View Full Version : What's happening with SH3 Commander???
JScones
03-11-06, 10:00 PM
...Oops, I accidently edited this message and have lost the original text!
Basically, this is what is on the R2.5 list (items highlighted in blue have been completed, olive coloured items are now out of scope)...
- "Simulate a realistic career length" parameters now editable via "Career options.cfg" file. Retirement is now based on the number of completed patrols multiplied by the total number of days spent at sea
- "Randomised days spent in base" parameters now editable via "Career options.cfg" file
- "Simulate realistic crew transfers" parameters now editable via "Career options.cfg" file
- Added ability to randomise essentially any value used by SH3
- Arctic water now set when playing in 11 Flotilla
- Added ability to play (random) .wav files in Nightclub
- Added French translation to the Nightclub and corrected other minor typos in the French language files (by Martin)
- New "RenownAwardedEqualsRandomTonnage" key added to "Ship displacements.cfg" to provide support for NYGM Tonnage War mod
- Added ability to view SH3 Map from "Change" screen
- Added ability to randomise next patrol grid based on Flotilla and date
- Improved crush depth mod that sets correct crush depths, with minor randomisation, for all sub types
- Setting patrol grid for first patrol of new career
- "Simulate full base events" option - bombings, sabotage. ie lose more crew in one go, perhaps even sub. May leave this to Hemisent's Random Folders for this release
- "Equipment malfunctions" option. May leave this to Hemisent's Random Folders for this release
- Weather randomiser
- Random u-boat and flotilla transfers for captain only
- Random u-boat and flotilla transfers for captain and crew
- Expanded Patrol log
- Ability to adjust officer's faces, uniforms and voices
- Further ship names (Sailor Steve)
- Surrendering if port changes to enemy whilst you are in it - not a high request
- Ability to continue career with new commander - would love this, but don't have time
- Modified crew transfer algorithm (based on concept by Bladeheart)
- Adjusted crew experience for new crew - not a high request
- "Go to Berlin" option - would love this, but don't have time to do myself
panthercules
03-11-06, 11:01 PM
Awesome man - I have really been enjoying SH3 Commander since discovering it.
My favorite aspects are (1) the real ship names for your sinkings (would love to see a way in the next version for the program to assign the names based on the ship nationality), (2) the personnel file for your Kaleun, (3) the random folders feature that lets folks like Hemisent do things like thermal layers, and (4) ability to set patrol zone (but a map viewer to determine where those grids are would be a welcome addition).
The "days in port" aspect is cool too, but the list is already getting long - the whole thing has been awesome. The best new thing I could think of though would be some way to recognize and overcome the issue of docking at a milk cow being treated by the game as the start of a new career - that keeps me from being able to use the milk cows 'cause I really don't want to screw up my patrol records, so it would be great if you could have something that would somehow stitch the "new" patrol back into the "old" one so it would still look like you were still on the same patrol after you use a milk cow that you were on before you docked there.
Just a thought - great work in any event :up:
irish1958
03-11-06, 11:15 PM
I can't imagine playing the game without CMDR.
The Ubisoft people should contact you about intigrating this wonderful program into SHiv.
"Keep up the good work"
irish1958
Samwolf
03-11-06, 11:56 PM
:P
This release will have the fix for the "Update Personnel file" problem with SHGen, right?
Looking forward to the changes, SH3 Commander sure "opened" up SH3 :up:
Torplexed
03-12-06, 12:32 AM
I have to chime in too and say thanks for SH3 Commander. :cool: Really great to see the old nightclub concept revived from Aces of the Deep. I'll never figure out how the developers always fail to see what worked in older games. Must be too many other things to do.
Church SUBSIM
03-12-06, 12:56 AM
Looks great ....
One thing that I was sad to see not on the list is the ability to modify the grpahical elements of the crew (have hats on, off, which icons, which uniforms, etc)
I did this manually and have made a custom crew that I use via your excellent program but it sure would be nice to have the option built in so if a member transfers, etc you could do it on the fly.
Perhaps in a future future release ;)
Anyways - thrilled to see this program is getting more love ... lord knows it is a staple when it comes to using SHIII
JScones
03-12-06, 12:57 AM
It's there - "- Ability to adjust officer's faces, uniforms and voices (yeah, another one that's been around forever)". ;)
Church SUBSIM
03-12-06, 01:10 AM
sigh ..... I just spent about 14 hours working on a business plan .... after missing that little gem .... I think I need to re read that business plan again ;)
Thanks!
Enfilade
03-12-06, 02:14 AM
Great to see the new changes planned for Commander. One question: Teddy Bar, in his notes on the recent release of the NYGM Tonnage Mod, mentioned that the 'random tonnage' feature of SH3 Commander wasn't working properly in tandem with the mod. Is this being looked at?
JScones
03-12-06, 06:00 AM
I'm not aware of what the issues are. I can't recall being contacted about it. :hmm:
raymond6751
03-12-06, 09:06 AM
Love the commander, thanks.
My wish list for the future would be to (as you suggested) have some equipment on the sub not functioning well once we get to sea. In real life, glitches were probably a part of every patrol.
Also, it would be nice if you could liase with the guy who is creating the Subwolves Strategic game.
I'd also like to see the 'custom' named crew switchable among any subs in port. I plan to launch a new sub every month of the war and follow progress of the 'flottilla' including sharing crew experience.
Thanks again. SH3 would not be what it is without you modders.
The Avon Lady
03-12-06, 09:12 AM
What?!
There's room to improve SH3C even more?!?! :o
:up:
Observer
03-12-06, 01:54 PM
I'm not aware of what the issues are. I can't recall being contacted about it. :hmm:
We need a very simple setting in the Ship displacements.cfg to set RenownAwarded = Displacment. This could be a cfg setting like:
[DEFAULTS]
UpperDisp=1.15
LowerDisp=0.75
YearlyDispAdjust=1.02
RenownAwardedequalsDisplacement = 1 (0 = false, 1 = true)
When set to 1 (true) the randomized displacement will populate both the Displacement and RenownAwarded keys in the individual merchant ship cfg files.
I've also outlined a more complex scheme outlined below:
I had one solution in mind for SH3 Commander that would very easily solve the problem, but thinking about it this morning I thought I might be kind of neat to make the player "Confirm" tonnage sunk during the patrol. This could be a button they push in SH3 Commander which might randomize the tonnage for the ships sunk (again), and provide a random chance for one (or more) of the sinkings to be removed (over claims after all were a very common problem after all). What are the thoughts on this idea? Any solution will not be until after Jaesen Jones has completed his move.
If time is a problem, I would prefer the change to the Ship displacements.cfg. I you like the "Confirm" option that can be included in a later release (a sort of phased approach).
JScones:
Glad to see you finished your relocation and are back with us. There's a lot of great ideas on that list.
panthercules wrote:
The best new thing I could think of though would be some way to recognize and overcome the issue of docking at a milk cow being treated by the game as the start of a new patrol - that keeps me from being able to use the milk cows 'cause I really don't want to screw up my patrol records, so it would be great if you could have something that would somehow stitch the "new" patrol back into the "old" one so it would still look like you were still on the same patrol after you use a milk cow that you were on before you docked there.
Someone wrote in another thread that you were once close to finding a way to do this. If there's any possible way, it would be great.
