View Full Version : Taking requests for the final SH3 Commander
JScones
12-06-05, 03:55 AM
With all the fun that a promotion at work and transfer interstate brings, the next release of SH3 Commander will most likely be the last for some time, if not ever (apart from any periodical minor fixes).
So, I am making one last call for suggestions for either new features or modifications to existing features.
Only suitable suggestions that are simple to code will be included, but make them anyway. One thing that will *not* be in the final release is the ability to continue careers with new Commanders - replicating the U-boat with all the acquired extra bits and pieces has proven just too time consuming.
For info, here's what's included so far:
- When starting a new career a U-boat can now be selected from any U-boat type and variant available to the selected Flotilla up to the selected career start date
- Added ability to set U-boat number when starting a new career
- Selected Flotilla and U-boat type no longer reset when year or month is changed
- Adjustments to allow selection of U-boat emblem at start of career - by Rubini.
- Fix which forces correct Mediterranean water textures when playing career in 29 Flotilla - concept by marhkimov.
Beery and I are still considering including a modified crew transfer feature (based on a model developed by Bladeheart) and an expanded patrol log (our own creation).
Anyway, if you have a suggestion, make it now...
Congratulations on your promotion! Thankyou for all you have done for this community and, when things settle down, do come back to us.
gouldjg
12-06-05, 04:21 AM
Hi JScones
First of all, Thanks for all work done :up:
Now the request,
If this was to be one of the last commanders would it be possible to set up the following
1. I want to create yearly sensors_dat and sim.cfg pack that is selectable in sh3 commander.
Is there anyway you could have a option inserted where the player can pick which year folder sensor_Dat and sim cfg to use.
Lets say 1939, 1940, 1941, etc etc.
Lets say you create 6 folders to represent the years that can be filled with libary infos that you want changed for that year,
As we mod whats best settings for each year, we can copy into these folders and select through Sh3 commander instead of having to do seperate file moving each time we hit new year.
This also helps with DC power changes,
Sonar arcs,
And in many ways will help control the ai a little better as we can exploit the settings that are best for that time period.
I hope you follow my drift and that this is something that will become very usefull in the future with all the new developments that have been made.
I know eventually we will probably have different libary packs for each year, I will anyway.
Maybe others agree
Either way, if SH3 commander had this option to select different libary packs it will become a great tool for all future sensor work and game settings.
Thanks
Marhkimov
12-06-05, 04:35 AM
We already have out-going crew transfers. How about incoming transfers?
I suppose that shouldn't be too hard to code. And if it is, you're exactly the man to do it! ;)
JScones
12-06-05, 04:35 AM
Congratulations on your promotion! Thankyou for all you have done for this community and, when things settle down, do come back to us.
Thanks. I still intend to lurk the forums and provide whatever support I can - at least until the removalists take my computer away!
Hopefully I'll have some more "commitment" time around April next year. :D
JScones
12-06-05, 04:56 AM
If this was to be one of the last commanders would it be possible to set up the following
1. I want to create yearly sensors_dat and sim.cfg pack that is selectable in sh3 commander.
Is there anyway you could have a option inserted where the player can pick which year folder sensor_Dat and sim cfg to use.
Lets say 1939, 1940, 1941, etc etc.
Lets say you create 6 folders to represent the years that can be filled with libary infos that you want changed for that year,
As we mod whats best settings for each year, we can copy into these folders and select through Sh3 commander instead of having to do seperate file moving each time we hit new year.
This also helps with DC power changes,
Sonar arcs,
And in many ways will help control the ai a little better as we can exploit the settings that are best for that time period.
I hope you follow my drift and that this is something that will become very usefull in the future with all the new developments that have been made.
I know eventually we will probably have different libary packs for each year, I will anyway.
Maybe others agree
Either way, if SH3 commander had this option to select different libary packs it will become a great tool for all future sensor work and game settings.
This should already be achievable. Create a folder under "Date" called 19390901 and plonk your 1939 related files in it, then plonk your 1940 files into a folder titled 19400101, your 1941 files into a folder titled 19410101 and so on. You can plonk as many files in each folder as you like (preserving SH3 folder structure of course). The appropriate files will be automatically copied into SH3 based on the next patrol start date (or career start date if starting a new career).
Of course, if you have 2 modified files in the 19390901 folder, you should have the same 2 files (albeit same in name but different in content) in the 19400101 folder, and so on. But it sounds like this would be the case here anyway.
Also, if you want to add a slight element of "randomness" to each file (ie have a few slight variations for each year), add the date folders into each of the five "Random" sub-folders.
We already have out-going crew transfers. How about incoming transfers?
I suppose that shouldn't be too hard to code. And if it is, you're exactly the man to do it! ;)
Umm. Yeah, I suppose this could be done. It's not as easy as transfering out though - transfering out simply means writing a -1 to the crewman's NrComp entry, transferring in, however, will require randomisation of all possible crewman details (name, rank, voice, image, quals, medals, morale, fatigue etc etc).
coronas
12-06-05, 07:19 AM
Thaks for your work; SH3 Commander made the game so better.Could be some crew with experience when I begin a new career? (transfers from another boat). Good Luck!
Deimos01
12-06-05, 05:24 PM
You done a bang job around here man. Glad for you promotion but sorry to see you go. We'll miss your work.
My suggestion. You already have where you can adjust water density. Any way to do the something similar for the sky. That way those of us that have dark monitors can lighten the night sky without having to screw with our monitor settings.
Dont know if thats doable or not, me being a complete modding idiot and all.
Cheers mate :up:
Congradulations on your promotion! Thanks for your work and your generosity in sharing it and helping people when they had any problems with it. The things you have listed will be great...I really have wanted to have the ability to select the uboat type and number before the first patrol. Is there any way to also be able to alter the patrol grid for the first patrol? The ability to do that with the second patrol on has made it possible to select histoically accurate assignments where they sometimes don't exist in SH3. The other thing is the expanded log you mention...that's something I hope you're able to include. Either the ability to add entries of our own or even just more entries by the game itself would be a big improvement. Thanks again for adding so much enjoyment to this game.
chris911
12-06-05, 08:36 PM
Nice job so far. :up: :up:
Maybe a nice feature would be a tool that Helps the skinners to have multiple paletts of skins for each ship in serveral years which could also have a libary of skinns where we could add new ones and set starting dates and ending dates for those tgas.
Cheers chris
Would this so called expanded patrol log be anything like one where we can write in our own comments?
The Avon Lady
12-07-05, 01:42 AM
Would this so called expanded patrol log be anything like one where we can write in our own comments?
Yes, just what I wanted. KTB entries. And when displayed, they show up on KTB-like pages, with the appropriate letterhead and columns.
And congrats on the promotion, Mr. J! :up:
Marhkimov
12-07-05, 01:52 AM
- Fix which forces correct Mediterranean water textures when playing career in 29 Flotilla...
Does that mean I won't have to put an extra set of Environment files in the flotilla folder?
It'd be nice if SH3Cmdr automatically "swapped" the files med and atl files.
gdogghenrikson
12-07-05, 02:23 AM
- Selected Flotilla and U-boat type no longer reset when year or month is changed :up: :yep:
JScones
12-07-05, 04:20 AM
Thanks everyone for your kind words. :yep:
- Fix which forces correct Mediterranean water textures when playing career in 29 Flotilla...
Does that mean I won't have to put an extra set of Environment files in the flotilla folder?
It'd be nice if SH3Cmdr automatically "swapped" the files med and atl files.
We've implemented your method - ie adding the files to the 29th Flotilla folder. It will come standard so you won't need to add any more files.
Of course, what we can't do is change the env files mid-patrol if you sail through Gibraltar. That's an SH3 limitation.
Would this so called expanded patrol log be anything like one where we can write in our own comments?
Yes, just what I wanted. KTB entries. And when displayed, they show up on KTB-like pages, with the appropriate letterhead and columns.
You've seen the latest SH3Cmdr HTML Patrol Logs? They were modelled on actual KTBs. They'd be tinkered with to be even more accurate with weather reports and such being added to the second column.
Would this so called expanded patrol log be anything like one where we can write in our own comments?
Maybe. At the least you'll be able to edit it.
Maybe a nice feature would be a tool that Helps the skinners to have multiple paletts of skins for each ship in serveral years which could also have a libary of skinns where we could add new ones and set starting dates and ending dates for those tgas.
Can't this be done in the same fashion as my response to gouldjg's changes above? SH3 Commander includes the Merchant Variety Pack which I *think* is similar to what you are getting at here. Having different ship/u-boat skins for certain date periods is currently doable.
Is there any way to also be able to alter the patrol grid for the first patrol?
My suggestion. You already have where you can adjust water density. Any way to do the something similar for the sky. That way those of us that have dark monitors can lighten the night sky without having to screw with our monitor settings.
Could be some crew with experience when I begin a new career?
I'll consider these.
The Avon Lady
12-07-05, 04:54 AM
Would this so called expanded patrol log be anything like one where we can write in our own comments?
Yes, just what I wanted. KTB entries. And when displayed, they show up on KTB-like pages, with the appropriate letterhead and columns.
You've seen the latest SH3Cmdr HTML Patrol Logs? They were modelled on actual KTBs. They'd be tinkered with to be even more accurate with weather reports and such being added to the second column.
Of course I've seen them! :rock:
I meant, giving them a more real-life look. Example here (http://www.uboatarchive.net/BDUKTBFormat.htm).
I was also refering to the ability to manually input entries into them, as P_Funk suggested.
JScones,
Thanks again for all your work for this community. Thanks also to you Beery!
A suggestion/correction for gramophone folder randomization: I notice that the Radio.wav file is also added with a number before enter in the random processes. The problem is that when a new Radio.wav file will be added for SH3Cmdr it is not automatically replace because it now have a number. I suggest that you implement a small routine to effectively replace the Radio.wav file. Hopes that you understand my bad english! ;)
Rubini.
I would like to see more stats in your career profile.
Maybe if possible you could add the total number of each ship type sunk, eg, 37 C2's, 2 Liners, 5 trawlers etc. I doubt its possible, but if you can... :hmm:
And just other stats, maybe total torps fired, total hits, longest time being chased by escorts.
I'm not sure if any of that is possible though :-?
I'm sure what ever you do it will be great as per usual :up:
<edit> May I ask which state you're moving to? I'm up in sunny (and too hot) Queensland.
JScones
12-08-05, 02:05 AM
I meant, giving them a more real-life look. Example here (http://www.uboatarchive.net/BDUKTBFormat.htm).
You want the handwritten cross-outs and insertions too??? Gee, some people are never satisfied. :roll:
LOL.
I'm surprised by the comment that the format changed in 1941 - I have been using examples of 1943 KTB's which follow the same format as the first example on the page, albeit with Antiqua font instead of Fraktur font used on the stationery (as per Hitler's 3 Jan 1941 edict).
JScones
12-08-05, 02:23 AM
A suggestion/correction for gramophone folder randomization: I notice that the Radio.wav file is also added with a number before enter in the random processes. The problem is that when a new Radio.wav file will be added for SH3Cmdr it is not automatically replace because it now have a number. I suggest that you implement a small routine to effectively replace the Radio.wav file. Hopes that you understand my bad english! ;)
Yeah, that's a fair point. I will look into this one.
I would like to see more stats in your career profile. Maybe if possible you could add the total number of each ship type sunk, eg, 37 C2's, 2 Liners, 5 trawlers etc. I doubt its possible, but if you can... :hmm:
And just other stats, maybe total torps fired, total hits, longest time being chased by escorts.
I'm not sure if any of that is possible though :-?
I can only report on what SH3 records - and unfortunately it doesn't record this level of information. Counting sinkings by ship class *is* possible, but painful as each log file would need to be iterated, with each sunken ship type mapped back to the appropriate lookup file (ie EnglishNames.cfg) and then tallied.
<edit> May I ask which state you're moving to? I'm up in sunny (and too hot) Queensland.
Canberra. It's closer to to my "original home" of Newcastle (although I was born in Brissy), so I'm not complaining. :)
Marhkimov
12-08-05, 03:03 AM
Hi Jaeson!
CB and Col7777 made me realize something about the Med color fix. There might be an easier way...
When in the 29th flotilla, SH3 Commander could swap data\Env\Env.cfg with this altered version:
[Environment]
SeaTypeImageDimX=4320
SeaTypeImageDimY=2160
LandIDX=255
DefaultSeaType=0
SeaTypesNo=1
[SeaInfo01]
StartDate=0101
EndDate=1231
SeaInfName=SeaInf.raw
Compressed=NO
[EnvColors]
;SeaType00=EnvColors_Atl.dat <== original line
SeaType00=EnvColors_Med.dat <== new line
SeaType80=EnvColors_Med.dat
SeaType150=EnvColors_Arct.dat
[SkyColors]
;SeaType00=SkyColors_Atl.dat <== original line
SeaType00=SkyColors_Med.dat <== new line
SeaType80=SkyColors_Med.dat
SeaType150=SkyColors_Arct.dat
Or better yet... How about letting people choose what they would like to sail in? They could choose between Arctic, Atlantic, or Med waters. They could even choose a different sky if they wanted to. For example, if someone wanted Arctic water but Med skies:
[EnvColors]
SeaType00=EnvColors_Arct.dat
SeaType80=EnvColors_Arct.dat
SeaType150=EnvColors_Arct.dat
[SkyColors]
SeaType00=SkyColors_Med.dat
SeaType80=SkyColors_Med.dat
SeaType150=SkyColors_Med.dat
I think that'd be awesome.
Though there should be a disclaimer: using different sets of sky and water may not look very good. Atlantic sky should stick with atlantic water, etc etc..
Phylacista
12-08-05, 03:50 AM
1st a congrats and a "Thank you" for all your work.
Here's one suggestion:
When you are dead you can change your carreer also to surrendered or captured. How about making this random and adding a chance being picked up by friendly vessel.
This could be done by changing crew and boat and increasing time in harbour after you "died"
However the chance should be tiny perhaps increasing with proximity to german territorries and year of play (but as this is more work perhaps only the year).
It would add a moment of excictement after your Uboat is lost.
Of course this feature can be checked/unchecked as liked - similair to all the bunch of usefull things SH3 commander does.
Thanks for your hard work, congrats on your RL promotion. :up: Hey can't think of anything right now, but whatever you make I'll like it.
Hudsonhawk
12-08-05, 08:43 AM
Yes!!!! Thanks for ALL your Hard Work!!!!! :rock:
Congrats on the Job!...........
My request is.......could you make the 512x compression ...drop down to 1 every 8hrs.(or the option to due so) I play with the Crew fatigue ...8hr shifts....but also like to use time compression. :|\ ....... Only have 2 hrs a night ...when wife and kids go to bed......soooo i need to speed things up. :smug:
Jochen Mohr
12-08-05, 08:53 AM
First of all,Thanks for your GREAT Work.
It´s the best Mod for SH3.
What I want to have is to start a Career BEFORE September 1939.
I want to be on Sea,when the War begins,like U47.
Cheers.
Hudsonhawk wrote:
512x compression ...drop down to 1 every 8hrs.(or the option to due so) I play with the Crew fatigue ...8hr shifts....but also like to use time compression.
Indeed, a feature for preset TC stops for the game would be a great help. :D
coronas wrote:
SH3 Commander made the game so better.
AGREED! :up: :yep:
I love your Commander mod for SH3. It brings so much more fun to this game that would not have been there otherwise. Very much appreciated. :rock:
My suggestions and wishes:
1. Officer (crew) face icon selector. Just a small thumbnail viewer displaying what face (there are 32 or something in total) the officer/crewman has assigned, and a slider to change it to any other. I believe the crew files have a number for each officer in the crew that indicates which graphic is used in the crew manager while in base and at sea.
