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As well as the above,
Here is a glimpse of the crew protection data, ;Hollywood chaos crew protection tweaker template v1.00 by gouldjg [0_data\Cfg\Basic.cfg] FileType=T ChooseFrom=10 RndMidPat=1 0_DAMAGE|OpenComp=1.0 1_DAMAGE|OpenComp=1.0 2_DAMAGE|OpenComp=1.0 3_DAMAGE|OpenComp=1.0 4_DAMAGE|OpenComp=1.0 5_DAMAGE|OpenComp=1.0 6_DAMAGE|OpenComp=1.0 7_DAMAGE|OpenComp=1.0 8_DAMAGE|OpenComp=1.0 9_DAMAGE|OpenComp=1.0 [1_data\Cfg\Basic.cfg] FileType=T ChooseFrom=10 RndMidPat=1 0_DAMAGE|PartiallyOpenComp=0.5 1_DAMAGE|PartiallyOpenComp=0.5 2_DAMAGE|PartiallyOpenComp=0.5 3_DAMAGE|PartiallyOpenComp=0.5 4_DAMAGE|PartiallyOpenComp=0.5 5_DAMAGE|PartiallyOpenComp=0.5 6_DAMAGE|PartiallyOpenComp=0.5 7_DAMAGE|PartiallyOpenComp=0.5 8_DAMAGE|PartiallyOpenComp=0.5 9_DAMAGE|PartiallyOpenComp=0.5 [2_data\Cfg\Basic.cfg] FileType=T ChooseFrom=10 RndMidPat=1 0_DAMAGE|EnclosedComp=0.3 1_DAMAGE|EnclosedComp=0.3 2_DAMAGE|EnclosedComp=0.3 3_DAMAGE|EnclosedComp=0.3 4_DAMAGE|EnclosedComp=0.3 5_DAMAGE|EnclosedComp=0.3 6_DAMAGE|EnclosedComp=0.3 7_DAMAGE|EnclosedComp=0.3 8_DAMAGE|EnclosedComp=0.3 9_DAMAGE|EnclosedComp=0.3 I can now fiddle with the way crew are protected on each patrol. I may extend the number to my usual 20 as it allows that one off 5% chance instead of the 10% which some may consider too frequent when making changes. |
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(Didn't know about blogs either - it's the first time I see one). regarding "vanilla ai_sensor.dat" - what do you mean by that, is that the stock 1.4b SH3 version of this file or is this another mod?? |
stock 1.4b version of ai_sensors.dat in the libary as well as stock sim and sensors cfg files.
No rush though as I am quite busy setting up the sensors template just using the GW settings. Later down the line and for me personally, I will want to fiddle and experiment to get better sensors etc for my on taste. At the moment I just want all sensors included, I will discuss with Hemisent about merging the thermal layers into the template to ease later confusion or if he wishes, I will just avoid what he has changed which is only the height values. Hemisent is creating a sabotage template that will add that exrta buzz. I am aiming for a master file for the time being and then I personally can look at the actual tweaking and setting of numbers. I look at this tool as a potential mini sdk for the game. There will eventually be 4 master files. One for each major mod and one for vanilla players. Modders and users can then use the master file to tweak and set random in each of their mods to suit their player market. That way I do not have to play each major mod for weeks at a time :know: I will just concentrate on master file and tutorial and update the Blog. I may even get to play the game lol. What I need to know is if community members are actually understanding this or is my usual irratic way of explanation too confusing? I do not want to be accused of spamming. I want to build the master file but at the same time explain how folks can start tweaking each part to get their game desires. Maybe I should just stay quiet and wait till I am all done :( |
Gouldjg
There appears to be a limit to how much you can put in a block of data in the randomized events file. In your [0_data\Zones.cfg] section, the data from “DieselEngine2” to “UhydrophReceivers” is not modified when SH3Cmdr is launched. What I did to fix the problem is to cut out the “uboat” section of [0_data\Zones.cfg] and create a new section [29_data\Zones.cfg], and then all entries are used. |
Well spotted :up:
I was thinking about that just for simplicity but now it seems to be essential. Hmmm I will just do as you suggest and on next update I will tidy things up and shorten the lenghy blocks as well as re setting the sub back to defaults as this is supposed to be a template master file and not a actual mod. The modding can come when the master file is done and is stable. I will tidy up the special effects also. I do not feel a choice of 64 is really needed. A bit of over enthusiasm on my part :rotfl: :rotfl: :rotfl: . Yep balancing will be done. Thanks lurker :up: |