Enfilade
03-12-06, 04:31 PM
I'm not aware of what the issues are. I can't recall being contacted about it. :hmm:
Here's the relevant section of Teddy Bar's posting (March 5, SH3 Forum) concerning the NYGM Tonnage Mod and Commander:
SH3 Commander
SH3 Commander is compatible with the NYGM Tonnage War except for the random tonnage feature. This will be explained in further detail below. Be sure to roll back SH3 Commander before installing the NYGM Tonnage War or any other modification. All components necessary for SH3 Commander to function with the NYGM Tonnage War are included in the installation packages. In addition, you must ensure the following options are not selected in the SH3.
Options>Gameplay Settings:
• Use fatigue model (unchecked)
• Adjust water density (unchecked)
• Max 88mm deck gun reload time = 15 seconds
• Max 105mm deck gun reload time = 15 seconds
Options>Time Compression:
• Set Max TC 1024 or less. Remember that time compression greater than 256x will result in erratic air attacks
• Set 3D views time compression to the same value as the Maximum time compression (i.e. if Max = 1024, then 3D views should also be 1024)
SH3 Commander Random Tonnage
Currently the random tonnage feature in SH3 Commander will result in improperly displayed career tonnage in the SHIII interface. This will unfortunately not be corrected until Jaesen Jones can finish his relocation. Note, it is only the ‘random’ part which does not work
---
The recently released NYGM Tonnage mod incorporates RuB and strives for new dimensions of realism. See Teddy's full posting for details. I'm very interested in installing the new NYGM mod but would like to see any probs with Commander's excellent Random Tonnage feature resolved ....
kiwi_2005
03-12-06, 07:31 PM
I am still waiting to see my request for a brothel & beer page intregrated into SH3 Commander. To be realistic as we can be, i ask for the following to be coded into SH3 commander maybe in 2.6 or 7 if possible.
The Brothel section:
FRIEDA thunder thighs
HEIDA thunder lips
HELGA thunder tits
we reward our crew by draging there names over the selected brothel name thus sending his morale stats up to a whooping 150% in some instances.
__________________________________________________ _
The beer section:
By draging crew names over the selected beer name will result in crew low - medium morale but with a more dearing attitude, depending on percentage.
rauchbier 5% alcohol per volume [normal attitude]
weissbier 15% alcohol per volume [low/medium attitude]
braunbier 35% alcohol per volume [CAUTION: HIGH DEARING ATTITUDE! But prone to hitting head often on pipes, willing to take on warships and possible shooting of enemy surviors in water]
:arrgh!:
JScones
03-13-06, 03:06 AM
My wish list for the future would be to (as you suggested) have some equipment on the sub not functioning well once we get to sea. In real life, glitches were probably a part of every patrol.
Oddly, being forced to return to base after a few hours at sea because of some mechanical problem appeals to me. I must admit, on a few patrols I have actually returned to base early to "simulate" damage. Yeah, I know...
JScones
03-13-06, 03:12 AM
Someone wrote in another thread that you were once close to finding a way to do this. If there's any possible way, it would be great.
Yep, so close, but so far. Neither I or TT could crack the .sav file, where this information is thought to be stored. My plan was that if the .sav file could be read, the player could go to a milk cow location and save and exit. They'd then run SH3Cmdr which would poke "refreshed" values into the .sav file. When the player reloaded the save game, they'd be ready to go with full fuel, torps, and a nominal time addition.
JScones
03-13-06, 03:22 AM
I'm not aware of what the issues are. I can't recall being contacted about it. :hmm:
We need a very simple setting in the Ship displacements.cfg to set RenownAwarded = Displacment. This could be a cfg setting like:
[DEFAULTS]
UpperDisp=1.15
LowerDisp=0.75
YearlyDispAdjust=1.02
RenownAwardedequalsDisplacement = 1 (0 = false, 1 = true)
When set to 1 (true) the randomized displacement will populate both the Displacement and RenownAwarded keys in the individual merchant ship cfg files.
I've also outlined a more complex scheme outlined below:
I had one solution in mind for SH3 Commander that would very easily solve the problem, but thinking about it this morning I thought I might be kind of neat to make the player "Confirm" tonnage sunk during the patrol. This could be a button they push in SH3 Commander which might randomize the tonnage for the ships sunk (again), and provide a random chance for one (or more) of the sinkings to be removed (over claims after all were a very common problem after all). What are the thoughts on this idea? Any solution will not be until after Jaesen Jones has completed his move.
If time is a problem, I would prefer the change to the Ship displacements.cfg. I you like the "Confirm" option that can be included in a later release (a sort of phased approach).
I think if anything I'll go the first approach. However, in the meantime, you/users can simply set the "RenownAwarded" keys in "Ship displacements.cfg" (new feature of R2.4) to be the same as the "Displacement" value (ie the value that appears in the Museum). This may actually be more realistic as I doubt a Captain could guess a ship's weight down to the last ton! ;)
JScones
03-13-06, 03:31 AM
I am still waiting to see my request for a brothel & beer page intregrated into SH3 Commander. To be realistic as we can be, i ask for the following to be coded into SH3 commander maybe in 2.6 or 7 if possible.
The Brothel section:
FRIEDA thunder thighs
HEIDA thunder lips
HELGA thunder tits
we reward our crew by draging there names over the selected brothel name thus sending his morale stats up to a whooping 150% in some instances.
__________________________________________________ _
The beer section:
By draging crew names over the selected beer name will result in crew low - medium morale but with a more dearing attitude, depending on percentage.
rauchbier 5% alcohol per volume [normal attitude]
weissbier 15% alcohol per volume [low/medium attitude]
braunbier 35% alcohol per volume [CAUTION: HIGH DEARING ATTITUDE! But prone to hitting head often on pipes, willing to take on warships and possible shooting of enemy surviors in water]
:arrgh!:
:hmm: Strangely appealing...
Fantastic software the CMDER really! :up:
If an addition (part from brothel/beer) should be added is an easy way to enter a current date before launching SHIII. At waw for example we normally have some time in port before next assignment and sofar there are so many tricks of the trade to set the departure date correctly. :doh: But it´s time consuming and the risk for a FUBAR is high with operators like me at least :88)
looking forward for the upgrade :up:
Per
Sailor Steve
03-13-06, 11:29 AM
Awesome stuff! Can't wait! :cool:
In my very first patrol log I made up an abortive mission involving the complete breakdown of a diesel. This led to my career starting on September 3rd, 1939, and event really caused by the 'purchase' of the new hydrophone system.
So yeah, I like the 'forced breakdown' concept too.
Observer
03-13-06, 07:37 PM
I'm not aware of what the issues are. I can't recall being contacted about it. :hmm:
We need a very simple setting in the Ship displacements.cfg to set RenownAwarded = Displacment. This could be a cfg setting like:
[DEFAULTS]
UpperDisp=1.15
LowerDisp=0.75
YearlyDispAdjust=1.02
RenownAwardedequalsDisplacement = 1 (0 = false, 1 = true)
When set to 1 (true) the randomized displacement will populate both the Displacement and RenownAwarded keys in the individual merchant ship cfg files.
I've also outlined a more complex scheme outlined below:
I had one solution in mind for SH3 Commander that would very easily solve the problem, but thinking about it this morning I thought I might be kind of neat to make the player "Confirm" tonnage sunk during the patrol. This could be a button they push in SH3 Commander which might randomize the tonnage for the ships sunk (again), and provide a random chance for one (or more) of the sinkings to be removed (over claims after all were a very common problem after all). What are the thoughts on this idea? Any solution will not be until after Jaesen Jones has completed his move.
