SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   Noob Sighted! Quick Question (https://www.subsim.com/radioroom/showthread.php?t=175196)

Jimbuna 09-27-10 10:22 AM

Quote:

Originally Posted by Draka (Post 1503704)
It is because of the niceties of "obeying" international law. A ship belonging to a combatant is only allowed 48 hours in a neutral port - so the supply ship had to conceal who she was to be able to remain there. The ship/sub being repaired ditto - she couldn't be publiccaly seen receiving aid from the supply ship, otherwise the "neutrality" of said ship was compromised. In reality, EVERYONE knew who they were and what was going on - but as long as "the proprieties" were observed, the "neutral" country had "plausible deny-ability" when pressed by the Allied diplomats.

Ain't politics just somethin' else?

Edit: Just as an example - Graf Spree after the Battle of the River Platte.

The one exception to the 48 hour rule being the one that stated a warship had to wait at least 24 hours if a merchantman from their enemy left port....and this the British did once in a subtefuge for giving the Graff Spee the impression that heavy units would be awaiting her leaving port...which in fact was not the case.

After the 24 hour 'headstart' (a total of 72 hours) Langsdorff swallowed the bait and scuttled, only HMS Cumberland was waiting in addition to the three originals Ajax, Exeter and Achilles.

God Save The Queen :salute:

Gargamel 10-31-10 05:06 PM

Quote:

Originally Posted by frau kaleun (Post 1501232)
If you're using SH3 Commander, you don't have to fiddle with the Days In Base at all - it distinguishes between docking at base and docking at a supply ship, and automatically gives you 1 day "in base" when you end a patrol at a milk-cow or other resupply vessel.

If however you have less than 100% hull integrity when you dock at said vessel, the game will still add the same number of extra days in base (for damage) that it would have given you if you'd gone all the way home. The only way I've found to avoid this is to do a manual edit to one's career files before starting the next patrol from the resupply ship.

Would there be a way to copy the damaged ship file, set it aside, do your 1-2 days at the resupply, edit your career file to match that after SH3 had advanced the date for repairs, and then replace the damaged ship file?

So the end result would be only 1-2 days at the resupply, and you'd leave with the same damage you came in with? Or even allowing for reasonable repairs? Like a radio replaced or something plausible for a resupply ship to be carrying.

frau kaleun 10-31-10 06:36 PM

Quote:

Originally Posted by Gargamel (Post 1525927)
Would there be a way to copy the damaged ship file, set it aside, do your 1-2 days at the resupply, edit your career file to match that after SH3 had advanced the date for repairs, and then replace the damaged ship file?

So the end result would be only 1-2 days at the resupply, and you'd leave with the same damage you came in with? Or even allowing for reasonable repairs? Like a radio replaced or something plausible for a resupply ship to be carrying.

IIRC I tried editing the ending Hull Integrity from the previous patrol back to 100%, to get rid of the "damage" we'd taken before ending a patrol at a resupply ship, but that didn't do anything to get rid of all the extra days in base that had been assigned because of it.

I've done it twice that way - docked at a resupply ship with hull integrity pretty messed up, and then edited my career files so that I didn't get "days in base" added for the loss of hull integrity. To the best of my memory, here's how:

Dock at your resupply ship, exit the patrol, exit the game.

Go into the career folder for that commander (in the My Documents folder that the game uses for player files) and open the Patrols.cfg file. Scroll down to the bottom of the file, where you'll find all the data for the patrol you just completed.

Near the very bottom of that last block of data, you'll see the following lines:

NbDaysInBase=36
HullIntegrity=64.140869
DeltaRenown=2600.350098
NbSaves=5
ChangedRank=No

This the data from my last completed patrol - naturally yours will vary.

The line NbDaysInBase controls how many extra days in base the game is going to require before the start of the next patrol because of the hull integrity of the boat at the end of this one (shown in the next line).

Now if you've docked at a resupply ship, SH3 Commander will automatically give you 1 day in base - but the game will add the extra days noted in NbDaysInBase because of the loss of hull integrity.

So - if you want to spend 1 day at the resupply ship, edit that line of data to read NbDaysInBase=0 and you won't get any extra days added to the 1 day that Commander gives you automatically.