- The reason behind this is that I have all these friends of mine entered as crew.. :P and it's just too much fun to be able to have their graphics in the game, but lining the right face up with the right name is slow and frustrating. Also, sometimes (frequently) you end up with several officers with the same face. This little feature would make it so easy and smooth to change it.
2. Ability to change 'surrendered' back to 'killed' status.
3. Those lovely random events that can happen while docked to your crew - they are one of my favourite moments. More random additions/events would be fun. Examples: You yourself (commander) in accident/illness - career ended or postponed as a result. Accident during maintenance adding many extra days to the docked time and potentially injuring or killing crew.. Base bombed by allied aircoverage. Perhaps events leading to you and crew, or just you, to be assigned a new boat.
The one thing that would be great for realism is to have 4 lookouts on watch with the Watch officer along with the men called out to man all the guns.
999-Jay-999
12-09-05, 07:20 AM
Thanks for all the hard work in bringing this excellent MOD to us SUB Players.
I can not think of anything specific to include, but to remark that any further skins that have become available since last release of SC could you include in your next release..
Thanks.
JScones
12-09-05, 07:56 AM
My request is.......could you make the 512x compression ...drop down to 1 every 8hrs.(or the option to due so) I play with the Crew fatigue ...8hr shifts....but also like to use time compression. :|\ ....... Only have 2 hrs a night ...when wife and kids go to bed......soooo i need to speed things up. :smug:
I think SH3 will only allow constant TC settings. However, if someone knows a way around this, pls let me know.
What I want to have is to start a Career BEFORE September 1939.
I want to be on Sea,when the War begins,like U47.
This is possible, but SH3 always starts careers on the first of the month (apparently hard coded), so if we included Aug 1939, you'd be at sea on 1 August. What you would do for 30+ days is the problem, especially if in a little IIA!
1. Officer (crew) face icon selector. Just a small thumbnail viewer displaying what face (there are 32 or something in total) the officer/crewman has assigned, and a slider to change it to any other. I believe the crew files have a number for each officer in the crew that indicates which graphic is used in the crew manager while in base and at sea.
This has been on my "to do" list for about the last four releases. Problem is, targa image format is not natively supported by my programming language, and I haven't been able to find a component that is a) free and b) small footprint, that can. Whenever I can achieve this, it will be part of a release, even if by itself!
2. Ability to change 'surrendered' back to 'killed' status.
You can achieve this manually - open SH3Cmdr.ini and at the end of the relevant Commander's name under the "CAREER DETAILS" block, change the 1 to a 0.
3. Those lovely random events that can happen while docked to your crew - they are one of my favourite moments. More random additions/events would be fun. Examples: You yourself (commander) in accident/illness - career ended or postponed as a result. Accident during maintenance adding many extra days to the docked time and potentially injuring or killing crew.. Base bombed by allied aircoverage. Perhaps events leading to you and crew, or just you, to be assigned a new boat.
These are all great ideas. But this is one of those balance things. Personally, I'd like to simulate base bombings, particularly as the war progresses, but some players may not like losing half of their crew in one hit.
Players may also not like being taken out of the game any more frequently than that provided by the current realistic career length option. Although, I could randomise the retirement reasons a bit - same probabililty of retirement, just different reasons for it. Would be a bit of work though as it's recorded in the Personnel Files and so will need text and other flags set. I'll have a play, but won't promise anything.
I'd also like to introduce an element of sabotage/poor repair work resulting in breakdowns at sea requiring an earlier than anticipated return to base, although I don't know if this is possible. I'm sure that I could simulate this by reducing the hull integrity value, but how realistic would that be? Surely, as equipment can be damaged at sea, we should be able to set it to damaged before going to sea? Anyone got any answers?
Anyway, I'm open to what you guys want.
I can not think of anything specific to include, but to remark that any further skins that have become available since last release of SC could you include in your next release.
Would love to, but I'm not across what is now out there that's new (I haven't been keeping up as much lately). I'm open to suggestions...
This has been on my "to do" list for about the last four releases. Problem is, targa image format is not natively supported by my programming language, and I haven't been able to find a component that is a) free and b) small footprint, that can. Whenever I can achieve this, it will be part of a release, even if by itself!
- What about:
1. having SH3 commander converting all the main icons into BMP or something else for the sake of previewing which is what in the program? Caching it somewhere for itself. Technically, everything should work just fine. The only thing that the program changes anyway is the number in the crew file that goes with each name. I.e. it will all be accurate and work exactly as I said. It can generate the converted image files either at each startup (slow?) or add a button to refresh it after checking. Personally, a button might be better, as the person might change something on the fly whilst in SH3 commander.
2. The easy way - simply build in a JPG viewer or whatever, and ship default 'faces' for the crew with SH3 commander. If people want to mess with the faces, they'll have one additional file to save over (the jpg version SH3-C uses. Still easy, and stuff still works).
2. Ability to change 'surrendered' back to 'killed' status.
You can achieve this manually - open SH3Cmdr.ini and at the end of the relevant Commander's name under the "CAREER DETAILS" block, change the 1 to a 0.
- Oh yes, that worked too. :) Maybe it would be a practical ability to have in the interface though?
..I'd like to simulate base bombings, particularly as the war progresses, but some players may not like losing half of their crew in one hit.
Players may also not like being taken out of the game any more frequently than that provided by the current realistic career length option.
- "Simulate full base events?"-option :) Thus, it is optional. While on the topic, forced transfer due to base bombings, forced to wait a hell of a lot longer due to new repairs having to be made.
I'd also like to introduce an element of sabotage/poor repair work resulting in breakdowns at sea requiring an earlier than anticipated return to base, although I don't know if this is possible. I'm sure that I could simulate this by reducing the hull integrity value, but how realistic would that be? Surely, as equipment can be damaged at sea, we should be able to set it to damaged before going to sea? Anyone got any answers?
- I don't think anything could promt an earlier return except the hull being damaged to begin with (as then, smaller damages makes the necessity to return greater as you had less to start out with). This is displayed in logs, though.
More ideas:
4. While not so specific - when docking in another base than home should be a perfect time to use the SH3-C for something. For example, Sh3-C could change the "Patrol grid: null" to something else. The game lists it as a patrol, maybe SH3-C could either tell people to return to base, give actual new orders, and/or edit the files so that this thing does not in fact appear as a new patrol, simply an extention of the old (resupply).
5. Ability to set a new career up automatically right after the other one ended. I'm sure many people like me play 'serial commanders', meaning that if they die or whichever, they just set the same year and month up and start a new career, to 'continue the war'. Then seeing how many they went through, etc. Maybe it could be done to the exact date, not just same month as when done manually? --- nevermind, just noticed it's hardcoded.
6. Ability to make 'notes' for patrol logs and the personell file. Just a little popup window where you type in whatever notes you want where SH3-C wants to let you. Makes it more fun and memorable to read patrol logs and personell file.
7. Ability to 'import' the names and correct graphics for a crew. Imagine making a template of your 'personalized' crew (friends names, das boot names, whatever), and having SH3 read and impose this over whatever the current crew is like. Just names + graphics would probably do fine. Reason - I play with my custom crews all the time (just names + graphics) and it's quite the choooore to rename them ALL by hand after each death.
8. - ability to apply 'changes' to installation (such as new names/faces when editing crew) without the randimization elements?
The suggestion on allowing a start in August 1939 is an interesting one I think - I'd like to see it as a possible option, though it's a small thing.
Is it possible to include some measure of upgrade management? It would be nice to be able to select the starting configuration of a boat. It would also be nice to have the ability to remove some items that can't be removed once you get them in the game: e.g. Radar, Engine upgrades, DECK GUN.
JScones
12-09-05, 09:25 PM
A suggestion/correction for gramophone folder randomization: I notice that the Radio.wav file is also added with a number before enter in the random processes. The problem is that when a new Radio.wav file will be added for SH3Cmdr it is not automatically replace because it now have a number. I suggest that you implement a small routine to effectively replace the Radio.wav file. Hopes that you understand my bad english! ;)
I've just added this as I thought it important to do so, so it's in the next release.
What SH3Cmdr will do is record the "pre" randomised file name and the "post" randomised name in a text file. On rollback, the names will be swapped back again, so any user or SH3Cmdr added gramophone files (like Radio.wav) will be correctly removed.
Venatore
12-09-05, 11:12 PM
If you've played IL2 AEP/PF/FB, there is a utlility called IL2 STAB 5.2, in this utility there is a fighter pilot diary with pilot photo this is where you can add entries after your combat flight. Maybe you could do something similar to this utility.
Venatore :smug:
It would be nice to see those convoys and single ships (and task forces too)do bigger scale zig zag all the time, not just after they've been attacked. I dont know what kind of the pattern was in RL, maybe 20 minutes per turn? So a ship traveling 8 knots would do about 5000m run and turn again....IT is too easy to approach for attack when they don't do anything but go straight. More challenge for the overhaul, plotting and attack run :|\ Well, I don't know if this wish has nothing to do with shcommander but it would be more fun that way.
coronas
12-12-05, 07:20 PM
Here's one suggestion:
When you are dead you can change your carreer also to surrendered or captured. How about making this random and adding a chance being picked up by friendly vessel.
.
A feature like this was in SH1. A newspaper give the notice: US sub lost at sea. Crew lost, surrended or rescue. Can be randomized in SH3?
Hi, due to phone line problems (can't read total thread) I hope this request hasn't been repeated:
Is it possable to randomize the gramaphone before starting a new patrol? Would be a nice feature. :up:
gallycadet
12-12-05, 11:20 PM
Make it optional for changing u-boat avalibilitys. I found out the hard way that file was edited when I noticed some subs weren't showing up for 1st flotilla....
gdogghenrikson
12-13-05, 01:45 AM
had an idea earlier today but I forgot what it was :down: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn:
JScones
12-13-05, 02:08 AM
Is it possable to randomize the gramaphone before starting a new patrol? Would be a nice feature. :up:
Download release 2.3 and under options, select "Randomise gramophone tracks".
JScones
12-13-05, 02:09 AM
Make it optional for changing u-boat avalibilitys. I found out the hard way that file was edited when I noticed some subs weren't showing up for 1st flotilla....
It is optional - the SH3Cmdr Help.html file explains how to modify SH3Cmdr's "U-boat availability.cfg" file to your taste. Alternatively, look at the last FAQ in Problems with SH3 Commander? Check here first! (http://www.subsim.com/phpBB/viewtopic.php?t=45430)
Sheppard
12-13-05, 10:32 PM
I would like more of SHCommander's features to be user selectable on/off; because I have my own personal tonnage/renown setup, and whenever I launch SH3 through SHCommander, it screws up my setup; could the tonnage randomizing be capable of being turned off?
Marhkimov
12-13-05, 10:46 PM
I would like more of SHCommander's features to be user selectable on/off; because I have my own personal tonnage/renown setup, and whenever I launch SH3 through SHCommander, it screws up my setup; could the tonnage randomizing be capable of being turned off?
I think all you have to do is delete the tonnage file.
Just delete this file: "SH3 Commander\Cfg\Ship displacements.cfg"
Most excellent Jaeson, have been using 2.1.
Many Thanks. :up:
JScones
12-14-05, 07:05 AM
I would like more of SHCommander's features to be user selectable on/off; because I have my own personal tonnage/renown setup, and whenever I launch SH3 through SHCommander, it screws up my setup; could the tonnage randomizing be capable of being turned off?
I think all you have to do is delete the tonnage file.
Just delete this file: "SH3 Commander\Cfg\Ship displacements.cfg"
Correct. Essentially everything that SH3Cmdr does is user configurable. Open up any file in the \SH3 Commander\Cfg folder and read the information in the header which will explain how to adjust or remove features that SH3Cmdr includes. If all these features were to be included as options, the SH3Cmdr interface would become quite cluttered!
HEMISENT
12-14-05, 07:18 AM
I think I'd like Timetraveller's crush depth mod included as one of the options. Similiar to the fatigue option. Ability to set custom depth, random depth, etc.
to add to an earlier post, I like the idea of in-mission sabotage(late war period)/damaged components requiring repair or even return to base but don't know if its even possible with the game.
Once again, thanks for all you've done for the community. :up:
docvego
12-14-05, 03:20 PM
I'd like to second the vote for having an easy way to rename the crew. It helps add some attachment to them.
Also, awesome work so far on SHCommander. :up:
No aussie reply to my brilliant (oh narcissist Mikko) ideas? :P
I have another idea: see this historical article, in english: http://www.calvin.edu/academic/cas/gpa/goeb20.htm
Now, see this website http://www.calvin.edu/academic/cas/gpa/goebmain.htm
The german propaganda archive. All kinds of lead articles from Goebbles etc from WW2, through the entire thing, with proper datestamps.
Would it be possible to sneak in either the articles themselves as clickable/readable in SH3 commander in between missions (very interesting along the war) or at least links to the website to the appropriate article?
There's so much of them one could basically read an editorial after each patrol.
Marhkimov
12-15-05, 01:56 PM
I dunno... Do we want to play SH3, or do we want to get converted into German Gestapo?? :hmm:
I prefer the former...
I don't know about you, but I wouldn't get converted. lol. it's historical, I find it to be interesting. It would only be a little link to click which would open the 'latest' editorials, which is what the real crews would get to read in their real newspapers back in the day.
It's no different from the grammophone speech mod, only more relaxed, and I think, interesting.
JScones
12-24-05, 04:30 AM
Just an FYI. Due to other priorities it's taking longer than planned to get all changes into SH3Cmdr, so Beery and I have decided to release a version 2.4 in the next week or so. Release 2.5, the final release, will be available around April/May next year.
Changes in release 2.4:
- Added new career action - "Go to Nightclub..." and slightly renamed other existing actions
- Added ability to remove the deck gun from your U-boat
- When starting a new career a U-boat can now be selected from any U-boat type and variant available to the selected Flotilla up to the selected career start date
- Added ability to set U-boat number when starting a new career
- Selected Flotilla and U-boat type no longer reset when year or month is changed
- Now rolls back changes made by the "Randomise gramophone tracks" option
- Now saves Personnel Files to user's "My Documents" folder
- Added ability to import user defined crew configurations for using with new careers and missions
- Added ability to modify the renown awarded in "Ship displacements.cfg"
- New wave height - "Seasonal" added
- Minor interface tweaks and code improvements
- Adjustments to allow selection of U-boat emblem at start of career - by Rubini.
- Fix which forces correct Mediterranean water textures when playing career in 29 Flotilla - concept by marhkimov.
Screenshot
http://members.iinet.net.au/~jscones@iinet.net.au/software/screenshots/SH3Cmdr_r24.gif
Scheduled for release 2.5 is:
- Crush depth mod
- "Simulate full base events" option - bombings, sabotage. ie lose more crew in one go, perhaps even sub
- Adjusted crew experience for new crew
- Ability to continue career with new commander
- Modified crew transfer algorithm (based on concept by Bladeheart)
- Expanded Patrol log
- Ability to adjust officer's faces, uniforms and voices
- Further ship names (Sailor Steve)
- Ability to set patrol grid for first patrol of new career
- Ability to start new careers in August 1939. Note that for SH3Cmdr to start a career in August 1939 someone will need to create a mod making all appropriate changes to Basic.cfg and Flotilla.cfg. WIthout these changes, starting a career earlier than September 1939 is not possible as there are no Flotillas or U-boats available in SH3!
