surfaced
SpecificFactor#1 <== Continuous loss while within compartment while submerged
Badweather <== surfaced and submerged

========================================

[SUBMARINE0]
TimeRecovery01=# <== Corespond with DaysRecovery inside code and this means how much time should be added in base if some subsystems are damaged.

[SUBMARINE2]

Comp0=0; Tower Watch
Nb0=5
Subs00=AttackPeriscope
AttackPeriscope=0; E_AttackPeriscope
TimeRecovery00=1

e.g. The AttackPeriscope will take 1 day to be replaced/repaired in base

========================================

The formula used to calculate compartment efficiency is:

- if the compartment is not destroyed or flooded and all the men inside are healthy:
Moral *(10fCoefMorale_per_grad) + fCoefMoral_per_grad*(1-fatigue*(1-CoefFatigue_per_grad)

- if there is a petty officer and has the right qualification for that compartment (e.g. if is a PO with Torpedo man qualification inside the Bow Torpedo Room)
Moral *(10fCoefMorale_per_grad) + fCoefMoral_per_grad*(1-fatigue*(1-CoefFatigue_per_grad)* QualEffect

- if there is a superior officer - the officers have 3 qualifications (similar with petty officer only that is good in other two critical situations than a petty – the officers are your jolly jokers)

========================================

Interval1_0=7.1
Interval2_0=9.6
Interval3_0=19.7

Those intervals are used to establish when the compartment efficiency is:
- 33% - means < 7.1
- > 33% but < 66% - means < 9.6
- Maximum - means > 19.7

gouldjg
10-19-05, 07:07 PM
:up: :up: :up: :up:

Thanks for info,

Kpt. Lehmann
10-19-05, 08:52 PM
Yesssss! More goodstuff! :up:

Marhkimov
10-20-05, 07:19 PM
bumpity because this is useful :up:

Marhkimov
10-20-05, 07:44 PM
@ Teddy Bar

You should edit this:



[FATIGUE_COEF]
RegularFactor#0 <== Immediate loss while being placed into compartment while surfaced
RegularFactor#1 <== Immediate loss while being placed into compartment while submerged
SpecificFactor#0 <== Continuous loss while within compartment while surfaced
SpecificFactor#1 <== Continuous loss while within compartment while submerged
Badweather <== additional loss while surfaced in bad weather

Der Teddy Bar
10-21-05, 02:21 PM
marhkimov,
My testing has shown this not to be the case. Unfortunately I also did not get clarification on this one. Unless this is compartment specific and I have not tested with that compartment.

If you set a rediculous figure of -0.5 (yes a bonus) as the penalty hit in the electric compartment
RegularFactor40=-0.5
RegularFactor41=0.5
You will see a big bonus hit when surfaced and submerged.

If you set a rediculous figure of 0.5 (a big slug) as the penalty hit in the diesel compartment
RegularFactor30=0.5
RegularFactor31=-0.5
Here you will see a big penalty hit when surfaced or submerged.

I also did the same for the command room in case it was compartment specific, RegularFactor20=-0.5 & RegularFactor21=0.5.

I was also told that the BadWaether effected the crew when submerged.

gouldjg
10-21-05, 02:36 PM
Hi

When you use negative numbers in compartments other than rest, there is a game bug that occurs IMHO.

The game does not expect people to be recharging in workable compartments and thus you will get funny results.

To prove this point try setting a specific negative number in the engine room and watch your crew go superhuman because the game cannot stop the fatigue bar from continually growing past 100%.

As for the other stuff i.e. regular factor in general, I am led to believe it is also a one off impact but cannot say that this is proven and stand to be corrected.

My latest discovery is that compartment 11 weather is the cause of the fast fatigue issues people are experiencing with the radio operator. It is best to set this to 0.

Teddy, what exactly is the weather formulation? I am trying to save testing time and this would help.

Thanks for getting these points of reference.

U-Bones
06-08-06, 07:35 PM
Here is what I found that differs...

RegularFactor#0 was stated as being a fatigue hit for being placed into the compartment when surfaced. I have found by isolating and moving a way different setting around that it actually applies ANYTIME - not just when surfaced. Of course you can only get to some when surface, but the observation remains true. You can also configure a fatigue hit when moving into rest quarters - imagine total collapse after a grueling shift.

RegularFactor#1 was not agreed upon, it was suggested by some that it was the submerged version of RegularFactor#0, and there is support for the submerged part due to the fact that none of the topside compartments are enumerated. However, I confirmed that it is NOT a submerged hit for moving into the compartment - those hits are absolutely controled by #0. It also has nothing to do with silent running. No idea for now.

Whatever it is, I am going to play with the settings below for a while. Sooner or later the trigger will occur and I will have a fatigue bomb that will wipe out everyone but Damage Control and Aft Torps. Hopefully I will at least have a clue what caused it ;) If someone else wants to booby trap but exclude different compartments it may lead to a discovery sooner. It could be a damaged compartment modifer or something like that. Knowing it would likely be useful.

;RegularFactor#1 = unknown - waiting...
; ;Twr
RegularFactor11=0.4;R/S
RegularFactor21=0.4;Cmd
RegularFactor31=0.4;Die
RegularFactor41=0.4;Ele
RegularFactor51=0.4;FwT
; ;FwQ
; ;AfQ
RegularFactor81=0.00004;AfT
: ;DG
: ;AA
RegularFactor111=.00004;D/C ; very minor hit