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-   -   Not Your Grand Mothers Crew Management Mod 1.1 - Released (https://www.subsim.com/radioroom/showthread.php?t=88857)

LukeFF 02-01-06 01:20 AM

Quote:

Originally Posted by Observer
Quote:

Originally Posted by lurker_hlb3
You state in the readme that you did not do the TYPE XXI , why ???

Right now it's a design decision. I decided to spend time working on uboats that saw combat and would be used by the majority of the players rather than focus on a few specific "what if" scenarios. It doesn't mean you can't use this mod with the XXI, rather the compartment results have not had specific testing so the results will be unpredictable. The XXI may be visited in the future once the Type II, VII and IX had had all of the quirks worked out. Given what we have to work with in SH3 it's many...believe me.

On this note, I really like how you've done the crew composition on the IIs, VIIs, and IXs. When you get around to the XXI, the crew composition should look like this:

-5 Officers
-6 Chief Petty Officers (Stabsoberbootsmen)
-14 Petty Officers (Stabsbootsmen & Bootsmen)
-33 Non-rated personnel (the gefreiter ranks)

I found out that information while visiting U-2540 earlier this year. Keep up the good work!

Observer 02-01-06 08:45 PM

Re: Crew
 
Quote:

Originally Posted by irish1958
I was in the Second Flotilla. I chose an IXB boat via SH CMDR, but I found I was only able to have a crew for a type IIA. All my "extra men" were in pink and had a crossed out circle over them. I was only able to have four officers. When I tried to load the game, I had to dilsmiss several petty officers. I still had the configuration of a type IXB boat, however.
My frame rate also dropped. The time was Dec. 1940.
irish1958

I'm assuming you started a new campaign. Just to check, are you sure you were given the Type IX in the campaign?

If that's not the problem, then I honestly, I have no idea.

I'd try a few single missions with the Type II and IX and check the results.

Observer 02-01-06 08:45 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by Observer
Quote:

Originally Posted by lurker_hlb3
You state in the readme that you did not do the TYPE XXI , why ???

Right now it's a design decision. I decided to spend time working on uboats that saw combat and would be used by the majority of the players rather than focus on a few specific "what if" scenarios. It doesn't mean you can't use this mod with the XXI, rather the compartment results have not had specific testing so the results will be unpredictable. The XXI may be visited in the future once the Type II, VII and IX had had all of the quirks worked out. Given what we have to work with in SH3 it's many...believe me.

On this note, I really like how you've done the crew composition on the IIs, VIIs, and IXs. When you get around to the XXI, the crew composition should look like this:

-5 Officers
-6 Chief Petty Officers (Stabsoberbootsmen)
-14 Petty Officers (Stabsbootsmen & Bootsmen)
-33 Non-rated personnel (the gefreiter ranks)

I found out that information while visiting U-2540 earlier this year. Keep up the good work!

Thanks for the info!

Church SUBSIM 02-03-06 08:06 PM

I have been using this mod in conjunction with NYGM Ship Sinking Mod and I must say .... Excellent Work!

I really have been enjoying SHIII again! Thanks for your efforts.

Church

LukeFF 02-03-06 10:01 PM

Teddy, if you would, please consider making the players starting rank Oberleutnant zur See. Yes, technically there were commanders who started out as a Leutnant, but, good grief, there were only 6 of them! 625 of the 1410 U-boat commanders were Oberleutnants, making it the most common rank of the war.

http://www.uboat.net/men/crew/commander.htm

Tikigod 02-06-06 02:42 AM

Anyone know if CO2 levels can effect the Resilience or the Endurance of crew? would be nice to model as the CO2 level reaches the red area of gauges to have crew get tired faster or can't recooperate as quickly.....giving you the ability to surface more often to freshen the air to help waken a tired pr exhausted crew. There should be some sort of model of clumsyness as oxygen levels deplete...like those aviation experiemnts you always see where pilots are given simple task as they remove oxygen to see if they can perform their duties in cabins that lose pressure at high altitudes. I know when they reach maximum levels they can't even write or spell their names....they completely lose focus

Der Teddy Bar 02-06-06 03:01 AM

Quote:

Originally Posted by LukeFF
Teddy, if you would, please consider making the players starting rank Oberleutnant zur See. Yes, technically there were commanders who started out as a Leutnant, but, good grief, there were only 6 of them! 625 of the 1410 U-boat commanders were Oberleutnants, making it the most common rank of the war.

http://www.uboat.net/men/crew/commander.htm

I think that what Observer and I had decided was that youe would get promoted after your first patrol. This of course required you to sink something... but...

