View Full Version : HOLLYWOOD Advanced Damage available Here
gouldjg
11-08-05, 09:26 AM
Hollywood Advanced Readme
Hi Folks
Get it here but please read through the readme
Non Special Effects Version
http://rapidshare.de/files/7350596/Hollywood_Advanced_RUB_IUB_Version.rar.html
With Special Effects Version
http://rapidshare.de/files/7402522/Hollywood_Advanced_special_effects_Version.rar.htm l
Hollywood Fix for IIA torpedo room
http://rapidshare.de/files/7435567/Medals_and_renown.cfg.html
Just open your SH3 Commander folder and then CFG and replace the existing file with this one. You may want to save a copy of the file and restore it once you change uboat.
So remember that it has to do with the 10 crew slots being shared by 2 different compartments.
I would strongly reccomend putting it back to
other version after you upgrade to bigger boats.
Hope this helps.
Well I think it is time to release the first version in the New Hollywood advanced series.
Can I take this opportunity to thank all Modders who have been involved in this Mods creation both past and present including CCIP and the RUB team and the creator of Airpower mod etc etc.
I would like to especially like thank Jungmann for his past and continuing work on all aspects of the damage modelling and his never ending advice and good tips.
Finally, I would like to thank all Modders and beta testers for their continuing devotion to a great game. Without the testers, I know all my mods would have been failures for they help by giving feedback on important points and keep me in line as I tend to wonder.
This version is only for those who use either RUB or IUB and use Sh3 Commander you can also use HT on top of these mods. I just feel that not many people play with Vanilla game but I am open-minded on the subject. It is that RUB and IUB have changed weapon values that are best suited to the current setting I have done.
You say
“Hollywood is a stupid name for a Damage Mod & Multiple Crew Mod”
I say
“Well yes it is somewhat stupid but do not let it fool you as you will find out. The whole purpose of calling it Hollywood was the fact that it aims to give players more Immersion and Intense moments both while doing a career and when getting attacked. I think of it as a Hollywood version of the U-boat wars and the fact that each player will have a different experience than the next, a bit like your own storybook.
You say
“What is it all about then?”
I say
This mod has made changes to the Sub Damage model, which aims to give players a completely new experience when being attacked. It awards good management and evasive manoeuvres but punishes those who just dally to hit the repair buttons. Sometimes during an attack, you will find that you have to juggle men around from compartment to compartment just to get the bet repair squad in to control that flooding.
Remember that the men in all compartments except the crew quarters will fix their own but at times will also need the assistance from the repair crew.
The repair crew are the only ones who can repair the Rest Quarter’s compartments so always set this as a priority when you get heavy flooding.
Sometimes you will find that you have to add better-qualified men or less fatigued men to get the best results. It all adds to the immersion factor as it all depends on the state of your men and there qualifications.
Sometimes you will find flooding so minor that you will not want to come out of silent running until the DD has passed and is out of contact, then you whip out of silent and get those problems fixed ASAP.
You will notice the ability to sustain some more damage without actually crushing immediately, this gives the rare but possible chances of coming out of a dive due to flooding. It is all quite complicated but I guarantee it is better than the stock model or any previous Hollywood mods and will only get better.
This Mod now uses SH3 commander to let the player chooses which fatigue model to go with his new damage model so I have created a file that can be placed in Sh3 commander to offer more crew models..
I will explain each here
I have added a file in this mod that should be placed into your Sh3 commander folder in the relevant place. This file lets you choose one of the following fatigue models.
The key here is that should you wish to use the new damage mod, it is recommended to pick a fatigue model with Holl at the end as this changes the qualifications effects of crew members.
You Say
There are some new Crew Models in SH3 Commander, what are they all about then?
I say
Well everyone has different taste concerning how the crew should be managed and behave. This games original crew model has some limitations but due to recent discoveries, it has been possible to add new crew models based on real-time yet can be used when in high time compression. I am just trying to give players more choice.
I added a few of these, the latest being the Living crew model.
The rules are similar for all versions so I will give an overview of the critical points to each.
Living Crew
This model lets you set your own crew times for up to 16-20 hours depending on rank qualifications etc. After 16-18 hour, you will find the men are shattered and need rest. This model lets you put the men to rest but they will need up to 8-9 hours to recover from full fatigue. Now should you wish to be historic and change crew in e.g. every 8 hours you obviously will require less rest and sustain a more controlled crew status.
As with the other real-time crew mods, you should avoid the combat/repair stations until battle and always remember not to leave them on duty when not needed.
The none operating engine room can be used for excess crew and depending on what version you use, they will either not fatigue or fatigue very slowly to represent light duties. E.g. the living crew will fatigue at a much slower rate in the none operating engine room. In the 8-hour and 24-hour versions, they will not fatigue at all.
Another thing to mention about the Living crew compared to the other versions is the fact that men last longer in combat positions than the other two versions but never the less they will still be affected by combat readiness and weather.
It may all take a little getting used to but once you do, you will see the benefit like me.
An important note on these crew models is as follow.
Players must select a 3drender time that they wish this to continue. Look below for examples.
Problem
1. I like to play all the time in real-time but want to time compress to every crew change over because I plot the times on nav map.
Solution is as follows
Set your 3d render to 1024 or whatever the highest time you use and then note that you will fatigue right the way whether or not in time compression.
Problem
2. I like to play real-time but do not want to have to do all the micromanagement when leaving port and travelling to patrol points.
Solution is as follows
Set your 3d render to say 512 so that should you want to hyperspeed to enemy waters, anything over 512 will pause the fatigue model. When you are then in enemy waters you can travel 512 and under and still be fatigued.
Other questions
You say
Why is the RUB crew model not catered for by Hollywood Advanced?
I say
The RUB model is an ever-declining model with no chance of recovery. It relies on qualifications and represents long-term effects.
The RUB model will always have a varying crew level simply by the way it is set, so in its case, your men will be better at repairs early in the journey but after some weeks when stress takes effect, they will become shabby and hence the player will have a varying degree of repair handling automatically built into the model.
It is also not my place to change another person’s creation and if I did, and people were not happy, they would start moaning at Beery for something not related to him. So, overall, if you use the RUB crew model with Hollywood advanced, please direct problems to me before bashing his ear. Thanks.
I have set this up to my liking but should players feel that they want simple changes i.e. stronger or weaker compartments, equipment or crew etc, please contact me and I will see if anything what can be done.
People should understand that me and other people have spent 100,s of hours working out what is best and we as normal people will make mistakes. If you spot an error or simply want to make a recommendation, again please contact me via the thread this is posted in.
I am tired now so will wrap up for now until questions/comments come rolling in.
Have a great game all
Jason
p.s. please post if you wish a special effects version like the older Hollywood mods included where crew go flying from planes and ships.
