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View Full Version : SH3 Commander R2.5 nearing completion - testers required


JScones
03-26-06, 12:47 AM
SH3Cmdr Release 2.5 looks to be the most feature rich release of any so far. So, to ensure that I got everything right (I am only human LOL) I'd like some experienced SH3Cmdr users to test specific aspects.

Below are the new features that I would like tested (note that these aren't all the new features!).

- Retirement is now based on the number of completed patrols multiplied by the total number of days spent at sea
The roll of the dice approach, whilst quite reflective of reality, does not differentiate between sub types and hence lengths of patrols. Thus, a IIA skipper could be benched after four 10 day patrols, whilst the IXC skipper benched after 4 patrols may have 100+ more days at sea under his belt.

The new randomisation takes both patrols completed and total number of days spent at sea into consideration. So, if you've completed 5 patrols with a total of 150 days at sea, your "retirement value" is 750.

This number and a random number generated between 0 and 5 are mapped to a table:

0=N
301=0
1001=0,1
2201=0,1,2
4001=0,1,2,3
6501=0,1,2,3,4

In the above example, if the random number is 0, the Captain is retired (as 750 is between 301 and 1001 and the value set for 301 is 0).

To further explain, four 10 day patrols in a IIA would yield a "retirement value" of 160 whereas four 40 day patrols in an IXC would yield a "retirement value" of 640, meaning a higher liklyhood of retirement for the IXC Captain.

I've had some feedback from baxter who concurs with the figures above, but if anyone else wants to chip in and comment on how realistic they are or are not, now is your last chance before release!

- Added ability to randomise essentially any value used by SH3
- Hemisent's simulated thermal layers
I've marked Hemisent and possibly gouldjg to test these ones.

- Arctic water now set when playing in 11 Flotilla
Just a quick check to make sure the water up north is the right texture.

- New "RenownAwardedEqualsRandomTonnage" key added to "Ship displacements.cfg" to provide support for NYGM Tonnage War mod
Observer, or someone involved with the NYGM Tonnage War mod wanna take this on?

- Added ability to view SH3 Map from "Change" screen
- Added ability to randomise next patrol grid based on Flotilla and date
These work, but I need a bit of acceptance testing done.

- Improved crush depth mod that sets correct crush depths, with minor randomisation, for all sub types
Looks good to me, but if someone can just do some verification against TT's Crush Depth tool.

A feature that already exists, the Ship displacement RenownAwarded values
A little niggle of mine are the RenownAwarded values in Ship displacements.cfg. If you open the file up (in R2.4) you'll see some RenownAwarded entries populated with values and some "commented out". Those that are commented out simply use whatever values are in the game. I don't quite like that as the displacement is adjusted (might be quite considerable too) but the renown awarded is based on whatever the stock file has it set at. So, if anyone wants to have a look at supply some RenownAwarded values that reflect both the ship type and displacement value (remembering displacements differ to those in stock SH3), that would be great.

Anyway, just PM me with your email address and what you'd like to test if you are interested.

JonZ
03-26-06, 12:49 AM
I'm tempted :doh:

Don't know if I will have time

Anachronous
03-26-06, 03:05 AM
Sounds like great additions. Im still learning how the game's innards work at this time, so I wont be of much help, as Ive barely used the old version. :)

lurker_hlb3
03-26-06, 10:19 AM
SH3Cmdr Release 2.5 looks to be the most feature rich release of any so far. So, to ensure that I got everything right (I am only human LOL) I'd like some experienced SH3Cmdr users to test specific aspects.




please check your PM

Montbrun
03-26-06, 11:05 AM
SH3Cmdr Release 2.5 looks to be the most feature rich release of any so far. So, to ensure that I got everything right (I am only human LOL) I'd like some experienced SH3Cmdr users to test specific aspects.

Below are the new features that I would like tested (note that these aren't all the new features!).

- Retirement is now based on the number of completed patrols multiplied by the total number of days spent at sea
The roll of the dice approach, whilst quite reflective of reality, does not differentiate between sub types and hence lengths of patrols. Thus, a IIA skipper could be benched after four 10 day patrols, whilst the IXC skipper benched after 4 patrols may have 100+ more days at sea under his belt.

The new randomisation takes both patrols completed and total number of days spent at sea into consideration. So, if you've completed 5 patrols with a total of 150 days at sea, your "retirement value" is 750.

This number and a random number generated between 0 and 5 are mapped to a table:

0=N
301=0
1001=0,1
2201=0,1,2
4001=0,1,2,3
6501=0,1,2,3,4

In the above example, if the random number is 0, the Captain is retired (as 750 is between 301 and 1001 and the value set for 301 is 0).

