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-   -   Taking suggestions for SH3Cmdr v2.8 inclusions (https://www.subsim.com/radioroom/showthread.php?t=130607)

matttm 02-09-08 05:22 PM

Quote:

Originally Posted by Venatore
Oh well, never mind :roll:

Venatore, from what I remember of the code, it would be simple to fudge IL-2 Shturmovik Stab War Dairy to work with SHIII. Just would not be overly elegant as functions would not work (Squadron Roster, Victories etc).

But the basic Dairy aspect would. Luckly a lot of the graphics could be changed to reflect the more nautical nature of SHIII. A simple script to create puesdo daily .mis files...

Venatore 02-09-08 05:45 PM

Quote:

Originally Posted by matttm
But the basic Dairy aspect would. Luckly a lot of the graphics could be changed to reflect the more nautical nature of SHIII. A simple script to create puesdo daily .mis files...

Yea good point Mattm, I like the nautical nature of the dairy :hmm:

Venatore 02-09-08 06:56 PM

JScones,

What about this ?

Reece and I having been working on the compulsory Headdress mod, to make it also work on when a new member arriving onto your U-boat. What is currently happening is that when you have my complusory headdress mod activiated [SHIII Cmdr version] it works until you have a new crew member arrive, then he may/may not arrive without his headdress :stare: [naughty].

Can you make it so the new crew member wears the headdress 100% of the time, or at least make it an option.

I'm trying to get it to work but haven't had success as yet.

If not......make that strike two for me :rotfl:

geosub1978 02-09-08 07:16 PM

How about choosing the camo of the patrol? Of course this means that some camos will be already available in SH3commander...

Samwolf 02-09-08 07:22 PM

Anyway to include in the Patrol Log any entries entered by the player instead of just the "Ship Sunk!" entry"?

I manually add to the log "Ship Damaged. 1 hit, last seen down by bow heading SSW" or "Periscope Malfunction. Patrol Aborted" or "Diesel Engine speed reduced. Decided to continue patrol".

The manual entries show up in the in-game Captain's log but not in the SH3Commander Patrol Log. It's be great to see them in SH3Commander

JScones 02-09-08 08:53 PM

Quote:

Originally Posted by Venatore
JScones,

What about this ?

Reece and I having been working on the compulsory Headdress mod, to make it also work on when a new member arriving onto your U-boat. What is currently happening is that when you have my complusory headdress mod activiated [SHIII Cmdr version] it works until you have a new crew member arrive, then he may/may not arrive without his headdress :stare: [naughty].

Can you make it so the new crew member wears the headdress 100% of the time, or at least make it an option.

I'm trying to get it to work but haven't had success as yet.

If not......make that strike two for me :rotfl:

SH3 determines internally who wears hats and who doesn't. You'll notice that if you "buy" an officer with a hat in his image (stock images), he'll wear a hat in-game (of course, this does NOT mean that you can solve the problem by adding hats to the non-hat wearing images, LOL). Basically there are 12 officer types - 6 wear hats and 6 don't.

Unless you can influence the SH3 devs, you're stuck with this behaviour. Of course, the easy solution is to change the officer icon in SH3Cmdr to one wearing a hat (as SH3Cmdr uses similar logic to SH3) and all will be as you want it (and this is OK, because if you look at the stock images, you'll see they are grouped into three lots of four - there being only three officer 3D models - so just select a different icon from the same group, but one with a hat. Thus the guy will still look the same, but he'll be wearing a hat. Consider it the same as giving an order to a new crew member that doesn't know any better. ;).

Beyond that, you are on your own as SH3Cmdr is for U-boat Captains, not fashion designers. :p:rotfl:

**I should point out that any modded officer head image packs may break the visual relationship between hat wearing and non-hat wearing crew, in addition to the 2D v 3D models. This doesn't really matter, it'll just may make it harder for you to test. Personally, if I have a blonde headed 2D officer wearing a blue shirt and hat, I want to see a blonde headed 3D officer wearing a blue shirt and hat in-game. This is what SH3 ensures.

Abd_von_Mumit 02-09-08 09:16 PM

Quote:

Originally Posted by JScones
**I should point out that any modded officer head image packs may break the visual relationship between hat wearing and non-hat wearing crew, in addition to the 2D v 3D models. This doesn't really matter, it'll just may make it harder for you to test. Personally, if I have a blonde headed 2D officer wearing a blue shirt and hat, I want to see a blonde headed 3D officer wearing a blue shirt and hat in-game. This is what SH3 ensures.

