SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   three quick newbie questions (https://www.subsim.com/radioroom/showthread.php?t=211981)

ValoWay 03-15-14 03:14 PM

Quote:

Originally Posted by Sailor Steve (Post 2186325)
The Fatigue function in SH3 has nothing whatever to do with real life. In fact the torpedo room was also the bunk room for the torpedomen, so their fatigue should get better, not worse. The best thing you can do is use SH3 Commander to turn Fatigue off altogether.

argh, I like that the bridge shift suffers significantly from attrition during a storm, for example. I find that this is indeed a cool feature as long as you're into micro management like me...

Is there a mod available to fix the rapid attrition loss inside of the torpedo room which was according to steve also shared as living quarters ?

Someone should fix that! I find it fun to first take a look at your men, managing attrition, after reaching patrol grids, going through storms or before sailing home etc...

Edit:
Looks like you can edit the SH3 CMD fatigue option according to your likings! (see page 8 of sh cmd 3.2 manual !)

From the SH3 CMD file "crew fatigue models.cfg" :

[4]
Desc=GW/GWX 8 Hour
CREW_0|FatigueMax=0.80
CREW_0|FatigueStep=0.031
CREW_1|FatigueMax=0.80
CREW_1|FatigueStep=0.032
CREW_2|FatigueMax=0.80
CREW_2|FatigueStep=0.033
CREW_3|FatigueMax=0.80
CREW_3|FatigueStep=0.034
CREW_4|FatigueMax=0.80
CREW_4|FatigueStep=0.035
CREW_5|FatigueMax=0.80
CREW_5|FatigueStep=0.04
CREW_6|FatigueMax=0.80
CREW_6|FatigueStep=0.04
CREW_7|FatigueMax=0.80
CREW_7|FatigueStep=0.041
CREW_8|FatigueMax=0.80
CREW_8|FatigueStep=0.042
FATIGUE_COEF|RegularFactor00=0.001
FATIGUE_COEF|SpecificFactor00=0.01
FATIGUE_COEF|BadWeather0=0.02
FATIGUE_COEF|RegularFactor10=0.001
FATIGUE_COEF|RegularFactor11=0.001
FATIGUE_COEF|SpecificFactor10=0.01
FATIGUE_COEF|SpecificFactor11=0.01
FATIGUE_COEF|BadWeather1=0.001
FATIGUE_COEF|RegularFactor20=0.001
FATIGUE_COEF|RegularFactor21=0.001
FATIGUE_COEF|SpecificFactor20=0.01
FATIGUE_COEF|SpecificFactor21=0.01
FATIGUE_COEF|BadWeather2=0.001
FATIGUE_COEF|RegularFactor30=0.001
FATIGUE_COEF|RegularFactor31=0.001
FATIGUE_COEF|SpecificFactor30=0.01
FATIGUE_COEF|SpecificFactor31=0.00075
FATIGUE_COEF|BadWeather3=0.02
FATIGUE_COEF|RegularFactor40=0.001
FATIGUE_COEF|RegularFactor41=0.001
FATIGUE_COEF|SpecificFactor40=0.00075
FATIGUE_COEF|SpecificFactor41=0.01
FATIGUE_COEF|BadWeather4=0.001
FATIGUE_COEF|RegularFactor50=0.001
FATIGUE_COEF|RegularFactor51=0.001
FATIGUE_COEF|SpecificFactor50=0.045
FATIGUE_COEF|SpecificFactor51=0.045
FATIGUE_COEF|BadWeather5=0.02

FATIGUE_COEF|SpecificFactor60=-0.0000003
FATIGUE_COEF|SpecificFactor61=-0.0000003
FATIGUE_COEF|SpecificFactor70=-0.0000003
FATIGUE_COEF|SpecificFactor71=-0.0000003
FATIGUE_COEF|RegularFactor80=0.001
FATIGUE_COEF|RegularFactor81=0.001
FATIGUE_COEF|SpecificFactor80=0.045
FATIGUE_COEF|SpecificFactor81=0.045
FATIGUE_COEF|BadWeather8=0.02
FATIGUE_COEF|RegularFactor90=0.001
FATIGUE_COEF|SpecificFactor90=0.05
FATIGUE_COEF|BadWeather9=0.02
FATIGUE_COEF|RegularFactor100=0.001
FATIGUE_COEF|SpecificFactor100=0.05
FATIGUE_COEF|BadWeather10=0.02
FATIGUE_COEF|RegularFactor110=0.001
FATIGUE_COEF|RegularFactor111=0.001
FATIGUE_COEF|SpecificFactor110=0.02
FATIGUE_COEF|SpecificFactor111=0.02
FATIGUE_COEF|BadWeather11=0

1) What do I have to change here if I do not want that much attrition inside of the torpedo room ?
2) Will this crash my current career ? (NO!)
3) bow and stern torpedo rooms are probably:

Compare "Basic.cfg" of SH3 data/ cfg directory (not cmd!) with "crew fatigue models.cfg" of CMD/ cfg folder!