To further explain, four 10 day patrols in a IIA would yield a "retirement value" of 160 whereas four 40 day patrols in an IXC would yield a "retirement value" of 640, meaning a higher liklyhood of retirement for the IXC Captain.

I've had some feedback from baxter who concurs with the figures above, but if anyone else wants to chip in and comment on how realistic they are or are not, now is your last chance before release!

- Added ability to randomise essentially any value used by SH3
- Hemisent's simulated thermal layers
I've marked Hemisent and possibly gouldjg to test these ones.

- Arctic water now set when playing in 11 Flotilla
Just a quick check to make sure the water up north is the right texture.

- New "RenownAwardedEqualsRandomTonnage" key added to "Ship displacements.cfg" to provide support for NYGM Tonnage War mod
Observer, or someone involved with the NYGM Tonnage War mod wanna take this on?

- Added ability to view SH3 Map from "Change" screen
- Added ability to randomise next patrol grid based on Flotilla and date
These work, but I need a bit of acceptance testing done.

- Improved crush depth mod that sets correct crush depths, with minor randomisation, for all sub types
Looks good to me, but if someone can just do some verification against TT's Crush Depth tool.

A feature that already exists, the Ship displacement RenownAwarded values
A little niggle of mine are the RenownAwarded values in Ship displacements.cfg. If you open the file up (in R2.4) you'll see some RenownAwarded entries populated with values and some "commented out". Those that are commented out simply use whatever values are in the game. I don't quite like that as the displacement is adjusted (might be quite considerable too) but the renown awarded is based on whatever the stock file has it set at. So, if anyone wants to have a look at supply some RenownAwarded values that reflect both the ship type and displacement value (remembering displacements differ to those in stock SH3), that would be great.

Anyway, just PM me with your email address and what you'd like to test if you are interested.

Great News! I, for one, won't play SH3 without SH3 Commander.....

Montbrun

THE_MASK
03-27-06, 12:34 AM
Is it possible for commander to delete all but the last career save . I think you know what i am trying to say . (i have no will power) . Real u boat captains couldnt be resurected from the grave .

mikaelanderlund
03-28-06, 05:30 AM
Any release date?

Mikael

mikaelanderlund
03-30-06, 05:53 AM
Any news?

Mikael

JScones
03-31-06, 02:34 AM
OK, an update on testing:

- Retirement is now based on the number of completed patrols multiplied by the total number of days spent at sea
Anyone interested in reviewing?

- Added ability to randomise essentially any value used by SH3
Still working on this one. I want to stress that the feature included with R2.5 will NOT be the final all polished perfect version. It's just the start and will prolly be refined over a few months of use (in other words, I don't want to delay R2.5 because this is not perfect yet).

- Hemisent's simulated thermal layers
Hemisent, let me know when you are ready to test ;)

- Arctic water now set when playing in 11 Flotilla
Still need a volunteer to test (c'mon, you get R2.5 well before the masses do!)

- New "RenownAwardedEqualsRandomTonnage" key added to "Ship displacements.cfg" to provide support for NYGM Tonnage War mod
Tested and works.

- Added ability to view SH3 Map from "Change" screen
- Added ability to randomise next patrol grid based on Flotilla and date
Still need some takers for these ones.

- Improved crush depth mod that sets correct crush depths, with minor randomisation, for all sub types
Tested and works.

A feature that already exists, the Ship displacement RenownAwarded values... <etc>
Anyone interested in reviewing?

Martin1813
03-31-06, 04:17 AM
tell me what you need and I'll test it tonight :yep:

uhu
03-31-06, 01:50 PM
Will it work, if I put in the several sh3 commander/date folder several campaign files? For example I play first with HT, than the next patrol with GW, than with a modified...

JScones
04-01-06, 07:59 PM
Will it work, if I put in the several sh3 commander/date folder several campaign files? For example I play first with HT, than the next patrol with GW, than with a modified...
Yep.

wolfast
04-02-06, 11:27 AM
...Im in love with this mod (2.4)... AND GW.... Has anyone tested this version(2.5) with GW? I would be willing?

wolfast
04-02-06, 11:29 AM
...Im in love with this mod (2.4)... AND GW.... Has anyone tested this version(2.5) with GW? I would be willing?

Brentano
04-03-06, 02:28 PM
I have some preliminary results, comments, and questions:

The new retirement calculations will take some time for me to test--perhaps 3 or 4 weeks.

The Arctic water texture looks different--kinda indigo with some iridescence.