Marhkimov
11-08-05, 01:02 PM
Great job Jason, will try this when I get home! :up:
gouldjg
11-08-05, 01:11 PM
I had to make a few last minute changes due to the new capabilities in sh3 commander.
I can deal with some change requests from players over the next few days apart from tonight as I am out resting from this modding lark.
At least I now have a decent framwork set in Sh3 commander and updating this mod should be very easy and only require tiny changes most of which can be posted on the board as instructions.
It is getting there slowly but surely and I am twitching to play a full campaign with the living crew and Hollywood.
I have started looking at morale and am currently testing if any changes can be done to add more to the new crew models.
Please rememebr to post any probs, suggestions or any discoveries you make as these make this mod get better by the day.
Again... I have to try this!!! :rock: Thanks in advance.
I have started looking at morale and am currently testing if any changes can be done to add more to the new crew models. :sunny:
By the way:
Can I keep my career save files when installing this mod and Rub1.45?
gouldjg
11-08-05, 02:40 PM
Again... I have to try this!!! :rock: Thanks in advance.
I have started looking at morale and am currently testing if any changes can be done to add more to the new crew models. :sunny:
By the way:
Can I keep my career save files when installing this mod and Rub1.45?
RUB readme should confirm if you can install over previous saves. I suspect you can.
As far as this is concerned. It makes no changes to careers etc. It just changes damage and fatigue files.
The fatigue files have been set to work in SH3 commander and eah one will be an available option shown in the options of Sh3 commander. nder crew models.
As usual though, back up files if you are unsure.
I hope you enjoy and remember, from tommorow on, I will be available to advice and arrange personal tweaks as prefered by the players.
Maverick_[GER]
11-08-05, 03:53 PM
First of all, thanks for the big improvement and your hard work on the Mod. http://forums.beyondunreal.com/images/smilies/2thumbs.gif
p.s. please post if you wish a special effects version like the older Hollywood mods included where crew go flying from planes and ships.
I play SilentHunterIII-Vanilla with Atmosphere Mod 16km v2, Harbour Traffic 1.46, Improved Convoys, SH3 Commander and some other tweaks.
I love your Hollywood 2.3 Mod. Is there a way to support my SH3-Vanilla-Style (without fatigue models) with the new Hollywood version? http://www.handykult.de/plaudersmilies.de/sad/ponder.gif
Sorry for my bad english. http://www.my-smileys.de/smileys2/49_4.gif
rulle34
11-08-05, 04:24 PM
Great job gouldjg :up:
gouldjg
11-09-05, 03:53 AM
]First of all, thanks for the big improvement and your hard work on the Mod. http://forums.beyondunreal.com/images/smilies/2thumbs.gif
p.s. please post if you wish a special effects version like the older Hollywood mods included where crew go flying from planes and ships.
I play SilentHunterIII-Vanilla with Atmosphere Mod 16km v2, Harbour Traffic 1.46, Improved Convoys, SH3 Commander and some other tweaks.
I love your Hollywood 2.3 Mod. Is there a way to support my SH3-Vanilla-Style (without fatigue models) with the new Hollywood version? http://www.handykult.de/plaudersmilies.de/sad/ponder.gif
Sorry for my bad english. http://www.my-smileys.de/smileys2/49_4.gif
Hey Mav
Are you comfortable in opening files i.e. the zones.cfg or basic cfg in your game directory.
If so give me a shout and I will advise what I know about the special effects.
I know that there is a way to get better damage in vannilla and can explain this thread as long as you are ok at doing this.
If not, I will have a look and will report back ASAP.
I need to know if you use stock fatigue or no fatigue.
I also need to know if you keep the stock DC or use the realistic DC.
gouldjg
11-09-05, 12:44 PM
For all those interested
I have now added the special effects version.
If you have previous Hollywood Advanced version you just need to copy the zones.cfg to where it goes.
http://rapidshare.de/files/7402522/Hollywood_Advanced_special_effects_Version.rar.htm l
Enjoy
Kpt. Lehmann
11-09-05, 12:45 PM
Thanks Gouldjg! :up:
just wanna say thanks again gouldjg. Your mods are already a must for the serious uboot kapitän! :-)
Maverick_[GER]
11-09-05, 01:06 PM
Hey Jason
Are you comfortable in opening files i.e. the zones.cfg or basic cfg in your game directory. I can open the file with notepad, but I have no mod-experience.
I know that there is a way to get better damage in vannilla and can explain this thread as long as you are ok at doing this.
I try my best.
I need to know if you use stock fatigue or no fatigue.
I played the longest time with stock fatigue.
Now I changed TC-3Drender from 32 to 1024 in the Main.cfg. Therefore I play with no fatigue.
I also need to know if you keep the stock DC or use the realistic DC.
I don't know if Improved Convoys or another mod change the DC. I think that I play with stock DC.
Maverick_[GER]
11-09-05, 01:20 PM
Wow! http://forums.beyondunreal.com/images/smilies/notworthy.gif
For all those interested
I have now added the special effects version.
If you have previous Hollywood Advanced version you just need to copy the zones.cfg to where it goes.
http://rapidshare.de/files/7402522/Hollywood_Advanced_special_effects_Version.rar.htm l
Enjoy
That is a fast reply. http://www.handykult.de/plaudersmilies.de/eek6.gif
Impressive!!! http://www.handykult.de/plaudersmilies.de/party/luxhello.gif
Thanks Jason. I try the new zones.cfg.
downloading ...
gouldjg
11-09-05, 01:38 PM
]Wow! http://forums.beyondunreal.com/images/smilies/notworthy.gif
For all those interested
I have now added the special effects version.
If you have previous Hollywood Advanced version you just need to copy the zones.cfg to where it goes.
http://rapidshare.de/files/7402522/Hollywood_Advanced_special_effects_Version.rar.htm l
Enjoy
That is a fast reply. http://www.handykult.de/plaudersmilies.de/eek6.gif
Impressive!!! http://www.handykult.de/plaudersmilies.de/party/luxhello.gif
Thanks Jason. I try the new zones.cfg.
downloading ...
Right then Buddy Here goes with some tips but please do not think I am patronising you or anything.
The vannilla game DC radius is a staggering 40mtrs and thus will devastate your uboat from much longer ranges than the DC in IUB or RUB which are set at 15mtrs.
I set the damage to work with those Mods as I did not suspect many people play at Vannilla DC levels.
However If you are familiar with opening the cfg files with notepad, you can tweak the files to suit whatever DC level you wish to use.
Because you use a No fatigue model, your men will always be in top shape and I have created a No fatigue option in this mod which only changes the Qualification Effects.
In the medal_Crew file, you will see that I added some interval changes.
The only thing at the moment is the changes to the following line.
NumberOfCrew5=10
Interval1_5=35
Interval2_5=35
Interval3_5=35
This reduces the effect of your repair team and the higher you put the numer the less efficient your repair team will be. e.g.