:o Would be great, but it doesn't work for me then this way. 3D officer faces don't correspond with the "thumb portraits" in game/SH3 Commander, and they never did. It applies to hats, hair, uniform and these details. :hmm:

JScones 02-09-08 09:19 PM

Quote:

Originally Posted by Abd_von_Mumit
Quote:

Originally Posted by JScones
**I should point out that any modded officer head image packs may break the visual relationship between hat wearing and non-hat wearing crew, in addition to the 2D v 3D models. This doesn't really matter, it'll just may make it harder for you to test. Personally, if I have a blonde headed 2D officer wearing a blue shirt and hat, I want to see a blonde headed 3D officer wearing a blue shirt and hat in-game. This is what SH3 ensures.

:o Would be great, but it doesn't work for me then this way. 3D officer faces don't correspond with the "thumb portraits" in game/SH3 Commander, and they never did. It applies to hats, hair, uniform and these details. :hmm:

I should also add that any changes to the crew_config files, or 3D models will also break the connection unless the modder knows the relationship. Only an unmodded SH3, with or without SH3Cmdr, can guarantee the relationship. I tend to use SH3Cmdr to get them back in sync again, but, shock, even it's not perfect (I'm sure I've missed something, but 2D faces, 3D heads and hats are right, I know that much).

Which reminds me, I better re-check SH3Cmdr's realistic crew config files to make sure they're right.

Anyway, it's only a visual thing, certainly inconsequential to the playing of the game and certainly not anything I intend spending time on.

JScones 02-09-08 10:59 PM

A QUESTION FOR USERS...

I am thinking of removing the "randomise crewman names and experience" option from the setup a new career/mission screen and instead basing the decision on the "realistic crew transfer" option. If it's selected, names and experience are randomised. If not, then they're not randomised.

It just seems more logical to me that when talking transfers we are also talking about new crews as well (which is essentially a whole boat transfer). It seems superfluous to have two options which cover the same thing. Certainly these elements are randomised when SH3Cmdr determines inward crew transfers.

Yes or No?

I guess I'm really asking that if you have the "realistic crew transfer" option selected, do you also select the "randomise crewman names and experience" option when starting new careers/missions? And conversely as well.

JScones 02-10-08 01:14 AM

Quote:

Originally Posted by Abd_von_Mumit
EDIT:
Back on topic: Reading this thread:
http://www.subsim.com/radioroom/show...201#post773201
I found another 'must do" for Jaesen. :D

I love the "malfunctions and sabotague" function, but it drives me mad when I get the same malfunction two or more patrols in a row. Shouldn't it be rather blocked? Any chief would definitely check the engine thrice before leaving fir patrol after it malfunctioned in the previous one. :hmm: Maybe some malfunctions, say a half of them, should be reported even before leaving, the same way transfers are: "You U-Boot has just sunk in dock because of a hole in it, wait a month for it to be surfaceable again". :)

I don't see a problem.

Have you ever taken an electrical appliance in to get fixed, only to have it play up again as soon as you return it home and plug it in? "But it worked here" you hear the merchant say, just as you are ready to lunge at them.

Now if ddiplock also had the sabotage option selected, add to your dilemma the prospect that the merchant is deliberately hacking at your appliance as they fix it.

Certainly having a buggered scope three patrols in a row is not the norm, but not something that demands a "fix". In fact, I think it's the first time such a scenario has been reported in over 2 years of the feature existing. It's just how the random numbers fell. Frustrating, perhaps. But isn't that the intention of the feature? To make you think like a real Kaleun did: "Is this problem bad enough that I have to abort the patrol and return to base?". And all as best as the SH3 engine will allow.

Quote:

Originally Posted by GoldenRivet
Would it be possible to include a sort of maintenance log?

I remember in 688i (i think) when you return to port you could click on your maintenance log and it would tell you a list of all the made up things done to your boat. (just for immersion)

example

Overhauled main pump
Overhauled attack scope
Removed, tested and reinstalled various command room instrumentation
General interior cleaning
Overhauled port/stbd diesel engines and replaced all operating fluids

etc etc.

also a Chief of the boat report which indicates what the chief of the boat did to make ready for sea

"Your boat has been stocked with the following provisions...

1. 200 gallons fresh drinking water
2. 250 lbs bread
3. 300 lbs powdered eggs

etc etc.

just a thought

With the efficiencies of the German U-boat arm and their between-patrol maintenance schedule, I think you'd essentially see the same thing before every patrol, potentially annoying the hell out of you by about patrol #3. However, reporting on the patrol damage that was fixed in port might be a good idea, but outside of hull damage and crew deaths, I don't think such information is obtainable after the patrol.

Quote:

Originally Posted by Venatore
Quote:

Originally Posted by matttm
But the basic Dairy aspect would. Luckly a lot of the graphics could be changed to reflect the more nautical nature of SHIII. A simple script to create puesdo daily .mis files...

