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gouldjg
04-20-06, 08:31 PM
Hollywood Chaos Tweaking V1.10 Blank Template

DD sensors Blank Template

My Filled template is named my current settings and this is a complete file

http://hollywoodchaos.blogspot.com/2006/04/hollywood-chaos-v110.html

Click on Hollywood title and other threads will become available as you look down the right hand side.

Welcome to the Hollywood Chaos thread. The whole purpose of my work here, is to make the game as dynamic as possible. This mod currenlty is based on GW as updated to 1.1. This is now a blog based mod where players can just copy the text from the Blogsite and paste into their randomised events file. I will update the Blog site over time so keep checking it. This means players will always have access to the latest version without having to download files

NEW
Have added my current complete template with randomisation.

Have randomised Ship sinking times, Health and special effects as well as possible upper deck damage contribution to the NYGM system. NYGM ship damage is still basically the same but no longer always set on the same rules i.e. where it used to have a fixed 600 sinking time it could now be anything from 450 to 600 and where it is 2160 hp it could be anything between 1700 to 2160 hp. Where it says 240 hp for each componet it can now be anything between 200-240 etc etc. I have not messed with floatability of the ships as of yet as it may become unstable and is best to work the way it was intended.

Have randomised the DD sensors to give more of a challenge as now the same DD will vary in capability to represent different captains, sonar conditions and human error.

Have randomised the sub health settings so treat her with care or pay the price,

Have randomised the plane damage system so you may get lucky if you decide to stick it out with a plane, then again you may not lol.

Have randomised the health protection of the men so in some cases you may get more injuries. This is just a small changes.

Have just added a few text randomisations

Have changed DD search time to 15-30 minutes.

Have randomised crew aiming skills so sometimes they will be good and sometimes not.

Manually changed my sim.cfg so it looks like this for sonar and Hydrophone

[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.5 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=1.0 ;[>=0]


[Sonar]
Detection time=5 ;[s] 20 default
Sensitivity=0.03 ;(0..1)
Waves factor=0.5 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=0 ;[m2]
Lose time=30 ;[s]





Changelog for V1.10

Have now added every passive and active sensor for the DDs. You can now either randomise the settings or create probability based settings. I have blocked the min height values at the moment so Hemisents thermal layers still works however this can be merged if you know what you are doing.

I have set everything to its default value as shown in GW 1.1. This is not exactly a mod but more of a chaos template. I will be creating my own settings to suit my sence of realism. I do not really want to post it as a mod but will share my settings on my blog site.

Added crew damage randomiser template.

Added plane damage template.

Shortened the special effects blocks for easier randomisation.

Fixed a issue with half the sub settings not being read. Thanks lurker.

Double checked the ship template.


Changelog for V1.00

Now added a blog to host the file as it changes instead of lots of threads

AI detection lost contact is anywhere between 15 and 45 minutes By Jscones

AI Cannons Max error angle is anywhere between 1 and 4 accuracy By gouldjg

AI AA guns Max error angle is anywhere between 1 and 5 accuracy By gouldjg

Various random thermal layers added by Hemisent (useful in late war)

Unmodified template of all ship components by gouldjg based on NYGM model

Random upper deck special effects by gouldjg (will be refined as testing shows what is best)

Random SUB damage based on Hollywoods (will be refined as testing shows what is best)



Expected work to be added over time

Awaiting suggestions

Absolute Requirements

GW updated to 1.1
SH3 Commander

Knowledge requirements

As long as you can copy text and paste it into the correct place, it should not be hard at all if you read the tutorial closely. PLEASE READ THE TUTORIAL, IT IS IMPORTANT TO GET THE BEST FROM THIS.

Installation

You only need copy the white text from this blog site http://hollywoodchaos.blogspot.com/2006/04/hollywood-chaos-v110.html
and then paste it into your program files/SH3 commander/cfg/randomised events file. That’s it. No downloading, no files, no waiting. With this setup, all updates will be posted on the blog site in text format. I will now set up a change log and deal with it from my end.

The purpose of this file is so that modders and experienced players can create randomisation within the game.

Next time you start via commander, it will read the file and your changes and start the game with what it decides as to be a random figure from the ranges we have defined. Every other time you load through sh3 commander, it will randomise till you tell it to stop as shown in tutorial.

When you find a setting you like, proceed like this to stop it randomising.

1. Open you sh3 data zones.cfg file.

2. Look at what the setting was in the thing or things you liked.

3. Rememebr that/those settings

4. open up randomised events file and set it so it always randomises to the number you like in the appropriate places as you see fit.

5. If it is a special effect you prefere more than the rest just make all the 20 special effects the same as the one you liked etc etc.

For safety’s sake, make a quick back up of the original file so you can revert should not like my work or it is too complicated for you.

In the next thread you will find the tutorial

gouldjg
04-20-06, 08:31 PM
The Basic Tutorial

Part 1

TUTORIAL FOR BASIC RANDOMISATION AND TWEAKING

So we have NYGM ship damage which has increased the hit points of the ships to allow for more realistic sinking. Specially aimed shots will strike critical areas and the flooding times have been increased. Please take a moment to read the NYGM notes to get a better understanding.

It also states that firing at the water line will sink the ship unless you want to fire loads and loads of shells on the upper decks until the extremely high hit points run out. Firing on the upper decks does not help sinking but eventually the hit points will reach zero and the ship will blow up. Some players do not like this part so what can be done?. I will explain.

I will be posting the main of the file but I will be updating with optional expansion settings and explanations of those settings. An example of this is when I post the crew injury randomiser. I think it is best this way as you can then decide whether or not to let it activate or to close it off to have no effect. At least you will not be waiting weeks for an updated mod.


Ship Damage basic randomisation.

Lets look at the escort, as it is set out in the randomisation file block 1. Currently I have not yet applied any randomized settings that deviate from the NYGM model. I cannot force my settings on you folks yet until you understand the full concept. Then you can either choose my settings or make your own which I am sure you will do eventually.

Example 1

NEEngineRoom|Flotability=I|30|30|Y ;NEW ESCORT--
NEEngineRoom|HitPoints=I|240|240|Y
NEEngineRoom|FloodingTime=I|300|300|Y
NEEngineRoom|Multiplier=I|2|2|Y

As you can see I have not yet applied any changes to this.