NumberOfCrew5=10
Interval1_5=99
Interval2_5=99
Interval3_5=99 all mean you now have a useless repair team.
The only problem with stock DC in my eyes is that later in the War, you will face more elite Destroyers and even if you are skilled at evasion, the 40mtrs radius will allways get you when facing elite crew.
Hope this helps a little and if any further questions pleae ask.
As you can appreciate, the maths in all this is so varied that there are millions of variations to attend to.
And with the fact that discoveries about 3d render were only recently made, everything moves super fast :doh: :doh: :doh: :doh: .
Please bear with me, in my confused responces
I Say
This mod kick butt. :rock:
Maverick_[GER]
11-09-05, 03:32 PM
Hmmm, perhaps i change to RUB or IUB. :hmm: Whatever, thanks for your support. :up:
Excuse my poor english! :oops:
HEMISENT
11-09-05, 08:29 PM
Jason, just solved an extremely frustrating sound problem so now I can get your Hollywood mod up and running. Cannot thank you enough.
Cheers!
:lurk:
gouldjg
11-10-05, 09:06 AM
I have posted a fix on the first thread.
It solves the issue about a IIA torpedo room also being 10 slot which is the same as the repair rooms.
I had a penalty on repairs so it also effected torpedo loading.
I would use the fix but then restore the original file after I upgraded uboat.
Sry if this has caused problems
HEMISENT
11-10-05, 10:27 AM
Jason
A little problem here with my install. :damn:
I installed the Hollywood mod as follows using the mod installer
Library & Submarine folders installed into game as normal.
I opened up the "for SH3 Commaner" folder, opened the "Cfg" folder.
Two Files found: Crew fatigue models CFG. and Medals and renown CFG.
I backed up the Crew fatigue CFG file and placed your version in its place.
There was no Medals and renown CFG folder in Commander so I just inserted it.
I then went to SH3 Commander looking for the "3d render option you mentioned-it doesn't exist. I hit "launch SH3" to see if game plays - it starts and runs normally. What am I doing wrong here?
gouldjg
11-10-05, 10:57 AM
Hi Hesiment
Sorry for bad install instructions, it is my fault with time etc.
Right follow steps as below.
1. Place Submarine, library and Zones cfg files into your normal sh3 directory in program files. (I think you have done this already).
2. Now open up your SH3 commander folder and copy and paste the two files (crew fatigue models and Medals and renown) into your sh3 commander CFG folder (confirm overwrite).
You will need to get the fix file at the begining of this thread and also copy that into the same place as it fixes a small bug.
3. Now when you run sh3 commander you should go to time compression options.
Scroll down and ensure that the option of (When in 3D views) is set to 1024. This means that anything on or below this number effects the fatigue model and any time compression above pauses it.
It is called 3drender in the actual file but sh3 commander changed this to avoid confusion. I just forgot to mention it :damn: :damn: :damn: my fault.
When you then go to the available fatigue models you will see the Holl compatible ones.
Any more probs give us a shout.
Sry for trouble
HEMISENT
11-10-05, 11:03 AM
Jason, thanks for the quick response. I'm heading back into files now-will update in a bit.
HEMISENT
11-10-05, 11:52 AM
Jason, No joy.
Followed your instructions:
Dl'd the fix file and installed in Commander CFG folder(after backing up the one there)
Opened Commander/SH3 options/time compression/when in 3d views = changed to 1024.
I went to gameplay settings expecting to find a Hollywood fatigue option.
All that was avail were:
Default SH3
No fatigue
RUB
RUB1x TC
I'm obviously still not getting it-any thoughts would be greatly appreciated.
gouldjg
11-10-05, 12:00 PM
Ok
try this
Copy the below and paste it over the text in the crew fatigue models cfg found in the Sh3 commander folder.
;To add your own fatigue model, copy one of the
;existing blocks of values and paste at the end
;of this file. Update the number of this new
;block (the value contained between []) to be the
;last number plus 1. Then change all the values
;accordingly or add new keys as required (keys
;must be valid Basic.cfg CREW_* keys). What you
;enter for "Desc" will be what is displayed as an
;option in SH3 Commander.
[0]
Desc=Default SH3
;CREW_ block
0_FatigueMax=0.5
0_FatigueStep=0.2
1_FatigueMax=0.5
1_FatigueStep=0.2
2_FatigueMax=0.5
2_FatigueStep=0.2
3_FatigueMax=0.5
3_FatigueStep=0.1
4_FatigueMax=0.5
4_FatigueStep=0.1
5_FatigueMax=0.5
5_FatigueStep=0.1
6_FatigueMax=0.6
6_FatigueStep=0.05
7_FatigueMax=0.6
7_FatigueStep=0.05
8_FatigueMax=0.6
8_FatigueStep=0.05
;FATIGUE_COEF block
RegularFactor00=0.01
SpecificFactor00=0.04
BadWeather0=0.02
RegularFactor10=0.01
RegularFactor11=0.01
SpecificFactor10=0.01
SpecificFactor11=0.02
BadWeather1=0.02
RegularFactor20=0.01
RegularFactor21=0.01
SpecificFactor20=0.01
SpecificFactor21=0.02
BadWeather2=0.02
RegularFactor30=0.01
RegularFactor31=0.01
SpecificFactor30=0.04
SpecificFactor31=0.01
BadWeather3=0.02
RegularFactor40=0.01
RegularFactor41=0.01
SpecificFactor40=0.01
SpecificFactor41=0.04
BadWeather4=0.02
RegularFactor50=0.01
RegularFactor51=0.01
SpecificFactor50=0.03
SpecificFactor51=0.04
BadWeather5=0.02
SpecificFactor60=-0.1
SpecificFactor61=-0.1