If time is a problem, I would prefer the change to the Ship displacements.cfg. I you like the "Confirm" option that can be included in a later release (a sort of phased approach).
I think if anything I'll go the first approach. However, in the meantime, you/users can simply set the "RenownAwarded" keys in "Ship displacements.cfg" (new feature of R2.4) to be the same as the "Displacement" value (ie the value that appears in the Museum). This may actually be more realistic as I doubt a Captain could guess a ship's weight down to the last ton! ;)
Thanks.
The renown values are already pre-configured in the ship cfg files, so the RenownAwarded key doesn't help much. I've played with it, but it appears to be static rather than dynamic. The reason for this requested change is to avoid the strange looking effect when renown is different than tonnage, especially at the career level, but most visible on the patrol level.
JScones
03-14-06, 03:32 AM
OK, some questions and request for assistance...
- Adjusted crew experience for new crew (so all crew don't start with base experience - this needs to be modelled to determine impact on other mods)
My thoughts were that the SH3Cmdr Realistic crew_config_xx_1.cfg would remain unchanged, but crew_config_xx_2.cfg and crew_config_xx_3.cfg would have some crewman's experience values increased, in other words, all seamen won't start with 0 experience, Able Seamen with 20, Leading Seamen with 50 and so on.
Can anyone envisage any conflicts with other mods out there?
- "Simulate full base events" option (base bombings, sub sabotage. ie lose more crew in one go, perhaps even sub, lose upgrades or find current equipment "irrepairable")
I need help on this one. Is anyone able to list, by month preferably, the likelyhood of a base bombing and the average number of crewmen lost? By base if it makes a difference. For example:
[KIEL]
193909: 0 in 20 chance; 0 men per boat
194201: 1 in 20 chance; 2 men per boat
194401: 8 in 20 chance: 7 men per boat
Let me know if this is not clear.
- Crush depth mod (some people have asked for it, but no-one has provided me the detail to implement)
To reiterate a question I asked when this first was raised...
"Not wanting to install the tool [TimeTravellers random crush depth 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?"
- Artic water to Bergen Flotillas (well, we did it for the 29th in Med, should we do it for the 11th in the North?)
Is this an issue?
jasondef
03-14-06, 05:17 AM
I am still waiting to see my request for a brothel & beer page intregrated into SH3 Commander. To be realistic as we can be, i ask for the following to be coded into SH3 commander maybe in 2.6 or 7 if possible.
The Brothel section:
FRIEDA thunder thighs
HEIDA thunder lips
HELGA thunder tits
we reward our crew by draging there names over the selected brothel name thus sending his morale stats up to a whooping 150% in some instances.
__________________________________________________ _
The beer section:
By draging crew names over the selected beer name will result in crew low - medium morale but with a more dearing attitude, depending on percentage.
rauchbier 5% alcohol per volume [normal attitude]
weissbier 15% alcohol per volume [low/medium attitude]
braunbier 35% alcohol per volume [CAUTION: HIGH DEARING ATTITUDE! But prone to hitting head often on pipes, willing to take on warships and possible shooting of enemy surviors in water]
:arrgh!:
Awesome idea! I like it! This may be too out there, but how about adding some STD's into the mix?! Increased chances of having crabs for example if a crew member visits the brothel! It wouldn't show up for a few days into the patrol if it happened the night before you went out on patrol, requiring him to rest in crew's quarters for several days with a medic present before his stats (morale, etc.) get back to normal. Or increased chance of such an ailment surfacing right before you go out on patrol and he can't go out on that patrol leaving you short-handed, unless you fill in his slot with a fresh seaman, and thusly lose him for the rest of your career?
Sorry if that sounds a little twisted, but that's me! :arrgh!:
I've been playing with Commander for just a couple of weeks now, and love it by the way! Anything that adds to the realism of being an everyday seaman, with a real life outside of the U-Boat patrols just adds to the experience, and I'm all for it.
JScones wrote:Quote:
- Artic water to Bergen Flotillas (well, we did it for the 29th in Med, should we do it for the 11th in the North?)
Is this an issue?
I think it would be an excellent addition. I'm on my first patrol in the Med since the water was changed and its a great touch from the immersion standpoint to have something in the environment reflect the theatre you're operating in.
odinfish
03-16-06, 10:11 AM
This may be a very noob question but will the new SH3C be compatible with the new IUB103?
SH3 Commander is what makes the game, for me. Since I pretty much played SH3 to death between April-July of last year, I now will go two months without loading it. But when I do, it's always mainly to see what interesting changes have been made to gameplay through the Commander updates.
Tikigod
03-16-06, 02:37 PM
awe man...is there anyway you can add a kriegsmarine map into the interface where you select a patrol location? There are times I want to plan out an area I want to patrol and it would just be nice to see it from one console instead of finding a seperate map....it doesn't have to be fancy maybe just a link that opens html page to a local pic located in sh3 commander directory....that way anyone can use whatever map they prefer as long as its named the same filename.
JScones
03-17-06, 02:19 AM
awe man...is there anyway you can add a kriegsmarine map into the interface where you select a patrol location? There are times I want to plan out an area I want to patrol and it would just be nice to see it from one console instead of finding a seperate map....it doesn't have to be fancy maybe just a link that opens html page to a local pic located in sh3 commander directory....that way anyone can use whatever map they prefer as long as its named the same filename.
Awe man, didn't you see "- link to game SH3 map for grid refs - via shimgvw.dll (image viewer)?"?? ;)
JScones
03-17-06, 07:45 AM
BTW, if you're interested in how things are progressing, check out the first page from time to time as I will be highlighting completed items in blue.
I don't know if SH3 Commander can do any thing, but there is the option of removing the deck gun in the main menu. My question if related with a thing that's bother's me. When I begin a new career and chose a type VII in 1942 and beyond it cames with the conning tower type 2.
Can be a opting when creating a new career in SH3 Commander that's allow to choose the type of the conning tower of the boat that one choose?
zzsteven
03-18-06, 07:30 AM
An excellent list of improvements, JScones. While you're at it, is it possible to make some modifications to the crew list page?
1- Delete the health column or narrow it to an initial/ abbreviation.
2- Expand the experience column to include the required experince for next promotion.
3- Sorting the crew list, within each rank grouping, by the number of patrols.
4- Printing in landscape view.
Is the crew list exportable in CSV format? If so, I could do all that myself.
Can the crewman auto-transfer be done at a different time rather than just prior to starting a new patrol?
zz
JScones
03-18-06, 07:55 AM
1- Delete the health column or narrow it to an initial/ abbreviation.
I may consider deleting it from the Crew List.
4- Printing in landscape view.
That's how it is set up to print. You change the orientation via your browser, as you would with any HTML file. The Crew List is actually relative to the page margins, meaning the columns will adjust to best fit the page.
Is the crew list exportable in CSV format? If so, I could do all that myself.
No.
Can the crewman auto-transfer be done at a different time rather than just prior to starting a new patrol?
No. It's the most appropriate time to do it, ie when you are mustering your crew together for the next patrol.
zzsteven
03-18-06, 08:13 AM
Thank you for the reply. As I do a lot of crew management while in port so will probably turn off the auto-transfer.