If you want to spend 2 days docked, change it to NbDaysInBase=1 and Commander will add its 1 day for a total of 2 days in base.

Close Patrols.cfg and save your changes.

Now open Patrols_0.cfg and scroll down to the last block of data, which will be data for your next patrol, the one that will start when you load the game again and leave the resupply ship. At the top of that block of data you'll see the following lines:

PatrolNumber=0
StartYear=1940
StartMonth=12
StartDay=21
StartHour=21
StartMin=20

Lines 2-5 show the start year, month, day, hour and minute already set for the beginning of your next patrol. Edit these lines as needed to sync it up with the total number of days "in base" you will be spending docked at your resupply ship. For instance, in the data shown above I've been given a start date of Dec 21 1940. If I'd just docked at a resupply ship on Dec 11 and edited the other file as noted above to show NbDaysInBase=0, then I would be expecting only 1 day in base (given by Commander). So I'd change the line

StartDay=21

to

StartDay=12

to show that the next patrol will start on Dec 12 and not Dec 21. If I'd edited the other file to give me 2 days in base (1 for HI loss, plus the 1 from Commander), then I'd change it to StartDay=13 so we'd be leaving the resupply ship on Dec 13 instead.

Close that file and save the changes.

When you open Commander and launch the game to start the next patrol of that career, it should show you starting out from the resupply ship on the date you put in for that patrol in Patrols_0.cfg, after having spent 1 day in base (given by Commander) plus however many extra days you gave yourself in the previous patrol's NbDaysInBase line in Patrols.cfg.

And of course when you restart the patrol, your HI will be back to 100%, because when you end a patrol the game repairs all your damage before you start another one. If there's a way to "recreate" specific damage in one patrol that was done in the previous patrol but presumably not repaired because you docked at a resupply ship instead of a base, I don't know what it is. Someone else may have an answer to that question.

I have edited the starting HI for a next patrol starting from a resupply ship back down to what it was when I got there and ended the previous patrol, but that doesn't seem to translate into anything that was obviously broken staying broken - and things like radios and periscopes don't really have anything to do with hull integitry anyway AFAIK. If I've taken serious damage to multiple major systems before stopping at a resupply ship, I usually just go straight home after my 1-2 days there and pretend that we jury-rigged enough stuff to get us home but not to allow for another full combat patrol.

Gargamel 10-31-10 07:40 PM

Wow tyvm FK

frau kaleun 10-31-10 08:05 PM

Quote:

Originally Posted by Gargamel (Post 1525988)
Wow tyvm FK

You're welcome. At the very least you won't be stuck sitting next to a resupply ship for an extra 2-3 weeks just because you took a beating before you got there. :yeah:

I'm pretty sure if you do the edits I talked about, when you open Commander to start the next patrol and look at the "Status" line for your kaleun (#3 on the list at right), it should show you at your resupply location with a date that will sync up with the short layover that you edited in. That's how I always knew it worked when I did it. The game should follow suit when you load it up.

If it doesn't, you can just back out of there and exit the game without starting the patrol and go back into the files and try to figure out what's causing it. It took me several tries to get it right, lol, and I've recreated the process from memory and from looking back over my own cfg files... but I think I covered all the necessary steps.

Gargamel 11-01-10 08:35 PM

What about Loadout?

I just started back up at Bessel, docked in Vigo, and I was only there for fuel really, as I had only fired 3 eels over 5 weeks (Boring!). When it reloaded, I was missing 3 type II's I already had, and it had arranged them in the tubes in a way I dont like.

Any way to edit the loadout files so I can have a realistic restock and not lose TII's?

frau kaleun 11-01-10 09:07 PM

Quote:

Originally Posted by Gargamel (Post 1526819)
What about Loadout?

I just started back up at Bessel, docked in Vigo, and I was only there for fuel really, as I had only fired 3 eels over 5 weeks (Boring!). When it reloaded, I was missing 3 type II's I already had, and it had arranged them in the tubes in a way I dont like.

Any way to edit the loadout files so I can have a realistic restock and not lose TII's?