SpecificFactor70=-0.1
SpecificFactor71=-0.1
RegularFactor80=0.01
RegularFactor81=0.01
SpecificFactor80=0.03
SpecificFactor81=0.04
BadWeather8=0.02
RegularFactor90=0.01
SpecificFactor90=0.05
BadWeather9=0.02
RegularFactor100=0.01
SpecificFactor100=0.04
BadWeather10=0.02
RegularFactor110=0.01
RegularFactor111=0.01
SpecificFactor110=0.01
SpecificFactor111=0.01
BadWeather11=0.02
[1]
Desc=Default SH3 Holl
;CREW_ block
0_FatigueMax=0.5
0_FatigueStep=0.2
0_CoefFatigue=0.21
0_QualEffect=1
1_FatigueMax=0.5
1_FatigueStep=0.2
1_CoefFatigue=0.21
1_QualEffect=1
2_FatigueMax=0.5
2_FatigueStep=0.2
2_CoefFatigue=0.24
2_QualEffect=1
3_FatigueMax=0.5
3_FatigueStep=0.1
3_CoefFatigue=0.3
3_QualEffect=1.5
4_FatigueMax=0.5
4_FatigueStep=0.1
4_CoefFatigue=0.32
4_QualEffect=2
5_FatigueMax=0.5
5_FatigueStep=0.1
5_CoefFatigue=0.34
5_QualEffect=2.5
6_FatigueMax=0.6
6_FatigueStep=0.05
6_CoefFatigue=0.4
6_QualEffect=1.5
7_FatigueMax=0.6
7_FatigueStep=0.05
7_CoefFatigue=0.4
7_QualEffect=2
8_FatigueMax=0.6
8_FatigueStep=0.05
8_CoefFatigue=0.42
8_QualEffect=2.5
;FATIGUE_COEF block
RegularFactor00=0.01
SpecificFactor00=0.04
BadWeather0=0.02
RegularFactor10=0.01
RegularFactor11=0.01
SpecificFactor10=0.01
SpecificFactor11=0.02
BadWeather1=0.02
RegularFactor20=0.01
RegularFactor21=0.01
SpecificFactor20=0.01
SpecificFactor21=0.02
BadWeather2=0.02
RegularFactor30=0.01
RegularFactor31=0.01
SpecificFactor30=0.04
SpecificFactor31=0.01
BadWeather3=0.02
RegularFactor40=0.01
RegularFactor41=0.01
SpecificFactor40=0.01
SpecificFactor41=0.04
BadWeather4=0.02
RegularFactor50=0.01
RegularFactor51=0.01
SpecificFactor50=0.03
SpecificFactor51=0.04
BadWeather5=0.02
SpecificFactor60=-0.1
SpecificFactor61=-0.1
SpecificFactor70=-0.1
SpecificFactor71=-0.1
RegularFactor80=0.01
RegularFactor81=0.01
SpecificFactor80=0.03
SpecificFactor81=0.04
BadWeather8=0.02
RegularFactor90=0.01
SpecificFactor90=0.05
BadWeather9=0.02
RegularFactor100=0.01
SpecificFactor100=0.04
BadWeather10=0.02
RegularFactor110=0.01
RegularFactor111=0.01
SpecificFactor110=0.01
SpecificFactor111=0.01
BadWeather11=0.02
[2]
Desc=No fatigue
;CREW_ block
0_FatigueMax=0.5
0_FatigueStep=0.2
1_FatigueMax=0.5
1_FatigueStep=0.2
2_FatigueMax=0.5
2_FatigueStep=0.2
3_FatigueMax=0.5
3_FatigueStep=0.1
4_FatigueMax=0.5
4_FatigueStep=0.1
5_FatigueMax=0.5
5_FatigueStep=0.1
6_FatigueMax=0.6
6_FatigueStep=0.05
7_FatigueMax=0.6
7_FatigueStep=0.05
8_FatigueMax=0.6
8_FatigueStep=0.05
;FATIGUE_COEF block
RegularFactor00=0
SpecificFactor00=0
BadWeather0=0
RegularFactor10=0
RegularFactor11=0
SpecificFactor10=0
SpecificFactor11=0
BadWeather1=0
RegularFactor20=0
RegularFactor21=0
SpecificFactor20=0
SpecificFactor21=0
BadWeather2=0
RegularFactor30=0
RegularFactor31=0
SpecificFactor30=0
SpecificFactor31=0
BadWeather3=0
RegularFactor40=0
RegularFactor41=0
SpecificFactor40=0
SpecificFactor41=0
BadWeather4=0
RegularFactor50=0
RegularFactor51=0
SpecificFactor50=0
SpecificFactor51=0
BadWeather5=0
SpecificFactor60=-0.1
SpecificFactor61=-0.1
SpecificFactor70=-0.1
SpecificFactor71=-0.1
RegularFactor80=0
RegularFactor81=0
SpecificFactor80=0
SpecificFactor81=0
BadWeather8=0
RegularFactor90=0
SpecificFactor90=0
BadWeather9=0
RegularFactor100=0
SpecificFactor100=0
BadWeather10=0
RegularFactor110=0
RegularFactor111=0
SpecificFactor110=0
SpecificFactor111=0
BadWeather11=0
[3]
Desc=No fatigue Holl
;CREW_ block
0_FatigueMax=0.5
0_FatigueStep=0.2
0_CoefFatigue=0.21
0_QualEffect=1
1_FatigueMax=0.5
1_FatigueStep=0.2
1_CoefFatigue=0.21
1_QualEffect=1
2_FatigueMax=0.5
2_FatigueStep=0.2
2_CoefFatigue=0.24
2_QualEffect=1
3_FatigueMax=0.5
3_FatigueStep=0.1
3_CoefFatigue=0.3
3_QualEffect=1.5
4_FatigueMax=0.5
4_FatigueStep=0.1
4_CoefFatigue=0.32
4_QualEffect=2
5_FatigueMax=0.5
5_FatigueStep=0.1
5_CoefFatigue=0.34
5_QualEffect=2.5
6_FatigueMax=0.6
6_FatigueStep=0.05
6_CoefFatigue=0.4
6_QualEffect=1.5
7_FatigueMax=0.6
7_FatigueStep=0.05
7_CoefFatigue=0.4
7_QualEffect=2
8_FatigueMax=0.6
8_FatigueStep=0.05
8_CoefFatigue=0.42
8_QualEffect=2.5
;FATIGUE_COEF block
RegularFactor00=0
SpecificFactor00=0
BadWeather0=0
RegularFactor10=0
RegularFactor11=0
SpecificFactor10=0
SpecificFactor11=0
BadWeather1=0
RegularFactor20=0
RegularFactor21=0
SpecificFactor20=0
SpecificFactor21=0
BadWeather2=0
RegularFactor30=0
RegularFactor31=0
SpecificFactor30=0
SpecificFactor31=0
BadWeather3=0
RegularFactor40=0
RegularFactor41=0
SpecificFactor40=0
SpecificFactor41=0
BadWeather4=0
RegularFactor50=0
RegularFactor51=0
SpecificFactor50=0
SpecificFactor51=0
BadWeather5=0
SpecificFactor60=-0.1
SpecificFactor61=-0.1
SpecificFactor70=-0.1
SpecificFactor71=-0.1
RegularFactor80=0
RegularFactor81=0
SpecificFactor80=0
SpecificFactor81=0
BadWeather8=0
RegularFactor90=0
SpecificFactor90=0
BadWeather9=0
RegularFactor100=0
SpecificFactor100=0
BadWeather10=0
RegularFactor110=0
RegularFactor111=0
SpecificFactor110=0
SpecificFactor111=0
BadWeather11=0
[4]
Desc=RUb Mod
;CREW_ block
0_FatigueMax=0.80
0_FatigueStep=0
1_FatigueMax=0.75
1_FatigueStep=0
2_FatigueMax=0.70
2_FatigueStep=0
3_FatigueMax=0.70
3_FatigueStep=0
4_FatigueMax=0.65
4_FatigueStep=0
5_FatigueMax=0.60
5_FatigueStep=0
6_FatigueMax=0.75
6_FatigueStep=0
7_FatigueMax=0.7
7_FatigueStep=0
8_FatigueMax=0.65
8_FatigueStep=0
;FATIGUE_COEF block
RegularFactor00=0.003
SpecificFactor00=0.012
BadWeather0=0.01
RegularFactor10=0.003