Update
I have managed to complete one section of the Hollywould Chaos DD tweaker in the way I want it. Now it is just a matter of copying and pasting the other settings and names with find and replace in a seperate document. (could do with some help here to save time and get things up and running quicker so potential DD modders can maybe start to work on a new DD behaviour :rock: :rock: :rock: ) Please do not paste this into your file as I have not yet discussed with Hemisent about how to best to apply his thermal layers which shares a same value for minheight. I was thinking he may allow me to merge his thermals into my blocks. If however he or jscones has reason to require them left as they are, I can always take out my minheight setting so no problems my end. However I can see great potential if thermal is combined into this sesor setup Here is how a sensor will look in the template, I only have another 36 or something to do. Does anyone want to help? let me know, I would really appraciate it if you have understood the method and can do a few sections for me. Just think, we will soon have a DD tweaker. I am pretty sure that new and better DD setting will be developed once this is done as it is easier to control instead of opening the file each time. As well as that, this will allow variation anyway :rock: , Thats what I want. Anyway folks back to work for me [1_data\Library\AI_Sensors.dat] ;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg FileType=B ChooseFrom=20 RndMidPat=1 0_x044D=200 ;MinRange AI Hydrophone 1_x044D=200 2_x044D=200 3_x044D=200 4_x044D=200 5_x044D=200 6_x044D=200 7_x044D=200 8_x044D=200 9_x044D=200 10_x044D=200 11_x044D=200 12_x044D=200 13_x044D=200 14_x044D=200 15_x044D=200 16_x044D=200 17_x044D=200 18_x044D=200 19_x044D=200 [2_data\Library\AI_Sensors.dat] ;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg FileType=B ChooseFrom=20 RndMidPat=1 0_x045E=6000 ;Maxrange AI Hydrophone 1_x045E=6000 2_x045E=6000 3_x045E=6000 4_x045E=6000 5_x045E=6000 6_x045E=6000 7_x045E=6000 8_x045E=6000 9_x045E=6000 10_x045E=6000 11_x045E=6000 12_x045E=6000 13_x045E=6000 14_x045E=6000 15_x045E=6000 16_x045E=6000 17_x045E=6000 18_x045E=6000 19_x045E=6000 [3_data\Library\AI_Sensors.dat] ;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg FileType=B ChooseFrom=20 RndMidPat=1 0_x0470=-180 ;Minheight AI Hydrophone 1_x0470=-180 2_x0470=-180 3_x0470=-180 4_x0470=-180 5_x0470=-180 6_x0470=-180 7_x0470=-180 8_x0470=-180 9_x0470=-180 10_x0470=-180 11_x0470=-180 12_x0470=-180 13_x0470=-180 14_x0470=-180 15_x0470=-180 16_x0470=-180 17_x0470=-180 18_x0470=-180 19_x0470=-180 [4_data\Library\AI_Sensors.dat] ;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg FileType=B ChooseFrom=20 RndMidPat=1 0_x0482=0 ;Maxheight AI Hydrophone 1_x0482=0 2_x0482=0 3_x0482=0 4_x0482=0 5_x0482=0 6_x0482=0 7_x0482=0 8_x0482=0 9_x0482=0 10_x0482=0 11_x0482=0 12_x0482=0 13_x0482=0 14_x0482=0 15_x0482=0 16_x0482=0 17_x0482=0 18_x0482=0 19_x0482=0 [5_data\Library\AI_Sensors.dat] ;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg FileType=B ChooseFrom=20 RndMidPat=1 0_x0495=0 ;Minbearing AI Hydrophone 1_x0495=0 2_x0495=0 3_x0495=0 4_x0495=0 5_x0495=0 6_x0495=0 7_x0495=0 8_x0495=0 9_x0495=0 10_x0495=0 11_x0495=0 12_x0495=0 13_x0495=0 14_x0495=0 15_x0495=0 16_x0495=0 17_x0495=0 18_x0495=0 19_x0495=0 [6_data\Library\AI_Sensors.dat] ;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg FileType=B ChooseFrom=20 RndMidPat=1 0_x04A8=120 ;MAXbearing AI Hydrophone 1_x04A8=120 2_x04A8=120 3_x04A8=120 4_x04A8=120 5_x04A8=120 6_x04A8=120 7_x04A8=120 8_x04A8=120 9_x04A8=120 10_x04A8=120 11_x04A8=120 12_x04A8=120 13_x04A8=120 14_x04A8=120 15_x04A8=120 16_x04A8=120 17_x04A8=120 18_x04A8=120 19_x04A8=120 [7_data\Library\AI_Sensors.dat] ;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg FileType=B ChooseFrom=20 RndMidPat=1 0_x04BD=80 ;min elevation AI Hydrophone 1_x04BD=80 2_x04BD=80 3_x04BD=80 4_x04BD=80 5_x04BD=80 6_x04BD=80 7_x04BD=80 8_x04BD=80 9_x04BD=80 10_x04BD=80 11_x04BD=80 12_x04BD=80 13_x04BD=80 14_x04BD=80 15_x04BD=80 16_x04BD=80 17_x04BD=80 18_x04BD=80 19_x04D2=80 [8_data\Library\AI_Sensors.dat] ;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg FileType=B ChooseFrom=20 RndMidPat=1 0_x04D2=115 ;Max elevation AI Hydrophone 1_x04D2=115 2_x04D2=115 3_x04D2=115 4_x04D2=115 5_x04D2=115 6_x04D2=115 7_x04D2=115 8_x04D2=115 9_x04D2=115 10_x04D2=115 11_x04D2=115 12_x04D2=115 13_x04D2=115 14_x04D2=115 15_x04D2=115 16_x04D2=115 17_x04D2=115 18_x04D2=115 19_x04D2=115 [9_data\Library\AI_Sensors.dat] ;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg FileType=B ChooseFrom=20 RndMidPat=1 0_x04E5=0;Min Surface AI Hydrophone 1_x04E5=0 2_x04E5=0 3_x04E5=0 4_x04E5=0 5_x04E5=0 6_x04E5=0 7_x04E5=0 8_x04E5=0 9_x04E5=0 10_x04E5=0 11_x04E5=0 12_x04E5=0 13_x04E5=0 14_x04E5=0 15_x04E5=0 16_x04E5=0 17_x04E5=0 18_x04E5=0 19_x04E5=0 [10_data\Library\AI_Sensors.dat] ;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg FileType=B ChooseFrom=20 RndMidPat=1 0_x04F9=0;Sensitivity AI Hydrophone 1_x04F9=0 2_x04F9=0 3_x04F9=0 4_x04F9=0 5_x04F9=0 6_x04F9=0 7_x04F9=0 8_x04F9=0 9_x04F9=0 10_x04F9=0 11_x04F9=0 12_x04F9=0 13_x04F9=0 14_x04F9=0 15_x04F9=0 16_x04F9=0 17_x04F9=0 18_x04F9=0 19_x04F9=0 |
hey gouldjg, here's the stock 1.4b AI_Sensors.dat, Sensors.cfg, Sensors.Sim:
http://rapidshare.de/files/18667599/...ensors.7z.html 3 points - just to clarify: 1. A new randomization of all these parameters is generated when SH3 is launched via SH3Commander. 2. All corresponding units in SH3 are affected (For example, if lost_contact_time is randomized to 20min then this will affect ALL escorts - there will be no exception like a destroyer who looks for you longer than 20min.) 3. For a new set of randoms you must exit SH3 and reload via SH3Commander. This can be done when on patrol (maybe after every engagement to get more variety) Is this correct? |
Thanks for file :up:
With regards to your questions YES As long as you play with the usual SH3 commander rules that is the way it will work. I have saved mid-game and ended up with a new set of figures upon reload every time. As a golden rule I usually only save when clear of traffic anyway to avoid the usual vanilla bugs. The lost contact time applies to all DD's as far as I know unless something else controls how long they hang around that has not yet been discovered. Rember that if you find a setting you like, you can just stop the random by making all options the same as you favorite setting. e.g. I play with AI Detection|Lost contact time=I|15|45|Y and have a good game. I can nip into the data\Cfg\SIM.CFG and find out what the actual setting was. lets say it was 38. And I want to stop randomising AI Detection|Lost contact time=I|38|38|Y it will now stay on 38 on every re-load. Hope this helps and does not sound like I am telling you how to suck eggs :up: . Bye the way, have you been tweaking etc or just waiting impatiantly for me to finnish :rotfl: :rotfl: Hope you appreciate this is a long boring process before I can even reccomend settings. As long as i get the template up and in a decent layout which also addresses the limit lurker noticed, then we can all sit back and look at what is possible and how it will benefit the game. In the meantime, if you want to try and do a block or section that I have not thought about, let me know and I will include it to the master file. There are loads and loads of possibles here. The sensor one I am doing now will take some time but will be worth it for me and those whom wish to later play with the DD settings. Others can just be as simple as the crew damage setup yet have a ever changing effect in the game to keep one on his toes. |
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no really, the difficult part is: What range of settings is a good choice for something like for example a DD-sensor? What should I set as lower limit and what as upper limit to get a reasonable and fair gameplay? I dare to tweak something, unless I know what my settings will effect in the game. I hope some expert (like gouldjg :)) will do a good basis. This is a tough job! I really appreciate that you put a lot of work in it, and I'm absolutely sure it will improve this game a LOT! :up: |
There is a 765 post long thread concerning the DD behaviour.
