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-   -   What's happening with SH3 Commander??? (https://www.subsim.com/radioroom/showthread.php?t=90552)

kiwi_2005 03-12-06 07:31 PM

I am still waiting to see my request for a brothel & beer page intregrated into SH3 Commander. To be realistic as we can be, i ask for the following to be coded into SH3 commander maybe in 2.6 or 7 if possible.

The Brothel section:
FRIEDA thunder thighs
HEIDA thunder lips
HELGA thunder tits

we reward our crew by draging there names over the selected brothel name thus sending his morale stats up to a whooping 150% in some instances.
__________________________________________________ _

The beer section:
By draging crew names over the selected beer name will result in crew low - medium morale but with a more dearing attitude, depending on percentage.
rauchbier 5% alcohol per volume [normal attitude]
weissbier 15% alcohol per volume [low/medium attitude]
braunbier 35% alcohol per volume [CAUTION: HIGH DEARING ATTITUDE! But prone to hitting head often on pipes, willing to take on warships and possible shooting of enemy surviors in water]

:arrgh!:

JScones 03-13-06 03:06 AM

Re: yeah
 
Quote:

Originally Posted by raymond6751
My wish list for the future would be to (as you suggested) have some equipment on the sub not functioning well once we get to sea. In real life, glitches were probably a part of every patrol.

Oddly, being forced to return to base after a few hours at sea because of some mechanical problem appeals to me. I must admit, on a few patrols I have actually returned to base early to "simulate" damage. Yeah, I know...

JScones 03-13-06 03:12 AM

Quote:

Originally Posted by baxter
Someone wrote in another thread that you were once close to finding a way to do this. If there's any possible way, it would be great.

Yep, so close, but so far. Neither I or TT could crack the .sav file, where this information is thought to be stored. My plan was that if the .sav file could be read, the player could go to a milk cow location and save and exit. They'd then run SH3Cmdr which would poke "refreshed" values into the .sav file. When the player reloaded the save game, they'd be ready to go with full fuel, torps, and a nominal time addition.

JScones 03-13-06 03:22 AM

Quote:

Originally Posted by Observer
Quote:

Originally Posted by JScones
I'm not aware of what the issues are. I can't recall being contacted about it. :hmm:

We need a very simple setting in the Ship displacements.cfg to set RenownAwarded = Displacment. This could be a cfg setting like:

[DEFAULTS]
UpperDisp=1.15
LowerDisp=0.75
YearlyDispAdjust=1.02
RenownAwardedequalsDisplacement = 1 (0 = false, 1 = true)

When set to 1 (true) the randomized displacement will populate both the Displacement and RenownAwarded keys in the individual merchant ship cfg files.

I've also outlined a more complex scheme outlined below:

Quote:

I had one solution in mind for SH3 Commander that would very easily solve the problem, but thinking about it this morning I thought I might be kind of neat to make the player "Confirm" tonnage sunk during the patrol. This could be a button they push in SH3 Commander which might randomize the tonnage for the ships sunk (again), and provide a random chance for one (or more) of the sinkings to be removed (over claims after all were a very common problem after all). What are the thoughts on this idea? Any solution will not be until after Jaesen Jones has completed his move.
If time is a problem, I would prefer the change to the Ship displacements.cfg. I you like the "Confirm" option that can be included in a later release (a sort of phased approach).

I think if anything I'll go the first approach. However, in the meantime, you/users can simply set the "RenownAwarded" keys in "Ship displacements.cfg" (new feature of R2.4) to be the same as the "Displacement" value (ie the value that appears in the Museum). This may actually be more realistic as I doubt a Captain could guess a ship's weight down to the last ton! ;)

JScones 03-13-06 03:31 AM

Quote:

Originally Posted by kiwi_2005
I am still waiting to see my request for a brothel & beer page intregrated into SH3 Commander. To be realistic as we can be, i ask for the following to be coded into SH3 commander maybe in 2.6 or 7 if possible.

