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-   -   Realism- and gameplay-related hardcode fixes for SH3.EXE (https://www.subsim.com/radioroom/showthread.php?t=174225)

h.sie 01-01-12 08:28 AM

What about T50% = 1 hour for diesel overload? Or better 2 hours?

This 1 hour is the avg. value of the two values LGN1 or Leitender posted some time before

Highest 1/2hr_____ 2470 490 125 .381

Highest 2hr_______2320 480 119 .376


AND:

Could someone please translate the following 2 messages into military like english messages:

1) Wir müssen die Diesel drosseln, sonst droht Totalausfall

2) Jawoll, alles was drin ist...

Sailor Steve 01-01-12 09:24 AM

1) If we don't cut power now, we're risking a breakdown!

2) Yes, sir, everything we've got! (or...wait for it...Aye, captain, give her all she's got!)

h.sie 01-01-12 10:46 AM

Thanks, SS, happy new year to all!

rowi58 01-01-12 11:04 AM

Hi h.sie,

to comment your secound question (Jawoll, alles was drin ist...). On that small minesweeper, i've served in the late 1970ies, when the order "All Engines Flank Ahead" was given, we repeated that order with:

- alle Maschinen allez, allez (french word "ALLEZ" instaed of "ALLE" ) or in English: "all engines allez, allez")

and reported, when the order was fullfild by our firemen
- alle Maschinen machen Umdrehungen für allez, allez (or in English:"all engines running allez, allez.")

But remember - it is the frensh word "ALLEZ". I like that order, but i think, it is a little bit confusesing for most of the user.

Greetings and a happay new year :woot:
rowi58

Victor Schutze 01-01-12 11:48 AM

2) Yes Sir. Everything the engines got!

:06:

h.sie 01-01-12 04:32 PM

@rowi, Victor: Thanks guys. Now I have more translations than needed. Hard to choose which I like most.

Leitender 01-01-12 06:15 PM

Quote:

partyevening for today. good gliding
h.sie: Happy new year! We look in front and not behind. :DL

BTT

Quote:

And if the first light damage occurs (which has NOT to be interpreted as damage,
You know, I use a great mod called "real repair fix" or something like that. This great modder increased repair duration for equipment 60 times! Last time i ran flank too long, it took 3 hours to get the diesels repaired (to tell the truth: It was only the starboard diesel: really great job, h.sie!)

Quote:

But then I should also consider what happens when battery is empty!?!?.
Reduce speed a little bit? Too detailed IMHO.
Quote:

@Hitman: I've tested it: Underwater speed sinks with sinking battery charge. If charge = 0 then speed = 0.
Reduction of Battery power is well simulated as it isn´t decreasing continuously but regressive. But I never experienced a complete stop of my boat when batteries became fatigue. I could still travel with 1 or 2 Knots from America to Europe and vice versa.

Quote:

What about T50% = 1 hour for diesel overload? Or better 2 hours?
Why not? This T50 also includes an earler possible damage with speedsetting=3xAK and a little longer duration when you run with 2xAK.

Greetings

h.sie 01-01-12 06:58 PM

New version 0.9.5 of the Diesel Damages Mod available

With this Mod you risk random diesel damages if you agonize your diesels with maximum speed.

The maximum possible machine telegraph value of 1.0 (see Uboats .cfg file for details) will now be interpreted as OVERLOAD of the diesels in order to get maximum speed out of them. If you order to overload your diesels, the LI will acknowledge "Alles was drin ist...." or "everything we've got!"

Used Shortcuts and colours:

MTS = Machine Telegraph speed. 0.0=stop and 1.0=maximum.
T50 = Timespan that corresponds with a damage probability of 50%

RED
: Non-safe operation of diesels. High risk of damage.
YELLOW: Halfway safe operation of diesels. Low risk of damage.
GREEN: Safe operation. No risk of damage.


I) Under normal conditions (no diesel damaged) we have:

MTS = 1.0 : T50 = 1 hour (OVERLOAD)
MTS = 0.97 and below: Safe. No damage will occur.

If a random damage occurs, this should be interpreted as a warning. Thus, the LI warns you to reduce your speed, because otherwise you risk a total loss of the diesel. As long as the diesel isn't completely repaired, the chance of successive damages dramatically rises, if you don't reduce your speed to safe values (see below). The amount of the applied damage is randomly chosen between 1% and 60% (thus, a diesel will never be destroyed).

II) One damaged diesel:

MTS = 1.00 : T50 = 15 min. (OVERLOAD)
MTS = 0.95 : T50 = 40 min.
MTS = 0.90 : T50 = 2 hours

MTS = 0.80 : T50 = 20 hours
MTS = 0.70 and below: safe


III) Two damaged diesels:

MTS = 1.00 : T50 = 4 min. (OVERLOAD)
MTS = 0.90 : T50 = 10 min.

MTS = 0.80 : T50 = 30 min.
MTS = 0.70 : T50 = 2 hours
MTS = 0.60 : T50 = 10 hours
MTS = 0.50 : T50 = 60 hours
MTS = 0.40 and below: safe

Under damaged diesel conditions, the amount of the added damage is randomly chosen between 30% and 100%, thus a diesel can completely be destroyed.