The idea was that the first patrol you were a Captain in waiting, cannot find the German 'name' for it at this moment.

Does this work as a good idea?

LukeFF 02-06-06 01:46 PM

Quote:

Originally Posted by Der Teddy Bar
The idea was that the first patrol you were a Captain in waiting, cannot find the German 'name' for it at this moment.

Does this work as a good idea?

I suppose, but the way I look at it, is that one has completed their training via the Academy missions and is heading out to sea for the first time with the boat and crew under his complete command.

If you decide to not change it, what settings would I need to change in the basic.cfg to start out as an Oberleutnant?

Der Teddy Bar 02-06-06 05:41 PM

Quote:

Originally Posted by LukeFF
If you decide to not change it, what settings would I need to change in the basic.cfg to start out as an Oberleutnant?

Without looking yet, if I remember correctly you just change the rank in the en_menu.txt

Tikigod 02-07-06 05:18 PM

Teddy do CO2 levels effect crew efficiency in your mod? is there a way to add it if it doesn't? I'd like to see the crew get more exhausted as the levels get high into the danger levels....as I asked above.....haven't got any response to post yet...thanks.

Der Teddy Bar 02-07-06 05:22 PM

Quote:

Originally Posted by Tikigod
Teddy do CO2 levels effect crew efficiency in your mod? is there a way to add it if it doesn't? I'd like to see the crew get more exhausted as the levels get high into the danger levels....as I asked above.....haven't got any response to post yet...thanks.

I cannot answer that, I'll see if I can get an answer. However, CO2 is probably not only a until it is out 'item'.

Observer 02-07-06 08:38 PM

Quote:

Originally Posted by Der Teddy Bar
Quote:

Originally Posted by Tikigod
Teddy do CO2 levels effect crew efficiency in your mod? is there a way to add it if it doesn't? I'd like to see the crew get more exhausted as the levels get high into the danger levels....as I asked above.....haven't got any response to post yet...thanks.

I cannot answer that, I'll see if I can get an answer. However, CO2 is probably not only a until it is out 'item'.

CO2 is not modeled, and I'm not sure it's possible to model this behavior.

Tikigod 02-07-06 09:04 PM

Quote:

CO2 is not modeled, and I'm not sure it's possible to model this behavior.

What kills the crew then? just if CO2 reaches end, crew = dead? I thought after so many minutes in the extreme right of gauge some of them start to die off and then it trickles down until they all die. or does it all happen at once? if it trickles there has to be values associated with each of the units and if that is the case it might have a value for how efficienct they are.

Tikigod 02-09-06 08:01 PM

Can this mod go over RUB 1.45 and Harbor Traffic? or will it break them? I get this with jsgme

Quote:

"Basic.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_II_1.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_II_2.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_II_3.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_IX_1.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_IX_2.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_IX_3.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_VII_1.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_VII_2.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_VII_3.cfg" has already been altered by the "RUb1.45" mod.
"Sim.cfg" has already been altered by the "RUb1.45" mod.
"en_menu.txt" has already been altered by the "RUb1.45" mod.
"en_menu.txt" has already been altered by the "Harbour_Traffic_147_for _RuB_145" mod.
"en_menu.txt" has already been altered by the "integrated_orders were only added" mod.
"crew_sign.tga" has already been altered by the "RUb1.45" mod.
"NSS_Uboat2A.sim" has already been altered by the "RUb1.45" mod.
"NSS_Uboat7c.sim" has already been altered by the "RUb1.45" mod.
"NSS_Uboat9b.sim" has already been altered by the "RUb1.45" mod.
"NSS_Uboat9c.sim" has already been altered by the "RUb1.45" mod.
"NSS_Uboat9d2.sim" has already been altered by the "RUb1.45" mod.

Observer 02-09-06 08:15 PM

Quote:

Originally Posted by Tikigod
Quote:

CO2 is not modeled, and I'm not sure it's possible to model this behavior.

What kills the crew then? just if CO2 reaches end, crew = dead? I thought after so many minutes in the extreme right of gauge some of them start to die off and then it trickles down until they all die. or does it all happen at once? if it trickles there has to be values associated with each of the units and if that is the case it might have a value for how efficienct they are.

