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lumat83 10-15-05 06:01 AM

Quote:

Originally Posted by gouldjg
Quote:

Originally Posted by lumat83
I Test your mod but i don't understand. The guys on the deck, radio and diesel engine are tried in 6 hours. Is it right ?

(I've tested it in single mission and in x512)

Was you in bad weather, near the enemy, running at high engine speeds.

How tired was they?

This is the the kind of stuff I need to know before investigating?

When testing on calm seas and at standard engine also with no enemy contacts, I could run the boat for 24 hr max before major problems set in.

So we may have a difference in sailing i.e. weather etc.


For answer, about the fatigue of my crew, I've tested in a single mission (Scapa flow - 1939). I run medium speed, to East to avoid contact with ennemy force (for the test). The mission begin at 17:35. The weather is cloudy. In 6 hours (past 23.00), the crew are tired in all compartments (with the little sign - beside their head ! ), except in the command room (not more than 15% fatigue).

You say You run 24 h before major problems. Ok, but a mission in career during many days, and I've seen the crew doesn't rest in the crew compartment, That is a problem (or I don't understand all the system of this mod, it's possible with my english :lol: )

I use SH3Commander. Is SH3Cdr modify the basic.cfg when run the game ?

Thanks for your help

Der Teddy Bar 10-15-05 07:14 AM

gouldjg,
I applaud your work, however in this case the crew deaths were excessive by about 99% :rotfl: As you already noted.

I personally beleive that the approach to fatigue is all wrong. Fatigue is just that, a person becomes tired, has a rest and becomes untired. Everyone is trying to turn it into something that it is not, including the RUB model.

I will again state, that I do applaud your work and do not mean any disrespect. This is directed at all these approaches and not specifically at yours.

I have read many books, and no matter how long the patrol was, when it come to battle stations and the adrenalin kicked in the men were there to perform. Yes errors would have happened due to fatigue and the likes, but it did not suddenly take 5 men instead of 3 to do a job.

A crew out for a six weeks will be able to perform their task just as well as a crew that have been out for a week.

The fatigue is not combat stress.

gouldjg 10-15-05 08:54 AM

Quote:

Originally Posted by lumat83
Quote:

Originally Posted by gouldjg
Quote:

Originally Posted by lumat83
I Test your mod but i don't understand. The guys on the deck, radio and diesel engine are tried in 6 hours. Is it right ?

(I've tested it in single mission and in x512)

Was you in bad weather, near the enemy, running at high engine speeds.

How tired was they?

This is the the kind of stuff I need to know before investigating?

When testing on calm seas and at standard engine also with no enemy contacts, I could run the boat for 24 hr max before major problems set in.

So we may have a difference in sailing i.e. weather etc.


For answer, about the fatigue of my crew, I've tested in a single mission (Scapa flow - 1939). I run medium speed, to East to avoid contact with ennemy force (for the test). The mission begin at 17:35. The weather is cloudy. In 6 hours (past 23.00), the crew are tired in all compartments (with the little sign - beside their head ! ), except in the command room (not more than 15% fatigue).

You say You run 24 h before major problems. Ok, but a mission in career during many days, and I've seen the crew doesn't rest in the crew compartment, That is a problem (or I don't understand all the system of this mod, it's possible with my english :lol: )

I use SH3Commander. Is SH3Cdr modify the basic.cfg when run the game ?

Thanks for your help

I would not use sh3 commander for this test just yet.

Start via your sh3 icon!

You may be going back to other files when using SH£ commander.

I mean to say, I have sh3 commander on my system but am starting my game through the normal sh3 icon which has rub 1.44 already installed.

Either it is this or maybe its another factor that we will soon discover.



Der Teddy

Yes you are right about fatigue models.

It is immpossible to simulate the exact setting we should be getting I think everyone can agree on that.

This is why I have said goodbye to a total realistic model because it just cannot be done in my eyes. (we never know what other modders may do later though as this is a totally new era in the fatigue modding aspect)

Just sorting the kids out and will get back on with testing and tweaking.

If i only knew how to disable the buttons above crew quarters then this game will be 10000% better in crew departments.