The Brothel section:
FRIEDA thunder thighs
HEIDA thunder lips
HELGA thunder tits

we reward our crew by draging there names over the selected brothel name thus sending his morale stats up to a whooping 150% in some instances.
__________________________________________________ _

The beer section:
By draging crew names over the selected beer name will result in crew low - medium morale but with a more dearing attitude, depending on percentage.
rauchbier 5% alcohol per volume [normal attitude]
weissbier 15% alcohol per volume [low/medium attitude]
braunbier 35% alcohol per volume [CAUTION: HIGH DEARING ATTITUDE! But prone to hitting head often on pipes, willing to take on warships and possible shooting of enemy surviors in water]

:arrgh!:

:hmm: Strangely appealing...

GOZO 03-13-06 04:50 AM

Fantastic software the CMDER really! :up:

If an addition (part from brothel/beer) should be added is an easy way to enter a current date before launching SHIII. At waw for example we normally have some time in port before next assignment and sofar there are so many tricks of the trade to set the departure date correctly. :doh: But it´s time consuming and the risk for a FUBAR is high with operators like me at least :88)

looking forward for the upgrade :up:

Per

Sailor Steve 03-13-06 11:29 AM

Awesome stuff! Can't wait! :cool:

In my very first patrol log I made up an abortive mission involving the complete breakdown of a diesel. This led to my career starting on September 3rd, 1939, and event really caused by the 'purchase' of the new hydrophone system.

So yeah, I like the 'forced breakdown' concept too.

Observer 03-13-06 07:37 PM

Quote:

Originally Posted by JScones
Quote:

Originally Posted by Observer
Quote:

Originally Posted by JScones
I'm not aware of what the issues are. I can't recall being contacted about it. :hmm:

We need a very simple setting in the Ship displacements.cfg to set RenownAwarded = Displacment. This could be a cfg setting like:

[DEFAULTS]
UpperDisp=1.15
LowerDisp=0.75
YearlyDispAdjust=1.02
RenownAwardedequalsDisplacement = 1 (0 = false, 1 = true)

When set to 1 (true) the randomized displacement will populate both the Displacement and RenownAwarded keys in the individual merchant ship cfg files.

I've also outlined a more complex scheme outlined below:

Quote:

I had one solution in mind for SH3 Commander that would very easily solve the problem, but thinking about it this morning I thought I might be kind of neat to make the player "Confirm" tonnage sunk during the patrol. This could be a button they push in SH3 Commander which might randomize the tonnage for the ships sunk (again), and provide a random chance for one (or more) of the sinkings to be removed (over claims after all were a very common problem after all). What are the thoughts on this idea? Any solution will not be until after Jaesen Jones has completed his move.
If time is a problem, I would prefer the change to the Ship displacements.cfg. I you like the "Confirm" option that can be included in a later release (a sort of phased approach).

I think if anything I'll go the first approach. However, in the meantime, you/users can simply set the "RenownAwarded" keys in "Ship displacements.cfg" (new feature of R2.4) to be the same as the "Displacement" value (ie the value that appears in the Museum). This may actually be more realistic as I doubt a Captain could guess a ship's weight down to the last ton! ;)

Thanks.

The renown values are already pre-configured in the ship cfg files, so the RenownAwarded key doesn't help much. I've played with it, but it appears to be static rather than dynamic. The reason for this requested change is to avoid the strange looking effect when renown is different than tonnage, especially at the career level, but most visible on the patrol level.

JScones 03-14-06 03:32 AM

OK, some questions and request for assistance...

Quote:

- Adjusted crew experience for new crew (so all crew don't start with base experience - this needs to be modelled to determine impact on other mods)
My thoughts were that the SH3Cmdr Realistic crew_config_xx_1.cfg would remain unchanged, but crew_config_xx_2.cfg and crew_config_xx_3.cfg would have some crewman's experience values increased, in other words, all seamen won't start with 0 experience, Able Seamen with 20, Leading Seamen with 50 and so on.

Can anyone envisage any conflicts with other mods out there?

Quote:

- "Simulate full base events" option (base bombings, sub sabotage. ie lose more crew in one go, perhaps even sub, lose upgrades or find current equipment "irrepairable")
I need help on this one. Is anyone able to list, by month preferably, the likelyhood of a base bombing and the average number of crewmen lost? By base if it makes a difference. For example:

[KIEL]
193909: 0 in 20 chance; 0 men per boat
194201: 1 in 20 chance; 2 men per boat
194401: 8 in 20 chance: 7 men per boat

Let me know if this is not clear.