Looking at the data you can determine that the floatability of the engine room is 30 and it has 240 hit points. The flooding time is 300 and the multiplier which multiplies the cargo explosion is set at 2 = double the strength shall we say for ease. The Y on the end means that it will randomise on every load through sh3 commander. I now want to tweak it as follows: -

Example 2

NEEngineRoom|Flotability=I|25|35|Y ;NEW ESCORT--
NEEngineRoom|HitPoints=I|220|260|Y
NEEngineRoom|FloodingTime=I|250|350|Y
NEEngineRoom|Multiplier=I|1|4|Y

I have tweaked it so now we can have the floatability at anything between 25% to 35%, you will not know what the number is. This can mean that either the torpedo hit a solid surface and never caused that much effect or it can mean that it did more damage than expected. The same goes with the rest. The multiplier can mean that there were no explosive substances in there or in fact, there was a lot. Can you see where the unknown comes in? There are other factors such as cargo etc but I have left this for the updates. I would not set too steep a number on the floatability unless there was problems noted in the game that I wanted to resolve (my next step). Small changes is the safest way to go. If you like a new setting and want to keep it that way, all you have to do is to look at what your zones.cfg in your SH3 data directory numbers are and then set your lines so that they are the same.

Example 3

I have tweaked the engine room and my last game looked cool in this area. I have opened the zones cfg and found that that actual floatability on my last game was 33 etc etc. I want it to stay like that now so here is what I do. I go to my randomization file and apply the following

NEEngineRoom|Flotability=I|34|34|Y ;NEW ESCORT--
NEEngineRoom|HitPoints=I|236|236|Y
NEEngineRoom|FloodingTime=I|288|288|Y
NEEngineRoom|Multiplier=I|2|2|Y

I have literally told it to stop randomizing and stay on those chosen numbers because they were good for my gameplay.

There you have it. You can either do it your self or wait until I or any other tweakers post our settings on this thread. Always check post 1 as it will be used to highlight the updates. In the next section I am going to talk about special effect randomization and how to get a better damage effect on upper decks with the deck gun. I hope you have understood this part and feel free to post questions.

Part 2

The special effects block

If you scroll right down the text, you will find lines like this

0_PLATFORM|Effect1=#Splinter_explosion, 10
1_PLATFORM|Effect1=#Splinter_explosion, 10
2_PLATFORM|Effect1=#Splinter_explosion, 20
3_PLATFORM|Effect1=#Splinter_explosion, 20
4_PLATFORM|Effect1=#Splinter_explosion, 10
5_PLATFORM|Effect1=#Splinter_explosion, 10
6_PLATFORM|Effect1=#Splinter_explosion, 10
7_PLATFORM|Effect1=#Fire_small, 10
8_PLATFORM|Effect1=#Fire_small, 10
9_PLATFORM|Effect1=#Fire_small, 20
10_PLATFORM|Effect1=#Fire_small, 20
11_PLATFORM|Effect1=#Fire_small, 30
12_PLATFORM|Effect1=#Fire_small, 40
13_PLATFORM|Effect1=#Fire_small, 10
14_PLATFORM|Effect1=#Fire_big, 10
15_PLATFORM|Effect1=#Fire_big, 40
16_PLATFORM|Effect1=#Fire_big, 30

This is the special effects randomizer. Each of the upper deck items can hold two special effects. Effect 1 represents a partially damage effect and effect two controls the effect when the item is destroyed. The number at the end of the effect is the percentage of damage needed before effect happens. I have applied a number of different effects on each of the upper deck items. SH3 commander will choose one and it will then be applied. If you study the setup for a few moments, you will see how it works and you can either let it randomise for eye candy or edit it to be more realistic. This is pretty much a each to their own thing but is easy enough to do.

Part 3

Adding random cargo

In this part, I will show how you can add ammo in upper deck items so that when they are destroyed there is a chance for further damage.

0_COMMAND DECK|CargoType=None
1_COMMAND DECK|CargoType=None
2_COMMAND DECK|CargoType=None
3_COMMAND DECK|CargoType=None
4_COMMAND DECK|CargoType=None
5_COMMAND DECK|CargoType=None
6_COMMAND DECK|CargoType=None
7_COMMAND DECK|CargoType=None
8_COMMAND DECK|CargoType=None
9_COMMAND DECK|CargoType=None
10_COMMAND DECK|CargoType=None
11_COMMAND DECK|CargoType=None
12_COMMAND DECK|CargoType=None
13_COMMAND DECK|CargoType=None
14_COMMAND DECK|CargoType=None
15_COMMAND DECK|CargoType=None
16_COMMAND DECK|CargoType=None
17_COMMAND DECK|CargoType=None
18_COMMAND DECK|CargoType=None
19_COMMAND DECK|CargoType=None
20_COMMAND DECK|CargoType=None

As you can see, I have not yet added a cargo. If I add ammo as a cargo in one section, I will have 5% chance that by destroying that item, It will cause an after explosion and further lower hit points or effect nearby items. If I add ammo 10 times = 50% etc etc.

Example

I replace line 20 with this setup

20_COMMAND DECK|CargoType=Ammo



Part 4

Making a critical chance

Now lets say I want a chance to get a good chance for the ship to blow up. Here is how it can be done. Taking the command deck which NYGM made 300 points, I have done the following

0_COMMAND DECK|Critical=No
1_COMMAND DECK|Critical=No
2_COMMAND DECK|Critical=No
3_COMMAND DECK|Critical=No
4_COMMAND DECK|Critical=No
5_COMMAND DECK|Critical=No
6_COMMAND DECK|Critical=No
7_COMMAND DECK|Critical=No
8_COMMAND DECK|Critical=No
9_COMMAND DECK|Critical=No
10_COMMAND DECK|Critical=No
11_COMMAND DECK|Critical=No
12_COMMAND DECK|Critical=No
13_COMMAND DECK|Critical=No
14_COMMAND DECK|Critical=No
15_COMMAND DECK|Critical=No
16_COMMAND DECK|Critical=No
17_COMMAND DECK|Critical=No
18_COMMAND DECK|Critical=No
19_COMMAND DECK|Critical=No
20_COMMAND DECK|Critical=No

etc etc. The same rule applies. I can set one to =yes and now have a 5% chance of a critical explosions. This rule can be tailored for any area of the ship. Well That’s the quick guide and I await your questions. Remember that this file will be growing.

gouldjg
04-20-06, 08:31 PM
Reserved

gouldjg
04-20-06, 08:32 PM
Reserved for tutorials

gouldjg
04-20-06, 08:32 PM
deleted

gouldjg
04-20-06, 08:32 PM
Reserved for Hollywood Mod

gouldjg
04-20-06, 08:32 PM
Reserved for Hollywood Mod

gouldjg
04-20-06, 08:32 PM
Reserved for Hollywood Mod

gouldjg
04-20-06, 08:32 PM
Reserved for Hollywood Mod

gouldjg
04-20-06, 08:32 PM
Reserved for Hollywood Mod

gouldjg
04-20-06, 08:33 PM
Feel free to post your questions and I will start a Q&A section here

Georg_Unterberg
04-21-06, 09:14 AM
gouldjg, help please:
the text at the bottom of your *beta* Randomised events.cfg looks like this. Do I have to delete the lines under [28-data\Zones.cfg] and replace it with the text above? (it seems all fighter related randomizations are then gone).

this was in your beta:

[28_data\Zones.cfg]
FileType=T
; GW Hollywood Chaos Damage Model by gouldjg

F_WingsBack|HitPoints=I|50|80|Y ;Fighters----------------------------------------------------------------------------------------
F_WingsBack|FloodingTime=I|60|60|Y


F_WingsFront|Flotability=I|0|0|Y
F_WingsFront|HitPoints=I|20|50|Y


F_PlaneEngine|HitPoints=I|40|60|Y
F_PlaneEngine|FloodingTime=I|0|0|Y
F_PlaneEngine|Armor Level=I|5|15|Y
F_PlaneEngine|Multiplier=I|4|6|Y

F_PlaneFuelBunker|HitPoints=I|25|40|Y
F_PlaneFuelBunker|Armor Level=I|0|0|Y
F_PlaneFuelBunker|Multiplier=I|4|7|Y


LB_WingsBack|HitPoints=I|55|80|Y ;Light Bombers--------------------------------------------------------------------------------
LB_WingsBack|Multiplier=I|1|1|Y

LB_WingsFront|HitPoints=I|40|65|Y
LB_WingsFront|Multiplier=I|1|1|Y

LB_PlaneEngine|HitPoints=I|40|70|Y
LB_PlaneEngine|Armor Level=I|5|10|Y
LB_PlaneEngine|Multiplier=I|4|6|Y

LB_PlaneFuelBunker|HitPoints=I|30|50|Y
LB_PlaneFuelBunker|Armor Level=I|2|3|Y
LB_PlaneFuelBunker|Multiplier=I|4|6|Y


MB_WingsBack|HitPoints=I|80|100|Y ;Medium Bombers---------------------------------------------------------------------------
MB_WingsBack|Multiplier=I|1|1|Y

MB_WingsFront|HitPoints=I|70|100|Y
MB_WingsFront|Multiplier=I|1|1|Y


MB_PlaneEngine|HitPoints=I|50|60|Y
MB_PlaneEngine|Armor Level=I|5|10|Y
MB_PlaneEngine|Multiplier=I|3|6|Y


MB_PlanePropeller|HitPoints=I|30|45|Y
MB_PlanePropeller|Multiplier=I|3|6|Y


HB_WingsBack|HitPoints=I|160|190|Y ;Heavy Bombers-------------------------------------------------------------------------------
HB_WingsBack|Multiplier=I|1|1|Y


HB_WingsFront|HitPoints=I|160|190|Y


HB_PlaneEngine|HitPoints=I|80|110|Y
HB_PlaneEngine|Multiplier=I|4|6|Y


HB_PlanePropeller|HitPoints=I|40|60|Y
HB_PlanePropeller|Multiplier=I|4|6|Y


PlaneRudder|HitPoints=I|25|35|Y ;Common items-----------------------------------------------------------------------------------
PlaneRudder|Multiplier=I|1|1|Y

gouldjg
04-21-06, 12:24 PM
SORRY ABOUT THE CONFUSION

I am trying to host the full file so that people can just copy and paste it. Please bear with me a little here as I am quite unskilled in this area.

I do not want to be putting files for download as it will change often so am setting up a blog site (would be great if I can just host the text in one thread or on a website as this blogging is not showing the text as it should do).

The whole beta version should be removed as it had different ship zones from vanilla game etc and now you only need the text file,sh3 commander and GW.

This new version is strictly for GW as it stands updated to 1.1. You only need to create the text in sequence as above. I thought this would be best but the forum does not let me post all in one thread which now makes it a bit awkward unless you are used to this type of stuff.

The plane files will be re-written tonight and posted here and these can then go on the bottom. I just need to add xtra tools to the plane settings.

Just ensure you are not using the beta files or problems will occurr. To be safe I would reinstall the game as noted in the beta thread. I know it is a bit awkward at the moment but this will change as I may just host my file to get people started.

In the end it will be worth it I assure you

gouldjg
04-21-06, 12:38 PM
Here is link to my blog for further updates

Just now a case of copy and paste.

http://hollywoodchaos.blogspot.com/2006/04/hollywood-chaos-v100.html

Hope this helps

Georg_Unterberg
04-21-06, 02:55 PM
got it, I will delete the beta stuff - thanks gouldjg.

One important question: What do we need to do before changing something in the randomized events.cfg?
Just rollback SH3commander - change .cfg and continue playing or do we need to do more?
And can it be done while on patrol or only in port?

(oh - that were two important questions - doh! :lol:

gouldjg
04-21-06, 03:25 PM
Good Questions, I will add these to the Q&A later

To be safe and because you played with the beta I would do the following.

Uninstall the game if you had a beta version installed. The beta placed a zones cfg in your backup folder so even if you roll back it will still be in your system and will be set on that damage model and not the GW model. (that was my fault sorry. Jscones has advised me since)

You then install Sh3, 1.4 patch, GW, then GW1.1 update. After this install SH3 commander.

After you have installed commander just copy the chaos settings from my blog http://hollywoodchaos.blogspot.com/2006/04/hollywood-chaos-v100.html into your randomised events file. Paste it over the exixting text.

When changing something in the chaos file, just exit game and go in and change it. You do not have to rollback or do anything else except save when exiting.

Next time you start via commander, it will read the file and your changes and start the game with what it decides as to be a random figure from the ranges we have defined. Every other time you load through sh3 commander, it will randomise till you tell it to stop.

When you find a setting you like, proceed like this to stop it randomising.

1. Open you sh3 data zones.cfg file.

2. Look at what the setting was in the thing or things you liked.

3. Rememebr that/those settings

4. open up randomised events file and set it so it always randomises to the number you like in the appropriate places as you see fit.

5. If it is a special effect you prefere more than the rest just make all the 64 special effects the same as the one you liked etc etc.

does this help?. :up:

Just to refresh

You do not have to roll back sh3 commander each time you make a change in the randomised events file.

Georg_Unterberg
04-21-06, 04:11 PM
You do not have to roll back sh3 commander each time you make a change in the randomised events file.

that's a good thing, I'll go back to a fresh setup and install the randomised events.cfg in SH3commander then.

I really like this idea of randomization - it adds a lot to the level of uncertainty!

gouldjg
04-21-06, 07:37 PM
Georg_Unterberg

I am now presuming you are getting a feel for it after seeing your responce regarding the thermal layer part :up:

It has taken me the best part of the evening setting up the blog site to make things easier. It was hard at first because it did not post the text correctly but this has now been resolved.

Do you prefer the blog method? I like it :smug: Low maintenance and less dependance on hosters and multiple files.

It is late now so I will have to do planes and crew protection tommorow.

After it is all on the file, I will be tidying it up and then doing v1.1 and expanding on the tutorials. I may also use the blog site for the tutorials and then just use this thread as a changelog/feedback.

After this I am looking into the DD sensors after I get some help of jscones. He has shown me how but I am still a bit confused. I will see if Jscones can do a simple working example and then I will understand the method. I think jscones thinks I am clever but I am not lol.