Just some thought for the near future,

I am pretty sure this can be made to have a random damage and crew setting in sh3 commander onces it it good to go it should just be a case of duplicating the files but with small changes in each. No mission will be the same again.

I am going to play with crew HP for the afternoon, its vey weird to work out exactly how crew get killed in this game. Any ideas?

Redwine 10-15-05 09:44 AM

Re: HOLLYWOOD V5.00 Beta Version (Readme & Feedback thre
 
Quote:

Originally Posted by gouldjg
Hi all

This is the Battle Stations Version of the Hollywood series.


RUB is needed to test this but a later none RUB will be made should these please the beta testers.

This is a very good mod from the early versions....... many thanks for effort and job Gouldjg.

Waiting for the non RUB version.

Best regards, Red.

vils 10-15-05 10:27 AM

hm
 
Quote:

Originally Posted by Der Teddy Bar
gouldjg,
I applaud your work, however in this case the crew deaths were excessive by about 99% :rotfl: As you already noted.

I personally beleive that the approach to fatigue is all wrong. Fatigue is just that, a person becomes tired, has a rest and becomes untired. Everyone is trying to turn it into something that it is not, including the RUB model.

I will again state, that I do applaud your work and do not mean any disrespect. This is directed at all these approaches and not specifically at yours.

I have read many books, and no matter how long the patrol was, when it come to battle stations and the adrenalin kicked in the men were there to perform. Yes errors would have happened due to fatigue and the likes, but it did not suddenly take 5 men instead of 3 to do a job.

A crew out for a six weeks will be able to perform their task just as well as a crew that have been out for a week.

The fatigue is not combat stress.

I agree to Teddy Bat, very well written and explained. I would really like to see something
like this simulated.

10-15-05 10:39 AM

Interesting, though I haven't tested it yet.

Can you give some more details on the damage system (your modifications of the zones.cfg file)? 'cause I like that part the most.

Also I wonder, if you set 3DRender at 1024 like I did, does it mean that you have to rearrange your crew every few hours (it's 24h per "watch" in your mod isn't it?) when cruising for several days? If so, I don't like that. :)

And another thing: is it possible to somehow differentiate fatigue factors for "cruise mode" and "combat mode" (other than setting higher fatigue for torp rooms/gun stations)?

Marhkimov 10-15-05 11:57 AM

Quote:

Originally Posted by gouldjg
1. Did you feel as though your mens state was more important to you i.e. you felt a little more concerned where you put them and that you had to watch their org to ensure better crew management.

I was very concerned about my men. Any normal captain would go crazy if he saw the same amount of red exclaimation marks as I did (!!!). You could say that I underwent a lot of undue stress (which is a good thing; that's what we want, right?). Plus, if I had not ensured good crew management, I'm sure we would have sunk... It is an absolute necessity with your hollywood mod :yep:

Quote:

Originally Posted by gouldjg
2. Did you also feel that after the battle you needed to rearange your men to get them in order incase you were attacked again. i.e. put the boat back to normal conditions takes a bit a crew management.

I did attempt to rearrange the crew after every depth charge attack. Systems were getting damaged on almost every pass (but realisically so) which often times changed my damage control priorities. People might find your current system of crew micro-management to be a drag, but it really does give the player something better to do (as opposed to being glued to the periscopes at 50m, watching the DD's come by, and ordering flank left or flank right). I have to say that even myself, after going through that harrowing test, I was fatigued when it was all over... Love that feeling :up:

Quote:

Originally Posted by gouldjg
3. Can you imagine this after sailing for say 8hrs in campaighn mode and then encountering a battle scenario as in campaign. i.e. Your mens org will never really be in super condition as org loss is also calculated on high time compression instead of just being frozen.

I would like to see this in campaign mode, because not everything should be at full efficiency, at least not all the time. SH3 default makes it seem as though we are running on a sub with super-powered robots at the helm. A green crew, like I had in my test, would and should not be able to undergo such an attack in campaign mode, without at least losing a lot of their ability to function at full capacity. I would imagine that if you were to take such a beating in campaign mode, you'd probably want to sail your u-boat right back to port rather than continue on (to me, that sounds like a good and realistic feeling). That is much improved over the default SH3 damage and repair system, which leaves me feeling like my robots can handle anything (bad...).