RegularFactor11=0.003
SpecificFactor10=0.003
SpecificFactor11=0.006
BadWeather1=0.006
RegularFactor20=0.003
RegularFactor21=0.003
SpecificFactor20=0.003
SpecificFactor21=0.006
BadWeather2=0.006
RegularFactor30=0.003
RegularFactor31=0.003
SpecificFactor30=0.012
SpecificFactor31=0.003
BadWeather3=0.006
RegularFactor40=0.003
RegularFactor41=0.003
SpecificFactor40=0.003
SpecificFactor41=0.012
BadWeather4=0.006
RegularFactor50=0.01
RegularFactor51=0.01
SpecificFactor50=0.03
SpecificFactor51=0.04
BadWeather5=0.02
SpecificFactor60=-0.03
SpecificFactor61=-0.03
SpecificFactor70=-0.03
SpecificFactor71=-0.03
RegularFactor80=0.01
RegularFactor81=0.01
SpecificFactor80=0.03
SpecificFactor81=0.04
BadWeather8=0.02
RegularFactor90=0.003
SpecificFactor90=0.015
BadWeather9=0.02
RegularFactor100=0.003
SpecificFactor100=0.012
BadWeather10=0.02
RegularFactor110=0.01
RegularFactor111=0.01
SpecificFactor110=0.01
SpecificFactor111=0.01
BadWeather11=0
[5]
Desc=RUb Mod 1x TC
;CREW_ block
0_FatigueMax=0.80
0_FatigueStep=0
1_FatigueMax=0.75
1_FatigueStep=0
2_FatigueMax=0.70
2_FatigueStep=0
3_FatigueMax=0.70
3_FatigueStep=0
4_FatigueMax=0.65
4_FatigueStep=0
5_FatigueMax=0.60
5_FatigueStep=0
6_FatigueMax=0.75
6_FatigueStep=0
7_FatigueMax=0.7
7_FatigueStep=0
8_FatigueMax=0.65
8_FatigueStep=0
;FATIGUE_COEF block
RegularFactor00=0.0001
SpecificFactor00=0.0004
BadWeather0=0.0003
RegularFactor10=0.0001
RegularFactor11=0.0001
SpecificFactor10=0.0001
SpecificFactor11=0.0002
BadWeather1=0.0002
RegularFactor20=0.0001
RegularFactor21=0.0001
SpecificFactor20=0.0001
SpecificFactor21=0.0002
BadWeather2=0.0002
RegularFactor30=0.0001
RegularFactor31=0.0001
SpecificFactor30=0.0004
SpecificFactor31=0.0001
BadWeather3=0.0002
RegularFactor40=0.0001
RegularFactor41=0.0001
SpecificFactor40=0.0001
SpecificFactor41=0.0004
BadWeather4=0.0002
RegularFactor50=0.0003
RegularFactor51=0.0003
SpecificFactor50=0.001
SpecificFactor51=0.0013
BadWeather5=0.0006
SpecificFactor60=-0.001
SpecificFactor61=-0.001
SpecificFactor70=-0.001
SpecificFactor71=-0.001
RegularFactor80=0.0003
RegularFactor81=0.0003
SpecificFactor80=0.001
SpecificFactor81=0.0013
BadWeather8=0.0006
RegularFactor90=0.0001
SpecificFactor90=0.0005
BadWeather9=0.0006
RegularFactor100=0.0001
SpecificFactor100=0.0004
BadWeather10=0.0006
RegularFactor110=0.0003
RegularFactor111=0.0003
SpecificFactor110=0.0003
SpecificFactor111=0.0003
BadWeather11=0
[6]
Desc=Living Crew
;CREW_ block
0_FatigueMax=0.90
0_FatigueStep=0.0175
0_CoefFatigue=0.21
1_FatigueMax=0.87
1_FatigueStep=0.0174
1_CoefFatigue=0.21
2_FatigueMax=0.85
2_FatigueStep=0.0175
2_CoefFatigue=0.24
3_FatigueMax=0.83
3_FatigueStep=0.0176
3_CoefFatigue=0.3
4_FatigueMax=0.81
4_FatigueStep=0.0178
4_CoefFatigue=0.32
5_FatigueMax=0.79
5_FatigueStep=0.0179
5_CoefFatigue=0.34
6_FatigueMax=0.77
6_FatigueStep=0.0180
6_CoefFatigue=0.4
7_FatigueMax=0.75
7_FatigueStep=0.185
7_CoefFatigue=0.4
8_FatigueMax=0.70
8_FatigueStep=0.0190
8_CoefFatigue=0.42
;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
[7]
Desc=Living Crew Holl
;CREW_ block
0_MoraleMin=0.30
0_MoraleMax=0.60
0_MoraleStep=0.05
0_FatigueMax=0.90
0_FatigueStep=0.0175
0_CoefFatigue=0.21
0_QualEffect=1
0_Hp=10
0_HPstep=-1
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_MoraleStep=0.05
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_MoraleStep=0.05
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_MoraleStep=0.05
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_MoraleStep=0.05
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_MoraleStep=0.05
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_MoraleStep=0.1
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_MoraleStep=0.1
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_MoraleStep=0.1
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
[8]
Desc=24hrRotation
;CREW_ block
0_FatigueMax=0.80
0_FatigueStep=0.031
0_CoefFatigue=0.21
1_FatigueMax=0.80
1_FatigueStep=0.032
1_CoefFatigue=0.21
2_FatigueMax=0.80
2_FatigueStep=0.033
2_CoefFatigue=0.24
3_FatigueMax=0.80
3_FatigueStep=0.034
3_CoefFatigue=0.3
4_FatigueMax=0.80
4_FatigueStep=0.035
4_CoefFatigue=0.32
5_FatigueMax=0.80
5_FatigueStep=0.04
5_CoefFatigue=0.34
6_FatigueMax=0.80
6_FatigueStep=0.04
6_CoefFatigue=0.4
7_FatigueMax=0.80
7_FatigueStep=0.041
7_CoefFatigue=0.4
8_FatigueMax=0.6
8_FatigueStep=0.042
8_CoefFatigue=0.42
;FATIGUE_COEF block
RegularFactor00=0.001
SpecificFactor00=0.00333
BadWeather0=0.02
RegularFactor10=0.001
RegularFactor11=0.001
SpecificFactor10=0.00333
SpecificFactor11=0.00333
BadWeather1=0.001
RegularFactor20=0.001
RegularFactor21=0.001
SpecificFactor20=0.00333
SpecificFactor21=0.00333
BadWeather2=0.001
RegularFactor30=0.001
RegularFactor31=0.001
SpecificFactor30=0.00333
SpecificFactor31=0.0
BadWeather3=0.02
RegularFactor40=0.001
RegularFactor41=0.001
SpecificFactor40=0.0
SpecificFactor41=0.00333
BadWeather4=0.001
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.045
SpecificFactor51=0.045
BadWeather5=0.02
SpecificFactor60=-0.000000033
SpecificFactor61=-0.000000033
SpecificFactor70=-0.0000001
SpecificFactor71=-0.0000001
RegularFactor80=0.001
RegularFactor81=0.001
SpecificFactor80=0.045
SpecificFactor81=0.045
BadWeather8=0.02
RegularFactor90=0.001
SpecificFactor90=0.05
BadWeather9=0.02
RegularFactor100=0.001
SpecificFactor100=0.05
BadWeather10=0.02