I forgot who suggested the blog but thanks for the suggestion. It was a bit awkward at first but will be essential from now on.

JScones
04-22-06, 01:03 AM
got it, I will delete the beta stuff - thanks gouldjg.

One important question: What do we need to do before changing something in the randomized events.cfg?
Just rollback SH3commander - change .cfg and continue playing or do we need to do more?
And can it be done while on patrol or only in port?

(oh - that were two important questions - doh! :lol:
Just change the file whenever you like - nothing fancy is required.

The next time you launch SH3 via SH3Cmdr an automatic rollback will remove the older settings from the game and copy in the new ones.

gouldjg
04-22-06, 07:02 AM
Just a update to folks to share my excitement :rock: :rock: :rock:

After some teaching and guidance from jscones, I have successfully tested how I can go about creating a Hollywood Chaos DD tweaker template.

This will eventually, when all sections have been completed, allow me to set random DD abilities based on a probability principle. If you look at a section jscones showed me how to do, you will see how it can be done.

[1_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x044D=200 ;MinRange AI Hydrophone
1_x044D=201 ;MinRange AI Hydrophone
2_x044D=202 ;MinRange AI Hydrophone
3_x044D=203 ;MinRange AI Hydrophone
4_x044D=204 ;MinRange AI Hydrophone
5_x044D=205 ;MinRange AI Hydrophone
6_x044D=206 ;MinRange AI Hydrophone
7_x044D=207 ;MinRange AI Hydrophone
8_x044D=208 ;MinRange AI Hydrophone
9_x044D=209 ;MinRange AI Hydrophone
10_x044D=210 ;MinRange AI Hydrophone
11_x044D=220 ;MinRange AI Hydrophone
12_x044D=230 ;MinRange AI Hydrophone
13_x044D=240 ;MinRange AI Hydrophone
14_x044D=250 ;MinRange AI Hydrophone
15_x044D=260 ;MinRange AI Hydrophone
16_x044D=270 ;MinRange AI Hydrophone
17_x044D=280 ;MinRange AI Hydrophone
18_x044D=290 ;MinRange AI Hydrophone
19_x044D=295 ;MinRange AI Hydrophone

[2_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x045E=6001 ;MaxrangeAI Hydrophone
1_x045E=6020 ;MaxrangeAI Hydrophone
2_x045E=6002 ;MaxrangeAI Hydrophone
3_x045E=6030 ;MaxrangeAI Hydrophone
4_x045E=6003 ;MaxrangeAI Hydrophone
5_x045E=6040 ;MaxrangeAI Hydrophone
6_x045E=6002 ;MaxrangeAI Hydrophone
7_x045E=6010 ;MaxrangeAI Hydrophone
8_x045E=6004 ;MaxrangeAI Hydrophone
9_x045E=6020 ;MaxrangeAI Hydrophone
10_x045E=6005 ;MaxrangeAI Hydrophone
11_x045E=6050 ;MaxrangeAI Hydrophone
12_x045E=6006 ;MaxrangeAI Hydrophone
13_x045E=6070 ;MaxrangeAI Hydrophone
14_x045E=6008 ;MaxrangeAI Hydrophone
15_x045E=6090 ;MaxrangeAI Hydrophone
16_x045E=6010 ;MaxrangeAI Hydrophone
17_x045E=6050 ;MaxrangeAI Hydrophone
18_x045E=6009 ;MaxrangeAI Hydrophone
19_x045E=6080 ;MaxrangeAI Hydrophone

Ignore the actual figures as these were test numbers to ensure it did in fact do what I wanted it to.

I will get to work on setting up a template which will allow players or modders to fiddle with each sensor.

This will be a great tool as we will eventually find settings for each item that stick to history values without the uber effect all of the time. Add a bit of random and kaboom, you will be in the shoes of a real captain of the times whom only has a rough idea of what to expect.

For me personally, I know work on the DD has been done but it just don’t feel right.

I am just wondering if anyone wants to help me input the sections as it will take some time to get it all down. Jscones has kindly already provided me with a list of what each x045E value is for each piece of equipment. PM me if you have time spare to help complete the template or be patient as it will take me some time to do it on my own die to study and work commitments.

Once again

Thanks jscones, you are a true :know: :know: :know: :know:

p.s. Can anyone manage to post the vanilla ai_sensor.dat and the vanilla sim file.

gouldjg
04-22-06, 07:22 AM
As well as the above,

Here is a glimpse of the crew protection data,

;Hollywood chaos crew protection tweaker template v1.00 by gouldjg
[0_data\Cfg\Basic.cfg]
FileType=T
ChooseFrom=10
RndMidPat=1
0_DAMAGE|OpenComp=1.0
1_DAMAGE|OpenComp=1.0
2_DAMAGE|OpenComp=1.0
3_DAMAGE|OpenComp=1.0
4_DAMAGE|OpenComp=1.0
5_DAMAGE|OpenComp=1.0
6_DAMAGE|OpenComp=1.0
7_DAMAGE|OpenComp=1.0
8_DAMAGE|OpenComp=1.0
9_DAMAGE|OpenComp=1.0

[1_data\Cfg\Basic.cfg]
FileType=T
ChooseFrom=10
RndMidPat=1
0_DAMAGE|PartiallyOpenComp=0.5
1_DAMAGE|PartiallyOpenComp=0.5
2_DAMAGE|PartiallyOpenComp=0.5
3_DAMAGE|PartiallyOpenComp=0.5
4_DAMAGE|PartiallyOpenComp=0.5
5_DAMAGE|PartiallyOpenComp=0.5
6_DAMAGE|PartiallyOpenComp=0.5
7_DAMAGE|PartiallyOpenComp=0.5
8_DAMAGE|PartiallyOpenComp=0.5
9_DAMAGE|PartiallyOpenComp=0.5

[2_data\Cfg\Basic.cfg]
FileType=T
ChooseFrom=10
RndMidPat=1
0_DAMAGE|EnclosedComp=0.3
1_DAMAGE|EnclosedComp=0.3
2_DAMAGE|EnclosedComp=0.3
3_DAMAGE|EnclosedComp=0.3
4_DAMAGE|EnclosedComp=0.3
5_DAMAGE|EnclosedComp=0.3
6_DAMAGE|EnclosedComp=0.3
7_DAMAGE|EnclosedComp=0.3
8_DAMAGE|EnclosedComp=0.3
9_DAMAGE|EnclosedComp=0.3

I can now fiddle with the way crew are protected on each patrol. I may extend the number to my usual 20 as it allows that one off 5% chance instead of the 10% which some may consider too frequent when making changes.

Georg_Unterberg
04-22-06, 07:58 AM
Georg_Unterberg
..........
Do you prefer the blog method? I like it :smug: Low maintenance and less dependance on hosters and multiple files.

It is late now so I will have to do planes and crew protection tommorow.