JScones
12-24-05, 05:28 AM
Oh, for accessibility purposes I am also thinking of saving created Personnel Files to the user's "My Documents" folder (ie C:\Documents and Settings\...\My Documents\Personnel Files\Erich Topp\). What do people think of this idea?
gdogghenrikson
12-24-05, 05:34 AM
Oh, for accessibility purposes I am also thinking of saving created Personnel Files to the user's "My Documents" folder (ie C:\Documents and Settings\...\My Documents\Personnel Files\Erich Topp\). What do people think of this idea?
sounds like a cool idea
Pkunzipper
12-24-05, 06:09 AM
When I commander retires I'd like to continue the war with the same boat and crew, promoting the 2nd officer to commander. I heard you were working on this or at least considering it..
I think this would be an excellent improvement that many community member will like!
Can you implement it in 2.5?
JScones
12-24-05, 07:03 AM
Sorry. As I wrote in the first post..."One thing that will *not* be in the final release is the ability to continue careers with new Commanders - replicating the U-boat with all the acquired extra bits and pieces has proven just too time consuming."
As useful as such a feature would be, I'm afraid I just don't have the time to undertake that much file fiddling. :( Frustrating, because I had a model working where everything *but* accumlated upgrades were picked up in the "continued" career (it's really a new career but with initial defaults equal to those of the retired career). However, if someone was to volunteer to map the upgrades back to the source Basic.cfg and/or Flotilla.cfg files so that they form part of the U-boat at the start of a new career, I may reconsider (I don't mean the labels in _menu.txt, that's easy! ;)).
Pkunzipper
12-24-05, 11:18 AM
Sorry. As I wrote in the first post..."One thing that will *not* be in the final release is the ability to continue careers with new Commanders - replicating the U-boat with all the acquired extra bits and pieces has proven just too time consuming."Sorry, I missed that part... :88)
As useful as such a feature would be, I'm afraid I just don't have the time to undertake that much file fiddling. :( Frustrating, because I had a model working where everything *but* accumlated upgrades were picked up in the "continued" career (it's really a new career but with initial defaults equal to those of the retired career). However, if someone was to volunteer to map the upgrades back to the source Basic.cfg and/or Flotilla.cfg files so that they form part of the U-boat at the start of a new career, I may reconsider (I don't mean the labels in _menu.txt, that's easy! ;)).I'm a programmer, if you tell me the programming language you used for SH3Commander, and describe a little more what I have to do (I never had the time for looking on how SH3 files work), I can try to do a function you can add in the main code... :hmm:
Sounds like 2.4 will be a nice step forward and 2.5 is going to be great. Thanks for the update...I'm looking forward to both!
Camaero
12-24-05, 06:16 PM
Looking forward to them both!
Speaking of promotions how about more promotions and more rank SH3 missed alot of rank
congrats
JScones
12-24-05, 11:30 PM
I'm a programmer, if you tell me the programming language you used for SH3Commander, and describe a little more what I have to do (I never had the time for looking on how SH3 files work), I can try to do a function you can add in the main code... :hmm:
Hehe. I'm happy to programme it - the code will really be not much more than cutting and pasting current code and modifying. It's mapping the Careers.cfg upgrade entries back to the source SH3 files so that I can set them as "default" via code is what I'm seeking assistance on. In other words, I'm after the functional specs and business rules.
JScones
12-24-05, 11:44 PM
Speaking of promotions how about more promotions and more rank SH3 missed alot of rank
SH3 Commander excludes the two NCOs without Portepee (Unteroffiziere ohne Portepee) ranks and Oberbootsmann. There's no way to add more ranks to SH3 - the only option is to change the text labels for the current ranks (then, you'd have the change the images as well and three ranks would still need to be dropped).
Both RUb and SH3 Commander correct the rank labels for English language players using German ranks (the v1.4b patch fixes the German ranks for German players). SH3 Commander includes more accurate player rank labels for US and UK players, but due to the rigid 3-3-3 rank approach of SH3, the comparison against the lowest three rank levels is not quite right. But it's about the best possible.
JScones
12-25-05, 01:26 AM
Oh, for accessibility purposes I am also thinking of saving created Personnel Files to the user's "My Documents" folder (ie C:\Documents and Settings\...\My Documents\Personnel Files\Erich Topp\). What do people think of this idea?
sounds like a cool idea
OK. 1 for the idea is better than none! ;) I've made the change - it's in r2.4. I'd prefer to save what is effectively user created data in an identified user created data area anyway. I was tempted to save them to the SH3 folder, but I don't want to introduce potential "side effects" within the game itself.
JScones
12-25-05, 03:03 AM
I've updated the r2.4 change list - two new features added today.
I'm most grateful for being allowed such amazing improvements all for free. :up:
Looks like you pretty much are implementing every thing I dreamed of. How could I be anything but bloody pleased? My hands thank you too - no more need to rename crews so massively after a death - I have Repetitive strain injury in the hands!
About putting stuff in 'my documents' - I prefer to keep that to personal files, not game saves. Though other games are in there already anyway...
Type941
12-26-05, 04:34 PM
I encourage/ask if you include my skin updates, including the passenger liners. :|\
gdogghenrikson
12-26-05, 07:29 PM
1. how about including setkeys (or something like that, or a light version of setkeys) in the next release
2. Is there any way to let us pick our torpedo loadout using sh3 commander. Like when you start from a base that isnt home base and you cant pick you loadout. maybe sh3 commander can do that before sh3 launches.
JScones
12-26-05, 07:45 PM
About putting stuff in 'my documents' - I prefer to keep that to personal files, not game saves. Though other games are in there already anyway...
Like SH3 hehe. Only Personnel Files will go in there, under the same structure that currently exists under "\SH3 Commander\" (ie "\Personnel Files\<Career Name>". I think they are more accessible to all players there.
I encourage/ask if you include my skin updates, including the passenger liners. :|\
I'll talk to Beery... :yep:
Type941
12-26-05, 07:47 PM
Yes, for instance I plan to make an early war skin releases for the capital ships, some time at some stage... :doh: Damn, so little time. :)
JScones
12-27-05, 11:18 PM
OK. Release 2.4 should be available ~ first week of January. The coding's done, just now finalising new mod inclusions. Curiously, has anyone here created their own "add-ons" for SH3Cmdr? ie, language packs, added fatigue models, historically accurate ship or crew names, file tweaks, etc etc. If so, pls let me know - some may be worthy inclusions or at least "SH3 Commander add-ons"!
gdogghenrikson
12-28-05, 12:41 AM
OK. Release 2.4 should be available ~ first week of January
I can't wait :rock:
JScones
12-28-05, 01:53 AM
It would also be nice to have the ability to remove some items that can't be removed once you get them in the game: e.g. Radar, Engine upgrades, DECK GUN.
Anyone know what values to change in what files to remove say, the deck gun, or radar? What else should be able to be removed?
Marhkimov
12-28-05, 02:04 AM
Here's an example of the Type VIIC in basic.cfg:
[SUBMARINE_AMMO3]; VIIC
Type=1
Version=1
ForeTubes=4
AftTubes=1
ForeResIntern=4
ForeResExtern=1
ForeResExtra=2
AftResIntern=1
AftResExtern=1
ShellSlots=12
NbYears=7
Renown=4
SNK_MASK=NSS_Uboattype7_SNK_mask
Year0=1939 <== you would have to make adjustments to the certain years
ForeTube00=2
ForeTube01=2
ForeTube02=0
ForeTube03=0
ForeResIntern00=2
ForeResIntern01=2
ForeResIntern02=2
ForeResIntern03=2
ForeResExtern00=2
ForeResExtra00=0
ForeResExtra01=0
AftTubes00=2
AftResIntern00=2
AftResExtern00=2
Z01_00=5 ; VIIC/1
M01_00=1 <== deck gun, -1 means no deck gun
A01_00=8
SuperCharger_00=-1
Snorkel_00=-1
Batteries_00=1265
AftBatteries_00=1265
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1 <== self explanitory
RadarWarningReceiver_00=-1 <== self explanitory
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=3000
Marhkimov
12-28-05, 03:00 AM
Ohhhh, you want to remove it from a current boat?? Even simpler... :up:
Open this file: My Documents\SH3\data\cfg\Careers\*Your name*\Careers_0.cfg The career # in the bottom of the file is always the most current one. For instance, look at this one:
[CAREER 004]
CareerNumber=0
Patrols=0
TonnageSunk=0.000000
MerchantTotalTonnage=0.000000
WarshipsTotalTonnage=0.000000
ShipsSunkNb=0
MerchantTotalShipsSunk=0
WarshipsTotalShipsSunk=0
PatrolCraftSunk=0
CorvetteSunk=0
FrigateSunk=0
DestroyerEscortSunk=0
DestroyerSunk=0
MineSweeperSunk=0
LightCruiserSunk=0
HeavyCruiserSunk=0
EscortCarrierSunk=0
AircraftCarrierSunk=0
BattleCruiserSunk=0
BattleShipSunk=0
MineLayingShipSunk=0
AuxiliaryCruiserSunk=0
PlanesDownNb=0
NbFlot=1
PlayerName=Rudolf Berke
PlayerRank=10
StartMonth=0
StartDay=0
StartYear=0
CrtMonth=0
CrtDay=0
CrtYear=0
CrtFlotilla=-1
CrtBase=757
CrtPort=-1
PortName=La Spezia
DeparturePointLong=2065057.000000
DeparturePointLat=4857121.000000
DeparturePointHeading=180.000000
Flotilla0=0
NbPatrolsInFlotilla0=0
StartYearInFlotilla0=0
StartMonthInFlotilla0=0
StartDayInFlotilla0=0
E01=NULL
E02=NULL
OffDead=0
PODead=0
SeamenDead=0
SubType=-1
SubVersion=-1
Z01=4
M01=1 <== make it a -1 to get rid of the deckgun
A01=7
A02=7
S01=-100
S02=-100
S03=-100
SuperChargerUpg=-1
BatteriesUpg=1265
HydrophoneUpg=1270
SonarUpg=-1
RadarUpg=-1
RadarWarningReceiverUpg=-1
Decoy_LauncherUpg=-1
SnorkelUpg=-1
SonarCoatingsUpg=-1
RadarCoatingsUpg=-1
ALB=-1
TAR=-1
ForeTubes=4
AftTubes=1
ForeResIntern=4
ForeResExtern=1
ForeResExtra=2
AftResIntern=1
AftResExtern=1
Renown=-522.000000
Finished=false
WarOver=false
Experience=0.000000
Medal0=-1
Medal1=-1
Medal2=-1
Medal3=-1
Medal4=-1
Medal5=-1
Medal6=-1
Medal7=-1
Medal8=2
Medal9=-1
ForeTube0=2
ForeTube1=2
ForeTube2=0
ForeTube3=0
AftTubes0=2
ForeResIntern0=2
ForeResIntern1=2
ForeResIntern2=2
ForeResIntern3=2
ForeResExtern0=2
ForeResExtra0=0
ForeResExtra1=0
AftResIntern0=2
AftResExtern0=2
AttackPeriscope=0.000000
ObservationPeriscope=0.000000
RadioAntenna=0.000000
RadarAntenna=0.000000
Hydrophone=0.000000
LRRadio=0.000000
Radar=0.000000
MainPump=0.000000
FuelTank=0.000000
StarboardDieselEngine=0.000000
PortDieselEngine=0.000000
StarboardElectricEngine=0.000000
PortElectricEngine=0.000000
Compressor=0.000000
BowTorpedoTubes=0.000000
BowDivePlanes=0.000000
ForwardBatteries=0.000000
AftBatteries=0.000000
SternTorpedoTubes=0.000000
SternDivePlanes=0.000000
RudderFort=0.000000
RudderStarboard=0.000000
PropellerFort=0.000000
PropellerStarboard=0.000000
DeckGun=0.000000
Snorkel=0.000000
FlakGun1=0.000000
FlakGun2=0.000000
FlakGun3=0.000000
ActiveSonar=0.000000
StarboardCreepElectricEngine=0.000000
PortCreepElectricEngine=0.000000
SternTorpedoTubes2=0.000000
SternTorpedoTubes3=0.000000
SternTorpedoTubes4=0.000000
BowTorpedoTubes2=0.000000
BowTorpedoTubes3=0.000000
BowTorpedoTubes4=0.000000
BowTorpedoTubes5=0.000000
BowTorpedoTubes6=0.000000
RadarWarningReceiver=0.000000
Sonar=0.000000
Decoy_Launcher=0.000000
Hydrophones_Receivers=0.000000
JScones
12-28-05, 03:02 AM
OK. One would hence expect that if I set these values to -1 in Careers_0.cfg, they will be gone from the next patrol in the current career. I'll try it. Seems easy enough.
Curiously, in Careers_0.cfg, what do the following keys refer to/mean:
E02=NULL
Z01=3 <conning tower>
M01=1 <deck gun>
A01=8 <flak gun>
A02=-100 <flak gun>
S01=-100 <flak gun>
S02=-100 <flak gun>
S03=-100 <flak gun>
ALB=-1 <alberich - educated guess!>
TAR=-1 <tarnmatte - educated guess!>
<for the below, not so much what the keys mean, but what is the significance of the values? No matter what I set them to, SH3 sets them back to 0>
AttackPeriscope=0.000000
ObservationPeriscope=0.000000
RadioAntenna=0.000000
RadarAntenna=0.000000
Hydrophone=0.000000
LRRadio=0.000000
Radar=0.000000
MainPump=0.000000
FuelTank=0.000000
StarboardDieselEngine=0.000000
PortDieselEngine=0.000000
StarboardElectricEngine=0.000000
PortElectricEngine=0.000000
Compressor=0.000000
BowTorpedoTubes=0.000000
BowDivePlanes=0.000000
ForwardBatteries=0.000000
AftBatteries=0.000000
SternTorpedoTubes=0.000000
SternDivePlanes=0.000000
RudderFort=0.000000
RudderStarboard=0.000000
PropellerFort=0.000000
PropellerStarboard=0.000000
DeckGun=0.000000
Snorkel=0.000000
FlakGun1=0.000000
FlakGun2=0.000000
FlakGun3=0.000000
ActiveSonar=0.000000
StarboardCreepElectricEngine=0.000000
PortCreepElectricEngine=0.000000
SternTorpedoTubes2=0.000000
SternTorpedoTubes3=0.000000
SternTorpedoTubes4=0.000000
BowTorpedoTubes2=0.000000
BowTorpedoTubes3=0.000000
BowTorpedoTubes4=0.000000
BowTorpedoTubes5=0.000000
BowTorpedoTubes6=0.000000
RadarWarningReceiver=0.000000
Sonar=0.000000
Decoy_Launcher=0.000000
Hydrophones_Receivers=0.000000
An answer will allow me to determine whether an idea I have is worth pursuing... More importantly, it may also just put the "continuing career with new commander" feature back on the schedule (I don't know whether to laugh or cry about that)!
EDIT: I see you responded to my now deleted post ;)
gdogghenrikson
12-28-05, 03:36 AM
um...why would you want to remove upgrades...and why would you ever remove the deck gun :hmm:
Marhkimov
12-28-05, 03:38 AM
EDIT: I see you responded to my now deleted post ;)
haha, I shoulda figured that you were smart enough to figure it out... :up:
And I have no idea what what those numbers mean.
JScones
12-28-05, 05:29 AM
And I have no idea what what those numbers mean.
I've filled in some of them.
um...why would you want to remove upgrades...and why would you ever remove the deck gun :hmm:
Because historically Uboats had their deck guns removed around 1943 and onward.And alot of us like to follow suit accurately for realism sake.