RegularFactor110=0.001
RegularFactor111=0.001
SpecificFactor110=0.02
SpecificFactor111=0.02
BadWeather11=0
[9]
Desc=24hrRotation Holl
;CREW_ block
0_FatigueMax=0.80
0_FatigueStep=0.031
0_CoefFatigue=0.21
0_QualEffect=1
1_FatigueMax=0.80
1_FatigueStep=0.032
1_CoefFatigue=0.23
1_QualEffect=1
2_FatigueMax=0.80
2_FatigueStep=0.033
2_CoefFatigue=0.24
2_QualEffect=1
3_FatigueMax=0.80
3_FatigueStep=0.034
3_CoefFatigue=0.3
3_QualEffect=1.5
4_FatigueMax=0.80
4_FatigueStep=0.035
4_CoefFatigue=0.32
4_QualEffect=2
5_FatigueMax=0.80
5_FatigueStep=0.04
5_CoefFatigue=0.34
5_QualEffect=2.5
6_FatigueMax=0.80
6_FatigueStep=0.04
6_CoefFatigue=0.4
6_QualEffect=1.5
7_FatigueMax=0.80
7_FatigueStep=0.041
7_CoefFatigue=0.4
7_QualEffect=2
8_FatigueMax=0.6
8_FatigueStep=0.042
8_CoefFatigue=0.42
8_QualEffect=2.5
;FATIGUE_COEF block
RegularFactor00=0.001
SpecificFactor00=0.00333
BadWeather0=0.02
RegularFactor10=0.001
RegularFactor11=0.001
SpecificFactor10=0.00333
SpecificFactor11=0.00333
BadWeather1=0.001
RegularFactor20=0.001
RegularFactor21=0.001
SpecificFactor20=0.00333
SpecificFactor21=0.00333
BadWeather2=0.001
RegularFactor30=0.001
RegularFactor31=0.001
SpecificFactor30=0.00333
SpecificFactor31=0.0
BadWeather3=0.02
RegularFactor40=0.001
RegularFactor41=0.001
SpecificFactor40=0.0
SpecificFactor41=0.00333
BadWeather4=0.001
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.045
SpecificFactor51=0.045
BadWeather5=0.02
SpecificFactor60=-0.000000033
SpecificFactor61=-0.000000033
SpecificFactor70=-0.0000001
SpecificFactor71=-0.0000001
RegularFactor80=0.001
RegularFactor81=0.001
SpecificFactor80=0.045
SpecificFactor81=0.045
BadWeather8=0.02
RegularFactor90=0.001
SpecificFactor90=0.05
BadWeather9=0.02
RegularFactor100=0.001
SpecificFactor100=0.05
BadWeather10=0.02
RegularFactor110=0.001
RegularFactor111=0.001
SpecificFactor110=0.02
SpecificFactor111=0.02
BadWeather11=0
[10]
Desc=8HR Rotation
;CREW_ block
0_FatigueMax=0.80
0_FatigueStep=0.031
0_CoefFatigue=0.21
1_FatigueMax=0.80
1_FatigueStep=0.032
1_CoefFatigue=0.23
2_FatigueMax=0.80
2_FatigueStep=0.33
2_CoefFatigue=0.24
3_FatigueMax=0.80
3_FatigueStep=0.034
3_CoefFatigue=0.3
4_FatigueMax=0.80
4_FatigueStep=0.035
4_CoefFatigue=0.32
5_FatigueMax=0.80
5_FatigueStep=0.04
5_CoefFatigue=0.34
6_FatigueMax=0.80
6_FatigueStep=0.04
6_CoefFatigue=0.4
7_FatigueMax=0.80
7_FatigueStep=0.041
7_CoefFatigue=0.4
8_FatigueMax=0.6
8_FatigueStep=0.042
8_CoefFatigue=0.42
;FATIGUE_COEF block
RegularFactor00=0.001
SpecificFactor00=0.01
BadWeather0=0.02
RegularFactor10=0.001
RegularFactor11=0.001
SpecificFactor10=0.01
SpecificFactor11=0.01
BadWeather1=0.001
RegularFactor20=0.001
RegularFactor21=0.001
SpecificFactor20=0.01
SpecificFactor21=0.01
BadWeather2=0.001
RegularFactor30=0.001
RegularFactor31=0.001
SpecificFactor30=0.01
SpecificFactor31=0.0
BadWeather3=0.02
RegularFactor40=0.001
RegularFactor41=0.001
SpecificFactor40=0.0
SpecificFactor41=0.01
BadWeather4=0.001
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.045
SpecificFactor51=0.045
BadWeather5=0.02
SpecificFactor60=-0.0000001
SpecificFactor61=-0.0000001
SpecificFactor70=-0.0000001
SpecificFactor71=-0.0000001
RegularFactor80=0.001
RegularFactor81=0.001
SpecificFactor80=0.045
SpecificFactor81=0.045
BadWeather8=0.02
RegularFactor90=0.001
SpecificFactor90=0.05
BadWeather9=0.02
RegularFactor100=0.001
SpecificFactor100=0.05
BadWeather10=0.02
RegularFactor110=0.001
RegularFactor111=0.001
SpecificFactor110=0.02
SpecificFactor111=0.02
BadWeather11=0
[11]
Desc=8HR Rotation Holl
;CREW_ block
0_FatigueMax=0.80
0_FatigueStep=0.031
0_CoefFatigue=0.21
0_QualEffect=1
1_FatigueMax=0.80
1_FatigueStep=0.032
1_CoefFatigue=0.23
1_QualEffect=1
2_FatigueMax=0.80
2_FatigueStep=0.33
2_CoefFatigue=0.24
2_QualEffect=1
3_FatigueMax=0.80
3_FatigueStep=0.034
3_CoefFatigue=0.3
3_QualEffect=1.5
4_FatigueMax=0.80
4_FatigueStep=0.035
4_CoefFatigue=0.32
4_QualEffect=2
5_FatigueMax=0.80
5_FatigueStep=0.04
5_CoefFatigue=0.34
5_QualEffect=2.5
6_FatigueMax=0.80
6_FatigueStep=0.04
6_CoefFatigue=0.4
6_QualEffect=1.5
7_FatigueMax=0.80
7_FatigueStep=0.041
7_CoefFatigue=0.4
7_QualEffect=2
8_FatigueMax=0.6
8_FatigueStep=0.042
8_CoefFatigue=0.42
8_QualEffect=2.5
;FATIGUE_COEF block
RegularFactor00=0.001
SpecificFactor00=0.01
BadWeather0=0.02
RegularFactor10=0.001
RegularFactor11=0.001
SpecificFactor10=0.01
SpecificFactor11=0.01
BadWeather1=0.001
RegularFactor20=0.001
RegularFactor21=0.001
SpecificFactor20=0.01
SpecificFactor21=0.01
BadWeather2=0.001
RegularFactor30=0.001
RegularFactor31=0.001
SpecificFactor30=0.01
SpecificFactor31=0.0
BadWeather3=0.02
RegularFactor40=0.001
RegularFactor41=0.001
SpecificFactor40=0.0
SpecificFactor41=0.01
BadWeather4=0.001
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.045
SpecificFactor51=0.045
BadWeather5=0.02
SpecificFactor60=-0.0000001
SpecificFactor61=-0.0000001
SpecificFactor70=-0.0000001
SpecificFactor71=-0.0000001
RegularFactor80=0.001
RegularFactor81=0.001
SpecificFactor80=0.045
SpecificFactor81=0.045
BadWeather8=0.02
RegularFactor90=0.001
SpecificFactor90=0.05
BadWeather9=0.02
RegularFactor100=0.001
SpecificFactor100=0.05
BadWeather10=0.02
RegularFactor110=0.001
RegularFactor111=0.001
SpecificFactor110=0.02
SpecificFactor111=0.02
BadWeather11=0
HEMISENT
11-10-05, 02:08 PM
Jason. Thanks for the help but the cutting and pasting didn't do it either.