When you dock at a resupply vessel the game treats it just like you docked at any base other than your home base. IIRC that was the only way to create "resupply at sea" options, they had to be modded in like alternate bases. So in terms of ammo, ending a patrol at a resupply ship is just like docking in any other alternate base; it means the slate is wiped clean and you're fitted out with the same standard loadout that you'd get anywhere else. Plus you can't opt for different special types of eels because upgrade options to your boat and equipment are unavailable when you're not in your home base. If you stop at a resupply ship, you get what the game is set up to give you upon starting a new patrol, and that's it. In reality getting a full loadout of eels at a resupply ship is not historically accurate - they simply didn't have enough torpedoes sitting around to fill the tubes of every u-boat that came by. But since the game treats a resupply ship as an alternate base, and the standard loadout for that situation applies, there doesn't seem to be a way around that unless you want to pretend you only got one or two eels instead of a full complement.

AFAIK the only way to change the loadout you get when you resupply at sea is to change the standard loadout for all bases. You can't have one set of loadout specs for the resupply vessels and another for when you're in an actual base.

I don't know how to do that, but I expect someone else here does if it's possible. But it would mean whatever you decided you wanted to mod in for a standard loadout, that's what you'd get when you resupplied at sea. It wouldn't let you keep any of the ammo that you had still on board when you got there, so it wouldn't solve the problem of using renown to get upgraded eels and then losing them because they were still on board when you docked.

VONHARRIS 11-02-10 12:47 AM

Quote:

Originally Posted by frau kaleun (Post 1526845)
AFAIK the only way to change the loadout you get when you resupply at sea is to change the standard loadout for all bases. You can't have one set of loadout specs for the resupply vessels and another for when you're in an actual base.

I don't know how to do that, but I expect someone else here does if it's possible.

You can change the standard load of torpedoes like this:
Go to the SH3/data/cfg directory and find the basic.cfg file.
Open it with notepad and find the type of sub you like
It should look like this

[SUBMARINE_AMMO7];IXC
Type=2
Version=1
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=6
ForeResExtra=2
AftResIntern=2
AftResExtern=2
ShellSlots=12
NbYears=6
Renown=8
SNK_MASK=NSS_Uboattype9_SNK_mask
Year0=1940
ForeTube00=2 ;T1
ForeTube01=2
ForeTube02=2
ForeTube03=2
ForeResIntern00=2
ForeResIntern01=2
ForeResIntern02=0
ForeResIntern03=0
ForeResExtern00=0
ForeResExtern01=0
ForeResExtern02=0
ForeResExtern03=0
ForeResExtern04=0
ForeResExtern05=0
ForeResExtra00=0
ForeResExtra01=0
AftTubes00=0
AftTubes01=2
AftResIntern00=2
AftResIntern01=2
AftResExtern00=0
AftResExtern01=0
Z01_00=9 ; IX/1
M01_00=0
A01_00=8
SuperCharger_00=1261; GWX V2.1: was -1, so this boat now has MAN turbos by default
Snorkel_00=-1
Batteries_00=1268
AftBatteries_00=1268
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=9000

The yellow lines are your torpedo tubes. Change the number
and you will get a new torpedo. For example:
ForeTube02=2
means that a TII is loaded on fore tube 2
Change it to ForeTube02=3 and you will get a TIII
You have to do this for every tube. If you change the torpedo availability date you can get a TXI in 1939 but this is cheating.
To find the correct number of torpedo scroll down the basic.cfg file until you find a block like this

[TORPEDO_TYPE0];T I (G7a)
Idx=0
Year=1939
Month=1
Renown=0
[TORPEDO_TYPE1];T I FaT I (G7a)
Idx=1
Year=1941
Month=10
PrototypeYear=1941
PrototypeMonth=5
Renown=100

The yellow number is the number you want.
Changing the line Year=1941 to Year=1939 you will be able to use T1Fat1 torps in 1939 but only as a stanadard loadout. You will not be able to buy it with renown. Same goes for every tube and type of torpedo.
Once you are done with year 1940 , go to 1941 etc .

When you are all done , save it , and copy the basic.cfg file to the
D:\SH3\SH3 Commander\!BACKUP\data\Cfg (to the sh3 commander directory of your system)
END.

I hope I helped.

Gargamel 11-03-10 03:59 PM

Woot TY.... trying now.


All times are GMT -5. The time now is 11:46 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.