Quote:

- Crush depth mod (some people have asked for it, but no-one has provided me the detail to implement)
To reiterate a question I asked when this first was raised...

"Not wanting to install the tool [TimeTravellers random crush depth tool] for unrelated system reasons, can someone let me know the offset value for where the crush depth value is located in each submarine .zon file. Is the offset the same in each file? Is the data value 4 byte single?

"What I would also like to know is why people want this option? Is it because SH3 is very rigid is policing the crush depth? Ie if it's 300m for your sub type and you go to 301m you're gone?"

Quote:

- Artic water to Bergen Flotillas (well, we did it for the 29th in Med, should we do it for the 11th in the North?)
Is this an issue?

jasondef 03-14-06 05:17 AM

Quote:

Originally Posted by kiwi_2005
I am still waiting to see my request for a brothel & beer page intregrated into SH3 Commander. To be realistic as we can be, i ask for the following to be coded into SH3 commander maybe in 2.6 or 7 if possible.

The Brothel section:
FRIEDA thunder thighs
HEIDA thunder lips
HELGA thunder tits

we reward our crew by draging there names over the selected brothel name thus sending his morale stats up to a whooping 150% in some instances.
__________________________________________________ _

The beer section:
By draging crew names over the selected beer name will result in crew low - medium morale but with a more dearing attitude, depending on percentage.
rauchbier 5% alcohol per volume [normal attitude]
weissbier 15% alcohol per volume [low/medium attitude]
braunbier 35% alcohol per volume [CAUTION: HIGH DEARING ATTITUDE! But prone to hitting head often on pipes, willing to take on warships and possible shooting of enemy surviors in water]

:arrgh!:

Awesome idea! I like it! This may be too out there, but how about adding some STD's into the mix?! Increased chances of having crabs for example if a crew member visits the brothel! It wouldn't show up for a few days into the patrol if it happened the night before you went out on patrol, requiring him to rest in crew's quarters for several days with a medic present before his stats (morale, etc.) get back to normal. Or increased chance of such an ailment surfacing right before you go out on patrol and he can't go out on that patrol leaving you short-handed, unless you fill in his slot with a fresh seaman, and thusly lose him for the rest of your career?

Sorry if that sounds a little twisted, but that's me! :arrgh!:

I've been playing with Commander for just a couple of weeks now, and love it by the way! Anything that adds to the realism of being an everyday seaman, with a real life outside of the U-Boat patrols just adds to the experience, and I'm all for it.

baxter 03-14-06 04:06 PM

JScones wrote:
Quote:

Quote:
- Artic water to Bergen Flotillas (well, we did it for the 29th in Med, should we do it for the 11th in the North?)

Is this an issue?
I think it would be an excellent addition. I'm on my first patrol in the Med since the water was changed and its a great touch from the immersion standpoint to have something in the environment reflect the theatre you're operating in.

odinfish 03-16-06 10:11 AM

This may be a very noob question but will the new SH3C be compatible with the new IUB103?

vois2 03-16-06 01:47 PM

SH3 Commander is what makes the game, for me. Since I pretty much played SH3 to death between April-July of last year, I now will go two months without loading it. But when I do, it's always mainly to see what interesting changes have been made to gameplay through the Commander updates.

Tikigod 03-16-06 02:37 PM

awe man...is there anyway you can add a kriegsmarine map into the interface where you select a patrol location? There are times I want to plan out an area I want to patrol and it would just be nice to see it from one console instead of finding a seperate map....it doesn't have to be fancy maybe just a link that opens html page to a local pic located in sh3 commander directory....that way anyone can use whatever map they prefer as long as its named the same filename.

JScones 03-17-06 02:19 AM

Quote:

Originally Posted by Tikigod
awe man...is there anyway you can add a kriegsmarine map into the interface where you select a patrol location? There are times I want to plan out an area I want to patrol and it would just be nice to see it from one console instead of finding a seperate map....it doesn't have to be fancy maybe just a link that opens html page to a local pic located in sh3 commander directory....that way anyone can use whatever map they prefer as long as its named the same filename.

Awe man, didn't you see "- link to game SH3 map for grid refs - via shimgvw.dll (image viewer)?"?? ;)


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