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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)? |
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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! |
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: |
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: |
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. |
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:
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Btw, do you happen to know if the game does take the BadWeather parameter into account when submerged? |
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What can I say. Im a merger :rock: |
If you want more real history of the T-2 and T-3 difference in game and should be modelled, I read alot about this.
The only difference over the T-2 is the T-3 had a magnetic pistol added. The T-2 was only impact. Plus T-3 had better batteries. I wish this was add to the model. But OT. The T-1 is really over powered since the bubble trail does not give away the subs location during the day immediate and the ships really do not turn away fast enough. You could make the T1 warhead less powerful. To the point of subject. I found I think the click locations of the stations in menu. They are not called by their regular names. Something like Crew_Selection number 6 alot of entries. That one is for the 6 spots for the officers to click on in sub. called type horizontal_line. The other entry is for the damage and watch officer spots, nub=2. Then loads of 'lines' with the crew number to 12 across. Layers like a cake for position. |
Another test scenario. Single mission, 1944 VIIC, wind 13.0, bright and clear skies.
A bomb (may have been two bombs... 250kg's from an Avenger) hits directly on the hull of test subject U-681, but it does not result in an instant death. http://img447.imageshack.us/img447/7325/174cs.jpg Immediate damage results: http://img447.imageshack.us/img447/5789/140lm.jpg U-681 then decides to do a little sinking... Port view: http://img447.imageshack.us/img447/8198/167bd.jpg Starboard view: http://img447.imageshack.us/img447/861/152hd.jpg I was disappointed that I did not die immediately. After all, how many u-boats out there survived bombs directly to their hull? But the full story is that after being struck by the bomb, I order a crash dive. As in my last test mission, the Captains Motivation room takes the most devestating damage (gouldjg, this may be a pattern that you might want to look into. That compartment may be too weak? Or other compartments may be too strong? Or it could just be the spot where the bomb hit... not sure). The boat is incapable of descending nose down, so we sort of do an 'airplane-to-runway' style approach. Aft batteries are destroyed. Starboard (right) Electric engine is damaged, and we have almost no speed; flank seems to do nothing. About a minute later, we hit 70m but U-681 continues downwards to 90m or so. Afraid we will go too deep (42% hull integrity), I hit 'E' repeatedly to blow the tanks. As we rise a little bit, flooding has stopped in the Captains Motivation room, but the sea water has yet to be fully pumped out (compartment about half full at this point). We get up to about 30m, but our compressed air reserves are just about empty. Although our nose is pointed up at about a 40 degree angle, with only one good electric motor, we are not able to generate any sort of velocity... So we begin to sink, again... A minute later, our compressed air is fully depleted and the starboard electric engine is still a good 8-10 minutes from being repaired... 80m... 90m... 100m... Pipes burst... Steam vents... Sparks shoot... Lights flicker... Men scream... Oooooh, and then the scariest thing happens... ... ... ... STATIC DEATH SCREEN APPEARS!!! any questions? *And this is my opinion, but death in this fashion is thrilling! Well, except for that darn death screen... :yep: |
i think that is very realistic !!!
A bomb hit not always destroyed a target...this could punctured the outher hull and cause a flooding in the inner pressure hull. some compartments could remain watertigh until the water pressure crush the boat the only solution could be go out of the boat and jump to the water before it sinks . |
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Change the "StormConditions" parameter in every submarine cfg file (data\submarine) to StormConditions=15,1 |
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In the end, though, the 250kg was the cause my death, so all is well, even if I didn't die immediately. |
gouldjd, :P
I found how to disable the six quick box mode menus unter the sub on the crew screen. These will need to be disabled too. Here is one of the six surface/underwater/attack mode quick button s at bottom on screen. [G67 I676] Type=1031;Stat bmp array ItemID=0x67000303 ParentID=0x67000000 Pos=731,207,32,32 Color=0xFFFFFFFF Materials=4 Display=2;Linear Mat 0=data\menu\data\crewicon.tga Crop 0=0,0.375,0.25,0.125 Mat 1=data\menu\data\crewicon.tga Crop 1=0.25,0.375,0.25,0.125 Mat 2=data\menu\data\crewicon.tga Crop 2=0.5,0.375,0.25,0.125 Mat 3=data\menu\data\crewicon.tga Crop 3=0.75,0.375,0.25,0.125 MatFlags=0x1 TexFmt=0x5 Drag=false BmpState=1 --------> change to zero will disable the click operation. NeedFocus=true SelOne=true IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF ToolTipText=426 This is the Surface Attack quick box click mode. This is how to disable it not to work. Do it for all six modes. Now for the stations....soon. ;) |
OK I disabled ALL mass clicking on stations. It is not perfect, but you can no longer click to mass move anyone. Example for Bow Torpedo.