The various contributers discovered loads of stuff relating to the dangers and limitations of DD tweaking however that was before thermal layers and random/probability files came into play :lol: . Due to the fact that I was busy and people started to lean towards IMHO too many unrealistic settings just to get a challenge, I decided to quietly drop out as my original aims were drifting away and I started to feel alone in my hopes :( I will be revisiting this area after I have the master tweaking file up and running. The master file will allow faster testing to determine what settings seem realistic or not. Not only this but I will also gain control of other areas of the game to find that balance (I hear some saying this is mission immpossible lol I say nothing is impossible) 3 months ago we would have laughed someone out of the forum if he suggested thermal layers can be added to the game yet Hemisent has succeded in that. As for my plan, I will probably go back to original sensor settings and work up from there, however this time I will keep the crew levels to veterern from the begining. I am thinking that thermal layer is well implemented for possible escapes and relief, next will be the pin point DC drop but this will vary with the random. I like the later modded sonar arc settings but will be tempted to add a little spice to them. In my original test, I was getting good Hydrophone results which made charging in on a convoy quite difficult and stalking required more. At the moment I do not like the way I am able to steam in. I am not fussed as long as it feels a little more historical based and adds a random factor of good/bad luck. I do however, have little knowledge history on each piece of equipment and DC survivability. All in all, I may not get the great solution but at least I would have tried my way. Either way, the master file will allow others to add slight variations to their models or better still try new methods. Even with a slight variation, the game will be better. Damn I just realised I may be turning into a geek :88) |
The chaos Blog has been updated.
Take a moment to re read the first thread. After 20hrs work non stop I am going to bed :lurk: |
:up: :up:
excellent work! I will use your template to randomize enemy AI values a little bit. There are a lot of possibilities! thanks gouldjg! |
Hi Georg
I am currently researching the DD thread but am sticking to where I was getting better results for myself rather than thinking on a team basis think for the community again. No one mod is going top please everyone. I had a fairly basic and sound setup but as it was a fixed number it then became too predicatble. Now with random and probability I can set a very basic set of settings but then deviate either way so no longer predictable as much yet still pretty close to history settings. The uber tracking dd no longer bother me as I am hoping thermal may help in that area anyway. We all got to die sometime. The pin point can be slightly deviated to be a range of close and far shots. Again this all depends on random or probability. I also got a setting to allow a simulated mixture of depth error. If I can get it close I am considering reducing the DC range to the 6 mtr and possibly reducing the strengh. Again randomised but hopefully with a realsitic feel rather than changing a sub game to a complete different set of rules than what actually happened. I want better hydrophones and thats a definate. Sonar arcs can be randomised same goes for visual. I may even randomise the periscope height settings so I can never be sure when I get spotted. At the moment My perscope is right out of the water yet DD pass bye unknowing??????? WHAT was that line of thought ???? Anyway, if you find anything good let us know and good luck with your chaos experience. |
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I am a SH3 newbie and have been playing ... or rather ... investigating the game for a couple of month now and quietly learning the ropes and lurking this forum and it's many spinoffs. I have been trying to sort out the positively HUGE amount of major and minor mods and what general portfolio of mods to choose to get the best possible game experience. As such I see three main paths namely GW, NYGM or mix'n'mod-it-yourself. However, I have come to view the combined randomization efforts from you Sir, JSCones and Hemisent via SH3 Cmdr as an absolute must on top of any chosen main path. You gentlemen are working wonders and I regard your work as the subtle invisible spice that makes or breaks the dish ... THE BRIGHT SIDE OF THE FORCE !!! So I must admit that I have been following your posts very carefully and must confess to being very symphathetic towards your approach and way of thinking about the whole realism