If you want to use your FLANK slot on the machine telegraph for overload, just use normal values of your supermod, no changes are necessary:

FLANK = 1.0
FULL = 0.95
STD = 0.8

If you DON'T want to use your FLANK slot on the machine telegraph for overload, you can use the following values:

FLANK = 0.95
FULL = 0.90
STD = 0.8

and activate diesel overload by setting speed to maximum on the knots dial.

Mod can be found in JSGME ready format on my mediafire page (-> Hardcode fixes / Alpha testing) . It contains two text files with the LI messages. They should be merged with your en_menu.txt / de_menu.txt.

makman94 01-01-12 07:10 PM

very nice and amazing progress H.Sie ! it is really enjoyable following this thread mate and no doubt about its importance !

Quote:

Originally Posted by h.sie (Post 1811556)
.....
What about enlarging the max. speed of the Uboats about 5%, so that it then drives 17kt at FULL speed instead of FLANK. And 18kt at FLANK. Only disadvantage: One regular speed order lost.

.....

till the post i have read so far....this is the best 'solution' for a comfortable and less confusing gameplay ! players that want to go 'safe' will set at 'full' and the 'flank' set will be for this more 'troubled' extra power .

ps: was this managed ? or it is abandoned for a better solution ?

Quote:

Originally Posted by h.sie (Post 1812270)
I removed the delimiters in the code so that I could set reative speed = 1.1 = 110%.

Results:

Speed goes up from 17kt to 19kt. Fine.

But: RPM sank!!

Setting rel. speed = 2.0 lead to a speed of > 30knots and RPM=0 !!!)

It seems that RPM in game is for eye-candy only - for the propellers and gauges, it seems to have no physical meaning.


.....

did you tried adjusting accordinally the 'max_speed' , 'max_forced' (don't know what this is...engine's torque maybe?) , 'eng_power' and 'eng_rpm' at NSS_UboatXX.sim file of the boat that you are using ?
(this 'max_speed' and 'eng_rpm' settings there may do the tric)

h.sie 01-01-12 07:10 PM

I made 10 tests with the new Diesel Damages Fix, overloaded the diesels, set TC=32 and measured the game time , until the 1st damage occured:

Results:

1:03h
2:18h
0:04h
1:10h
1:45h
0:54h
0:21h
2:35h
3:45h
3:30h

These are good values I think.

@makman: No, I didn't try. I don't care about RPM.

h.sie 01-01-12 07:31 PM

@Leitender/Hitman: You are right. Batteries never get emptied completely, although LI reports this. There still remains some charge and you can travel

Only if I force the charge to 0, the Uboat stands still.

Bug. -> Todo - List.

makman94 01-01-12 07:41 PM

Quote:

Originally Posted by h.sie (Post 1813744)
.....

@makman: No, I didn't try. I don't care about RPM.

to tell you the truth H.Sie...i also don't care about RPM ...just posted my thought as i was reading your post

i am reading now your last post about engines's damage fix and think i understand the progress so far .
so, you haven't 'enlarge' the max speed of boat but instead of that the 'flank' set (which leads to max speed) is considered as 'overpowered' and will start causing damages as the time passes... correct ?

question 1 : this 0:04 and 0:21 isn't it a little short time for getting the first damage ?

question 2 : or suggestion that i read somewhere, .... setting at cfg ,for example ,
AheadFull=0.98
AheadFlank=1.00

isn't a bad idea e? with AheadFull you are moving safe close to max speed and at AheadFlank you take this extra power for max speed which also leads to the 'troubles' . did i get it correct ?

h.sie 01-01-12 07:51 PM

@makman: Yes, they are short. But others are longer, that's the nature of randomness. I think randomly occuring damages are not unrealistic. Why not have a failure 4 minutes after starting to overload the machine? Bad luck.

Programming a mod that considers something like a temperature rise of the machines and thus a rising damage probability with rising time would be much more complex. Even this simple approach wasn't easy to program.

If you want to use your FLANK slot on the telegraph for overload, just use normal supermod values, no changes are necessary:

FLANK = 1.0
FULL = 0.95
STD = 0.8

If you DON'T want to use your FLANK slot on the telegraph for overload, use those values:

FLANK = 0.95
FULL = 0.90
STD = 0.8

and activate overload by setting speed to maximum on the knots dial.

Leitender 01-01-12 08:34 PM

h.sie

Thank you very much for your hard work. I also agree to your opinion, that the random occurancy of damage even at a short time periode isn´t unrealistic, after all this only happens when in emergency overload status.

Personally i was always amazed about this narrow distance between standard, full and flank (0.8/0.94/1, stock) whereas the lower levels were rather slow. So i choosed 0.70/0.90/0.96.

Quote:

Bug. -> Todo - List.
:yeah:

jean74 01-02-12 03:50 AM

Dear H.sie,

I wish you an Happy New Year. I just want to Thank You very much for all your fantastic and very impressive work.

You give to SH3 a new incredible dimension !!!

Another time THANK YOU VERY MUCH and have many good things in 2012 for you and all your familly.

Best regards from France

Jean


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