I located the problem tho.
I recently had a huge sound problem with the new SH3 Commander 2.3.
After much trial and error & repeated uninstall/reinstalls I ended up reinstalling version Commander 2.2 then using the auto update function. After fiddling with certain tc settings the sound problem was solved.
Somewhere in the updating process the "Medals & renown.CFG" file got disappeared.
I just did another fresh install + patch + tested the game to run ok then
went thru the entire SH3 Commander 2.3 install routine. The missing CFG file reappeared I then followed your instructions and now the fatigue options are showing as advertised.
Started a test mission in game and everything plays ok so far. Thank you for your help getting it up and running.
**Feedback on the new version of damage mod.
After getting the test mission up and running I ran a little test on a Type VIIC. I took the boat up to flank speed and t-boned an escort. The escort was physically sitting on top of my bow section on fire. All sorts of grinding, screeching kept the boat at flank speed grinding into the escort waiting for all sorts of damage to appear-minor damage showed to upper casing just below deck gun. absolutely nothing else.
Using your earlier test version I performed the exact same test impaling my boat into an escort, as expected I received all sorts of serious damage + flooding to all forward sections. All repairable but still heavily damaged.
Did you strengthen up the hull above what the test model used?
Thanks again for all your effort and quick response to my inquiries.
gouldjg
11-10-05, 02:21 PM
Yes
I had to trouble shoot some irregularities but I suspect I can weaken the model again.
You can test this yourself.
Go into Zones.cfg and remove the armour of all sub components and compartments.
i.e. [TowerWatch]
Multiplier=1.000000
Flotability=0.000000
HitPoints=330
Destructible=No
Armor Level=15 = 0
Critic Flotation=0.05
Critical=No
FloodingTime=59.999996
CargoType=None
You can do this on everything in the sub.
The earlier test had everything removed but I suspected a bug at the time and re-did armour. I now suspect it was nothing to do with armour levels and more to do with previous changes to making things destructible.
Do NOT set things as destructible as it does create irregularities.
I will be removing the armour of all my components and compartments in case of ramming etc.
With hull changes, it is immpossible to die from ramming immedietly so that is a flaw, but when you compare this to the stupid crushing at 70 mtres because of one dc, then I exchange reality for gameplay anyday.
It is easy peasy so give it a go.
If you however wish to edit sub armour, thats a different matter and it requires some hex editing. I do prefer to leave sub armour to lower level rather than none as someone reported machine gun fire entring sub.
Hope this helps
HEMISENT
11-10-05, 02:47 PM
Thanks, i appreciate the input. Now that my main difficulties are handled I'm going to get my game mods back up to speed. Probably will tackle changing these levels later tonight or tomorrow. It seems that the collision test is as good an indicator as any because all conditions can be duplicated exactly.
more later.
Marhkimov
11-10-05, 02:49 PM
Will this armor change have any effect on depth charge damage? I read somewhere that armor plays no role in determining DC damage. Is this true?
gouldjg
11-10-05, 03:16 PM
I am not 100% sure but I do recall that DC damage is shared at times to either effect internal or Hull or combination of both.
I would say go for it and try a few 505 missions. I am even using timetravelers tool to see any good stuff in the other zon files i.e. changing hedgehogs etc.
I will test some more tommorow and post a new zones.cfg file if need be or the results are much better.
The older zones cfg from previous hollywoods had things set to destructible and all I know is this can have weird effects in sub hense the dev team never did a lot of it.
It is all still a ongoing issue but I can at least start a campaign with settings and tweak as I go. Soon you guys will be able to do this as you go also.
The main flaw with this game is that the DD do not do the routine real life circular search patterns and also do not sustain this search pattern to wider areas as time decays. I read this as a well known DD tactic but it does not seem simulated in this sim or is it.
If this was done then we could probably get the 8hr DC ordeal and thus reduce DC to have more cumulative effects.
If I remember correctly, earlier sub sim did this. I do not knowif it was silent service or something else.
Does anyone have any ideas how this could be changed or is this a hard code issue.
HEMISENT
11-10-05, 07:21 PM
Jason, I got around to changing armor levels to =0 as recommended-big difference. ran a test in a VIIC in the U 505 mission. With scope up at speed once the escorts noticed me(thats another story) I watched the boat get peppered with all sorts of automatic weapons fire. A couple of far misses from cannon fire. I stayed at pd long enough to see what kind of damage this would cause. Basically everything on the tower got hit except for the attack scope, heavy damage to all flag guns(flak area in red) no hull damage at all. Finally crashed to 210m and stayed at sr until the escorts gave up. The boat suvived numerous dc attacks none came close.
All the topside damage was caused by small arms fire so this appeared closer to reality.
Things seem to be back on the right path changing these armor levels as suggested.
gouldjg
11-10-05, 07:32 PM
Nice one mate
Your learning the basic principles of modding your own damage values now.