An HTML document...... oh yeah, it is. Oooops :oops:
zz
JScones
03-18-06, 08:20 AM
As I do a lot of crew management while in port so will probably turn off the auto-transfer.
Yeah, but war is cruel. It may be frustrating to see that great ObLt you've been skilling up and mentoring suddenly whisked away when you least expected, but it happened in real life.
Personally, I wouldn't have it any other way. It adds to the challenge and realism.
zzsteven
03-18-06, 08:33 AM
As I do a lot of crew management while in port so will probably turn off the auto-transfer.
Yeah, but war is cruel. It may be frustrating to see that great ObLt you've been skilling up and mentoring suddenly whisked away when you least expected, but it happened in real life.
Personally, I wouldn't have it any other way. It adds to the challenge and realism.
I agree. I transfer up to a 1/3 of my crew after each patrol based on experience, # of patrols, rank, and qualification. Maybe I'll leave it on and pretend he has taken ill or was thrown in the brig just prior to departure. Didn't replace the auto- transfer on the last patrol. It was interesting managing the crew being short one officer. :rock:
zz
fredbass
03-18-06, 10:13 AM
I am a little unclear on something. When I add the new skin pack addon, I assume all I really need to do is copy the new dates in the current date folder. Or do I need to replace the current date folder with the new one?
PS, I disabled mods b4 I uninstalled 2.3 and installed 2.4. I hope that won't be a problem because I read where I should roll back commander first. If that's a problem, please let me know.
Thanks,
JScones wrote:
If you use SH3Cmdr you can set up shortcuts to your SH3Cmdr.exe file using the /l switch to point to each individual SH3 installation and SH3Cmdr will do the rest. For example,
"C:\<installpath>\SH3 Commander\SH3Cmdr.exe" /l:"C:\Program Files\UbiSoft\SilentHunterIII NYGM"
"C:\<installpath>\SH3 Commander\SH3Cmdr.exe" /l:"C:\Program Files\UbiSoft\SilentHunterIII NYGM DEV"
"C:\<installpath>\SH3 Commander\SH3Cmdr.exe" /l:"C:\Program Files\UbiSoft\SilentHunterIII NYGM HT"
etc, etc, etc
Forgive my IT ignorance, but where do I find this file to rename? Do I just make multiple shortcuts and name each one to the corresponding SH3 installation?
JScones
03-18-06, 08:44 PM
Forgive my IT ignorance, but where do I find this file to rename? Do I just make multiple shortcuts and name each one to the corresponding SH3 installation?
Create shortcuts to SH3Cmdr.exe. Then, under the "Target" property of each one, enter the details like above. Name the shortcut the same as the installation for easy identification, ie "SH3Cmdr for NYGM".
jasondef
03-21-06, 03:20 AM
Haha, all this time, and still nobody wants to touch my "crabs" idea! You chickens!!
JScones
03-24-06, 03:57 AM
I've added the new randomisation feature. Now, essentially *any* value in *any* SH3 data file (binary or text) can be easily randomised! You can also choose for each individual value whether to randomise mid-patrol or not.
At this point you can randomise two ways:
1. simple randomisation where a number is chosen from a specified range. Numbers can be either integers or floats. For example:
[data\Cfg\SIM.CFG]
FileType=T
AI Detection|Lost contact time=I|15|45|Y ;Randomises the time Escorts spend looking for you after losing contact
2. selection randomisation where a set of defined values are chosen from a number of sets of defined values. All values are treated as text so it does not matter what they comprise. For example:
[data\Library\AI_Sensors.dat]
FileType=B
ChooseFrom=10
RndMidPat=1
0_671=-105 ;671 is the offset value in the binary file that relates to the value you want to change
0_920=25
1_671=-150
1_920=30
2_671=-180
2_920=35
3_671=-235
3_920=40
4_671=-270
4_920=45
You can apply both methods to the same files at the same time.
You can't randomise based on year yet, but that may come after I completely polish what I've already done (I have added the framework to do it though).
And if you can't tell, yes I'm excited because after some testing, I see that this feature can really open up the game to some uncertainty and challenges.
Mil_tera
03-24-06, 05:57 AM
Keep up the good work!!!! Can't wait for this version to be finished!!! So far it sounds awesome!!!!
:rock: :up:
gouldjg
03-24-06, 06:18 AM
Your da man Jscones
God I can’t wait to get some free time to play this game.
Your work and the work of others has really bought this game to a new level this past couple of months.
Upto now,
1. GW will eventually provide me with the immersion, sound and graphics through the work of KPT, Rubbini etc and GW team.
2. NYGM, sets a benchmark for challenging play (I love challenging)
3. Hemisents work, introduces unpredictability (I love rule based chaos)
4. Your work sets the ground for the spice of life (random and ever changing effects, damage sounds,.
I have just asked if Jason would be prepared to look at making DD, escorts more reactive.
If this all come together as planned, this game will rock.
The word Dynamic is finally ringing tones in my ears.
Der Teddy has teased me though, when he mentioned about the hovercraft effect being removed. It looks like there is always something to look forward too.
JScones
03-24-06, 07:07 AM
If you have any ideas for randomisation, let me know and I can do some testing and see how it goes. Just reply with the file name, section and key (or offset if binary file) and either the range of values (for simple randomisation) or sets of values (for selection randomisation).
So far the randomisation events include Hemisent's Thermal Layer mod and the Lost Contact Time randomisation.
Anachronous
03-24-06, 07:42 AM
A couple of items I would find handy.
1. Ability to change my own name.
Either to simulate a change of Commander or because with the added roleplay elements, it would be nice to have a proper name.
2. Option to remember a setting from previous launch.
This would come in handy with such mods as the "thermal layers". It would be handy in this scenario not to have it lost if I was in a tight situation, but really needed to call it a night. :) Or for other situations where you want to keep something constant for a little longer.
There is only one issue/bug I have with SH3 Com. It launches off to the right side of my screen. Not centralised.
Thanks for all the great software. I was looking for a file splitter that doesnt need to be installed to join the files and also a few weeks back looking for something small to change the file dates.
Cheers
gouldjg
03-24-06, 07:44 AM
Jscones
can I ask you for a zones.cfg setup that will enable me to have multiple setups for sub damage.
e.g.
[Quarters2]
Multiplier=1.000000 I would not touch
Flotability=35.000000 can have a 5-10% either way
HitPoints=450 can also be off set either way, but only small percentages. Though would be nice to have the chance that a component is very weak to start with.
Destructible=No should not be tweaked as causes faults
Armor Level=-1 I am debating this one. Some say other values cause faults, I am yet to be convinced.
Critic Flotation=0.015 would be good also
Critical=No Hmmm again more testing required but there is a line with critical chance that should have the ability for small off sets.
Effect1=#dc_bubbles, 50 would be ideal to be able to have random whole line i.e. add a different effect. remember that it is possible to add 2 effects per component so would that cause you a problems.
FloodingTime=140 yep you guessed it, should be random
CargoType=None I would like the ability to have it randomly possible to load with ammo etc as it can have good impact in game.
Ideally I would not know which would be the best way to go.
Either you can/have easily make the tool to auto do all this or it may be best to it the folders way. That is not my skill area and I am only hoping you do not have to go to too much trouble.