This is from Uboat.net
"The end of the deck guns
After the massive anti-submarine build-up by the allies in 1942 and 1943 the deck guns were removed from almost all the boats in 1943 and 1944. A few commanders were allowed to retain them though, esp. the ones who commanded the boats in the Indian Ocean (the Monsun boats). But, in effect, from 1943 the deck gun was for the most boats a thing of the past."
Also a request for an add on to SH3 Commander..
Maybe add Type941's Mega Liner/Transport/Auxillary Cruiser skin pack into the random skins section of SH3 Commander to go with the MVP skins that already exists.Those skins are to georgeous not to have.
JScones
12-28-05, 08:30 AM
@ Type941: Do you have a direct link to your skin packs?
Marhkimov
12-28-05, 08:37 AM
http://rapidshare.de/files/9665356/Type941_s_Mega_LinerTransportAuxillary_cruiser_ski n_pack_v1.0.rar.html
JScones
12-28-05, 09:46 AM
Thx Marhkimov. :up: The Transports "needs Serg mod". What/where's that (be gentle, I'm not a skins person).
Anyway, for those wanting the ability to remove things, below is a list of everything that could possibly be removed. I've added my thoughts, but will be happy to stand corrected. Basically, I'm still in early 1941 so haven't experienced some of the upgrades available! Anyway, from the list below, what are things that you would like to totally remove from your boat that you cannot remove in SH3. If you can remove it in SH3, it's excluded - so keep that in mind (and let me know!). A short reason why would be good too.
Conning Tower (Z01) - can be downgraded within SH3. Wouldn't want to remove it for obvious reasons!!
Deck gun (M01) - definitely!
Flak Gun (A01) - maybe as it's linked to base conning tower type so can't be removed on it's own?
Flak Gun (A02) - linked to conning tower type, so refer to first line
Flak Gun (S01) - linked to conning tower type, so refer to first line
Flak Gun (S02) - linked to conning tower type, so refer to first line
Flak Gun (S03) - linked to conning tower type, so refer to first line
SuperChargerUpg - can be downgraded within SH3. Wouldn't want to remove it for obvious reasons!!
BatteriesUpg - can be downgraded within SH3. Wouldn't want to remove it for obvious reasons!!
HydrophoneUpg - can be downgraded within SH3. Wouldn't want to remove it for obvious reasons!!
SonarUpg - ?
RadarUpg - ?
RadarWarningReceiverUpg - ?
Decoy_LauncherUpg - ?
SnorkelUpg - ?
SonarCoatingsUpg - ?
RadarCoatingsUpg - ?
Alberich (ALB) - can this be removed in SH3?
Tarnmatte (TAR) - can this be removed in SH3?
simsurfer
12-28-05, 03:08 PM
With the new SH Commander will the player be able to pick say a IXC boat in the year 1939??
Gawd I hope so...love that boat :-)
Camaero
12-28-05, 03:14 PM
By removing your deck gun in the game, does it make your boat faster from being streamlined? Or is it just a visual thing?
rulle34
12-28-05, 03:48 PM
There is a discussion going on about wave height in this threadhttp://www.subsim.com/phpBB/viewtopic.php?t=46709, and one option in the new SH 3 Commander could be to have waveheight changed due to season, lets say 1.0 in jun-jul, 1.25 in aug-sept, 1,5 in oct-nov, 2.0 in dec-jan (winterstorms), 1,5 in feb-mar, 1,25 in apr-may etc.
This could simulate weater-conditions during a full year and be an option you could choose.
What do you think?
By removing your deck gun in the game, does it make your boat faster from being streamlined? Or is it just a visual thing?
It seems to be. There doesn't seem to be any drag values related to the equipment :hmm:
Hartmann
12-28-05, 03:59 PM
By removing your deck gun in the game, does it make your boat faster from being streamlined? Or is it just a visual thing?
you can test it yourself.
in the torpedo mission in the academy you command a VII boat without deck gun. i think that runs a 1 knt faster but the difference is too low.
I would like to be able to remove the snorkel for realism purposes. If you start a career in the later part of the war you automatically get one. In reality snorkels were slow in being installed in a lot of boats (as per Iron Coffins)...as late as June 44 there were still type VII boats without them. It would add another dimension to the game during that period.
Thx Marhkimov. :up: The Transports "needs Serg mod". What/where's that (be gentle, I'm not a skins person).
Get them here...called "Additional Merchants version 2"
I know RUB already has them installed.
Sergbutos Mods Homepage (http://web.telia.com/~u18230645/)
JScones
12-28-05, 11:34 PM
There is a discussion going on about wave height in this threadhttp://www.subsim.com/phpBB/viewtopic.php?t=46709, and one option in the new SH 3 Commander could be to have waveheight changed due to season, lets say 1.0 in jun-jul, 1.25 in aug-sept, 1,5 in oct-nov, 2.0 in dec-jan (winterstorms), 1,5 in feb-mar, 1,25 in apr-may etc.
This could simulate weater-conditions during a full year and be an option you could choose.
What do you think?
Something like this would take me about 20 minutes to build - I'd just add a new wave height called "Seasonal" which if selected would pick the height to use based on the start month of the next patrol. Nothing onerous. But before I started, I want confirmation that:
1. it will be used by more than just a few people
2. the rules outlined above are realistic/acceptable (especially to people who understand the weather conditions of the Atlantic/Mediterranean) and are more than just arbitrary. This is important as I don't like adding things just "because I can". I'd like some certainty that such an option would somewhat reflect the real conditions of the sea at those times (as far as SH3 allows anyway). I'm happy for you guys to debate it out...
Sorry, but I have to prioritise what I include now.
I was just reading about the wave height a moment ago and thought it was a great idea.
I have no idea how historicly accurate the wave heights are but a seasonal change sounds good.
Well you've got at least 2 people for it ;)
A torpedo loadout option would be nice to have, I was using Wolfies Tweek Pack before to set up my torps but I think Commander changes them back.
"Keep up the good work" :up:
JScones
12-29-05, 12:19 AM
I was just reading about the wave height a moment ago and thought it was a great idea.
I have no idea how historicly accurate the wave heights are but a seasonal change sounds good.
Well you've got at least 2 people for it ;)
I've no problem adding it - just want to be certain on the values used for the respective months.
A torpedo loadout option would be nice to have, I was using Wolfies Tweek Pack before to set up my torps but I think Commander changes them back.
Not since release 2.2 - Release 2.1 and prior included modified Basic.cfg files which would override any personalised game versions, but these were removed in Release 2.2.
Just remembered the other thing I needed :)
I've noticed that quite often I have way too many people with the same name - four members of the Hansen family in my last boat...
So I added a bunch of names to the relevent file and it gave me much better variety.
That was in V2.1 so I'm not sure if I can still do this... proberly... SH3 is on the other comp so I can't check right now...
Anyway, I was wondering if you (or myself even) could add more names to the list? I added quite a few, but some of them were rediculos..
Maybe we could have a thread for "crew name suggestions" :-j
JScones
12-29-05, 06:26 AM
Just remembered the other thing I needed :)
I've noticed that quite often I have way too many people with the same name - four members of the Hansen family in my last boat...
So I added a bunch of names to the relevent file and it gave me much better variety.
That was in V2.1 so I'm not sure if I can still do this... proberly... SH3 is on the other comp so I can't check right now...
Anyway, I was wondering if you (or myself even) could add more names to the list? I added quite a few, but some of them were rediculos..
Maybe we could have a thread for "crew name suggestions" :-j
Hehe...Thinks of Marhkimov...
Marhkimov did have an exhaustive list, albeit somewhat "unique" ("Bonifaz", "Danny" etc), which I believe he was going away to work on and perhaps have it cleared by someone like Gizzmoe or Nico for 1920's relevance before releasing it as an SH3 Commander add-on...but I haven't heard anything since late October...
Anyway, you can add names to the list yourself by editing any of the three .lst files. Repeat names that are common to increase the likelyhood of selection.
rulle34
12-29-05, 08:03 AM
About crew names, here is a link to a site where you can find all real names of crew of different german subs during WWII
http://www.ubootwaffe.net/crews/crews.cgi
This can be used to cut and paste names manually in crew config or be used for making real crewnames. It even gives you the opportunity to have real crews depending on what number of submarine you have in SH 3 Commander. Guess this will take a lot of work..but its possible and will give new immersion of the game. :yep:
JScones
12-29-05, 08:28 AM
Perhaps someone could simply ask Hubertus Weggelaar or Horst Schmeisser for an e-copy of all the names, seeing as they are obviously in a searchable database already? I couldn't imagine that the names would be "protected".
At least then all that would need doing would be a simple split into first and last name lists.
So, would someone conversant in the German lingo like to volunteer to contact one of them?
BTW I could imagine this site being popular after the next release of SH3 Commander when players get the ability to import their own crew configurations based on real boats if they wanted to!
Schultzy
12-29-05, 03:51 PM
Just adding my vote for the seasonal waves idea. No idea if it's accurate, but i would really like it as an option, if not too much trouble! Cheers! :up:
simsurfer
12-29-05, 04:06 PM
About crew names, here is a link to a site where you can find all real names of crew of different german subs during WWII
http://www.ubootwaffe.net/crews/crews.cgi
What a kick ass web site, holy cow, thanks for that link!!
simsurfer
12-29-05, 04:09 PM
About hte only think I would like to see added would be the ability to do crew transfers while in game, both men getting transfered off and new men/officers comming aboard.
Another option would be to be able to pick your u-boat at the bigging of a career and any u-boat if one wishes, like a IXC boat in '39.
Keep up the great work, love your mod.
Marhkimov
12-29-05, 04:11 PM
Currently I have my own name lists (which are very large), and I have since gotten rid of all of the un-German names (Danny, Bonnifaz, etc.).
But if anyone remembers the last time when I tried to release them, too many people complained about it. "Not realistic enough, whah whah, boo hoo." So I've kinda decided to keep my lists to myself.
The names that I use now are IMO realistic Germanic names, but Beery and a few others said that they should be of Northern Germanic descent, and blah blah this, and blad blah that... Oh gosh, I don't have time to argue with that.
If anyone knows me, they'll know that I like realism, but not to the point where I have to research regional names and such. If anyone wants to know, I used an Etymology database of historical Germanic names, spanning from the beginning of time... So how could anyone call me unrealistic? Dammit, my names are German and IMO that's all that counts.
But I do see the link to historical u-boat crew names... I'll check that out. :hmm:
HEMISENT
12-29-05, 09:03 PM
I would definately use the seasonal wave height option.
Also, TimeTravellers random crush depth tool would be a nice addition
HEMISENT
12-29-05, 09:14 PM
Just a thought and I don't know if this has been discussed earlier. If so then I apologize.
Regarding the realistic crew transfer option which usually removes 1 crew member at a time. Can this be randomized to remove 2, 3 or maybe even 5 or 6 members. If I recall later in the war experienced crewmembers were transferred to newer boats to round out an inexperienced crew.
Would be an interesting twist to have maybe a half dozen experienced men be removed just before the start of a fresh patrol. Anyone have any thoughts on this?
JScones
12-29-05, 09:48 PM
I would definately use the seasonal wave height option.
OK. I've added it in as specced above. That is:
Dec/Jan = x2
Feb/Mar = x1.5
Apr/May = x1.25
Jun/Jul = x1
Aug/Sep = x1.25
Oct/Nov = x1.5
If this is not acceptable to someone that knows the weather patterns of the Atlantic/Med, pls let me know NOW.
Also, TimeTravellers random crush depth tool would be a nice addition
Not wanting to install the tool for unrelated system reasons, can someone let me know the offset value for where the crush depth value is located in each submarine .zon file. Is the offset the same in each file? Is the data value 4 byte single?
I believe the randomisation is -20% to +5%?
Just a thought and I don't know if this has been discussed earlier. If so then I apologize.
Regarding the realistic crew transfer option which usually removes 1 crew member at a time. Can this be randomized to remove 2, 3 or maybe even 5 or 6 members. If I recall later in the war experienced crewmembers were transferred to newer boats to round out an inexperienced crew.
Would be an interesting twist to have maybe a half dozen experienced men be removed just before the start of a fresh patrol. Anyone have any thoughts on this?
Heh :lol: I was just about to make the same suggestion! :up: Loosing several crew members to other boats wouldn't be as unrealistic than it is now, when you keep the same faces all the time.
JScones
12-29-05, 10:08 PM
Just a thought and I don't know if this has been discussed earlier. If so then I apologize.
Regarding the realistic crew transfer option which usually removes 1 crew member at a time. Can this be randomized to remove 2, 3 or maybe even 5 or 6 members. If I recall later in the war experienced crewmembers were transferred to newer boats to round out an inexperienced crew.
Would be an interesting twist to have maybe a half dozen experienced men be removed just before the start of a fresh patrol. Anyone have any thoughts on this?
Mikkow mentioned it a few pages ago. I'm toying with adding an option "Simulate full base events" which if ticked will add randomisation for things such as base bombings (towards the end of the war), sabotage, general crew reshuffles and so on. Means you could not only lose a fair % of your crew in one hit (say in the case of a bombing), but you could also lose your nice boat too.
But there's a bit of work here - not programming, that's easy - but analysis needs to be done against what actually happened in the war to get the right balance of events. No point having your base bombed every 2 patrols and losing half your crew each time if in real life the base was never bombed at all and so on. And such events do need to be tied to the current base - again, some events happened more at Brest than say Bergen. And adding some real historical events in at the appropriate period would also add some immersion. Obviously the frequency of events such as base bombings needs to increase throughout the course of the war, but the rate of increase and so on all need to be defined by someone looking at the real events. That someone isn't me though, I'm afraid...
Marhkimov
12-29-05, 10:30 PM
Maybe you can make it so that base bombings occur, but the frequencies can later be determined by other modders.
For instance, just get it to work in SH3Cmdr, and maybe I'll come by later and tweek the numbers and such.
JScones
12-29-05, 10:41 PM
Maybe you can make it so that base bombings occur, but the frequencies can later be determined by other modders.
For instance, just get it to work in SH3Cmdr, and maybe I'll come by later and tweek the numbers and such.
No - I'm not gonna do half a job. I need the rules for each event (and until some investigation can occur, what are the events we want to include?), even if a guesstimate, before I start building. Put it down to 22 years of programming.
Marhkimov
12-29-05, 10:45 PM
Oh hehe, you're asking me?
I was hoping you would say yes. lol :rotfl: I'm really not the one to go and investigate for realistic numbers. Maybe someone else wants to dig for bombing frequencies?
I would definately use the seasonal wave height option.
OK. I've added it in as specced above. That is:
Dec/Jan = x2
Feb/Mar = x1.5
Apr/May = x1.25
Jun/Jul = x1
Aug/Sep = x1.25
Oct/Nov = x1.5
If this is not acceptable to someone that knows the weather patterns of the Atlantic/Med, pls let me know NOW.
Will we still have the option of using only the 1x wave heights?
I for one dont want the 2x or 1.5x wave heights.
JScones
12-30-05, 01:31 AM
Will we still have the option of using only the 1x wave heights?
Yep. This will be a new option added to the current list.
HEMISENT
12-30-05, 07:51 AM
Wow, I never thought about base bombings, sabotage, etc. Perhaps one of the guys who are really into research can dig into this. I understand its a time consuming thing. Maybe for the next release in the spring.
Thanks for the seasonal waves-it works for me.
Now can you add maybe a random hurricane with waves at 8x just for the Carribean area tho- :-j just kidding.
irish1958
12-30-05, 11:08 AM
The varied wave hight is a great idea. Is there an way to model the weather also? Better weather in the summer and cold dreary days in the winter, lots of clear days in the summer and cloudy overcast skies in the winter? Beautiful sunsets in the fall?