Quote:

Originally Posted by gouldjg
In the mean time thanks for taking the time to gather all that info and posting the pictures.

Next time, I think I can do more testing if I take fewer pictures... :lol:



Some comments: I wouldn't worry too much about fixing all of the dying men... Don't make it so that DC attacks are no longer lethal; I'd rather have 5 men die than 0 men... but if you can possibly make it so that 2 men die instead of 5 men, by all means go ahead! :up:



Some people have said that this is not a real fatigue method or whatnot. They are correct in saying so, but I don't believe that your mod aims at gauging fatigue. Organization is something else...

Describing in words what it is.... The more 'organization' that your crew has, the more freedom you will have to "run" your boat. But the less organization they have, the more you have to be cautious and attentive to the needs of your men. No longer can you throw caution to the wind. This mod forces you to take measures in order to ensure the safety and survival of your men. When you finally escape from those nasty elite DD's, you WILL feel a sense of accomplishment, not to mention that you and your men will be DEAD-ASS tired!

Marhkimov 10-15-05 12:29 PM

You'll probably be able to find it on your own, but here, in en_menu.txt :

636=Watch Tower
637=Radio Room
638=Command Room
639=Diesel Engines
640=Electric Engines
641=Bow Torpedo
642=Bow Quarters
643=Stern Quarters
644=Stern Torpedo
645=Forward Deck
646=Flak Gun

You might want to alter the corresponding compartments accordingly. And so far, GOOD GOING with this mod!! :up:

Marhkimov 10-15-05 12:41 PM

I haven't tested these theories yet, but...

-Even if it is stormy, does the crew get less "fatigued" if the player decides to ride submurged, underneath of the brutal waves?

-Does speed of the u-boat affect fatigue/organization loss?

-Does a more experienced crew (either in terms of EXP or number of patrols) have an easier time of coping with this "fatigue" model?

-Is your system fully foolproof? Meaning is there any possible way for the player to "cheat" and somehow replenish his crew?... That's probably a bug that the beta testers have to catch.



ummm... :up: :up: :up:

gouldjg 10-15-05 12:51 PM

Hi all Beta testers and others who are helping with this by giving comments suggestion etc.

I feel that it is only fair to explain this mod in detail so that other People such as Kaa etc can save time trying to balance their own versions which may in fact may suit other types of players.

To me its all a matter of who has the time etc.

I am only concentrating on a 24 hr system or as close to one as I can. After I have nailed this I will consider a longer based version or hopefully someone will follow what I have done and do their own preference.

I will highlight my changes and try and give explanation as to what effects what.

This will be a long thread but I hope you guys find it as interesting as I did playing with the figures.



Now Remember folks that I have RUB 1.44 installed and sh3 commander as well as installing Hollywood 5 as shown on first post however I am just loading the game through My standard desktop icon as SH3 commander will change the settings if I go through it at the moment.

So here goes with my view and settings on the subject of damage and fatigue.

FIRST = Crew settings (please note my latest changes after v5.00 will be shown in red so you can just change to this to get up to par where we are up to).

Open basic cfg

Remember I am only showing what I tweak and explaining as best as I can.


[DAMAGE]
OpenComp=1
PartiallyOpenComp=0.5
EnclosedComp=0.1 I have reduced this a little more to see if it improves the crew resistance to damage a bit better.

[CREW_0] ;SEAMAN
MoraleMin=0.30 Not touched
MoraleMax=0.60 Not touched
MoraleStep=0.05Not touched
FatigueMin=0 Not touched
FatigueMax=0.95 This number represents the maximum fatigue a man can recieve. I set at 95%
FatigueStep=0.1 I have kept this all the same for every crew member. It seems to all fatigue to go up and down. Thats as much as I know :hmm:
CoefMorale=0.4
CoefFatigue=0.1 Set this all the same as well, what the hell they are all men to me.
QualEffect=1.1 I have this on low for lower ranks and worked up the higher I got in rank.
Hp=10 This number is bloody weird to me. If I set to say 1000 my resilience bar does not show so it seems to need to be fairly low.
Wounded=-0.02 Not touched
Dead=-0.05 Not touched
SunkShips=0.1 Not touched
TorpedoHit=0.05 Not touched
Experience=0 Not touched