For me ZONES.CFG is a critical file where evrything from ship, sub and plane effects, damage and style of sinking, explosion can be affected. It would have the most significant effect in game and add the spice we all require.
Further down the road, it would be great to do some .zon files for each DD, escort. I got thinking about DD turn rates though I cannot pin down which file it was stored in at the moment.
I fully appreciate that this is no easy task for you so i am not going to pour every request on you yet. however here is my list. :D
1. Random campaign files, i.e. one sticking to realism and one just a bit more gamey. The more variation the better. :up: e.g. maybe one day I will encounter more Task forces or hunter groups to coinside with the allies doing a sweep clean.
2. Any file relating to DD beahviour
3. Forget shells and guns, well actually it may be nice if a Battleship gun could do a instant kill on sub but only now and then.
Is this what you were after????
JScones
03-24-06, 08:47 AM
Yep, pretty close.
What you are proposing will be achievable via the new functionality. Using your example, the random events file would be set up thus:
[data\Zones.cfg]
FileType=T
Quarters2|Flotability=I|30|40|N
Quarters2|HitPoints=I|430|460|N
Quarters2|Critic Flotation=F3|0|1|N
Quarters2|FloodingTime=I|100|170|N
[data\Zones.cfg]
FileType=T
ChooseFrom=4
RndMidPat=0
0_Quarters2|Effect1=#dc_bubbles, 50
0_Quarters2|CargoType=None
1_Quarters2|Effect1=#dc_bubbles, 70
1_Quarters2|CargoType=Some (whatever the other values are!!!)
2_Quarters2|Effect1=#dc_bubbles, 80
2_Quarters2|CargoType=Some (whatever the other values are!!!)
;if 3 is chosen, because there are no values here, whatever is already in the game will be used...
To explain, the first block caters for the number randomisation. The second block caters for text randomisation. Because text cannot be randomised, you need to set up some values for SH3Cmdr to choose from.
Of course, I've made the ranges up. You could use whatever you've found to be the best ranges.
The above took less than a few minutes to set up - because Zones.cfg is a text file, it's quick and easy to set up randomisation for any entry.
gouldjg
03-24-06, 09:50 AM
Thats great
just to confirm my tiny mind is getting this
I like the block idea but where do i add the probability in the numbers block?
I am looking at the second block and can see ChooseFrom=4so if i create 300 lines of the same except 3 have major changes, does this now mean I have my 3% chance of a specific effect occuring or do you have a easier way of doing this i.e. a fromulation in your tool.
e.g.
297 lines = 0_Quarters2|Effect1=#dc_bubbles, 50
3 lines = 0_Quarters2|Effect1=#dc_bubbles, 10
therefore I have a 3% chance of getting dc bubble effect with only 10% of the unit damaged and 97% with at least 50% damaged.
It would be a lot nicer to just be able to add a line that then can set what the chance should be.
I would like the same in the numbers section e.g. to add a probability factor. Or could I just use the second block to design the % for the numbers as long as i never had a duplicate in the numbers section. There would only need to be a limited number of these 1 in a 100 chance events.
I hope I am not sounding too vauge or demanding here, its just that I like you, Hemisent and others can really appreciate what this can bring to the game.
Quarters2|Flotability=I|30|40|N
quarters2 = easy enough
Flotability=I I am presuming the I means something?
|30|40| is the range between values i.e. start and stop/ min and max. yep got that
N = what is this for (I do not understand it. me = :doh: )
this rocks rocks rocks
wrap it, pack it, patent it and approach game companies cos I can think of a hundred games I would love this type of tool capability. I think the majority of gamers are wanting the dynamic feel of a game so this would appeal to the masses.
So how would you approach the .zon issue?
lets say I wanted to have a rough range for late war DD Hydrophone ability and a 20% chance that they could detect me at beyond 6000 mtrs up to say 8000 mtrs.
AGAIN, JSCONES a random number is fine but to also be able to apply probability is 10X fine.
If you already have this sorted, I am sorry but I may have missed it in my excitement.
JScones
03-25-06, 12:05 AM
I am looking at the second block and can see ChooseFrom=4so if i create 300 lines of the same except 3 have major changes, does this now mean I have my 3% chance of a specific effect occuring or do you have a easier way of doing this i.e. a fromulation in your tool.
OK, 3 in 300 is actually 1%, so this could be *quickly* achieved (knowing that 50 is the default value), by:
ChooseFrom=100
0_Quarters2|Effect1=#dc_bubbles, 10
With these two lines you'll get a 1 in 100 chance of getting 10 as the value.
Of course, if you *want* to force 50 whenever 10 is not selected, you'd need to add 99 other lines with 50 as the value (understandably, as I'm sure you realise).
It would be a lot nicer to just be able to add a line that then can set what the chance should be.
Yup, ChooseFrom. You can set that to as high as you like, regardless of how many actual values you list, just as I have above.
I would like the same in the numbers section e.g. to add a probability factor. Or could I just use the second block to design the % for the numbers as long as i never had a duplicate in the numbers section. There would only need to be a limited number of these 1 in a 100 chance events.
I hope I am not sounding too vauge or demanding here, its just that I like you, Hemisent and others can really appreciate what this can bring to the game.
I'm sure it can do it in its current form. It is pretty powerful.
Quarters2|Flotability=I|30|40|N
Flotability=I I am presuming the I means something?
|30|40| is the range between values i.e. start and stop/ min and max. yep got that
N = what is this for (I do not understand it. me = :doh: )
I = Integer (whole number). The other possible value is Fn, where F = Float (decimal) and n is the number of decimal places needed. That is, F3 means 0.000.
30 is the lower limit
40 is the upper limit
N determines whether to randomise mid-patrol. The other possible value is, of course, Y.
wrap it, pack it, patent it and approach game companies cos I can think of a hundred games I would love this type of tool capability. I think the majority of gamers are wanting the dynamic feel of a game so this would appeal to the masses.
As it's totally generic and not-reliant on any game, I'm thinking of exporting it, including the Random folders for graphics/sounds aupport, to a separate module and testing/using it with other games. At that point it will be polished up quite a bit.
So how would you approach the .zon issue?
Same way as above.
There's obviously more power that I can add, but let's just get 80% of what we want working first. You all (or Y'all as I now believe it to be ;)) can then enjoy that whilst I beaver away on the remaining 20% and create a stand alone product that you can use with any of your games.
Anachronous
03-25-06, 04:06 AM
Is it possible to get an option to use certain features and not others. Like using the options for editing crew, boat, flotilla in the save game and generating your commander info, without having to launch the game and activate the random features.
JScones
03-25-06, 04:31 AM
Is it possible to get an option to use certain features and not others. Like using the options for editing crew, boat, flotilla in the save game and generating your commander info, without having to launch the game and activate the random features.
You don't need an option. You already can manage your crew, generate Personnel Files, change your patrol grid and tinker with your boat without having to launch SH3.
And if you do ever launch SH3 via SH3Cmdr, then you'll know that one of its strengths is that it allows you to tailor to your liking basically every change that it makes, or even let you remove the changes altogether.
Anachronous
03-25-06, 05:04 AM
Is it possible to get an option to use certain features and not others. Like using the options for editing crew, boat, flotilla in the save game and generating your commander info, without having to launch the game and activate the random features.
You don't need an option. You already can manage your crew, generate Personnel Files, change your patrol grid and tinker with your boat without having to launch SH3.