Can you add random accidents and disabilities during the patrol to the crew, espicially to the qualified members? For example, the sonar quailifed operator is disabled or killed, so the raplacements skill is reduced. This should be possible as the game has crew members getting killed or injured during dc attacks.
Ubisoft would be crazy not to employ you to add SHIv Commander to the new SHIV!
Your work has encreased my enjoyment of the game. Thank you
irish1958
HEMISENT
12-30-05, 03:55 PM
1943
U-235* VIIC May 14 1943 Germaniawerft, Kiel US bombs
U-474* VIIC Aug 6 1943 Deutsche Werke, Kiel UK bombs
1944
U-81 VIIC Jan 4 1944 Pola US bombs
U-410 VIIC Mar 11 1944 Near Toulon (Med.) US bombs
U-108 IXB Apr 11 1944 Stettin bombs
U-421 VIIC Apr 29 1944 Near Toulon (Med.) US bombs
U-821 VIIC Jun 10 1944 Near Brest (50 dead) UK bombs
U-642 VIIC Jul 5 1944 Near Toulon US bombs
U-471 VIIC Aug 6 1944 Near Toulon UK bombs
U-952 VIIC Aug 6 1944 Near Toulon (Med.) US bombs
U-993 VIIC Oct 4 1944 Laksevag yard, Bergen UK bombs
U-777 VIIC Oct 15 1944 Near Wilhelmshaven UK bombs
U-735 VIIC Dec 28 1944 Near Horton UK bombs
U-906 VIIC Dec 31 1944 Stülcken, Hamburg UK bombs
U-2530 XXI Dec 31 1944 Hamburg (raised and sunk again)
U-2532 XXI Dec 31 1944 Hamburg, position 5 (not in commission)
U-2537 XXI Dec 21 1944 Hamburg, position 1.
1945
U-2515 XXI Jan 17 1945 Hamburg, dock III
U-2523 XXI Jan 17 1945 Hamburg, position 4
U-382 VIIC Jan 30 1945 Wilhelmshaven (entrance 4) UK bombs
U-3007 XXI Feb 24 1945 Near Bremen
U-3036 XXI Mar 3 1945 AG Weser yard, Bremen
U-3508 XXI Mar 4 1945 Wilhelmshaven
U-682 VIIC Mar 11 1945 Howaldtswerke, Hamburg UK bombs
U-96 VIIC Mar 30 1945 Wilhelmshaven US bombs
U-348 VIIC Mar 30 1945 Near Hamburg UK bombs
U-350 VIIC Mar 30 1945 Near Hamburg UK bombs
U-429 VIIC Mar 30 1945 Near Wilhelmshaven US bombs
U-430 VIIC Mar 30 1945 Near Bremen US bombs
U-870 IXC/40 Mar 30 1945 Bremen US bombs
U-1167 VIIC Mar 30 1945 Deutsche Werke, Hamburg UK bombs
U-2340 XXIII Mar 30 1945 Hamburg UK bombs
U-747 VIIC Apr 1 1945 Hamburg US bombs
U-1221 IXC/40 Apr 3 1945 Kiel, bouy A7 (7 dead) UK bombs
U-2542 XXI Apr 3 1945 Kiel, Hindenburg bank
U-237 VIIC Apr 4 1945 Deutsche Werke, Kiel UK bombs
U-749 VIIC Apr 4 1945 Germaniawerft (4), Kiel US bombs
U-3003 XXI Apr 4 1945 Kiel
U-677 VIIC Apr 5 1945 Howaldtswerke, Hamburg UK bombs
U-2514 XXI Apr 8 1945 Hamburg
U-3512 XXI Apr 8 1945 Kiel
U-982 VIIC Apr 9 1945 Near Hamburg US bombs
U-2516 XXI Apr 9 1945 Kiel
U-103 IXB Apr 14 1945 Kiel (1 dead) bombs
U-56 IIC Apr 28 1945 Kiel UK bombs
U-1210 VIIC May 3 1945 Near Eckernfjörde UK bombs
U-3505 XXI May 3 1945 (1730) Kiel (1 killed)
U-904 VIIC May 4 1945 Eckernfjörde UK bombs
You got me thinking about the possibility of the option of base attacks, sabotage etc. I did a little digging and found the boats that were sunk in "friendly waters". Cannot find anything so far on the frequency or individual dates of air raids on U Boat bases. Looking at the numbers there were 32 boats destroyed/sunk in the first 4 months of 1945. Compared to 15 in all of 1944 and just 2 in 1943. I'm just guessing here but the odds of a boat being sunk/destroyed on every single air raid is pretty far out there but given the frequency of attacks perhaps a ratio of one U Boat destroyed per every 4 or maybe 5 air raids might be more realistic(a wild guess here).Given this hypothetical ratio of 4 or 5 to1 that would mean there may have been 160 individual raids in 1945 compared to 75 in 1944.
With this theory in mind and since 1945 had only about 130 days in play the odds of experiencing an air raid in 1945 were pretty good depending on which base you were at. Now I would need to narrow that down by locating the dates that the actual bases/sub pens capitulated.
If this is something that will benefit you in putting this option into play please let me know and I'll dig further. If not that's ok too as it's really interesting reading nonetheless.
JScones
12-30-05, 07:23 PM
This is great. Feel free to keep digging! :up:
JScones
12-30-05, 08:00 PM
I have a tip if anyone is interested...I read from time to time that players get bored hearing the National anthem everytime they leave or return from a patrol. I know that there are alternative files out there, but, logic would suggest that the replacements, too, would get boring after a while.
You can use SH3Cmdr to randomise the file played for each patrol. Just grab a few different fanfara_1.wav files and plonk them into SH3Cmdr's "Random" folder structure. You're not limited to 5 random folders, you can add as many as you like.
Alternatively, if you always want specific fanfares to play at specific dates, plonk the files into the usual "Date" folder structure.
Hopefully this will provoke ideas from others on how SH3Cmdr can be utilised more by players.
An idea on sabotage, since you've worked out how to remove upgrades from the boats perhaps you could use that and give a sabotage message before the game launches.
eg, "resistance members places bombs along your boats deck while it was docked, most of the repair work has been done but the radar detector and KDB hydrophones have been completely destroyed"
So that you have to spend some more renown and time in base to fix these things :hmm:
<edit> Also, I've been going through 'U-Boat operations of the second world war' which has listed the names of every boats commander(s). I figured this would be the way to get the most 'realistic' crew names, every name I have added to the crew list is taken from a real-life u-boats captains name :know: .
So far I have done a large list of first names, and I will do the last names shortly.
If you want to have a look at the list and consider using it I will post it later on :)
1., Options for the XXI:
-date (for example earlier for more renown)
-renown (15.000, 30.000, ...)
-trainig time (180 days would be enough...)
2., Including the boat upgrades in the personal page text
-> maybe even managing the upgrades from Sh3 Cmdr (even have the infos, what, when will be ready)
JScones
12-31-05, 08:58 AM
1., Options for the XXI:
-date (for example earlier for more renown)
-renown (15.000, 30.000, ...)
-trainig time (180 days would be enough...)
You can already adjust/add these values to the SH3Cmdr Cfg files. I don't want to get this specific within the interface, or it would really just become a clone of one of TT's File Tweakers.
2., Including the boat upgrades in the personal page text
-> maybe even managing the upgrades from Sh3 Cmdr (even have the infos, what when will be ready)
?
Thanks for the quick response!
2., Including the boat upgrades in the personal page text
-> maybe even managing the upgrades from Sh3 Cmdr (even have the infos, what when will be ready)
?[/quote]
I meant in the Personalakte, like "1942 febr: new command tower built in. etc." or, if it easier, as a 'mission' (timescale and what happened - of course, no ship sinking :)
JScones
12-31-05, 09:27 AM
2., Including the boat upgrades in the personal page text
-> maybe even managing the upgrades from Sh3 Cmdr (even have the infos, what when will be ready)
?
I meant in the Personalakte, like "1942 febr: new command tower built in. etc." or, if it easier, as a 'mission' (timescale and what happened - of course, no ship sinking :)
Ah, I understand. I'll ponder it.
JScones
12-31-05, 09:38 AM
OK peoples. It appears that we only want to be able to remove the deck gun, so it's done. You'll be able to click on your u-boat type and available options, well, only remove deck gun at this point, will be displayed. You'll get a confirmation message and a note saying that you can always get the gun back again via SH3 itself (for free - but I didn't mention that bit). When more options get added at a later date I may place them all onto a snazzy screen, but a pop up will do for now.
Now, re the random crush depth mod, I'm not sure if anyone saw my question a page or so ago:
"Not wanting to install the tool for unrelated system reasons, can someone let me know the offset value for where the crush depth value is located in each submarine .zon file. Is the offset the same in each file? Is the data value 4 byte single?"
What I would also like to know is why people want this option? Is it because SH3 is very rigid is policing the crush depth? Ie if it's 300m for your sub type and you go to 301m you're gone?
Panama Red
12-31-05, 10:50 AM
JSones:
In referance to your variable wave height (great idea), here is a weather chart from a board game I used to play (Europa). The weather for each area is:
North Atlantic:
Dec/Feb: Calm 15%, Rough 50%, Stormy 35%
Mar: Calm 25%, Rough 60%, Stormy 15%
Apr: Calm 60%, Rough 40%, Stormy 00%
May/Sep: Calm 85%, Rough 15%, Stormy 00%
Oct: Calm 60%, Rough 40%, Stormy 00%
Nov: Calm 25%, Rough 60%, Stormy 15%
Mediterrannean:
Dec/Feb: Calm 50%, Rough 50%
Mar: Calm 75%, Rough 25%
Apr/Oct: Calm 100%, Rough 0%
Artic:
Dec/Feb: Calm 00%, Rough 35%, Stormy 65%
Mar: Calm 00%, Rough 50%, Stormy 50%
Apr: Calm 25%, Rough 50%, Stormy 25%
May/Sep: Calm 50%, Rough 50%, Stormy 00%
Oct: Calm 25%, Rough 50%, Stormy 25%
Nov: Calm 00%, Rough 50%, Stormy 50%
I hope this helps you in your wave height setting, but is there any way to make this a variable % for each wave height during each of the different months ranging from 1X (calm) at 100% to 2x (stormy) at 65% depending on the particular month and area ??? That way it could simulate the different weather/storm patterns better with a greater variable to each storm's intensity.
Thanks for this great tool and it only gets better.
JScones said:
OK peoples. It appears that we only want to be able to remove the deck gun, so it's done. You'll be able to click on your u-boat type and available options, well, only remove deck gun at this point, will be displayed.
I don't know if you missed my post, but I was hoping to be able to remove the snorkel. When you start a career late in the war you get one automatically...this isn't all that realistic as there were boats around without snorkels as late as mid 1944. Maybe I'm the only one interested in this, but I thought it might add a demension to the late war careers.
Sailor Steve
12-31-05, 02:05 PM
You can use SH3Cmdr to randomise the file played for each patrol. Just grab a few different fanfara_1.wav files and plonk them into SH3Cmdr's "Random" folder structure. You're not limited to 5 random folders, you can add as many as you like.
We can do this NOW? Cool! I'll have to try it. I've been using the 'Muss I Den' file exclusively, and you're partly right in my case: I'm not bored with it, but having a different song each time would be awesome!
Marhkimov
12-31-05, 02:29 PM
I've thought about making randomized menu screens...
You guys will have to wait and see that one... :hmm:
Hartmann
12-31-05, 04:09 PM
The varied wave hight is a great idea. Is there an way to model the weather also? Better weather in the summer and cold dreary days in the winter, lots of clear days in the summer and cloudy overcast skies in the winter? Beautiful sunsets in the fall?.........
Your work has encreased my enjoyment of the game. Thank you
irish1958
perhaps changing the weather settings of the campaign could work :88)
But unfortunately is random and only indicates probabilities of change... i think :roll: :88)
*Fog=0 (0,1,2,3)
FogRand=0
*Clouds=1 (0,1,2)
CloudsRand=1
*Precip=0 (0,1,2)
PrecipRand=0
*WindHeading=95 (o to 360º)
*WindSpeed=2.000000 (0 to 15.000000 knts)
WindRand=1
WeatherRndInterval=2 (in hours, minimum 2 to 96 h)
SeaType=0
*=values at the start of the patrol in home base
gdogghenrikson
12-31-05, 07:53 PM
I've thought about making randomized menu screens...
You guys will have to wait and see that one... :hmm:
sounds like a good addon :up:
JScones
12-31-05, 08:56 PM
I hope this helps you in your wave height setting, but is there any way to make this a variable % for each wave height during each of the different months ranging from 1X (calm) at 100% to 2x (stormy) at 65% depending on the particular month and area ??? That way it could simulate the different weather/storm patterns better with a greater variable to each storm's intensity..
Wave height is linked to windspeed, which SH3 already determines. The greater wave height is really just a bandaid to overcome the 15m/s windspeed limit of SH3.
Anyway, I've added the "shell" code to SH3Cmdr. It will draw upon values stored in 'Miscellaneous.cfg', viz:
;Values used by "Seasonal" wave height setting, by month.
;1x = base 1x value. Month settings are multiplier values
;Current settings suit Atlantic conditions.
;**NOTE: 2x model is really 1.875x
1x=256
01=1.875
02=1.5
03=1.5
04=1.25
05=1.25
06=1
07=1
08=1.25
09=1.25
10=1.5
11=1.5
12=1.875
It's a simple implementation, but players can set the monthly values to whatever they like (even 1.443 if they want)...although I take no responsibility!
JScones
12-31-05, 09:00 PM
We can do this NOW? Cool! I'll have to try it. I've been using the 'Muss I Den' file exclusively, and you're partly right in my case: I'm not bored with it, but having a different song each time would be awesome!
With the Random folders, you can essentially randomise anything...even menu screens. ;)
JScones
12-31-05, 09:11 PM
I don't know if you missed my post, but I was hoping to be able to remove the snorkel. When you start a career late in the war you get one automatically...this isn't all that realistic as there were boats around without snorkels as late as mid 1944. Maybe I'm the only one interested in this, but I thought it might add a demension to the late war careers.
Notwithstanding how you get the snorkel, did Captains ever want to remove it once they got it? I couldn't picture any Captain wanting to give it up?
I think at this point a better solution would be to adjust the default boat configuration to exclude it...which I think would be better served by a mod like RUb. Of course, though, this idea opens up a whole new avenue with respect to SH3Cmdr randomising startup configurations, so you don't always get the same equipment when you start new careers (ie in 1944 you may get a snorkel as default, you may not. You may get radar earlier on, you may not etc).
Gee...will this thing ever end?! LOL.
How about seeing if Type941 will let you use his new Passenger Liner/Aux Cruiser skin pack? I love his new skins, but unfortunately they're overwritten when loading a career.
That, or just let us know how to manually insert these skins so they show up at the correct dates.:D
rulle34
12-31-05, 09:35 PM
Perhaps someone could simply ask Hubertus Weggelaar or Horst Schmeisser for an e-copy of all the names, seeing as they are obviously in a searchable database already? I couldn't imagine that the names would be "protected".
At least then all that would need doing would be a simple split into first and last name lists.
So, would someone conversant in the German lingo like to volunteer to contact one of them?
BTW I could imagine this site being popular after the next release of SH3 Commander when players get the ability to import their own crew configurations based on real boats if they wanted to!
I have made a request for crewnames in digital format connected to actual submarine. Let's see what the answer will be :roll:
JScones
12-31-05, 09:40 PM
How about seeing if Type941 will let you use his new Passenger Liner/Aux Cruiser skin pack? I love his new skins, but unfortunately they're overwritten when loading a career.