.........

p.s. Can anyone manage to post the vanilla ai_sensor.dat and the vanilla sim file.


this blog-method works fine for copy&paste - much better than the forum posts here which seem to limit the text amount you can post.
(Didn't know about blogs either - it's the first time I see one).

regarding "vanilla ai_sensor.dat" - what do you mean by that, is that the stock 1.4b SH3 version of this file or is this another mod??

gouldjg
04-22-06, 08:44 AM
stock 1.4b version of ai_sensors.dat in the libary as well as stock sim and sensors cfg files.

No rush though as I am quite busy setting up the sensors template just using the GW settings.

Later down the line and for me personally, I will want to fiddle and experiment to get better sensors etc for my on taste.

At the moment I just want all sensors included, I will discuss with Hemisent about merging the thermal layers into the template to ease later confusion or if he wishes, I will just avoid what he has changed which is only the height values.

Hemisent is creating a sabotage template that will add that exrta buzz. I am aiming for a master file for the time being and then I personally can look at the actual tweaking and setting of numbers.

I look at this tool as a potential mini sdk for the game. There will eventually be 4 master files. One for each major mod and one for vanilla players. Modders and users can then use the master file to tweak and set random in each of their mods to suit their player market.

That way I do not have to play each major mod for weeks at a time :know:

I will just concentrate on master file and tutorial and update the Blog. I may even get to play the game lol.

What I need to know is if community members are actually understanding this or is my usual irratic way of explanation too confusing?

I do not want to be accused of spamming. I want to build the master file but at the same time explain how folks can start tweaking each part to get their game desires.

Maybe I should just stay quiet and wait till I am all done :(

lurker_hlb3
04-22-06, 09:20 AM
Gouldjg

There appears to be a limit to how much you can put in a block of data in the randomized events file. In your [0_data\Zones.cfg] section, the data from “DieselEngine2” to “UhydrophReceivers” is not modified when SH3Cmdr is launched. What I did to fix the problem is to cut out the “uboat” section of [0_data\Zones.cfg] and create a new section [29_data\Zones.cfg], and then all entries are used.

gouldjg
04-22-06, 09:32 AM
Well spotted :up:

I was thinking about that just for simplicity but now it seems to be essential.

Hmmm I will just do as you suggest and on next update I will tidy things up and shorten the lenghy blocks as well as re setting the sub back to defaults as this is supposed to be a template master file and not a actual mod. The modding can come when the master file is done and is stable.

I will tidy up the special effects also. I do not feel a choice of 64 is really needed. A bit of over enthusiasm on my part :rotfl: :rotfl: :rotfl: .

Yep balancing will be done.


Thanks lurker :up:

gouldjg
04-22-06, 11:08 AM
Update

I have managed to complete one section of the Hollywould Chaos DD tweaker in the way I want it. Now it is just a matter of copying and pasting the other settings and names with find and replace in a seperate document. (could do with some help here to save time and get things up and running quicker so potential DD modders can maybe start to work on a new DD behaviour :rock: :rock: :rock: )

Please do not paste this into your file as I have not yet discussed with Hemisent about how to best to apply his thermal layers which shares a same value for minheight. I was thinking he may allow me to merge his thermals into my blocks. If however he or jscones has reason to require them left as they are, I can always take out my minheight setting so no problems my end. However I can see great potential if thermal is combined into this sesor setup

Here is how a sensor will look in the template, I only have another 36 or something to do. Does anyone want to help? let me know, I would really appraciate it if you have understood the method and can do a few sections for me. Just think, we will soon have a DD tweaker. I am pretty sure that new and better DD setting will be developed once this is done as it is easier to control instead of opening the file each time. As well as that, this will allow variation anyway :rock: , Thats what I want.

Anyway folks back to work for me

[1_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x044D=200 ;MinRange AI Hydrophone
1_x044D=200
2_x044D=200
3_x044D=200
4_x044D=200
5_x044D=200
6_x044D=200
7_x044D=200
8_x044D=200
9_x044D=200
10_x044D=200
11_x044D=200
12_x044D=200
13_x044D=200
14_x044D=200
15_x044D=200
16_x044D=200
17_x044D=200
18_x044D=200
19_x044D=200

[2_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x045E=6000 ;Maxrange AI Hydrophone
1_x045E=6000
2_x045E=6000
3_x045E=6000
4_x045E=6000
5_x045E=6000
6_x045E=6000
7_x045E=6000
8_x045E=6000
9_x045E=6000
10_x045E=6000
11_x045E=6000
12_x045E=6000
13_x045E=6000
14_x045E=6000
15_x045E=6000
16_x045E=6000
17_x045E=6000
18_x045E=6000
19_x045E=6000

[3_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x0470=-180 ;Minheight AI Hydrophone
1_x0470=-180
2_x0470=-180
3_x0470=-180
4_x0470=-180
5_x0470=-180
6_x0470=-180
7_x0470=-180
8_x0470=-180
9_x0470=-180
10_x0470=-180
11_x0470=-180
12_x0470=-180
13_x0470=-180
14_x0470=-180
15_x0470=-180
16_x0470=-180
17_x0470=-180
18_x0470=-180
19_x0470=-180

[4_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x0482=0 ;Maxheight AI Hydrophone
1_x0482=0
2_x0482=0
3_x0482=0
4_x0482=0
5_x0482=0
6_x0482=0
7_x0482=0
8_x0482=0
9_x0482=0
10_x0482=0
11_x0482=0
12_x0482=0
13_x0482=0
14_x0482=0
15_x0482=0
16_x0482=0
17_x0482=0
18_x0482=0
19_x0482=0

[5_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x0495=0 ;Minbearing AI Hydrophone
1_x0495=0
2_x0495=0
3_x0495=0
4_x0495=0
5_x0495=0
6_x0495=0
7_x0495=0
8_x0495=0
9_x0495=0
10_x0495=0
11_x0495=0
12_x0495=0
13_x0495=0
14_x0495=0
15_x0495=0
16_x0495=0
17_x0495=0
18_x0495=0
19_x0495=0

[6_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x04A8=120 ;MAXbearing AI Hydrophone
1_x04A8=120
2_x04A8=120
3_x04A8=120
4_x04A8=120
5_x04A8=120
6_x04A8=120
7_x04A8=120
8_x04A8=120
9_x04A8=120
10_x04A8=120
11_x04A8=120
12_x04A8=120
13_x04A8=120
14_x04A8=120
15_x04A8=120
16_x04A8=120
17_x04A8=120
18_x04A8=120
19_x04A8=120

[7_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x04BD=80 ;min elevation AI Hydrophone
1_x04BD=80
2_x04BD=80
3_x04BD=80
4_x04BD=80
5_x04BD=80
6_x04BD=80
7_x04BD=80
8_x04BD=80
9_x04BD=80
10_x04BD=80
11_x04BD=80
12_x04BD=80
13_x04BD=80
14_x04BD=80
15_x04BD=80
16_x04BD=80
17_x04BD=80
18_x04BD=80
19_x04D2=80