[G67 I653] Type=1030;Check box 1033 ItemID=0x6700005B ParentID=0x67000000 Pos=880,465,65,38 Color=0xFFFFFFFF Materials=8 Display=2;Linear Mat 0=DATA/Menu/Data/back.tga Mat 1=DATA/Menu/Data/back.tga Mat 2=DATA/Menu/Data/back.tga Mat 3=DATA/Menu/Data/back.tga Mat 4=DATA/Menu/Data/back.tga Mat 5=DATA/Menu/Data/back.tga Mat 6=DATA/Menu/Data/back.tga Mat 7=DATA/Menu/Data/back.tga MatFlags=0x1 TexFmt=0x9 Font=5 Text=250 ;bow torpedo TextPosFlags=0x2 TextFlags=0x10 CheckBoxWidth=0 StatesColors=0xFF, 0xFF, 0xAA5800FF, 0xDD5800FF The change of type from 1033 to 1030 causes no Bow Torpedo name to appear above the comparment, and thus you cannot click on it. Now to make it perfect, all I need to do is disable it and still let the WORD name appear (only the 'Bow Torpedo Symbol' still shows). This is what you want between these two post. No click on six quick mode icons, nor clicking on the comparment name to mass switch crew. Only the comparment name does not show, but the picture symbol shows for the station. All I need to do now is add the crop name to the symbol to get it to display the comparment name. :rock: |
Jungman you are great guy. :rock: :rock: :rock: :rock: :rock: :rock:
I am eagerly awaiting this disabled compartmnet name clicking function. Could you please host the file on rapid share or other once your tests have been done. :up: Yes Yes Yes this is getting better by the day. Ok once this is done, I am going to look at a more realistic approach to crew management but need opinions from guys like you, Kaa and marhkimov. We will have to come to some sort of aggreement between realism and gameplay. Or make multiple systems so people can choose in a future release of SH3 commander. I like the random possibilities as well. I know Kaa is doing a longer time based fatigue system. Kaa I do not actually know if weather does effect if underwater or not however I am trying to simulate it should it do so. e.g. I have a lower drain rate in some compartments when under water. I just need to tweak to try and get a good balance. As far as the rest rooms are concerned, I think it is a combination of fatigue step and specific factor. Which ever, it seemed to work. With regards to damage I still feel that I need to do some minor tweaks. Guys I am not maths expert or modder really. I just love this game better than any and want to find a balance of realism without taking gameplay away. This system seems to be going to plan. Once we do this 24 hr version, we can then move to do longer systems for those who want at least a steady weeks sailing before man management. Sunday is a bad day for me to work on this game as I have to play family man till 3 pm. Please excuse if I seem to be not able to anwer questions in long descriptive style. I am not being ignorant, I am just having wife down my neck. However I will be back to work from 3 pm onwards. Guys I just want to say this would not have been possible if it was not due to your efforts and to the efforts of people like Beery, CCIP etc, Thanks, you are making my game much better. :up: |
It is my opinion that all compartments other than 'Captains Motivation' and 'Off Duty Quarters' are too easily repaired. By themselves, the crew just seems to be too efficient. These next two images show just what I mean...
http://img412.imageshack.us/img412/8419/190tv.jpg http://img412.imageshack.us/img412/7914/204tt.jpg The damage repair of 'Captains Motivation' and 'Off Duty Quarters' are pretty good... http://img412.imageshack.us/img412/410/182si.jpg |
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