That, or just let us know how to manually insert these skins so they show up at the correct dates.:D
I've raised this with Beery who's a bit busy at the moment. He and I will talk more about the random skins aspect hopefully next week. Type941 has already given the go ahead.
JScones
01-01-06, 12:39 AM
You can use SH3Cmdr to randomise the file played for each patrol. Just grab a few different fanfara_1.wav files and plonk them into SH3Cmdr's "Random" folder structure. You're not limited to 5 random folders, you can add as many as you like.
We can do this NOW? Cool! I'll have to try it. I've been using the 'Muss I Den' file exclusively, and you're partly right in my case: I'm not bored with it, but having a different song each time would be awesome!
Yep. Actually, I want users to know that SH3Cmdr is just as tweakable as SH3 itself - by now most users should be aware that practically all SH3Cmdr inclusions can be tweaked (ie the contents of any file in the Cfg folder), but I still don't think all users know that they can add whatever they like to the Date, Crew, Flotilla, Random and U-boat folders. Skins, sounds, screens, intros, anything is possible and it's only limited by the imagination of the user. Marhkimov, for example, has shown this with his Mediterranean water texture fix, which will be included in the next release.
Hence why I've asked whether anyone here has created their own SH3Cmdr add-ons or adjustments. If so, and it doesn't matter whether the add-on/adjustment is realistic or not, I think it would be a good idea to offer them for others to download. I'd even be happy to host some of them on my website with links through an SH3Cmdr web page.
JScones
01-02-06, 01:13 AM
I have made a request for crewnames in digital format connected to actual submarine. Let's see what the answer will be :roll:
Thanks. I asked too and with their permission I have just downloaded all 42002 names. I'm playing with them now.
Thanks. I asked too and with their permission I have just downloaded all 42002 names. I'm playing with them now.
Just after I went through and found every captains name from every U-boat and added it alphabeticaly to the list :-?
You are puting them into the next version right ? ;)
Or at least as seperate files I can get.
Panama Red
01-03-06, 07:25 AM
JScones:
Since you are adding the Med water for the 29th, are you going to add the Artic water for the Bergan flotilla ???
Panama Red wrote:
JScones:
Since you are adding the Med water for the 29th, are you going to add the Artic water for the Bergan flotilla ???
That would be an excellent addition! I hope it can be done.
irish1958
01-04-06, 03:28 PM
Hartmann has a reply in the thread above "Modifying the start of Patrol weather" Could Comander be used to get rid of the endless good weather in the N. Atlantic in Winter or the endless bad weather in the Summer. This is a real problem with SHIII. I sometimes feel I'm in the middle of the Sahara desert while on patrol.
irish1958
rulle34
01-05-06, 01:13 AM
I have made a request for crewnames in digital format connected to actual submarine. Let's see what the answer will be :roll:
Thanks. I asked too and with their permission I have just downloaded all 42002 names. I'm playing with them now.
Great :up:
I was just reading this thread here; (http://www.subsim.com/phpBB/viewtopic.php?t=46967)
about Germany having only 1 airbase, no wonder I have never seen any friendly planes :-?
Would Commander be suited to adding more airbases, and changing Germany's airpower at different stages of the war?
It sounds easy to do, but will modding those files also harm RuB/IuB ?
This might be something that should be done by either of those mods (or a seperate one) but I thought commander might be needed to start/close airbases as the war progresses :hmm:
Skweetis
01-05-06, 05:54 PM
Hartmann has a reply in the thread above "Modifying the start of Patrol weather" Could Comander be used to get rid of the endless good weather in the N. Atlantic in Winter or the endless bad weather in the Summer. This is a real problem with SHIII. I sometimes feel I'm in the middle of the Sahara desert while on patrol.
irish1958
If Mr JScones wants, I would be happy to give him my source code for my random weather generator, (hopefully you are working in VB6?) then he would just need to call my form (invisibly of course) before the launch of SH3, and its done. I can tweak it however he would like so that he doesnt have to devote time to it.
Its available if he'd like.
Cheers,
Jamie
gdogghenrikson
01-05-06, 06:23 PM
Hartmann has a reply in the thread above "Modifying the start of Patrol weather" Could Comander be used to get rid of the endless good weather in the N. Atlantic in Winter or the endless bad weather in the Summer. This is a real problem with SHIII. I sometimes feel I'm in the middle of the Sahara desert while on patrol.
irish1958
If Mr JScones wants, I would be happy to give him my source code for my random weather generator, (hopefully you are working in VB6?) then he would just need to call my form (invisibly of course) before the launch of SH3, and its done. I can tweak it however he would like so that he doesnt have to devote time to it.
Its available if he'd like.
Cheers,
Jamie
sounds pretty neat :up:
Sheppard
01-06-06, 08:42 PM
Idea! Is there a way to create a sort of "map" image with sunken ship symbols for a career in the grids where they happened?
Can u include these skins in SH3 commander?
http://www.subsim.com/phpBB/viewtopic.php?t=46539
I would love SHIIIC to be able to generate realistic patrol grids based on date, flotilla and u-boat type :up:
The only reason i don't use the SH Commander mod,although i would like have the nice statistics,is that i can't use my own fatigue settings (Which is no fatigue at all -set to zero in basic.cfg).If it would be possible to keep our own basic.cfg,it would be perfect.
Sailor Steve
01-11-06, 12:42 PM
You need to look at the readme again (or for the first timee). SHIII Commander does indeed let you load your own fatigue settings, including none at all. Further, No Fatigue is one of the default options in Commander 2.3.
Thanks Sailor Steve.I think i had downloaded one version ,but the "no fatigue" mod,wasn't really "no fatigue",but "less fatigue".But i will download and look at it again.
Thanks.
CB's SH3 DESTROYER AGGRESSION MOD ....
I think this needs some attention...great mod
I've read about CB's destroyer mod but haven't been able to find it...anyone know where I can DL it?
Fangschuss
01-12-06, 03:32 AM
here we go ;)
SH3 DESTROYER AGGRESSION MOD (http://www.ebort.com/)
Also can find this link at CB´s Signature :up:
JScones
01-12-06, 03:49 AM
Thanks Sailor Steve.I think i had downloaded one version ,but the "no fatigue" mod,wasn't really "no fatigue",but "less fatigue".But i will download and look at it again.
No version of SH3Cmdr has had a no fatigue model that is anything other than a full no fatigue model!
Well,i remember one that would replace my basci.cfg every time i started the game and tried all the combinations.Anyway,the 2.3 works fine.Thanks.
HomeFleet Battleships and Homefleet Carriers & Cruisers skins by type941 also would be a nice addition
JScones, how about a option to not overwrite the en_menu.dat file upon loading the game from SH3 Commander? I have a heavily modified en_menu.dat file I prefer to use. Currently I'll just back out of the game once it is loaded and replace the en_menu file with my own, but this of course takes up extra time.
Marhkimov
01-12-06, 01:47 PM
JScones, how about a option to not overwrite the en_menu.dat file upon loading the game from SH3 Commander?
SH3Cmdr does NOT overwrite the player's "en_menu.dat" file upon loading the game from SH3 Commander.
Make sure you are using SH3Cmdr version 2.3
Thanks for the link Fangschuss.
JScones
01-13-06, 01:37 AM
JScones, how about a option to not overwrite the en_menu.dat file upon loading the game from SH3 Commander? I have a heavily modified en_menu.dat file I prefer to use. Currently I'll just back out of the game once it is loaded and replace the en_menu file with my own, but this of course takes up extra time.
?? By default, SH3Cmdr only changes the following en_menu.txt entries:
13
46
160-174
260-266
330-338
589
902-904
1740-1744
1988-1997
most of which are based upon your selections and none of which would clash with your modifications. Indeed, even if there were clashes, simply paste the respective values you want into the SH3Cmdr "Menu static.txt" or "Menu variable.txt" files to ensure that, regardless of mods installed, you always get the text you want.
By default, SH3Cmdr only changes the following en_menu.txt entries:
13
46
160-174
260-266
330-338
589
902-904
1740-1744
1988-1997
most of which are based upon your selections and none of which would clash with your modifications. Indeed, even if there were clashes, simply paste the respective values you want into the SH3Cmdr "Menu static.txt" or "Menu variable.txt" files to ensure that, regardless of mods installed, you always get the text you want.
Yep, I figured it out now. Thank you!
Panama Red
01-14-06, 10:47 AM
Since there are at least 4 different "partly cloudy" sky mods out there, is it possible to add these to the RANDOM section in SH3Cmdr 2.4 and make them work ???
Crop-Duster
01-14-06, 12:55 PM
Can we get a version of SH3 Commander for Win98SE pretty please? :cry:
CaptainKobuk
01-14-06, 08:14 PM
I just tried out your S3Commander 2.3 today. Nice work mate. But i'm thinking it's just another part of what really could be better consolidated into a whole. For instance...
...Are you aware of the game 'Pirates of the Cariibbean'?? You probably are. Well all the most aggressive modders of that game got together to produce an excellent consolidated mega-mod of dozens of mini-mods. The result was a one shot installation that revamped the entire game. It was a sort of half-arse 'hollywood movie-game' to begin with. But the modders made it passable and fun.
///////////////////////////////////////////////////////////////////////////////////
SH3 has a few rough edges. Mainly the "fatigue" factor and it's effect on micromanagement.. The rest of the game is much more than just passable. Unlike POTC the pirate sim. SH3 could even be super-modded into a TOTAL CONVERSION along similar ficticious battle lines as 'Enigma Rising Tide'. Simply re-skinning all the subs and ships and everything else looks easy. The mechanics of the game are rock solid and would be a great base to build upon. I do feel "slightly" uncomfortable playing this game as a Nazi U-boat captain torpedoeing Allied shipping. As i do recall the horrific documentaries that painted that grim pictures. Alot of merchant seaman went overboard in the icy Atlantic and were not rescued by the Germans. But it's just a game and it's the best subsim. Until we can mod this over to perhaps what SH2 was. Americans verses the Axis.
Anyhow your skills creating SH3 Commander 2.3 could be very useful within a mod team to create these ideas and implement them. Really. Modding this games skins and the storyline all look relatively easy. The rest can all be easily compensated for by the players imagination. Operating a USA Submarine in this game only requires an outer game layer makeover. A vast makeover. But all easily doable from any technical aspect...
Marhkimov
01-14-06, 08:28 PM
CaptainKobuk,
The current consolidated mod for SH3 is called Improved U-Boat mod (IUB)... It is a big mix of community mods and other various files.
However there are some new "upgrades" coming out. They are currently being worked on.
JScones
01-14-06, 11:01 PM
I just tried out your S3Commander 2.3 today. Nice work mate. But i'm thinking it's just another part of what really could be better consolidated into a whole.
SH3Cmdr + IUB or SH3Cmdr + RUb...what more could you ask for?
JScones
01-14-06, 11:02 PM
Since there are at least 4 different "partly cloudy" sky mods out there, is it possible to add these to the RANDOM section in SH3Cmdr 2.4 and make them work ???
You could add them to the Random section in r2.3. Although I say this not having (knowingly) seen any of them.
Here's one: how about an option to use the default tonnage values for the merchant ships? I know it's necessary now to have reduced tonnage values, since we don't have a lot of different smaller merchants. Soon, though, a lot of third party ships are going to be integrated into the game, thus making the need for modified values less important. How about it?
Marhkimov
01-15-06, 10:17 PM
You can do it manually.
Go here to this folder (SH3 Commander\Cfg) and delete this file: Ship displacements.cfg
Good golly ... it has been months since I played SH3 but now I have a new machine and a hunkering to sink some ships.
Would someone please confirm or correct me on the sequence below? Thank you.
(1) Install SH3 v1.0
(2) Patch 1.4b
(3) JScones Generic Mod Enabler (02Sep2005)
(4) Sh3 Commander 2.3 (06Nov2005)
(5) RuB 1.45
Do I have it correct? Thank you.
Marhkimov
01-16-06, 01:02 AM
Correct :up:
gdogghenrikson
01-16-06, 02:01 AM
some one should give jscones a deadline for 2.4 Stop talking about it and release it already!!!!!
JScones
01-16-06, 02:39 AM
You'll need to be patient - Beery's gone AWOL so it's all left to me to compile. I'm finishing up the ship skins aspect now...
Marhkimov
01-16-06, 02:43 AM
Relax... It's best to take your time when it comes to modding.
Prodding can only drive a modder mad. :huh:
gdogghenrikson
01-16-06, 03:02 AM
You'll need to be patient - Beery's gone AWOL so it's all left to me to compile. I'm finishing up the ship skins aspect now...
me....patient...not gunna happen
JScones
01-16-06, 03:15 AM
I encourage/ask if you include my skin updates, including the passenger liners. :|\
Is that the "Type941_s_Mega_LinerTransportAuxillary_cruiser_ski n_pack_v1[1].0.rar" file? Is that all that I need to add?
Note that I am removing the current ship skins from the core SH3Cmdr download and making them available as an additional add-on. This makes the core file size smaller and gives users more flexibility in choosing their own ship skins. The first skin pack, hopefully if I can do it, will include iambecomelife's MVP (if I can figure out which d/l files I need), your Capital Ships Skins and this one. I believe another pack will be available not too long thereafter.
Marhkimov
01-16-06, 03:23 AM
Is that the "Type941_s_Mega_LinerTransportAuxillary_cruiser_ski n_pack_v1[1].0.rar" file? Is that all that I need to add?
Yeah, that's it.
There aren't too many skins out there. Currently it's only MVP pack and Type941's lines... Hopefully I'll hop into the mix. ;)
JScones
01-16-06, 03:37 AM
OK. I've gone through the read me...Some questions...
- AUXILLARY BRITISH CRUISER SKIN PACK by Type941 (5 new skins in total)
5. Mountbatten Pink camouflage in late war variation. Darker hull, lighter superstructure and funnel.
When should this skin come into effect?
- PASSENGER LINERS SKIN PACK by Type941 (4 new skins in total)
1. All white hull/superstucture with tan funnel color (very common 1939 look)
3. Gray hull, funnel and superstructure, looks best in the late stages of war when ships carried full armament
Would it be best to "retire" the first skin at some point in time and replace with the second skin? Or doesn't it matter?
Apart from the skins mentioned above, all skins in this pack will become available from 1 Sep 1939. Is this correct?
Sorry for the questions, but this stuff is new to me.
Marhkimov
01-16-06, 03:55 AM
Yeah, use the first one during early years only... In later years, I don't think we'll miss the pink auxillary cruiser much...
If you have any q's, just ask me. I'm usually always here.
JScones
01-16-06, 04:09 AM
A specific date would be needed - my computer gets upset when it has to think for itself. ;)
Anyway, now looking at the MVP. There's four files...
-30_New_Merchant_Ship_Skins__MVP_.7z
-MVP-1.0(1.4ready).rar
-MVPMI_incl_MVP_V1[1].0_V1.1___AddOn.7z
-MVPMLWv1.1(1.4ready).7z
I think MVPMI_incl_MVP_V1[1].0_V1.1___AddOn.7z is them all combined...correct? It certainly looks that way.
Marhkimov
01-16-06, 04:29 AM
A specific date would be needed - my computer gets upset when it has to think for itself. ;)
LOL, you crack me up. :rotfl: :rotfl: :rotfl:
I would just pick an arbitrary date. Doesn't really matter much. The dates you have chosen are already good enough... 19390901 to 19411231... then 19420101 to 19451231.
I think MVPMI_incl_MVP_V1[1].0_V1.1___AddOn.7z is them all combined...correct? It certainly looks that way.
I think so.