And if you do ever launch SH3 via SH3Cmdr, then you'll know that one of its strengths is that it allows you to tailor to your liking basically every change that it makes, or even let you remove the changes altogether.
Ive used it, but none of the crew changes seem to stick unless I launch SH3 via the program. I gathered it must need to be launched to save.
So what you are saying is, i can change the SH3 options and crew then exit SH3 commander and launch the game the normal way and keep those changes without adding the random file changes?
gouldjg
03-25-06, 05:11 AM
OK, 3 in 300 is actually 1%, so this could be *quickly* achieved (knowing that 50 is the default value), by:
ChooseFrom=100
0_Quarters2|Effect1=#dc_bubbles, 10
With these two lines you'll get a 1 in 100 chance of getting 10 as the value.
Of course, if you *want* to force 50 whenever 10 is not selected, you'd need to add 99 other lines with 50 as the value (understandably, as I'm sure you realise).
It would be a lot nicer to just be able to add a line that then can set what the chance should be.
Yup, ChooseFrom. You can set that to as high as you like, regardless of how many actual values you list, just as I have above.
.
Thats Fantastic, I understand now
I can work with that 2nd block, cool.
So back to the first block
[data\Zones.cfg]
FileType=T
Quarters2|Flotability=I|30|40|N
Quarters2|HitPoints=I|430|460|N
Quarters2|Critic Flotation=F3|0|1|N
Quarters2|FloodingTime=I|100|170|N
On this block entry, can i use the choose from rule.
e.g. lets say that in 5% of times I want the floatability to be between 35/50 and the rest of the times leave it as your setting. Can this be done here or would I need to use block 2 style.
If so I can really kick up some good stuff.
If you want I can do a full zones.cfg version example. I know the zones.cfg rules and their effects. I know what the silly figures are and what is reasonable.
I am tottally re-born with new hope for this game now :up: :up:
Thanks JSCONES
JScones
03-25-06, 06:11 AM
On this block entry, can i use the choose from rule.
No. It just handles simple randomisation. At least at the moment. Best is to use the selection randomisation.
If you want I can do a full zones.cfg version example. I know the zones.cfg rules and their effects. I know what the silly figures are and what is reasonable.
Go for it! :up:
JScones
03-25-06, 06:32 AM
So what you are saying is, i can change the SH3 options and crew then exit SH3 commander and launch the game the normal way and keep those changes without adding the random file changes?
Yep. Although I can't explain why your crew changes aren't sticking. I assume that you are clicking and dragging the medals, badges and quals to the appropriate box and then pressing the Apply button?
When you then load the game, I assume that you are loading the latest, in base save game and not a mid-patrol or earlier save?
Anachronous
03-25-06, 07:28 AM
So what you are saying is, i can change the SH3 options and crew then exit SH3 commander and launch the game the normal way and keep those changes without adding the random file changes?
Yep. Although I can't explain why your crew changes aren't sticking. I assume that you are clicking and dragging the medals, badges and quals to the appropriate box and then pressing the Apply button?
When you then load the game, I assume that you are loading the latest, in base save game and not a mid-patrol or earlier save?
Yes that is exactly what im doing. I tried it a few times and tried it agian once updating to latest Commander. I will see what happens after next patrol finishes and try again. I havent played this campaign since v1.3 patch.
gouldjg
03-25-06, 08:08 AM
Hi Jscones
Do you want to send me the text file and I will fill in the zones.cfg random events for a simple but effective release version.
Or do you want me to send you a zones.cfg showing in red what needs to be set up?
I have had a discussion with Der Teddy concerning his future release. He does not forsee any dramatic problems and I have agreed to leave his flooding numbers alone. He is tied up in work at the moment but I will keep him informed of the work progress so he can consider it later which I am sure he will, once he sees the potential. As long as I keep in touch with his work, I can then apply this with his new damage mod v2 at a later date.
I have also had a quick chat with Hemisent and do not forsee any problems with conflicts as he is using different files.
Which Direction sounds best?
1. Will the majority want a slight more random world with the odd bigger boom and damage, they get Hollywood Chaos. Which is the more gamey type of realsim fan i.e. me, whom likes the odd but small of luck/fate with new special effects randomisation and the occasional big boom and fewer shot plane down or ammo explosion.
2. If they want small Subtle realsim based changes but the odd minor supprise they get Hollywood Real Chaos. One that allows subtle but noticible changes that the die hard realism fans can enjoy. i.e. they will not get the same rules all of the time though it will be pretty tight in the way it makes the player plan his attack etc etc.
This way I hope that players can benefit from certain features of future major mods and not be constricted by the rules of realism v gameplay as has always been the case.
This is just a suggestion, I will also explain the work in a readme and on a thread so players can tweak to there liking like I will tweak to mine.
At the moment I have the GW zones.cfg which is probably best to work from as it is most recent unless you think otherwise, I am easy and go with the best result.
I have sent you my email in case I need a file from you that shows the formal layout.
This is getting very very very good
JScones
03-25-06, 08:32 AM
Do you want to send me the text file and I will fill in the zones.cfg random events for a simple but effective release version.
I'll send - see your PM.
At the moment I have the GW zones.cfg which is probably best to work from as it is most recent unless you think otherwise, I am easy and go with the best result.
That's fine, it just means that you can't make assumptions on what base Zones.cfg file your audience is using. In other words, you will need to consider whether you force the default values as well as the random ones.
BTW I like option 2. Variance within realistic tolerance would suit me fine, just so I don't get complacent.
JScones
03-25-06, 09:11 AM
Actually, just to kinda change the subject. A few people wanted to randomise the crush depth via SH3Cmdr. I'd written it off because when I asked some questions about it no-one responded.
It could very easily be added to the randomised events file, thus:
[data\Submarine\NSS_Uboat2A\NSS_Uboat2A.zon] <--I assume it's the .zon file??
FileType=B
<HEX OFFSET VALUE>=I|<-10% of default>|<+5% of default>|N
etc for each subtype.
Here's everyone's last chance before this request gets trashed...
1. Can someone pls confirm what the hex offset is to the crush depth value (for each zon file if they differ)? I know it is a 4 byte single, I just don't know the exact file offset.
2. Can someone pls confirm that the correct default crush depth values are:
IIA: 175m
IID: 200m
VIIB: 250m
VIIC: 300m
VIIC/41: 350m
VIIC/42: 450m
IXB+IXC: 275m
XXI: 350m
lurker_hlb3
03-25-06, 10:30 AM
Actually, just to kinda change the subject. A few people wanted to randomise the crush depth via SH3Cmdr. I'd written it off because when I asked some questions about it no-one responded.
It could very easily be added to the randomised events file, thus:
[data\Submarine\NSS_Uboat2A\NSS_Uboat2A.zon] <--I assume it's the .zon file??
FileType=B
<HEX OFFSET VALUE>=I|<-10% of default>|<+5% of default>|N
etc for each subtype.
Here's everyone's last chance before this request gets trashed...
1. Can someone pls confirm what the hex offset is to the crush depth value (for each zon file if they differ)? I know it is a 4 byte single, I just don't know the exact file offset.
2. Can someone pls confirm that the correct default crush depth values are:
IIA: 175m
IID: 200m
VIIB: 250m
VIIC: 300m
VIIC/41: 350m
VIIC/42: 450m
IXB+IXC: 275m
XXI: 350m
These values are correct. Also it is the *.zon file.