[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.95
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.1
QualEffect=1.2
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20

[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.93
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.1
QualEffect=1.3
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50

[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.92
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.1
QualEffect=1.4
Hp=15
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100

[CREW_4] ;CHIEFPETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.91
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.1
QualEffect=1.5
Hp=18
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=150

[CREW_5] ;CHIEFBOATSWAIN
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.85
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.1
QualEffect=1.6
Hp=20
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=200

[CREW_6] ;SUBLIEUTENANT
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.83
FatigueStep=0.1
CoefMorale=0.2
CoefFatigue=0.1
QualEffect=1.7
Hp=22
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=300

[CREW_7] ;LIEUTENANTJR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.80
FatigueStep=0.1
CoefMorale=0.2
CoefFatigue=0.1
QualEffect=1.8
Hp=25
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=400

[CREW_8] ;LIEUTENANTSR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.80
FatigueStep=0.1
CoefMorale=0.2
CoefFatigue=0.1
QualEffect=1.9
Hp=28
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=500

This next area I left alone but I think it needs looking into one day.

NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=8.5

NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=6
Interval3_2=12.1

NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=16

NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=11

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=9.7

NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=7.3

NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=4.65

NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=6.1

NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=8.2
Interval3_10=14.3

NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=4.1

NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=1.1

What does it all mean ????????????????

The following area shows what i have done regarding this time recovery though it may make no difference so your guess is as good as mine.

I changed every time recovery to 1. Why? god knows


NbComp=9
Comp0=0; Tower Watch
Nb0=5
Subs00=AttackPeriscope
AttackPeriscope=0; E_AttackPeriscope
TimeRecovery00=1
Subs01=ObservationPeriscope
ObservationPeriscope=1; E_ObservationPeriscope
TimeRecovery01=1
Subs02=RadioAntenna
RadioAntenna=2; E_RadioAntenna
TimeRecovery02=1
Subs03=RadarAntenna
RadarAntenna=3; E_RadarAntenna
TimeRecovery03=1
Subs04=RadarWarningReceiver
RadarWarningReceiver=40;E_RadarWarningReceiver

The next setion is a very improtant part of this mod and I will explain as I go.


[FATIGUE_COEF]
;comp 0 Tower
RegularFactor00=0.01 New setting Regular factor seems to represent the instant penalty for going into a compartment.
SpecificFactor00=0.003 Represents the drain, this is more than the others because there on watch in my eyes.
BadWeather0=0.0003 I have set these in no specific order to realism but I did want the watch to be affected.
;comp1 Sonar/Radio
RegularFactor10=0.1
RegularFactor11=0.1
SpecificFactor10=0.004 Has equal drain above water than below
SpecificFactor11=0.004
BadWeather1=0.0002
;comp2 command room
RegularFactor20=0.2 A higher penalty when first going into this room.
RegularFactor21=0.2
SpecificFactor20=0.004
SpecificFactor21=0.003
BadWeather2=0.0003
;comp3 diesel
RegularFactor30=0.01 New penalty
RegularFactor31=0.01 New penalty
SpecificFactor30=0.004 Notice that drain should only occur on surface and not below.
SpecificFactor31=0.0
BadWeather3=0.00001
;comp4 elect
RegularFactor40=0.01 New penalty
RegularFactor41=0.01 New penalty
SpecificFactor40=0.0
SpecificFactor41=0.004
BadWeather4=0.00000001 I just dont think weather should effect the electric as much as others.
;comp5 bow torp
RegularFactor50=0.1 Notice these setting are set for combat situations only and not for storing men whilst cruising.
RegularFactor51=0.1
SpecificFactor50=0.01
SpecificFactor51=0.01
BadWeather5=0.2
;comp6 bow rest
RegularFactor60=-0.01 The number represents the cup of coffee I am always on about. Also note this line has been introduced to the script.
RegularFactor61=-0.01
SpecificFactor60=-0.005
SpecificFactor61=-0.008
;comp7 stern rest
RegularFactor70=0.30 Notice the higher penalty in this area but then you will notice the faster recharge rate below.
RegularFactor71=0.30
SpecificFactor70=-0.015 Faster rate of recovery than other rest area
SpecificFactor71=-0.048
;comp8 stern torp
RegularFactor80=0.01 Again I set this area for battles
RegularFactor81=0.01
SpecificFactor80=0.01
SpecificFactor81=0.01
BadWeather8=0.2
;comp9 deck cast
RegularFactor90=0.10
SpecificFactor90=0.03
BadWeather9=0.5 Notice that I have a high weather penalty on this and the Flack gun area.
;comp10 flak
RegularFactor100=0.25
SpecificFactor100=0.03
BadWeather10=0.5
;comp 11 Repair station
RegularFactor110=0.99 This is how I manage repairs. All men recieve a massive org penalty to represent disorganisation and pannic.
RegularFactor111=0.99
SpecificFactor110=0.99
SpecificFactor111=0.99
BadWeather11=0 Sod weather here cos they are on max energey loss anyway.