JScones
01-16-06, 06:29 AM
I would just pick an arbitrary date. Doesn't really matter much. The dates you have chosen are already good enough... 19390901 to 19411231... then 19420101 to 19451231.
I'm happy to do so, but I'll wait and see what Type941 might have to say.
Everything else is now (I think) done. The MVP and Type941's skins now reside in perfect harmony. :)
- AUXILLARY BRITISH CRUISER SKIN PACK by Type941 (5 new skins in total)
- PASSENGER LINERS SKIN PACK by Type941 (4 new skins in total
Where can these 2 mods be downloaded?
Marhkimov
01-16-06, 07:24 AM
I'm too lazy, just use the search function.
Jochen Mohr
01-16-06, 12:12 PM
Give me the new SH3-Commander!!!!!!!!!!!!!!!
Please,I can not wait longer!!!!!!!!!!!! :damn:
Panama Red
01-16-06, 12:30 PM
If this is going to be the final SH3Cmdr, we want it fixed "right", not hurried, so take your time. :up:
Marhkimov
01-16-06, 04:07 PM
I agree... Take your time... :yep: :)
Messervy
01-16-06, 07:34 PM
First I would like to thank You for your effort.
My greatest wish is the ability to use STOCK textures.
No matter how much effort and how historicaly accurate Iambecomelife`s textures might be, there is a lot to be desired.
I simply don˙t like them.
No pun intended.
Marhkimov
01-16-06, 08:18 PM
Maybe we should wait for an official notice from JScones, but I guess I can tell you that skins will be an optional part of SH3 Commander. I think if you don't want the additional skin pack, then you will have the choice not to download it.
But skinners are free to release newer skin packs in the future... :yep:
JScones
01-17-06, 03:35 AM
Maybe we should wait for an official notice from JScones, but I guess I can tell you that skins will be an optional part of SH3 Commander. I think if you don't want the additional skin pack, then you will have the choice not to download it.
But skinners are free to release newer skin packs in the future... :yep:
Thunder stealer! :P
Yes, because of the subjective nature of skins plus the ever increasing d/l file size, I have removed all the current skins from the core SH3Cmdr release. However, the skins, with the addition of Type941's "mega" pack, will be available as an optional d/l. In doing so, I have adjusted the file names to ensure that all the included skins work together in harmony. Installing the skin pack will simply be a matter of unzipping the 7z file straight into the SH3Cmdr install folder.
Messervy
01-17-06, 08:06 AM
Well sometimes things conspire to construct... :D
Tikigod
01-31-06, 06:24 PM
I'm not sure if I am too late for this. I just am getting back into sh3 after a long break of simming...and I am kinda new to the commander mod. I remember it was first starting shortly before I took a break from all of it. but, it looks good from waht I have seen so far.
What I would like to add to it (but, not sure if there is functionality) is to have an abandon ship command in order to save crew.
In Aces of the Deep there was an ability when you broke the surface with your sub to hit the esc key and then you had an option to abandon ship...if you made a radio/distress call before you gave the order you had better chances of being found/rescued.
With the release of some of these damage models liek hollywood mod that lets you sink and repair longer than what default game allows....I would like to see somethign similar to this in order to motivate you more to get to surface. if you are going to spend all this time repairing and trying to save your @#$! on the bottom what point is there to get to the surface if your ship is broke or jsut going to sink again.
So, I'm wondering if it is possible to record something liek this using sh commander. like enable a key command only that can be detected by sh commander when ship value is surfaced and then log it the status of the crew based on soem randomizer in sh commander: rescued, captured, x amount of crew died from dehydration, x lost their minds from drinking the seawater, etc I'm also not sure if a radio/distress call can be implemented as well to raise this chance of rescue. maybe even location data could be pulled to influence the status/value of a rescue if near a shipping lane or enemy/friendly area.
I'm not sure how much data can be sent back and for with the game to sh commander. but, i thought I would throw the idea out and let the experts debate it.
Skweetis
01-31-06, 08:46 PM
2.4 does this, although not within SH3 itself. If you are destroyed at sea, when you launch Commander, you will have the option to Surrender your Captain... if you were on the surface at time of loss. It will then record that captains history accordingly.
Tikigod
02-01-06, 01:54 AM
oh, cool! thanks
The Avon Lady
02-01-06, 03:12 AM
Possible bug found with current SH3C: If career ended, the LAUNCH SH3 button is disabled.
Panama Red
02-01-06, 04:46 AM
The Avon Lady:
My Kaptain/crew just died from hitting a subnet at 64x TC and you are correct that SH3Cmdr 2.4 will not let you launch with a dead Kaptain in the current career mode. :cry: :cry: :cry:
odinfish
02-01-06, 11:40 AM
I may have missed something as well as some other comments about this in other threads...but any thoughts on making something like an idiot-proof, for people such as myself, program/cfg to integrate voice commands to the crew for SH3? I saw something in the UBI forums but there's so much left unsaid and what seemed to be still buggy. Yeah, I'm a noob. :oops:
Church SUBSIM
02-01-06, 12:29 PM
I know this sounds silly, but this tool is perfect for making this request easy.
Can you make an option to allow crew members to have hats on or off? (Helmet)
Thanks,
Church
irish1958
02-03-06, 01:38 PM
The wather generator is a great mod. Is there any way to intigrate this mod into the new CMDR?
irish1958
redbrow
02-03-06, 02:31 PM
ok, here is my suggestion - i wish for more wishes! in other words, make the platform open to our alterations, allow us to insert what we want into it and then it will make no difference that you cease to update it. we can then start a forum here called, "How To Mod Commander"
JScones
02-03-06, 07:57 PM
Can you make an option to allow crew members to have hats on or off? (Helmet)
Yeah. It's been on my "to-do" list since Release 2.0!
Church SUBSIM
02-03-06, 08:04 PM
Great - also perhaps the ability to pick the cutom icons for the officers and their shirts too.
Right now I go through the cfg and make all the petty wear hats and have brown shirts. Adding this to your fantastic tool would be great. Thanks for all your efforts.
I do have 1 question though in Regards to SC 2.4....
I have selected the option that allows you to have real ship names depicted. Yet I never see them in my logs. I am wondering if this applies to all ships sunk or just the US or later dates. The ships just show up in the logs as Medium Cargo, Tramp Steamer, etc.
I have the following mods installed (via JSGME):
IUB 1.02
Intergrated Orders 1.01 for IUB 1.02
Merch Variety Pack 1.0
VIIC_camo_skin
NYGM Ship Sinking Mod <--- amazing mod
More sounds by Hoschi
Clear Water
NYGM Crew Management Mod 1.1
Exhaust Smoke 1.2
JScones
02-03-06, 08:14 PM
Great - also perhaps the ability to pick the cutom icons for the officers and their shirts too.
Yes, all this too - including voices, icons, officer heads, uniforms etc.
I have selected the option that allows you to have real ship names depicted. Yet I never see them in my logs. I am wondering if this applies to all ships sunk or just the US or later dates. The ships just show up in the logs as Medium Cargo, Tramp Steamer, etc.
After you select the option, generate a Personnel File for the selected career. The ship names are then added and will display both in the SH3Cmdr generated Personnel File and SH3 itself. After every patrol, generate a new Personnel File to update the ships for the just completed patrol.
JScones
02-03-06, 08:15 PM
The wather generator is a great mod. Is there any way to intigrate this mod into the new CMDR?
Skweetis and I have discussed, and with some very minor adjustments SH3Weather can be integrated "as is"... I'm just waiting for the development of SH3Weather to "stabilise" before progressing with Skweetis.
And with GlobalExplorer's great SH3Gen programme, I am working on ways to provide "plug-in" support, so users of all these tools only need to load SH3Cmdr and it will take care of everything else.
JScones
02-03-06, 08:16 PM
ok, here is my suggestion - i wish for more wishes! in other words, make the platform open to our alterations, allow us to insert what we want into it and then it will make no difference that you cease to update it. we can then start a forum here called, "How To Mod Commander"
You can pretty much already change everything in SH3Cmdr - it's very data driven. There are a few hardcoded decisions, but they're easy to strip out to user driven data files. Did you have anything particular in mind?
How about another option for career length?
Perhaps just being able to add a number to multiply the current 'realistic career lenght' option by, eg, entering '2' will double to odds in your favour that you wont be retired this patrol (1 in 6 would change to 1 in 12 chance of retirement).
I like the way you can currently be forced to end a carer by retirement instead of having to die/finish the war, but it would be good to have more options of a longer/shorter career as well.
Another example would be that I'm doing a career in the Med currently, when the 29th is disbanded they will most likely transfer me to Bergen. So a 'auto-retire on transfer' option would be good :) .
Church SUBSIM
02-03-06, 09:42 PM
After you select the option, generate a Personnel File for the selected career. The ship names are then added and will display both in the SH3Cmdr generated Personnel File and SH3 itself. After every patrol, generate a new Personnel File to update the ships for the just completed patrol.
Doing this presents a conflit with SH3Gen 0.40, right?
Salvadoreno
02-03-06, 09:59 PM
this is probably impossible.. But how bout getting tonnage for the ships you have damaged. That would be a good little addition, damage tonnage
JScones
02-03-06, 10:25 PM
After you select the option, generate a Personnel File for the selected career. The ship names are then added and will display both in the SH3Cmdr generated Personnel File and SH3 itself. After every patrol, generate a new Personnel File to update the ships for the just completed patrol.
Doing this presents a conflit with SH3Gen 0.40, right?
Not after the end of today ;)
Church SUBSIM
02-04-06, 02:16 AM
Such service ... my lord! Can't wait!
Church
irish1958
02-04-06, 09:59 AM
Mr. JScones
Don't you ever sleep?
irish1958
GlobalExplorer
02-04-06, 11:25 AM
After you select the option, generate a Personnel File for the selected career. The ship names are then added and will display both in the SH3Cmdr generated Personnel File and SH3 itself. After every patrol, generate a new Personnel File to update the ships for the just completed patrol.
Doing this presents a conflit with SH3Gen 0.40, right?
Not after the end of today ;)
Yes. Looks like you nailed it! Great work.
GlobalExplorer
Sailor Steve
02-04-06, 12:44 PM
How about another option for career length?
Perhaps just being able to add a number to multiply the current 'realistic career lenght' option by, eg, entering '2' will double to odds in your favour that you wont be retired this patrol (1 in 6 would change to 1 in 12 chance of retirement).
I like the way you can currently be forced to end a carer by retirement instead of having to die/finish the war, but it would be good to have more options of a longer/shorter career as well.
Another example would be that I'm doing a career in the Med currently, when the 29th is disbanded they will most likely transfer me to Bergen. So a 'auto-retire on transfer' option would be good :) .
Those are good points. I've worried about career length being based on number of patrols because of the adverse affect it has on the career of a Type II skipper; the patrols themselves tend to be shorter, so the career ends up being shorter.
Sailor Steve wrote:
Those are good points. I've worried about career length being based on number of patrols because of the adverse affect it has on the career of a Type II skipper; the patrols themselves tend to be shorter, so the career ends up being shorter.
I've had the same type of concern with careers using Type IX boats since those patrols tend to be much longer and historically most commanders of Type IX boats did fewer patrols for that reason.
JScones
02-04-06, 09:58 PM
Yeah. The current logic is good and I know Beery did a bit of work on it to make it reflect the reality, but I've never been really satisfied because now careers tend to last exactly 4, 8, 14 or 16 patrols, as these are the "changeover" points in the randomisation.
Perhaps some more analysis should be undertaken on "real" retirements to determine if there are any patterns based on u-boat type or career length (both in number of patrols and pure length of time). u-boat.net should have the answers. Any volunteers?
GlobalExplorer
02-05-06, 06:58 AM
Good news for all users of Sh3Gen and SH3 Commander. JScones has provided a fix for the problem with "Update Personnel File":
http://www.global-explorer.de/SH3Cmdr.zip
To install, simply drop SH3Cmdr.exe into your SH3 Commander folder.
:up: Thanks Jaesen! :up:
Hi.
I have some idea with SH3 Commander.
Maybe SH3 Com will be a some krigsmarine HQ, and SH3 commander will do things like this:
- Transfers to other flotilla
- Transfer you (you as captain) to other U-boot.
- Give you and your crew a new type of U-boot.
- Maybe when SH3 Comman will work with SG3 Gen you will have some new secendary orders like: intercept convoy, TF or some like this.
- A new real Captain's Log. You can add a Log Entry for ex:
you put Alt+Tab and write some thing in "SH3 commander Captain Log". You will enter date, time and some events. After the patrol when you "update your personnel file" SH3 Commander will compare and put together Log from game and this from "SH3 commander Captain Log".
- some change with copy en_menu.txt. Try to do that, that this file is not copied but SH3 comander only modify this file.
Fangschuss
02-05-06, 01:58 PM
Sounds good :up:
JScones saidYeah. The current logic is good and I know Beery did a bit of work on it to make it reflect the reality, but I've never been really satisfied because now careers tend to last exactly 4, 8, 14 or 16 patrols, as these are the "changeover" points in the randomisation.
Perhaps some more analysis should be undertaken on "real" retirements to determine if there are any patterns based on u-boat type or career length (both in number of patrols and pure length of time). u-boat.net should have the answers. Any volunteers?
I'll see what I can come up with by computing it from the list of the leading commanders (sunk over 100,000 and over 50,000 tons). That may not be a big enough sample but it should give us some idea.
Tikigod
02-05-06, 02:53 PM
Another idea....when leaving a mission maybe sh3 commander could bring you to a universal chat lobby that everyone is in that has sh3 commander running.....it would then be like a real nightclub for all our captains can hangout.....
That way people can share stories or bring up questions etc that happened over mission and bring together in realtime people playing sh3.
I got idea after reading this post.
http://www.subsim.com/phpBB/viewtopic.php?t=48169
JScones said:Yeah. The current logic is good and I know Beery did a bit of work on it to make it reflect the reality, but I've never been really satisfied because now careers tend to last exactly 4, 8, 14 or 16 patrols, as these are the "changeover" points in the randomisation.
Perhaps some more analysis should be undertaken on "real" retirements to determine if there are any patterns based on u-boat type or career length (both in number of patrols and pure length of time). u-boat.net should have the answers. Any volunteers?
This is what I came up with after looking at the list of the most successful commanders:
Out of 83 commanders 54 retired.
24 commanded Type IX only
10 commanded Type VII only
20 commanded 2 or more types (II, VII and IX)
(0 commanded Type II only)
Type IX group: Averaged 4.9 patrols and 293.4 days at sea before retired.
Most patrols was 9 (one commander totaling 324 days), least patrols was 3 (five commanders averaging 235.2 days).
Type VII group: Averaged 6.9 patrols and 229.7 days at sea before retired.
Most patrols was 10 (one commander totaling 427 days), least patrols was 4 (one commander totaling 113 days).
2 or more types group:
Averaged 9.5 patrols and 318.9 days at sea before retired.
Most patrols was 15 (Luth with a total of 627 days at sea), least patrols was 5 (two commanders averaging 220 days).
Overall average was 6.8 patrols and 285.7 days at sea before being retired.
I don't know how helpful this is but it does somewhat reflect the number of patrols being different based on boat types. The mixed group includes many who started in a Type II but also quite a few who ended up in a Type IX. The number of days at sea may not translate well to SHIII since there's no way to re-arm and refuel at sea in the game.
JScones
02-06-06, 02:32 AM
- Transfers to other flotilla
- Transfer you (you as captain) to other U-boot.
- Give you and your crew a new type of U-boot.
I've added these to my "for consideration" list.
- Maybe when SH3 Comman will work with SG3 Gen you will have some new secendary orders like: intercept convoy, TF or some like this.