vs. gameplay issue. I am therefore aiming at hooking the bait when the upcoming NYGM v2.0 surfaces and then adding 'THE FORCE' on top. So please Sir, do not stop your marvelous Hollywood extravaganza. I went to your blog today and read your last comment to the 1.10 thread in which you hint towards premature burnout due to lack of community interest. I for one am very interested and very appreciative of your efforts. I would very much love to see 'THE FORCE' turned into a proper mod shining on top of NYGM v2.0. I really think you are onto something extremely important, and if your Hollywood template could be utilized by you and others in the know (this community has plenty!!!) then the proper values could be aggreed upon and we could all benefit and have easlily implemented, randomized yet realistic (still remembering gameplay) behavoir of ships, crews, guns, munitions, environment etc. ... modding at it's best! So please Sir! Grab some well deserved R&R and make sure the important things in life are still cool, but then come back to finish your great endeavour in style with an attitude best described with a corny Hollywood movie quote: <Scene> Pappa bull and sonny bull standing on hill top overlooking a heard of cows below. <Sonny bull> Daddy! Daddy! Let's RUN down and f**k a cow! <Pappa bull> No son! Let's WALK down and f**k'em all! Sincerely, HawkerT |
Double post by newbie ... go figure :roll:
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:rotfl: :rotfl: :rotfl:
I better change that post, it sound worse than it is supposed to. I am not quitting the project at all but just relaxing for a bit, I just spent the last few weeks visualising and sorting things since Jscones gave us the ability. There is no way I am going to leave it lol. The template is complete on my end for the moment and is available for the interested to explore possibles and exploits. I will be working on my end as I build my completed model. I have yet to decide what major mod to go with and am awaiting NYGM v2. I like realism but still want a bit of controlled random thrown in. I am just taking a breather for a while and playing with my new toy :rotfl: :rotfl: :rotfl: I am building my AI changes first but after the DD thread fiasco, I am keeping things to myself till I have proven that there is a better way of doing the DD. I have the theory, but have to now produce the goods and set it to be dynamic :rock: :rock: . Even when my version is done, things like DD AI mods get slated despite the ammount of work the person has done. So I will offer my settings when done but not force them as they may not be right for others. This way I can write a tutorial on the blog as I progress. A true ai smart DD is immpossible as there is a hardcode other than sensors also at play. However no one has yet dabbled with the random file yet apart from Hemisent (not even me) and I want to see how it can be exploited. I want my usual testing fun on this toy for a while and then I may produce something as a base. Without testing, I cannot post any tutorial. The Damage model is just a matter of what people want. I am hoping that the major mod teams have a good look at the chaos file as I think it will benefit their mods whether realsim based or fun based. I have always stated that this work is open to anyone and I am claiming no rights to its use. Anyone can use it so long as I am credited for the template building dogs body work. I have exams in 6 weeks so will need to step back for a while on a more quiet front. I could not go before completing the template however I also want to also see NYGM v2 before deciding on a chaos damage model base. The file is ready and the structure is set in GW version 1.1 bacause I presume that many in between players like me will be playing GW at the moment. What I am trying to say is this, It is going to be a while before I can come up with any super mods set from the chaos file due to study, work and family life. This does not mean I am dropping it as I will be spending a hour or so each night on it and looking here to see if you and others have added new stuff or found some good settings. If I see something that is good, I will add it to the blog. The file is for everyone and anyone to use as they wish. Jscones made it all possible, I wrote the template, Hemisent has showed its capability. |
Roger that Sir! Excellent!
Thank you for applying and sharing your T&T (Time & Talent) ... :|\ Best of luck with your exams! All the best HawkerT |
Thanks Hawker and welcome to the community :up:
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Jason,
Great piece of work you've compiled! As soon as I finish what I'm working on, I'll try the chaos vanilla flavor! Best, VH |
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