I hope you followed most of that,

I will do damage explanation tommorow though some of my notes are in previous hollywood mods.

Once I get rid of the buttons that enable fast crew hopping, this system will be much better i.e. anti cheat. Till then the penalties all tally so people should not really benefit from using them. Check the figures yourselves and give me your thoughts.

I say feel free and tweak yourselves as you may wish to do a weekly system rather than daily.

Its all to do with Kaa finding that other main cfg file that allows fatigue to continue in high time compression.

I tell you, we should have found this earlier but nevermind, the fun starts now. Especially with rubinis recent f1 documents buttons etc.

I am excited because I know this game has almost endless possibilities.

I can imagine that one day we could sail along the coast and see artilliary battles on land. especially with all this 3d modeling etc.

jjmikkel 10-15-05 03:46 PM

downloaded you mod and will test it tonight. If this mod works the way I think it will, it will truly revolutionize SH3. Great job. Im merging your mod with other mods, so I have to do alot of copy-pasting into the the basic.cfg. My question is: What did you change in the en_menu.txt? Also the scene.dat I use is the snorkelfix. What have you changed here? And what did you change in the Zones.cfg. Thanks alot, and again: Great work :up:

10-15-05 05:19 PM

Quote:

Originally Posted by gouldjg
SpecificFactor70=-0.015 Faster rate of recovery than other rest area

Are you sure it works that way in actual game? 'Cause after some testing I ended up with a conclusion that those parameters don't affect crews' quarters. FatigueStep does. Maybe I overlooked something.

Quote:

Originally Posted by gouldjg
BadWeather9=0.5 Notice that I have a high weather penalty on this and the Flack gun area.

But afaik you can't man gun stations during bad weather... Have you made it possible?


Btw, do you happen to know if the game does take the BadWeather parameter into account when submerged?

10-15-05 06:55 PM

Quote:

Originally Posted by gouldjg
I changed every time recovery to 1. Why? god knows

Have you found what does that parameter do? Did you try settinng it e.g to 30 or some other high figure?

Marhkimov 10-15-05 07:19 PM

Quote:

Originally Posted by jjmikkel
Im merging your mod with other mods, so I have to do alot of copy-pasting into the the basic.cfg.

You probably want to save yourself the time and not do that just yet. Considering that this is the beta release and all, it's gonna go through a lot of changes.

jjmikkel 10-15-05 07:44 PM

Quote:

Originally Posted by marhkimov
Quote:

Originally Posted by jjmikkel
Im merging your mod with other mods, so I have to do alot of copy-pasting into the the basic.cfg.

You probably want to save yourself the time and not do that just yet. Considering that this is the beta release and all, it's gonna go through a lot of changes.

Yeah, I know. I kept a backup of the old files so I can go through the same routine when the final release is out. I use my own homemade mod, that changes the renown cost of torpedoes to 100 for TI and 25 for TII. TIII´s are in the middle with 50 renown. Also my boat is not equipped with toprs from the beginning. I have to buy my own. I think it adds...well...something.

What can I say. Im a merger :rock:


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