Yea good point Mattm, I like the nautical nature of the dairy :hmm:

OK, mooving right along... :rotfl:

Quote:

Originally Posted by Samwolf
Anyway to include in the Patrol Log any entries entered by the player instead of just the "Ship Sunk!" entry"?

I manually add to the log "Ship Damaged. 1 hit, last seen down by bow heading SSW" or "Periscope Malfunction. Patrol Aborted" or "Diesel Engine speed reduced. Decided to continue patrol".

The manual entries show up in the in-game Captain's log but not in the SH3Commander Patrol Log. It's be great to see them in SH3Commander

I might do some tests here. I won't write an interface, but I might consider a unique indicator that SH3Cmdr will recognise and use to add the contents to the Personnel File. If someone then wants to expand on that by developing a crp editor (or free-text editor) that writes its output to the log file using my specs, then bonus for players.

EDIT: Well, that was easy...

http://img516.imageshack.us/img516/2315/patloglo3.jpg

JScones 02-10-08 03:47 AM

Oh, and if anyone has made personal tweaks to their SH3Cmdr, like adding more nightclub text, ship names, banners, crew configs or whatever, pls feel free to send it on to me for possible inclusion in the SH3Cmdr release (credit to you of course for your contribution). Only requirement is that it must be non-mod dependant.

Venatore 02-10-08 03:54 AM

Quote:

Originally Posted by JScones
A QUESTION FOR USERS...

I am thinking of removing the "randomise crewman names and experience" option from the setup a new career/mission screen and instead basing the decision on the "realistic crew transfer" option. If it's selected, names and experience are randomised. If not, then they're not randomised.

It just seems more logical to me that when talking transfers we are also talking about new crews as well (which is essentially a whole boat transfer). It seems superfluous to have two options which cover the same thing. Certainly these elements are randomised when SH3Cmdr determines inward crew transfers.

Yes or No?

I guess I'm really asking that if you have the "realistic crew transfer" option selected, do you also select the "randomise crewman names and experience" option when starting new careers/missions? And conversely as well.

It tend to agree with you on this JScones;

YES.....remove the "randomise crewman names and experience" option.

Abd_von_Mumit 02-10-08 06:01 AM

Quote:

Originally Posted by JScones
A QUESTION FOR USERS...

I am thinking of removing the "randomise crewman names and experience" option from the setup a new career/mission screen and instead basing the decision on the "realistic crew transfer" option. If it's selected, names and experience are randomised. If not, then they're not randomised.

It just seems more logical to me that when talking transfers we are also talking about new crews as well (which is essentially a whole boat transfer). It seems superfluous to have two options which cover the same thing. Certainly these elements are randomised when SH3Cmdr determines inward crew transfers.

Yes or No?

I guess I'm really asking that if you have the "realistic crew transfer" option selected, do you also select the "randomise crewman names and experience" option when starting new careers/missions? And conversely as well.

To be honest I see no point in removing (merging) the randomisation option. It will definitely be not more intuitive than it is now. :hmm:

I suppose we have many users who randomize their crew names, but do not allow them to be transfered, as they wish to keep crewman till the end of career.

Samwolf 02-10-08 07:35 AM

Quote:

Originally Posted by JScones
A QUESTION FOR USERS...

I guess I'm really asking that if you have the "realistic crew transfer" option selected, do you also select the "randomise crewman names and experience" option when starting new careers/missions? And conversely as well.

I always select both.

iambecomelife 02-11-08 12:25 AM

Two requests:

Being the merchant-obsessed player that I am, I wonder if it would be possible to add some more information about the ships that are sunk? Something along the lines of the entries at Uboat.net would be great. Instead of "Ship Sunk! C-2 Cargo, 6000 tons", it would be nice to have the entry fleshed out - the C-2 was the SS "John Wilson", built in 1942 and en route to Liverpool with a cargo of grain and tank parts. 12 crewmembers were lost, and 45 were picked up by the "HMS Harvester" 8 days later. If the ship is westbound, we can always assume that the listed cargo was scheduled to go on their manifest, or something. This would make each sinking much more notable than they are now.

Also, I noticed that random events could lead to crewmembers getting transferred out - how about similar events affecting the crew's morale? If possible, it would be great if Commander could adjust the morale values up or down - let's say that same crewmember in the screenshot you posted is only slightly injured in the car accident, but he's distressed and starts the patrol with a big morale hit. Likewise for someone who loses their family in an air raid, etc. Conversely, a positive event could adjust the base morale value upwards.

Apologies up front if this stuff is wildly unrealistic, but I just had to ask. I'm willing to help in any way possible.


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