[8_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x04D2=115 ;Max elevation AI Hydrophone
1_x04D2=115
2_x04D2=115
3_x04D2=115
4_x04D2=115
5_x04D2=115
6_x04D2=115
7_x04D2=115
8_x04D2=115
9_x04D2=115
10_x04D2=115
11_x04D2=115
12_x04D2=115
13_x04D2=115
14_x04D2=115
15_x04D2=115
16_x04D2=115
17_x04D2=115
18_x04D2=115
19_x04D2=115

[9_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x04E5=0;Min Surface AI Hydrophone
1_x04E5=0
2_x04E5=0
3_x04E5=0
4_x04E5=0
5_x04E5=0
6_x04E5=0
7_x04E5=0
8_x04E5=0
9_x04E5=0
10_x04E5=0
11_x04E5=0
12_x04E5=0
13_x04E5=0
14_x04E5=0
15_x04E5=0
16_x04E5=0
17_x04E5=0
18_x04E5=0
19_x04E5=0

[10_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x04F9=0;Sensitivity AI Hydrophone
1_x04F9=0
2_x04F9=0
3_x04F9=0
4_x04F9=0
5_x04F9=0
6_x04F9=0
7_x04F9=0
8_x04F9=0
9_x04F9=0
10_x04F9=0
11_x04F9=0
12_x04F9=0
13_x04F9=0
14_x04F9=0
15_x04F9=0
16_x04F9=0
17_x04F9=0
18_x04F9=0
19_x04F9=0

Georg_Unterberg
04-22-06, 12:30 PM
hey gouldjg, here's the stock 1.4b AI_Sensors.dat, Sensors.cfg, Sensors.Sim:

http://rapidshare.de/files/18667599/sh3_14b_stock_sensors.7z.html

3 points - just to clarify:
1. A new randomization of all these parameters is generated when SH3 is launched via SH3Commander.
2. All corresponding units in SH3 are affected (For example, if lost_contact_time is randomized to 20min then this will affect ALL escorts - there will be no exception like a destroyer who looks for you longer than 20min.)
3. For a new set of randoms you must exit SH3 and reload via SH3Commander. This can be done when on patrol (maybe after every engagement to get more variety)

Is this correct?

gouldjg
04-22-06, 01:02 PM
Thanks for file :up:

With regards to your questions

YES

As long as you play with the usual SH3 commander rules that is the way it will work.

I have saved mid-game and ended up with a new set of figures upon reload every time. As a golden rule I usually only save when clear of traffic anyway to avoid the usual vanilla bugs.

The lost contact time applies to all DD's as far as I know unless something else controls how long they hang around that has not yet been discovered.

Rember that if you find a setting you like, you can just stop the random by making all options the same as you favorite setting.

e.g.

I play with AI Detection|Lost contact time=I|15|45|Y and have a good game. I can nip into the data\Cfg\SIM.CFG and find out what the actual setting was.

lets say it was 38. And I want to stop randomising

AI Detection|Lost contact time=I|38|38|Y

it will now stay on 38 on every re-load.

Hope this helps and does not sound like I am telling you how to suck eggs :up: .

Bye the way, have you been tweaking etc or just waiting impatiantly for me to finnish :rotfl: :rotfl:

Hope you appreciate this is a long boring process before I can even reccomend settings. As long as i get the template up and in a decent layout which also addresses the limit lurker noticed, then we can all sit back and look at what is possible and how it will benefit the game.

In the meantime, if you want to try and do a block or section that I have not thought about, let me know and I will include it to the master file.

There are loads and loads of possibles here. The sensor one I am doing now will take some time but will be worth it for me and those whom wish to later play with the DD settings. Others can just be as simple as the crew damage setup yet have a ever changing effect in the game to keep one on his toes.

Georg_Unterberg
04-22-06, 03:52 PM
Bye the way, have you been tweaking etc or just waiting impatiantly for me to finnish :rotfl: :rotfl:
......

In the meantime, if you want to try and do a block or section that I have not thought about, let me know and I will include it to the master file.


I'm waiting patiently for you to finish! :lol:

no really, the difficult part is: What range of settings is a good choice for something like for example a DD-sensor? What should I set as lower limit and what as upper limit to get a reasonable and fair gameplay?

I dare to tweak something, unless I know what my settings will effect in the game. I hope some expert (like gouldjg :)) will do a good basis.

This is a tough job! I really appreciate that you put a lot of work in it, and I'm absolutely sure it will improve this game a LOT! :up:

gouldjg
04-22-06, 04:39 PM
There is a 765 post long thread concerning the DD behaviour.

The various contributers discovered loads of stuff relating to the dangers and limitations of DD tweaking however that was before thermal layers and random/probability files came into play :lol: .

Due to the fact that I was busy and people started to lean towards IMHO too many unrealistic settings just to get a challenge, I decided to quietly drop out as my original aims were drifting away and I started to feel alone in my hopes :(

I will be revisiting this area after I have the master tweaking file up and running. The master file will allow faster testing to determine what settings seem realistic or not. Not only this but I will also gain control of other areas of the game to find that balance (I hear some saying this is mission immpossible lol I say nothing is impossible) 3 months ago we would have laughed someone out of the forum if he suggested thermal layers can be added to the game yet Hemisent has succeded in that.

As for my plan,

I will probably go back to original sensor settings and work up from there, however this time I will keep the crew levels to veterern from the begining. I am thinking that thermal layer is well implemented for possible escapes and relief, next will be the pin point DC drop but this will vary with the random.

I like the later modded sonar arc settings but will be tempted to add a little spice to them.

In my original test, I was getting good Hydrophone results which made charging in on a convoy quite difficult and stalking required more. At the moment I do not like the way I am able to steam in.

I am not fussed as long as it feels a little more historical based and adds a random factor of good/bad luck.

I do however, have little knowledge history on each piece of equipment and DC survivability.

All in all, I may not get the great solution but at least I would have tried my way. Either way, the master file will allow others to add slight variations to their models or better still try new methods. Even with a slight variation, the game will be better.

Damn I just realised I may be turning into a geek :88)

gouldjg
04-23-06, 09:10 AM
The chaos Blog has been updated.

Take a moment to re read the first thread.

After 20hrs work non stop I am going to bed :lurk:

Georg_Unterberg
04-23-06, 10:40 AM
:up: :up:

excellent work! I will use your template to randomize enemy AI values a little bit.

There are a lot of possibilities! thanks gouldjg!

gouldjg
04-23-06, 11:31 AM
Hi Georg

I am currently researching the DD thread but am sticking to where I was getting better results for myself rather than thinking on a team basis think for the community again. No one mod is going top please everyone.

I had a fairly basic and sound setup but as it was a fixed number it then became too predicatble. Now with random and probability I can set a very basic set of settings but then deviate either way so no longer predictable as much yet still pretty close to history settings.