IIA: 175m
IID: 200m
VIIB: 250m
VIIC: 300m
VIIC/41: 350m
VIIC/42: 450m
IXB+IXC: 275m
XXI: 350m
using TT SH3 Mini Tweaker the following values are provided
IIA = Crash Depth 245 offset x2688
IID = Crash Depth 280 offset x2688
VIIB = Crash Depth 350 offset x1BA3
VIIC = Crash Depth 350 offset x1BA3
IXB = Crash Depth 385 offset x2C43
IXC = Crash Depth 385 offset x2C43
IXD2 = Crash Depth 385 offset x2C43
XXI = Crash Depth 490 offset x35A8
please note that the Crash Depth are "not" meters. you may want to get both TT SH3 Inspector & SH3 Mini Tweaker to generate correct values
gouldjg
03-25-06, 07:42 PM
Jscones
I have set up a development thread for zones.cfg in the modding forum. Called it chaos for the time being.
I sent you a email asking a couple of questions before I make time costing errors,
can you explain Float+precision to me. By looking at your example I am presuming it deals with values if less than 1.
I am presuming f3 = 3 places either way but very unsure :doh:
e.g. Lets say I have a figure = 0.03
I want to random this figure only by a small shift, so I see you used f3|0|1| rather than I|0.00|0.06|
result = ?????? difference = ??????
The rest of the questions are in the email.
I will point all further queries in my thread, same as hemisent :up:
At the moment, I am just setting up Block 1 for the sub. No player sub will be the same as another players sub :rotfl: :rotfl: As soon as I have set that up I will do just the sub section and post you the file.
I can then set up ships, and planes, all for block one style. I will include notes next to each line so any future modders/players can make adjustments at a later date. I think this is best as they then have a guide next to each line to guide them. Lots of intitial work but worth it in the long run.
After Block 1 is done I will start block 2 events but I dont think you need to wait for me as this may take some time and thought.
This file method is so cool,
1.Looking into the future I can see more control and variation concerning airplane behaviour, ranges etc.
2.Future adjustments for the DD set by year :yep: :yep:
3.Hell you can even have it so that the crew work at different rates on different days (grumpy crew or boat sickness syndrome = easy to do)
Billions of combinations possible here. I am in aw with the whole thing. :know:
I am buying a writing book as I know I will have a game that will make me want to keep a log book now.
Thanks for this Jscones, its brilliant
JScones
03-25-06, 09:21 PM
IIA = Crash Depth 245 offset x2688
IID = Crash Depth 280 offset x2688
VIIB = Crash Depth 350 offset x1BA3
VIIC = Crash Depth 350 offset x1BA3
IXB = Crash Depth 385 offset x2C43
IXC = Crash Depth 385 offset x2C43
IXD2 = Crash Depth 385 offset x2C43
XXI = Crash Depth 490 offset x35A8
please note that the Crash Depth are "not" meters. you may want to get both TT SH3 Inspector & SH3 Mini Tweaker to generate correct values
Interesting that the above values are each 40% greater than the default values. Are these from the stock SH3 files, or from modded files?
Can you pls do me a favour? Using one of TT's tools, can you change one of the values in one of the .zon files to anything and then see what value is saved to the file?
lurker_hlb3
03-25-06, 10:51 PM
IIA = Crash Depth 245 offset x2688
IID = Crash Depth 280 offset x2688
VIIB = Crash Depth 350 offset x1BA3
VIIC = Crash Depth 350 offset x1BA3
IXB = Crash Depth 385 offset x2C43
IXC = Crash Depth 385 offset x2C43
IXD2 = Crash Depth 385 offset x2C43
XXI = Crash Depth 490 offset x35A8
please note that the Crash Depth are "not" meters. you may want to get both TT SH3 Inspector & SH3 Mini Tweaker to generate correct values
Interesting that the above values are each 40% greater than the default values. Are these from the stock SH3 files, or from modded files?
Can you pls do me a favour? Using one of TT's tools, can you change one of the values in one of the .zon files to anything and then see what value is saved to the file?
"stock game"
1 Meter = 1.4 within the .zon file
i.e for the IIA, 175 meter x 1.4 = 245
JScones
03-25-06, 11:37 PM
Thanks. Of course, 1.4 adjusts for decimal to hex conversion.
This feature is now in the next release. It has three benefits:
1. It provides at the least the correct MAXIMUM crush depth for each sub type, including the variations which SH3 does not distinguish between;
2. It randomises between 90 and 100% of the MAXIMUM crush depth value. I'm open if anyone thinks it should be randomised beyond the maximum value...
3. SH3Cmdr no longer needs the .zon file which manually increased the depth for VIIC/41 Captains, but to the detriment of any other .zon file changes.
Again, user editable if players so desire...
VonHelsching
03-26-06, 12:43 AM
2. It randomises between 90 and 100% of the MAXIMUM crush depth value. I'm open if anyone thinks it should be randomised beyond the maximum value...
IMHO: 9x % to 10y %, where x,y>0, but keep that a secret... :|\
JScones
03-26-06, 02:31 AM
FYI experienced SH3Cmdr users are welcome to "sign up" for Release 2.5 testing... Refer http://www.subsim.com/phpBB/viewtopic.php?t=50329
Thank you,JScones,for your timely responce.Having read help,FAQ.& en.txt files,I've found two refferences for the (I switch)
you speak of.
reff.: can be forced to use any Silent Hunter III installation through inclusion of /l switch;
For example, you can create shortcuts to SH3 Commander for each of your Silent Hunter III installations and append /l:"<alternate Silent Hunter III path in quotes>" to the shortcut target. Should SH3 Commander still not find a valid installation of Silent Hunter III, you will be prompted for it.
reff.#2: Modders can now use a /nolaunch switch to stop SH3 loading (ie for mod testing purposes)
Questions #1:where are these switches,in your program?help
#2:Is this statement a valid concern:The hard question is,how do you point renamed game in programs/UBI to it's own SH3 file in my documents,with out them reading and over writeing each other? So that you could play each install separately?-----if this explaination is confusing,Silent Hunter III creates SH3 folder, in my documents,is it necessary,ie adviseable to have seperate SH3 folder,for each game installation copy,& how to point to same?
Your first advise:Create your own shortcuts to each installation (or, if you use SH3Cmdr, create shortcuts to SH3Cmdr.exe and
append the /l switch to set a specific installation - see the help file for more details).----Read until blue, missed it.---more explaination please.
_________________Copied to this tread so you might see it.
I had SH3 Commander for a couple of weeks now, the one thing I really like I can control by grid patrols which is much better. Yes I like it. :up: :up: :up: :up: :up:
Martin1813
03-29-06, 09:25 AM
Nothing to say except, to me, SH3Cmdr is essential for SH3 :up:
jasondef
03-30-06, 02:25 AM
Was wondering if you had an ETA for the release of the new Commander?
I'll soon be finishing my first career, and have been trouble with errors etc with all the mods I've added-subtracted over the course of the career. So for my next career, I'm planning on doing a clean re-install with realism mods added, and thought I might wait for the new Commander also. Unless its still a month away or more, don't think I could wait that long. Thanks, I love SH3 Commander!