Question: Is this how you intended it to look?

I'm running NYGM tonnage mod, so I'll have some results soon enough.

The ability to look at the SH3 map from the "change" screen is very handy. I like it and it suits my needs.

The ability to randomize the next patrol grid also meets my needs.

Crush Depth Mod: The randomization appears to be working fine. My Type VIIC starting taking damage at different depths on separate patrols. I have one concern: it seems the default crush depths are, well, a little enthusiastic--at least based on the stats posted on http://uboat.net/types/index.html . I understand that there may be differences of opinion about this, but as a Tester I need to at least raise the issue.

Question: Can the end-user adjust both the randomization range and the default crush depths in Miscellaneous.cfg? For example, can I set the upper randomization range to 1.1? And the default crush depth for the VIIC to 230? If so, perhaps this should be noted in the SH3Cmdr FAQ.html or Help.html.

Because I'm testing the NYGM tonnage mod, I won't be handling the RenownAwarded values in Shipdisplacements.cfg anytime soon.

Let me know your thoughts, especially regarding my questions.

Salvadoreno
04-03-06, 05:01 PM
Hey i just had an idea. USing the "Retirement" system of ending patrol careers after a certain time there should also be a period in which your boat goes through an "Extended Overhaul". Say after 3-6 patrols, a message should come up similar to that of a crew tranfer etc saying "Your boat has been selected for refit and extended overhaul. 2 Months until completion". So here is a scenario..

Johaan Kepler
VIIC U=371
Career Start Date 5/10/1940
Patrols 4
Current Date 3/7/1941
At Patrol 5 A window comes up "U-371 needs refit and overhaul. Time till completion 5.23.1941"

I think that would add a degree of realism to SH3. And i dont know if sh3 commander can do this, but maybe they select refit/overhaul based on # of patrols plus # of ships sunk. Ships sunk usually lead to evasion tactics afterwards so it assumes that u took damage. Or maybe u modding guys can think of something better

JScones
04-04-06, 07:20 AM
Question: Is this how you intended it to look?
I guess so. Never seen Arctic water myself.

Question: Can the end-user adjust both the randomization range and the default crush depths in Miscellaneous.cfg? For example, can I set the upper randomization range to 1.1? And the default crush depth for the VIIC to 230?
Yep.

Brentano
04-04-06, 10:21 AM
Yep.


Good to know. I'm sailing again tonight, 2200 hrs.

Woof1701
04-04-06, 11:01 AM
Will the randomizer automatically set a new crush depth each time you start a new patrol, or can the user chose when to randomize i.e. if he switches to a new boat?

GlobalExplorer
04-04-06, 01:55 PM
Hi Jaeson! Cant test myself due to not being at home for a while, but I hope that the hardcore Sh3Cmdr users will. I think thats the least you can expect right now.

I take that the fix for Sh3Gen will be included? Can I now officially claim the two mods to be compatible?

GE

Sailor Steve
04-04-06, 01:58 PM
I would love to, but I may have to move at the end of this week. If my job situation works out, I may volunteer in a couple of days. If not, I may not be playing SHIII or anything else for a while, possibly weeks.

I'll know in a day or two.

JScones
04-05-06, 02:58 AM
I take that the fix for Sh3Gen will be included? Can I now officially claim the two mods to be compatible?
Yes.

JScones
04-05-06, 03:07 AM
Will the randomizer automatically set a new crush depth each time you start a new patrol, or can the user chose when to randomize i.e. if he switches to a new boat?
The randomisation occurs whenever "Launch SH3!" is pressed. It means that yes, if you launch SH3 and you're in a VIIC but then upgrade to a VIIC/41 in SH3 before starting your patrol, your crush depth may reflect that of the VIIC, not the VIIC/41 (ie 50m less). But remember, this is the case now with SH3 - regardless of what variant of VIIC you are in, the crush depth remains the same (unless you have been using SH3Cmdr, which has always corrected the VIIC/41 crush depth).

However, this is only an issue where you upgrade within the VIIC class - ie VIIC->VIIC/41->VIIC/42 - after you launch SH3 via SH3Cmdr. It is not a problem if you upgrade a VIIB to a VIIC, an IIA to a IXB, or even an IXC to an IXC/40, which will always use the correct crush depth base.

Apart from the randomisation aspect, the main advantage is that when you are in your VIIC/41 or VIIC/42 you'll always get the correct base crush depth, and not the standard VIIC one.

Anyway, you cannot effectively adjust the value at any other time.