- Look inside of Basic.cfg for:

[FATIGUE_COEF]

;comp5 bow torp
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.045
SpecificFactor51=0.045
BadWeather5=0.02


Note: Both lists are the same but Basic.cfg shows you which number block belongs to which compartment !!

;comp6 bow rest
SpecificFactor60=-0.0000003
SpecificFactor61=-0.0000003

;comp7 stern rest
SpecificFactor70=-0.0000003
SpecificFactor71=-0.0000003

The rest rooms have a factor of "-0.0000003". I believe that this is the rate of recovery.

Conclusion:

Bow torp room:
SpecificFactor50=0.045
SpecificFactor51=0.045

Stern torp room:
SpecificFactor80=0.045
SpecificFactor81=0.045

Bow rest room:
SpecificFactor60=-0.0000003
SpecificFactor61=-0.0000003

Stern rest room:
SpecificFactor70=-0.0000003
SpecificFactor71=-0.0000003

1) What rate would be more realistic when kept in mind that the torp rooms were also living quaters?
2) Which one of these is the action "reloading" and which is assumingly "doing nothing or maintenance" ?

UPDATE:
SpecificFactor50 & SpecificFactor80 are both now set to -0.0000003 like the rest rooms (why is it called rest rooms? ^^) and it's working fine now. Heavy attrition in torp rooms only during storms. Still have to test the effect after reloading....

ValoWay 03-16-14 06:44 AM

Quote:

Originally Posted by ValoWay (Post 2185643)
i run gwx+ olc MKd+ ACM Reloaded for OLC+ ACM Lite Maps+ h.sie's hardcode fixes and some smaller ones on top of them:

1) Today during my first patrol mission I've noticed that suddenly green contact marks appeared on my map. That happened a couple of times when I was at map in TC mode.

Note that this happened only very rarely and only in the area of the british channel. Most of the time there weren't any green contacts on map when my WO reported one.

My realism setting is on 100%. I also marked the "no map contact update" option.

Why do I still see such green map contacts ??

It turned out that the suddenly appearing green contacts actually are reported sightings of neutral convoys by BdU via radio msg! I was tweaking my mods and now I also get a radio msg shortly after one of those contacts pops up on map!

GreyBeard 03-16-14 07:59 AM

Quote:

Originally Posted by ValoWay (Post 2186570)
It turned out that the suddenly appearing green contacts actually are reported sightings of neutral convoys by BdU via radio msg! I was tweaking my mods and now I also get a radio msg shortly after one of those contacts pops up on map!

:Kaleun_Wink:FYI, don't pass on neutral convoys. They are often loaded with valid targets. If only the lead ship is neutral and the other 12 or so British, the convoy is called neutral.

ValoWay 03-16-14 09:48 AM

Quote:

Originally Posted by GreyBeard (Post 2186595)
:Kaleun_Wink:FYI, don't pass on neutral convoys. They are often loaded with valid targets. If only the lead ship is neutral and the other 12 or so British, the convoy is called neutral.

hey, I haven't known that! Tip hat, sir !! :salute:

banryu79 03-17-14 03:40 AM

Quote:

Originally Posted by ValoWay (Post 2186570)
It turned out that the suddenly appearing green contacts actually are reported sightings of neutral convoys by BdU via radio msg! I was tweaking my mods and now I also get a radio msg shortly after one of those contacts pops up on map!

Hey, I'm very intrested in this!
Could you please explain what you edited to obtain the radio msg? :arrgh!:

Pisces 03-17-14 01:58 PM

You should always get a radio message when a convoy icon appears on the map. So, not sure what you did, but it may be just coincidence.

ValoWay 03-17-14 09:34 PM

Quote:

Originally Posted by banryu79 (Post 2186850)
Hey, I'm very intrested in this!
Could you please explain what you edited to obtain the radio msg? :arrgh!:

Nothing special or intentional I'm afraid !
In jsgme I activated first the ones that have the greatest impact on the game. Like olc gui+ acm for example. After that the ship mods from IABL's Merchant Fleet Mod and WB's USAM. Graphic & Gameplay and as last sound fx and music.

Now that I'm in october 39 there are also reports of anti u-boat task forces as radio msg and as red mark on map.

I basically brought some order into my mod list, I'm sure that this won't help you much but thats all I can give you!

Solving the mystery contact was more of an accident than solid research :03:


All times are GMT -5. The time now is 07:01 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.