The uber tracking dd no longer bother me as I am hoping thermal may help in that area anyway. We all got to die sometime.

The pin point can be slightly deviated to be a range of close and far shots. Again this all depends on random or probability. I also got a setting to allow a simulated mixture of depth error. If I can get it close I am considering reducing the DC range to the 6 mtr and possibly reducing the strengh. Again randomised but hopefully with a realsitic feel rather than changing a sub game to a complete different set of rules than what actually happened.

I want better hydrophones and thats a definate.

Sonar arcs can be randomised same goes for visual. I may even randomise the periscope height settings so I can never be sure when I get spotted. At the moment My perscope is right out of the water yet DD pass bye unknowing??????? WHAT was that line of thought ????


Anyway, if you find anything good let us know and good luck with your chaos experience.

HawkerT
04-23-06, 12:18 PM
gouldjg[/b]] ... After 20hrs work non stop I am going to bed

Dear gouldjg.

I am a SH3 newbie and have been playing ... or rather ... investigating the game for a couple of month now and quietly learning the ropes and lurking this forum and it's many spinoffs.

I have been trying to sort out the positively HUGE amount of major and minor mods and what general portfolio of mods to choose to get the best possible game experience. As such I see three main paths namely GW, NYGM or mix'n'mod-it-yourself. However, I have come to view the combined randomization efforts from you Sir, JSCones and Hemisent via SH3 Cmdr as an absolute must on top of any chosen main path. You gentlemen are working wonders and I regard your work as the subtle invisible spice that makes or breaks the dish ... THE BRIGHT SIDE OF THE FORCE !!!

So I must admit that I have been following your posts very carefully and must confess to being very symphathetic towards your approach and way of thinking about the whole realism vs. gameplay issue. I am therefore aiming at hooking the bait when the upcoming NYGM v2.0 surfaces and then adding 'THE FORCE' on top.

So please Sir, do not stop your marvelous Hollywood extravaganza. I went to your blog today and read your last comment to the 1.10 thread in which you hint towards premature burnout due to lack of community interest. I for one am very interested and very appreciative of your efforts. I would very much love to see 'THE FORCE' turned into a proper mod shining on top of NYGM v2.0.

I really think you are onto something extremely important, and if your Hollywood template could be utilized by you and others in the know (this community has plenty!!!) then the proper values could be aggreed upon and we could all benefit and have easlily implemented, randomized yet realistic (still remembering gameplay) behavoir of ships, crews, guns, munitions, environment etc. ... modding at it's best!

So please Sir! Grab some well deserved R&R and make sure the important things in life are still cool, but then come back to finish your great endeavour in style with an attitude best described with a corny Hollywood movie quote:

<Scene> Pappa bull and sonny bull standing on hill top overlooking a heard of cows below.
<Sonny bull> Daddy! Daddy! Let's RUN down and f**k a cow!
<Pappa bull> No son! Let's WALK down and f**k'em all!

Sincerely, HawkerT

HawkerT
04-23-06, 12:19 PM
Double post by newbie ... go figure :roll:

gouldjg
04-23-06, 01:34 PM
:rotfl: :rotfl: :rotfl:

I better change that post, it sound worse than it is supposed to.

I am not quitting the project at all but just relaxing for a bit, I just spent the last few weeks visualising and sorting things since Jscones gave us the ability. There is no way I am going to leave it lol.

The template is complete on my end for the moment and is available for the interested to explore possibles and exploits. I will be working on my end as I build my completed model. I have yet to decide what major mod to go with and am awaiting NYGM v2. I like realism but still want a bit of controlled random thrown in.

I am just taking a breather for a while and playing with my new toy :rotfl: :rotfl: :rotfl:

I am building my AI changes first but after the DD thread fiasco, I am keeping things to myself till I have proven that there is a better way of doing the DD. I have the theory, but have to now produce the goods and set it to be dynamic :rock: :rock: .

Even when my version is done, things like DD AI mods get slated despite the ammount of work the person has done. So I will offer my settings when done but not force them as they may not be right for others. This way I can write a tutorial on the blog as I progress.

A true ai smart DD is immpossible as there is a hardcode other than sensors also at play.

However no one has yet dabbled with the random file yet apart from Hemisent (not even me) and I want to see how it can be exploited.

I want my usual testing fun on this toy for a while and then I may produce something as a base. Without testing, I cannot post any tutorial.

The Damage model is just a matter of what people want. I am hoping that the major mod teams have a good look at the chaos file as I think it will benefit their mods whether realsim based or fun based.

I have always stated that this work is open to anyone and I am claiming no rights to its use. Anyone can use it so long as I am credited for the template building dogs body work.

I have exams in 6 weeks so will need to step back for a while on a more quiet front. I could not go before completing the template however I also want to also see NYGM v2 before deciding on a chaos damage model base.

The file is ready and the structure is set in GW version 1.1 bacause I presume that many in between players like me will be playing GW at the moment.

What I am trying to say is this,

It is going to be a while before I can come up with any super mods set from the chaos file due to study, work and family life.

This does not mean I am dropping it as I will be spending a hour or so each night on it and looking here to see if you and others have added new stuff or found some good settings. If I see something that is good, I will add it to the blog.

The file is for everyone and anyone to use as they wish.

Jscones made it all possible, I wrote the template, Hemisent has showed its capability.

HawkerT
04-23-06, 02:02 PM
Roger that Sir! Excellent!

Thank you for applying and sharing your T&T (Time & Talent) ... :|\

Best of luck with your exams!
All the best
HawkerT

gouldjg
04-23-06, 02:09 PM
Thanks Hawker and welcome to the community :up:

JScones
04-24-06, 02:57 AM
You gentlemen are working wonders and I regard your work as the subtle invisible spice that makes or breaks the dish ... !!!
Actually never heard this analogy before. I quite like it. I might use it at work.

VonHelsching
04-24-06, 03:25 AM
Jason,

Great piece of work you've compiled! As soon as I finish what I'm working on, I'll try the chaos vanilla flavor!

Best,

VH

gouldjg
04-24-06, 05:25 AM
Cheers Von

I am spending a bit of time on the DD issue as I like it. Gone back to stock settings and only using Jscones random lost contact times and working from there with the new possibles and past info. The thermals I will add in later but at the end of the day, thermals are good luck to me and a better incentive to dive deep because there may just be one.


There is one thing for sure about the DD. Not everyone experiences the same thing so I am in no way am claiming this will be great, realistic etc etc but it will be interesting.

At the moment I am setting thinner active sonar arcs but reducing detection times. The arcs etc will vary with random so each time I play, I will have to listen carefully when under attack to plan my escape. If I am careful and patient enough, I will note the arcs capability and see a route out. The whole Idea is to force me into having to analyze the situation on each attack. In real life, the cat and mouse game was a mental battle between sub and ship captains. In the current state of the game, once I know the rule I adapt my play every time. Now because this is a fixed number game, the knowing what the rules are, makes the hunt/hunted boring after a while :zzz: . With random, I want to force evaluation on the player so that he at least has to have a tactical think on each occasion :rock: .