I'll leave this to GlobalExplorer to ponder...
- A new real Captain's Log. You can add a Log Entry for ex:
you put Alt+Tab and write some thing in "SH3 commander Captain Log". You will enter date, time and some events. After the patrol when you "update your personnel file" SH3 Commander will compare and put together Log from game and this from "SH3 commander Captain Log".
Yeah, I've been working on this feature for a little while.
- some change with copy en_menu.txt. Try to do that, that this file is not copied but SH3 comander only modify this file.
I don't understand.
gdogghenrikson
02-06-06, 02:35 AM
- Transfers to other flotilla
- Transfer you (you as captain) to other U-boot.
- Give you and your crew a new type of U-boot.
those sound like good ideas for SH3 commander
JScones
02-06-06, 02:41 AM
Another idea....when leaving a mission maybe sh3 commander could bring you to a universal chat lobby that everyone is in that has sh3 commander running.....it would then be like a real nightclub for all our captains can hangout.....
This isn't actually hard to do if there's a chat channel set up somewhere.
JScones
02-06-06, 02:43 AM
This is what I came up with after looking at the list of the most successful commanders:
Out of 83 commanders 54 retired.
24 commanded Type IX only
10 commanded Type VII only
20 commanded 2 or more types (II, VII and IX)
(0 commanded Type II only)
Type IX group: Averaged 4.9 patrols and 293.4 days at sea before retired.
Most patrols was 9 (one commander totaling 324 days), least patrols was 3 (five commanders averaging 235.2 days).
Type VII group: Averaged 6.9 patrols and 229.7 days at sea before retired.
Most patrols was 10 (one commander totaling 427 days), least patrols was 4 (one commander totaling 113 days).
2 or more types group:
Averaged 9.5 patrols and 318.9 days at sea before retired.
Most patrols was 15 (Luth with a total of 627 days at sea), least patrols was 5 (two commanders averaging 220 days).
Overall average was 6.8 patrols and 285.7 days at sea before being retired.
I don't know how helpful this is but it does somewhat reflect the number of patrols being different based on boat types. The mixed group includes many who started in a Type II but also quite a few who ended up in a Type IX. The number of days at sea may not translate well to SHIII since there's no way to re-arm and refuel at sea in the game.
This is good. Something to think about and explore.
GlobalExplorer
02-06-06, 02:58 AM
- Maybe when SH3 Comman will work with SG3 Gen you will have some new secendary orders like: intercept convoy, TF or some like this.
I'll leave this to GlobalExplorer to ponder...
This is entirely possible, with or without Sh3Cmdr. In fact, it is already there, at least if you're roleplaying (which is the intended usage of Sh3Gen). All that's missing is the concrete order to go to 'xy' and do'z'. For now, I leave that to the players imagination, but as I said it's entirely possible.
If you want to discuss this further, better post in the correct thread tho ;)
GlobalExplorer
JScones
02-06-06, 05:46 AM
Thinking out loud, what may work is something like result = total number of patrols x total number of days. So that someone that does 4 patrols totalling 100 days (ie result = 400) would more likely be retired sooner than someone that does 4 patrols totalling 50 days (result = 200). Therefore 5 patrols totalling 40 days has the same chance of retirement as 4 patrols totalling 50 days.
So, you'd have something like:
result between 0-80 = 0 chance of retirement
result between 81-180 = 1 in 6 chance of retirement
result between 181-280 = 1 in 3 chance of retirement
result between 281-380 = 1 in 2 chance of retirement
result between 381-480 = 2 in 3 chance of retirement
result between 481-~ = 5 in 6 chance of retirement
(The above parameters are made up for illustration purposes only, although I've made some attempt to make them accurate. If anyone wants to have a crack at refining them, go ahead. I suspect though, that the "real life" averages will need to be adjusted to fit SH3 playing conditions.)
Just a thought anyway.
JScones said:Thinking out loud, what may work is something like result = total number of patrols x total number of days. So that someone that does 4 patrols totalling 100 days (ie result = 400) would more likely be retired sooner than someone that does 4 patrols totalling 50 days (result = 200). Therefore 5 patrols totalling 40 days has the same chance of retirement as 4 patrols totalling 50 days.
That sounds good...it takes the patrol length into account and allows for one career to have everything from 10 day patrols in a Type II to 90 day patrols in a Type IX. To eliminate the possibility of a career ending up with an unrealistically high number of patrols the numbers may need to be lower (given the limitations on replicating long patrols without resupply at sea). I'll play around with the numbers and see if I can suggest anything better.
JScones said:result between 0-80 = 0 chance of retirement
result between 81-180 = 1 in 6 chance of retirement
result between 181-280 = 1 in 3 chance of retirement
result between 281-380 = 1 in 2 chance of retirement
result between 381-480 = 2 in 3 chance of retirement
result between 481-~ = 5 in 6 chance of retirement
I took a long look at this using my careers in SH3 Commander to figure out typical patrol lengths in the game. Basically I think your numbers will work well. The only thing I can suggest is you might want the next to last group (2 in 3 chance of retirement) to have a lower upper limit, like maybe 440 rather than 480. My average patrol in a type VII runs 28 days, so using that number a career total of 480 is 17 patrols, or more if the first few patrols were shorter ones in a type II. But even without any adjustment I think this would be a major improvement over the patrol only method currently used by SH3 Commander.
I haven't been thru all the pages here so forgive me on this question/request.
Would it be possible to include decks awash in the next SHIII Commander?
Or is that a mod only feature? I haven't seen one for it anywhere. I do remember tho a discussion on it with settings for sub configs, but can't find it again.
JScones
02-07-06, 03:26 AM
My average patrol in a type VII runs 28 days, so using that number a career total of 480 is 17 patrols, or more if the first few patrols were shorter ones in a type II. But even without any adjustment I think this would be a major improvement over the patrol only method currently used by SH3 Commander.
Yep. I used roughly a 30 day patrol average, which means that II captains will get more patrols under their belt but IX captains will get less. But overall, I agree it is a better way of doing it.
I'll actually set it up as data driven, meaning that if users aren't happy with the default settings, then like most other SH3Cmdr options, they can edit to their own tastes.
JScones
02-07-06, 03:42 AM
Would it be possible to include decks awash in the next SHIII Commander?
It's been raised. It's not really an SH3Cmdr thing though. I know it's part of IUB and RUB and can be easily achieved via some file tweaks (although I'm sure a pre-prepared mod already exists).
Thanks Jaeson. I thought that might be the case but had to ask.
I've not seen a mod for it. As I said I found a discussion on decks awash from December. There is another one telling of the changes need to make it so, but can't find that one. Search here isn't helping at all for that one special discussion on settings.
Panama Red
02-07-06, 10:46 AM
IIRC, "Decks Awash" is already part of RUb 1.45.
Church SUBSIM
02-07-06, 03:25 PM
Just a point of clarification in regards to the Date folders and how they work....
I am in the process of converting about 210 megs worth of BBC and various other news casts for the years of 1939 to 1945.
If I understand this right if I want to have the Chamberlain Speech where he declares War with Germany, Churchill's Interview and follow up then a Nightly BBC broadcast round table all play for September 3, 1939 I simply create (or add to if it exists) with the following directory:
SH3 Commander\Date\19390903\data\Sound\Gramophone
What I will get then is that file being played just for that day? Or will it just be loaded once that day is hit and then be available from then on? (Meaning I would have to remove it once that date has passed?)
Thanks in advance for your response!
Church
JScones said:I'll actually set it up as data driven, meaning that if users aren't happy with the default settings, then like most other SH3Cmdr options, they can edit to their own tastes.
That's sounds great!
I just posted a thread entitled 'The Weather Machine', I'm just wondering if you would be interested in adding something like it into Commander?
lafeeverted
02-08-06, 12:53 AM
Hi JScones, just sent you a PM. :D
The Avon Lady
02-08-06, 01:27 AM
I assume someone mentioned it but just in case it wasn't:
Allow renown points to be set from SH3C. As a WaW member, I find this necessary because I must equip my Uboat at certain historical dates with certain equipment and this has nothing to do with hiscores and bonus points.
JScones
02-08-06, 02:15 AM
I assume someone mentioned it but just in case it wasn't:
Allow renown points to be set from SH3C. As a WaW member, I find this necessary because I must equip my Uboat at certain historical dates with certain equipment and this has nothing to do with hiscores and bonus points.
Play with "Medals and renown.cfg" - with it you can essentially build an entirely new Basic.cfg file! If I get a chance I will make it "multi dimensional", allowing different configurations based on date/u-boat/flotilla, but we'll see.
JScones
02-08-06, 02:16 AM
Hi JScones, just sent you a PM. :D
Yeah, what you're proposing sounds good - I'll think of how best to implement it...
JScones
02-08-06, 02:19 AM
I just posted a thread entitled 'The Weather Machine', I'm just wondering if you would be interested in adding something like it into Commander?
I'll have a look. Sounds similar to Skweetis' 'SH3Weather', which I'm watching with interest and can see potential for connecting/integrating with SH3Cmdr.
JScones
02-08-06, 02:22 AM
JScones said:I'll actually set it up as data driven, meaning that if users aren't happy with the default settings, then like most other SH3Cmdr options, they can edit to their own tastes.
That's sounds great!
I've already "pulled out" the random days in base parameters so that users can edit them.
JScones
02-08-06, 02:44 AM
If I understand this right if I want to have the Chamberlain Speech where he declares War with Germany, Churchill's Interview and follow up then a Nightly BBC broadcast round table all play for September 3, 1939 I simply create (or add to if it exists) with the following directory:
SH3 Commander\Date\19390903\data\Sound\Gramophone
What I will get then is that file being played just for that day? Or will it just be loaded once that day is hit and then be available from then on? (Meaning I would have to remove it once that date has passed?)
SH3 doesn't have the ability to play files at specific dates or times. SH3Cmdr overcomes this somewhat by copying files into the game based on the next patrol start date. But, this means:
-All files up to and including the next patrol start date are copied across;
-The copied files will play throughout the duration of the patrol.
-The files will be continually copied into SH3 until new versions with the same file names are found (then they will be copied into SH3).
So, using your example, if you add the files under 19390903, they won't actually appear in the game until the *2nd* patrol (which could be in October), as the first patrol will, by default, start on 1 Sep '39 and the speech wouldn't have been made yet.
Church SUBSIM
02-08-06, 06:19 AM
Thanks for your response.
I am going to make a "Monthly News Cast" that will combine all the broadcasts for a given month and then place them in the first of the month folder then.
Love this program ..... a fantastic tool.
lafeeverted
02-08-06, 02:05 PM
Yeah, what you're proposing sounds good - I'll think of how best to implement it...
Let me know if I can help :up:
JScones
02-09-06, 02:36 AM
Yeah, what you're proposing sounds good - I'll think of how best to implement it...
Let me know if I can help :up:
Will do. I'll be off air for the next two or three weeks while I relocate interstate, then I'll be back again...
JScones
02-09-06, 04:45 AM
I am going to make a "Monthly News Cast" that will combine all the broadcasts for a given month and then place them in the first of the month folder then.
Yeah, or maybe two per month - one containing files recorded during the first 15 days and one containing files recorded during the last 15 days of the previous month. ie...
19400101 - containing files recorded during 19391216 and 19391231
19400116 - containing files recorded during 19400101 and 19400115
It's a slight compromise, but it avoids you having a file recorded on say 22 Jan playing for the full month.
Alternatively, you could put the files in the following month, so that 19400101 contains all the files reocrded during 193912, but I don't think this is what you want to do?
Anyway, just some thoughts for you :)
EDIT: I've just seen your radiomod...cool...I'll give it a try. :up:
Tikigod
02-09-06, 05:38 AM
Can you add a mini kriegsmarine map or just a general mini map that pops up when we click on to edit the next patrol grid. The size of the nightclub image is fine. I just want something that has general coordinates to get an idea where I want to plan to go for my next trip.
Something liek this but put in a box like the nightclub.
http://i4.photobucket.com/albums/y147/Tikigod78/SH3_MAP.jpg
Also would be nice to have choice to launch in windowed mode or full screen...so you don't need to go in game select option then relaunch sh3.
Thanks.
Perhaps random mechanical failures or problems that occur in patrol that can be repaired. I would recommend making it optional though as I can see it may be annoying to some. Sorry if this was mentioned already.
JScones
02-11-06, 03:18 AM
JScones said:result between 0-80 = 0 chance of retirement
result between 81-180 = 1 in 6 chance of retirement
result between 181-280 = 1 in 3 chance of retirement
result between 281-380 = 1 in 2 chance of retirement
result between 381-480 = 2 in 3 chance of retirement
result between 481-~ = 5 in 6 chance of retirement
I took a long look at this using my careers in SH3 Commander to figure out typical patrol lengths in the game. Basically I think your numbers will work well. The only thing I can suggest is you might want the next to last group (2 in 3 chance of retirement) to have a lower upper limit, like maybe 440 rather than 480. My average patrol in a type VII runs 28 days, so using that number a career total of 480 is 17 patrols, or more if the first few patrols were shorter ones in a type II. But even without any adjustment I think this would be a major improvement over the patrol only method currently used by SH3 Commander.
OK, I can now go down two paths:
1. Base the retirement solely on the number of days spent at sea. Actually, the above values are based on this option. It appears I confused myself by multiplying average patrol lengths by the number of patrols, which is the same as just totalling the number of days spent at sea and using it (ie 17 patrols totalling 250 days is the same as 17 x (250/17)) and ignoring the number of patrols.
2. Base the retirement on the total number of days spent at sea x the total number of patrols completed. So 17 patrols totalling 250 days would actually yield a result of 4250. 5 patrols totalling 150 days would yield a result of 750.
So, which way's best? Anyone here have any ideas or wants to volunteer and play with some figures?
JScones wrote:OK, I can now go down two paths:
1. Base the retirement solely on the number of days spent at sea. Actually, the above values are based on this option. It appears I confused myself by multiplying average patrol lengths by the number of patrols, which is the same as just totalling the number of days spent at sea and using it (ie 17 patrols totalling 250 days is the same as 17 x (250/17)) and ignoring the number of patrols.
2. Base the retirement on the total number of days spent at sea x the total number of patrols completed. So 17 patrols totalling 250 days would actually yield a result of 4250. 5 patrols totalling 150 days would yield a result of 750.
So, which way's best? Anyone here have any ideas or wants to volunteer and play with some figures?
Using these values:
Type II Patrol = 15 days
Type VII Patrol = 30 days
Type IX Patrol = 60 days
I compared the 2 methods. For the sake of example I compared careers spent exclusively in each type boat. An example based on days at sea alone, looks like this:
Type II Career with a total of 20 patrols = 300 days
Type VII Career with a total of 10 patrols = 300 days
Type IX Career with a total of 5 careers = 300 days
When the number of patrols is used as a multiplier of the days at sea, these are the patrol totals needed to reach approximately the same total value for careers in each type boat:
Type II Career with 15 patrols = 225 days at sea x 15 patrols = 3375
Type VII Career with 10.5 patrols = 315 days at sea x 10.5 patrols = 3307
Type IX Career with 7.5 patrols = 450 days at sea x 7.5 patrols = 3375
So, if I’m not missing something here, I think the method of using the number of patrols as a multiplier is going to provide the most realistic results by avoiding the possibility of unrealistically high numbers of patrols before retirement. Also, going back to the data I got from U-boat.net, the fact that the Type IX commander will generally have more days at sea before retirement than the Type VII commander is realistic…in the careers I looked at Type IX commanders averaged 293 days at sea and Type VII commanders averaged 229 days.
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