JScones
03-30-06, 04:19 AM
I had SH3 Commander for a couple of weeks now, the one thing I really like I can control by grid patrols which is much better. Yes I like it. :up: :up: :up: :up: :up:
Then you'll enjoy the next release even more - there is a button added to the change screen which randomly selects a valid patrol grid from Flotilla.cfg based on the Flotilla and date. So, players that feel guilty about "picking their own" grid can press the button and still be given a random, and accurate, patrol grid.
It's also to overcome the NULL patrol grid problem by bringing things "back on track".
JScones
03-30-06, 04:20 AM
Was wondering if you had an ETA for the release of the new Commander?
I'll soon be finishing my first career, and have been trouble with errors etc with all the mods I've added-subtracted over the course of the career. So for my next career, I'm planning on doing a clean re-install with realism mods added, and thought I might wait for the new Commander also. Unless its still a month away or more, don't think I could wait that long. Thanks, I love SH3 Commander!
Not sure. Still testing. Maybe a week or so?
jasondef
03-30-06, 04:45 AM
Not sure. Still testing. Maybe a week or so?
Sweeeet! Thanks for the great work!!!
JScones
03-31-06, 01:55 AM
I've got a request for some of the more artistic people here. With R2.5 I'd like to revamp the SH3Cmdr banner, so if anyone would like to create one, feel free. Size needs to be 596 x 65 pixels (or proportionally scalable, but not too big or it impacts file size, either directly or indirectly). Nicest one will be used for R2.5.
I've got a request for some of the more artistic people here. With R2.5 I'd like to revamp the SH3Cmdr banner, so if anyone would like to create one, feel free. Size needs to be 596 x 65 pixels (or proportionally scalable, but not too big or it impacts file size, either directly or indirectly). Nicest one will be used for R2.5.
I'll try to do that tomorow, if I have time.
I have to finish my new Recognition Manual and I am hoping to release it tomorow.
Then I will proceed to new things :smug:
vodkajello
03-31-06, 01:27 PM
I've got a request for some of the more artistic people here. With R2.5 I'd like to revamp the SH3Cmdr banner, so if anyone would like to create one, feel free. Size needs to be 596 x 65 pixels (or proportionally scalable, but not too big or it impacts file size, either directly or indirectly). Nicest one will be used for R2.5.
And maybe re-do that nasty icon.
Kilamon
03-31-06, 05:09 PM
I know it could be considered as a cheat, but I'd love to see a direct way to change renown.
I'm in my 8th patrol in a type II and after doing a full wipe/reinstall due to installing the GW mod, I am having a difficult time raising renown enough to buy a VII. With the default game install, you go through the tutorials and gain renown by completing them but when installing a fresh version, all these settings are reverted to ensign status so even though I've done 30+ patrols, it doesn't count and I can't buy a VII to increase my tube or eel count. Installing the GW mod makes the tutorials nearly impossible due to some deck gun damage problems. It's almost a catch 22. Can't raise renown because I'm only sinking 2-3 boats per patrol and using all my fish, but I can't get a better boat with more tubes and increased payload until I get more renown. :damn:
JScones
03-31-06, 08:46 PM
And maybe re-do that nasty icon.
:up: Please do!
Kilamon
04-01-06, 01:53 AM
I've got a request for some of the more artistic people here. With R2.5 I'd like to revamp the SH3Cmdr banner, so if anyone would like to create one, feel free. Size needs to be 596 x 65 pixels (or proportionally scalable, but not too big or it impacts file size, either directly or indirectly). Nicest one will be used for R2.5.
http://www.greyrose.net/jonesoft_SH3.jpg
I didn't save my color version before switching it to black and white so I'll redo it and post the color version later if you're more interested. I think the black and white is more old-seeming.
leadtail
04-03-06, 11:11 AM
JScones,
Love SH3 commander! Like what I see for release 2.5 also, but the following I would really like to see done before the next release.
- Setting patrol grid for first patrol of new career
You see I have a career for the Wolves At War site. And they assign patrol grids, which for an existing Captain is no problem, but a new captain it is.
Also I would love a way to preset the equipment for a Uboat, as they also preset the equipment you can have before each patrol. For instance they simulate some equipment not being available for all boats at the same time. An example is "a shipment of snorkels was destroyed in transit to the docks by allied bombers therefore only 2 are available for the more experienced captains". I spent 4 hours Saturday trying to get the right equipment on my Uboat, and for the equipment to be completed on the date I needed for the patrol. I actually had to leave 3 days later than the patrol start date. Oh, and can you also put a patrol start time (ie 13:40) with the date?
I am running the GW mods with the combined NYGM mod done by Rubini so if you need someone to help test I be more than happy to help.
JScones
04-04-06, 03:39 AM
Also I would love a way to preset the equipment for a Uboat, as they also preset the equipment you can have before each patrol. For instance they simulate some equipment not being available for all boats at the same time. An example is "a shipment of snorkels was destroyed in transit to the docks by allied bombers therefore only 2 are available for the more experienced captains". I spent 4 hours Saturday trying to get the right equipment on my Uboat, and for the equipment to be completed on the date I needed for the patrol. I actually had to leave 3 days later than the patrol start date.
Hmmm. Are these changes limited to Basic.cfg? If so, you can already achieve this. The best process would be for the WAW Administrator (or whoever) to post the Basic.cfg changes required and ask that players copy and paste directly into "Medals and Renown.cfg". They'll then be copied into the game until the next lot of changes are published. Easy! ;)
I might actually change the name of "Medals and Renown.cfg", 'cause whilst it currently only includes medals and renown changes, it can include *any* valid Basic.cfg key and value, meaning you can use it to create an entirely new Basic.cfg file if you so wanted to.
Oh, and can you also put a patrol start time (ie 13:40) with the date?
No, not possible (well, yes, you can write a start time, but SH3 ignores it).
malcymalc
04-04-06, 02:52 PM
I have to agree that setting a patrol start date (I am aware that SHIII randomizes start time) would be a big help to many WaW players - I don't think I have started a patrol on the appointed date yet (I keep blaming the dockyard workers).
Malcolm
zzsteven
04-04-06, 10:43 PM
[quote="JScones
I might actually change the name of "Medals and Renown.cfg", 'cause whilst it currently only includes medals and renown changes, it can include *any* valid Basic.cfg key and value, meaning you can use it to create an entirely new Basic.cfg file if you so wanted to.
[/quote]
Can you make this into an option similar to how fatigue is currently done?
zz
JScones
04-07-06, 05:18 AM
Love SH3 commander! Like what I see for release 2.5 also, but the following I would really like to see done before the next release.
- Setting patrol grid for first patrol of new career
You see I have a career for the Wolves At War site. And they assign patrol grids, which for an existing Captain is no problem, but a new captain it is.
OK, it's in.
The release candidate has been bundled up ready to go. Just a bit of associated admin to do first...
leadtail
04-07-06, 09:14 AM
Love SH3 commander! Like what I see for release 2.5 also, but the following I would really like to see done before the next release.
- Setting patrol grid for first patrol of new career
You see I have a career for the Wolves At War site. And they assign patrol grids, which for an existing Captain is no problem, but a new captain it is.
OK, it's in.
The release candidate has been bundled up ready to go. Just a bit of associated admin to do first...
Sweet! Can't wait for the new release. :up:
AceChilla
04-07-06, 09:52 AM
OK, it's in.
The release candidate has been bundled up ready to go. Just a bit of associated admin to do first...
:rock: :rock:
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