I think you just get the "You are dead" screen once the CO2 gage is all the way to the right. There is no value in the basic.cfg to control the rate of increase or decrease per crew member. This value may (and probably is) contained in some of the other files, but I'm not sure where, and to be honest, I haven't looked for it.

Observer 02-09-06 08:18 PM

Quote:

Originally Posted by Tikigod
Can this mod go over RUB 1.45 and Harbor Traffic? or will it break them? I get this with jsgme

Quote:

"Basic.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_II_1.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_II_2.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_II_3.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_IX_1.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_IX_2.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_IX_3.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_VII_1.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_VII_2.cfg" has already been altered by the "RUb1.45" mod.
"crew_config_VII_3.cfg" has already been altered by the "RUb1.45" mod.
"Sim.cfg" has already been altered by the "RUb1.45" mod.
"en_menu.txt" has already been altered by the "RUb1.45" mod.
"en_menu.txt" has already been altered by the "Harbour_Traffic_147_for _RuB_145" mod.
"en_menu.txt" has already been altered by the "integrated_orders were only added" mod.
"crew_sign.tga" has already been altered by the "RUb1.45" mod.
"NSS_Uboat2A.sim" has already been altered by the "RUb1.45" mod.
"NSS_Uboat7c.sim" has already been altered by the "RUb1.45" mod.
"NSS_Uboat9b.sim" has already been altered by the "RUb1.45" mod.
"NSS_Uboat9c.sim" has already been altered by the "RUb1.45" mod.
"NSS_Uboat9d2.sim" has already been altered by the "RUb1.45" mod.

The only one that may be a problem is en_menu.txt. The changes to this file are not significant, so I would suggest just deleting it. If you use SH3 Commander and you've installed the updated files, you will still get the en_menu.txt changes.

Tikigod 02-09-06 08:28 PM

Do I NEED to install all the above or can I just run only the cfg in Commander? I'm still testing each of them out to see what I like. I'm just curious to what all the above does.....

lafeeverted 02-10-06 03:18 PM

Just finished a patrol and getting ready to load the NYGCMM. i was looking over the values of Fatigue Coef and noticed that the values for the crew quarters/recovery compartments are positive, rather than a negative number allowing for "rest". Is this addressed in other values that allow for recovery?


I have never thought that the handling of the torpedo rooms as stations that inflict a much higher "fatigue" on a player to be accurate. All fatigue model state to keep crew out of these rooms whenever possible due to the hits they will take.Perhaps becuase of game limitations or to make it more challenging they have been modelled this way. it is true that these rooms involved more physical labor, especially in times of engagement.Daily torpedo maintanence was a factor as well. However, the torp room crews(lords/mixers"???) would have been accustomed to the work. The heavy work of reloading tubes would become routine. For example, a long distance runner could do a lap around the track and not be very tired and recover quickly. An untrained person would be quite tired and not recover quickly after that same lap. It makes more sense to me to have the torp stations incur a slightly higher hit than the helm station for instance but not make it a penalty to be in the room for an extended period of time. In times of engagement, the stress level would be high among all stations, not necessarily higher in the torp room.This would also aid a bit in overall crew management in that crew members could be moved to the torp rooms in times of non-combat,simulating routine maintanence allowing for other crew members to be moved into recovery quarters.


Remebering the lengthy discussion from SH2 on torpedo reload times :damn: ....I would like mine to fall into a range of 7-15 minutes.If I find that I am not satisfied with the NYGCMM values, which files need to be adjusted? Is it the torpedo file within each "subtype".sim, any other values that would need to be altered?


Thakns for all the works on this mod. I have been following it from the first announcement. looking forward to the final Tonnage Mod :up:

Observer 02-10-06 09:05 PM

Quote:

Originally Posted by Tikigod
Do I NEED to install all the above or can I just run only the cfg in Commander? I'm still testing each of them out to see what I like. I'm just curious to what all the above does.....

Yes. Obviously you need the basic.cfg. The crew configs are all altered and you will need them for new patrols and single missions. The sim.cfg values have been changes to take into account crew fatigue effects on sensors. There is a new symbol for min efficiency crew members, and I've changes the torpedo load times.

To summarize, yes, you need all of the files. This mod is a vast departure from the few random tweaks made to the basic.cfg in the past, and all of the files work together to give the appropriate effects.

Tikigod 02-10-06 09:11 PM

sweet! thanks alot observer....I really can see the difference now! :up:


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