Note that in SH3Cmdr you can adjust the randomisation range and if you set both Upper and Lower to 1, you can remove randomisation of the depth altogether. As with eveything else, the data file is fully user configurable. ;)

VonHelsching
04-05-06, 03:47 AM
Will the randomizer automatically set a new crush depth each time you start a new patrol, or can the user chose when to randomize i.e. if he switches to a new boat?
The randomisation occurs whenever "Launch SH3!" is pressed. It means that yes, if you launch SH3 and you're in a VIIC but then upgrade to a VIIC/41 in SH3 before starting your patrol, your crush depth may reflect that of the VIIC, not the VIIC/41 (ie 50m less). But remember, this is the case now with SH3 - regardless of what variant of VIIC you are in, the crush depth remains the same (unless you have been using SH3Cmdr, which has always corrected the VIIC/41 crush depth).

However, this is only an issue where you upgrade within the VIIC class - ie VIIC->VIIC/41->VIIC/42 - after you launch SH3 via SH3Cmdr. It is not a problem if you upgrade a VIIB to a VIIC, an IIA to a IXB, or even an IXC to an IXC/40, which will always use the correct crush depth base.

Apart from the randomisation aspect, the main advantage is that when you are in your VIIC/41 or VIIC/42 you'll always get the correct base crush depth, and not the standard VIIC one.

Anyway, you cannot effectively adjust the value at any other time.

Note that in SH3Cmdr you can adjust the randomisation range and if you set both Upper and Lower to 1, you can remove randomisation of the depth altogether. As with eveything else, the data file is fully user configurable. ;)

Excellent news, JS! :up: I consider the "crush depth" concept one of the immension factors for subsims in general. :lurk:

Woof1701
04-05-06, 10:27 AM
Thanks JS,

My worry was to always have the same boat with different crush depths each time I leave harbor. But if I can set it to 1, there's no problem with that. So each time I upgrade, I'll randomize, and otherwise, I just set it to 1.

Thanks a lot.

JScones
04-06-06, 03:34 AM
My worry was to always have the same boat with different crush depths each time I leave harbor.
"If a tree falls in the forest and there is nobody around, does it make a sound?"

In other words, what difference does it make? The crush depth is not something you're going to "test" each patrol, so you are not going to know what it is, or even whether indeed it does vary. It's only an issue when you see yourself sinking uncontrollably...but by then, it's prolly too late...

Woof1701
04-06-06, 04:58 AM
In a way you're right of course. However sometimes I tend to push the boat pretty far, and if I really once sank because I went too deep and then revive myself (no I don't start a new career each time I die :-) ) I tend know how far to push the boat, or better how far NOT to push it ;-) Of course some variables like damage play into that too. A while ago I had my Typ XI C brake apart at 80 meters due to damage ...

HEMISENT
04-06-06, 06:18 AM
Jscones
A bit of positive feedback for you
A fresh career starting Feb 1945/Bergen/Type VIIC.
Using Unified NYGM/HT
Artic Waters look good. Thermal Layers working as advertised. I'm trying a late war campaign also using Random/Sabotage files. So far everything working as it should. Just attacked an EB convoy N of Ireland. Five fish fired at long range scored one large tanker sunk, minor damage to a C2 cargo + a DE taken out with a T5 acoustic torpedo. 5 - 6 DD's rotating above for some time but a thermal located at 180m saved my boat. We managed to slink away @ 205m/2kts/SR with minor damage.
Currently running surfaced at flank in process of regaining contact.
Every save/exit/ re-launch gives something different. No more taking anything for granted.

Nedlam
04-06-06, 08:33 AM
The randomisation occurs whenever "Launch SH3!" is pressed.

So technically if you are on the same patrol and each time you save/exit/reload you could have a different crush depth in the same boat during the same patrol. That is unless you adjust (or turn off) that part of the randomization after you start your patrol.

This is all great stuff. I was use SubCom a lot and then kind of drifted away from it. I've since drank the Cool-Aid and have come back again. :)

Quick question: Does Sub Commander adjust the settings of the various radar/sonar systems of the U-boat? There is a radar fix out there that I use and I read that starting the game with Sub Commander changes it. (I forgot the name of the person who created the radar fix).

JScones
04-07-06, 06:47 AM
Does Sub Commander adjust the settings of the various radar/sonar systems of the U-boat? There is a radar fix out there that I use and I read that starting the game with Sub Commander changes it. (I forgot the name of the person who created the radar fix).
No, but it can with a small amount of SH3Cmdr cfg file tinkering. Unless you are talking about Hemisent's Thermal Layers mod, which is included in the next SH3Cmdr Release?