My passives are far more powerful in ranges (added 5000 to each and set sensitivity to 0.03 on everything) as long as the DD is at the right speed to pick them up. The speed factor of the DD is another exploit I may add to the random. I am not going to go crazy here but I do want the occasional fast moving DD to get suspicious. In real life, DD will stop and listen now and again but in the game, they do not do this so random can help. The careless player will get caught out.



At the moment they are working pretty well (no more just wading in to attack from the side) but I have not tested enough through different time periods so cannot guarantee error free version. The silent running really comes in useful though and despite the massive increase in Hydro ranges, silent running is turning me back to green from a red. Sometimes in later war I usually need to just set speed to 1 knot as it is all borderline orange and red till i do that.

As I usually play on 100%, this is now a good base from which random and probability deviations can cover the imperfections.

At least I know if I get a dumb convoy one day, it may be different the next time and that is what I want and work for. As long as I think there are humans controlling the DD and have to tactically think, I really do not care about getting a dumb one or elite one occasionally within the game.

As far as damage modeling is concerned

I would like to think that NYGM v2 is going to be a good base for myself personally but occasionally I like to play with the kids and mates as well so ideally would like two damage packs to choose from. For me, having alternative options is the best way to go with damage as it is yet another area that no mass population can agree upon.

In the meantime, the tool is now there to tweak any damage model to a more varied and random system than the fixed number system currently employed.

Jscones had made a fantastic Version of SH3 commander for me personally.

gouldjg
04-24-06, 08:57 AM
Just an update and a request

While I wait for NYGM v2 before going crazy with various damage mods covering different major mods, I am starting to build v1.00 of my DD AI Chaos behaviour mod.

My objectives are simple to start with but as time goes by and it is in play testing by the community. I can start to refine settings dependant on player feed back and preferences.

i.e. I set randomisation to what I think is good for DD. Some players state they have discovered that by having blah blah setting, they had a good experience in the game. I then will refine that setting to that good feel and take out the extreme variations but still leave enough varibles in there to add the occasional challenge, good luck and occasional John Wayne butt kicking DD that only the patient and well thought captain may escape from whilst he hopes to god that a thermal exists under him.

I am just wondering if anyone wants to jump on board and help me input over a 1000 or so lines of data.

Just PM me and I will send you chunk of data that requires to be edited and instructions as to what should be the base settings as well as the kind of deviation required. It is a simple number inputting excersise but vital to the mod and your contributions will be noted.

Guys, it is like this,

I can do this on my own but it will be 10 times quicker with a team effort.

The main goal is to get a standard randomised template and then once released we can start to refine it so it looks as though the DD have some brains, be it good or bad on the odd occasion.

If this works, The DD Chaos Mod can be easily implemented into each major Mod with little or no file changes.

What say thee, interested or not interested

JScones
04-24-06, 09:09 AM
I'd offer, but I'm building the platform to allow this all to happen, so I'll have to pass. Hopefully you'll get some takers.

Anyone that is not happy with the stock DD AI...now's your chance!

U-Schultz
04-24-06, 09:35 AM
I'm very interested.

Georg_Unterberg
04-24-06, 10:59 AM
gouldjg,

count me in - I will help you!

I was trying to get it on myself, but you have much more knowledge of what should be done regarding AI capabilities. (I didn't bother to read the 765 post thread).

We can get it going via PM

gouldjg
04-24-06, 02:26 PM
Great guys

I will contact each of you through pm with a chunk of data and desired settings and deviation limits via PM.

As you do each set of chunks, I will update a new blog DD master file instead of things getting confusing and spammed on the forums, There are 180 data chunks with 20 lines in each chunk so patience will be needed but there are 4 of us now.

Some chunks can be left also.

HEMISENT
04-24-06, 08:18 PM
Gouldjg I would be glad to help but I'm still working on malfunctions files. I'm figuring to wrap up by this weekend if I don't screw something up again, after that I'm able to help.

gouldjg
04-25-06, 09:03 AM
Beta version of DD randomiser is up on forum.

Have to study now but enjoy. I dont get to play a lot :(

gouldjg
04-25-06, 09:03 AM
Beta version of DD randomiser is up on forum.

Have to study now but enjoy. I dont get to play a lot :(

gouldjg
04-25-06, 09:03 AM
SRY slow web lately

gouldjg
04-27-06, 05:52 AM
Updated the blog with a complete template.

Check first thread for details.

Well guys I am off on a campaign so I can start to tweak as I go. See you all soon.

mikaelanderlund
04-27-06, 06:18 AM
Hi,

I am going to try your settings to night!

Mikael

VonHelsching
05-01-06, 01:45 AM
gouldjg,

I think I am finished (installing and playing some Alternative Timeline - Victory Mod, that is. BTW, Manchester was swept in one night ) and will start with the vanilla chaos damage. I'll start reading from the first post.

Why did you say the vanilla damage was more difficult to tweak / randomize than the version of NYGM damage used in GW 1.0?

gouldjg
05-01-06, 04:14 PM
gouldjg,

I think I am finished (installing and playing some Alternative Timeline - Victory Mod, that is. BTW, Manchester was swept in one night ) and will start with the vanilla chaos damage. I'll start reading from the first post.

Why did you say the vanilla damage was more difficult to tweak / randomize than the version of NYGM damage used in GW 1.0?

Hi Von

I thought NYGM had a good idea concerning the hit point issues but have since decided this can be tweaked without having to completely re-zone ships.

I am just a little limited in time over the next 5 weeks. All I can do, is slowly build a template. After 5 weeks, I will then whip up a vannilla ship model version.

I have quite a few ideas but to be honest, I want max floating time to be four hours and thats it. Just a little too boring leaving a ship for days and hoping a storm does the rest. There will still be times when a ship limps back to port but this should be rare.

HEMISENT
05-01-06, 09:57 PM
I have quite a few ideas but to be honest, I want max floating time to be four hours and thats it. Just a little too boring leaving a ship for days and hoping a storm does the rest. There will still be times when a ship limps back to port but this should be rare.

I know this might be a bit out in left field but when the NYGM ship damage mod came out I recall attacking a Gibralter bound convoy. Scored numerous hits leaving a couple ships damaged but making way as stragglers. I proceeded to follow the convoy and chip away at it for day or so. After I was finished and heading westbound I ran into one of the stragglers(a C3 I think) from my initial attack. Having used all my eels I was forced to gun the thing down-took about 60 rounds to the waterline.
I guess I have no problem with loong sinking times or the occasional straggler-I would like that possibility to still be available, not an everyday occurance mind you but still be out there, perhaps 5-10% odds of longer sink times.