If you want, I will show you how to change Hull armour also and add extra or less hit-points to hull.
If you also look at the zones.cfg in previous Hollywoods, you will se how to add ammo or fuel as cargo and also how I did the special effects.
It's then all a matter of personal taste.
You can also tweak the floataility of the sub and critical flotaion plus flooding times to get a good sinking effect.
You can then tweak the mens protection values in your basic cfg but ensure you also change them in your sh3 commander medal-crew file.
Critical chances and ammo as cargo hold some good suprises. If you look at the zones for ships, you will see how they did it. It is just a matter of picking one and testing for effect in parts of the sub.
You will then become addicted like me and never play the game cos you want constant changes :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
Now lets not forget how the crew can also effect repairs, so you will then want to delve down that road also. :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
It gets very addictive.
Good luck :up: :up: :up: :up:
I hope you find some secrets we can all benefit from.
Have fun
HEMISENT
11-11-05, 12:46 PM
Jason
Just ran into a situation where my Type VIIC boat was attacked by air (Bergen 1944). Brilliant/lucky manuevering on my part saved us, there were numerous medium to near misses. Boat suffered no damage yet crew kept advising "were taking damage". I immediately checked the damage screen only to find all in perfect order. False alarm?
Don't recall this happening before. Are the crew warning sounds triggered by actual compartment damage(compartment going yellow, orange, red)
or are they triggered by some other factor? In this case the boat was rocked side to side violently but that also happens in dc attacks without
crew crying wolf.
I'm still using the RUB fatigue model as I'm most familiar with it for now.
Just a thought; This is a fresh crew on their first mission. Does crew experience have anything to do with triggering false damage alarms. In other words if this were a veteran crew with a couple missions under their belt would they still be giving the damage warnings?
BigDuke66
11-15-05, 09:13 PM
My long absence has made me a bit unknowingly about what is included in the Hollywood Mod.
So which other mods are included?
Read somthing abiout the Airpower mod(which I really love).
Could you give more details on what you did?(Your readme isn't very informative at this point)
ENtek-IO
11-15-05, 10:46 PM
Well i found something that could change the whole approach,according to my Source the Royal navy Used a Combination of 4" to 4.7" Gun calibers which usualy just bounced of the boats,..which made it usualy the better option to ram the boat.
So much for small arms fire doing any damage..
Here is the link to the SOurce.
http://www.bbc.co.uk/history/war/wwtwo/launch_gms_battle_atlantic.shtml#
ITs in the free Flash game under the Armant Guns TAb.
What do you all think?
gouldjg
11-16-05, 02:44 AM
BigDuke66
The Latest Hollyood mod was for RUB only yet there was a bug which had to be changed as it was discovered.
I think RUB has airpower installed into it as I only changed the sub features and added special effects to some ship parts.
I am re-looking at the whole picture from scratch and currently teting new idea.
ENtek-IO
I knew that the u-boats did take some gun beatings before taking any serious damage and that ramming was the key danger.
Unfortuantly the game makes this simulation very difficult and most players did not seem to like the ability to ride on surface during gun fire.
I am trying to find the combination of getting a ramming death yet also prolonging the DC attacks so sub does not give instant death screen.
Actually you hit an intersting test point that I have not ried before.
I may just see what happens with higher armour but less health points.
Each test takes hours to verify so please understand if this takes some time. :up:
BigDuke66
11-16-05, 08:32 AM
Will you do a version for a clean SH3 installation?
RUB sounds nice but I'am already using FrontFlottille from the 9te UFlottille a very big Mod collection.
Is there something special in your mod that it will only work for RUB?
gouldjg
11-16-05, 08:49 AM
I am on a complete start from scratch which is being tested on a vanilla version at this moment in time.
This will take some time though as I want everything to be double checked and tweaked according so the gameplay and eyecandy is not lost.
I used RUB model as I was going to play it through the campaign. I now want to create a all inclusive pack that has been tested by me. Something is just a miss at the moment and I want to slowly track what each of the changes has affected.
This includes air power, deck gun, shells, bombs dc hedgehogs etc etc.
I may even start to look at the new radar and sonar settings.
Whilst trying to remain as realistic as possible, I am not prepared to venture too deeply into the realistic world as far as damage is concerned especially when it can spoil some long awaited eye candy or a decent buzz in the game.
In the meantime you may want to search for previous Hollywood mods that have catered for vanilla games however there is one thing for certain.
DO NOT USE SH3 default DC settings as they are too powerfull and long ranged. I would go for the 15 mtr DC and I am even considering downing this to 10 for myself.
Look for the Hollywood collection mods and read the readme's for each version.
BigDuke66
11-16-05, 08:36 PM
Is this version for Rub 1.45?
gouldjg
11-17-05, 02:21 AM
Hopefully for all
BigDuke66
11-26-05, 10:22 PM
@gouldjg
I just compared your zones.cfg with the version that comes with the Air Power Mod and now I have some questions hope you don't mind if I bombard you with them.
1. Many hitpoint values for Mearchants, Escorts etc are higher. Why? I thought your mod only concentrate on subs.
2. Many values for armor level have dropped and many values for hitpoints have raised.
Do I see it right that this means easier damaged to that object but overall it can take more damage?
3. I saw values for [BowTorpedoTubes] but all 6 entrys had different hitpoint values. Why? TorpedoTubes is TorpedoTubes or not? Almost same with [SternTorpedoTubes].
4. Ever thought about adding more destructible equipment?
Periscope, batterys, even engines could be damaged in a way that they won't work anymore.
There were many occasions where a sub had to return to port because his attack periscope or the engines where damaged and useless.
BigDuke66 wrote:
Periscope, batterys, even engines could be damaged in a way that they won't work anymore. There were many occasions where a sub had to return to port because his attack periscope or the engines where damaged and useless.
This would be a very nice feature to have in the sim. To really simulate permanently damaged/destroyed equipment that can't be fixed by the crew. It is quite silly that ex. if your periscope(s) lenses are broken and the whole thing is bend. THen, only after some short time everything is working like they were brand new. You
don't have to care about been attacked cos you know that
if you survive from it, you can continue your patrol like nothing had happened. Exept the damage to your pressure hull, wich is seriuous of course, but nothing else.
Even tho I play DID, it would force me to be a lot more carefull in patrols and plan more carefully what to do because THEN those men would really be dependent on
their boat. What a shame it would be to abort patrol because of destroyed equipment and lot's of eels left. If I remember correctly, someone wrote that he had tweaked the equipment hit points to be more fragile. Need to find that one and perhaps try the same.
One other thing would be random brakedown's for equipment (and men), but that's another story. And since there is a fuel for the boat, why shouldn't there be a "Food cauge" for the crew. Example: Typ VII = max 8
weeks and Typ IX = 12 weeks etc. Small detail again but would be really nice to have... wish list is endless, heh.
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