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-   -   Taking requests for the final SH3 Commander (https://www.subsim.com/radioroom/showthread.php?t=87145)

JScones 12-24-05 11:44 PM

Quote:

Originally Posted by K_Sea6
Speaking of promotions how about more promotions and more rank SH3 missed alot of rank

SH3 Commander excludes the two NCOs without Portepee (Unteroffiziere ohne Portepee) ranks and Oberbootsmann. There's no way to add more ranks to SH3 - the only option is to change the text labels for the current ranks (then, you'd have the change the images as well and three ranks would still need to be dropped).

Both RUb and SH3 Commander correct the rank labels for English language players using German ranks (the v1.4b patch fixes the German ranks for German players). SH3 Commander includes more accurate player rank labels for US and UK players, but due to the rigid 3-3-3 rank approach of SH3, the comparison against the lowest three rank levels is not quite right. But it's about the best possible.

JScones 12-25-05 01:26 AM

Quote:

Originally Posted by gdogghenrikson
Quote:

Originally Posted by JScones
Oh, for accessibility purposes I am also thinking of saving created Personnel Files to the user's "My Documents" folder (ie C:\Documents and Settings\...\My Documents\Personnel Files\Erich Topp\). What do people think of this idea?

sounds like a cool idea

OK. 1 for the idea is better than none! ;) I've made the change - it's in r2.4. I'd prefer to save what is effectively user created data in an identified user created data area anyway. I was tempted to save them to the SH3 folder, but I don't want to introduce potential "side effects" within the game itself.

JScones 12-25-05 03:03 AM

I've updated the r2.4 change list - two new features added today.

Mikkow 12-26-05 04:12 PM

I'm most grateful for being allowed such amazing improvements all for free. :up:

Looks like you pretty much are implementing every thing I dreamed of. How could I be anything but bloody pleased? My hands thank you too - no more need to rename crews so massively after a death - I have Repetitive strain injury in the hands!

About putting stuff in 'my documents' - I prefer to keep that to personal files, not game saves. Though other games are in there already anyway...

Type941 12-26-05 04:34 PM

I encourage/ask if you include my skin updates, including the passenger liners. :|\

gdogghenrikson 12-26-05 07:29 PM

1. how about including setkeys (or something like that, or a light version of setkeys) in the next release

2. Is there any way to let us pick our torpedo loadout using sh3 commander. Like when you start from a base that isnt home base and you cant pick you loadout. maybe sh3 commander can do that before sh3 launches.

JScones 12-26-05 07:45 PM

Quote:

Originally Posted by Mikkow
About putting stuff in 'my documents' - I prefer to keep that to personal files, not game saves. Though other games are in there already anyway...

Like SH3 hehe. Only Personnel Files will go in there, under the same structure that currently exists under "\SH3 Commander\" (ie "\Personnel Files\<Career Name>". I think they are more accessible to all players there.

Quote:

Originally Posted by Type941
I encourage/ask if you include my skin updates, including the passenger liners. :|\

I'll talk to Beery... :yep:

Type941 12-26-05 07:47 PM

Yes, for instance I plan to make an early war skin releases for the capital ships, some time at some stage... :doh: Damn, so little time. :)

JScones 12-27-05 11:18 PM

OK. Release 2.4 should be available ~ first week of January. The coding's done, just now finalising new mod inclusions. Curiously, has anyone here created their own "add-ons" for SH3Cmdr? ie, language packs, added fatigue models, historically accurate ship or crew names, file tweaks, etc etc. If so, pls let me know - some may be worthy inclusions or at least "SH3 Commander add-ons"!

gdogghenrikson 12-28-05 12:41 AM

Quote:

OK. Release 2.4 should be available ~ first week of January
I can't wait :rock:

JScones 12-28-05 01:53 AM

Quote:

Originally Posted by CCIP
It would also be nice to have the ability to remove some items that can't be removed once you get them in the game: e.g. Radar, Engine upgrades, DECK GUN.

Anyone know what values to change in what files to remove say, the deck gun, or radar? What else should be able to be removed?

Marhkimov 12-28-05 02:04 AM

Here's an example of the Type VIIC in basic.cfg:

[SUBMARINE_AMMO3]; VIIC
Type=1
Version=1
ForeTubes=4
AftTubes=1
ForeResIntern=4
ForeResExtern=1
ForeResExtra=2
AftResIntern=1
AftResExtern=1
ShellSlots=12
NbYears=7
Renown=4
SNK_MASK=NSS_Uboattype7_SNK_mask

Year0=1939 <== you would have to make adjustments to the certain years
ForeTube00=2
ForeTube01=2
ForeTube02=0
ForeTube03=0
ForeResIntern00=2
ForeResIntern01=2
ForeResIntern02=2
ForeResIntern03=2
ForeResExtern00=2
ForeResExtra00=0
ForeResExtra01=0
AftTubes00=2
AftResIntern00=2
AftResExtern00=2
Z01_00=5 ; VIIC/1
M01_00=1 <== deck gun, -1 means no deck gun
A01_00=8
SuperCharger_00=-1
Snorkel_00=-1
Batteries_00=1265
AftBatteries_00=1265
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1 <== self explanitory
RadarWarningReceiver_00=-1 <== self explanitory
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=3000

Marhkimov 12-28-05 03:00 AM

Ohhhh, you want to remove it from a current boat?? Even simpler... :up:

Open this file: My Documents\SH3\data\cfg\Careers\*Your name*\Careers_0.cfg The career # in the bottom of the file is always the most current one. For instance, look at this one:



[CAREER 004]
CareerNumber=0
Patrols=0
TonnageSunk=0.000000
MerchantTotalTonnage=0.000000
WarshipsTotalTonnage=0.000000
ShipsSunkNb=0
MerchantTotalShipsSunk=0
WarshipsTotalShipsSunk=0
PatrolCraftSunk=0
CorvetteSunk=0
FrigateSunk=0
DestroyerEscortSunk=0
DestroyerSunk=0
MineSweeperSunk=0
LightCruiserSunk=0
HeavyCruiserSunk=0
EscortCarrierSunk=0
AircraftCarrierSunk=0
BattleCruiserSunk=0
BattleShipSunk=0
MineLayingShipSunk=0
AuxiliaryCruiserSunk=0
PlanesDownNb=0
NbFlot=1
PlayerName=Rudolf Berke
PlayerRank=10
StartMonth=0
StartDay=0
StartYear=0
CrtMonth=0
CrtDay=0
CrtYear=0
CrtFlotilla=-1
CrtBase=757
CrtPort=-1
PortName=La Spezia
DeparturePointLong=2065057.000000
DeparturePointLat=4857121.000000
DeparturePointHeading=180.000000
Flotilla0=0
NbPatrolsInFlotilla0=0
StartYearInFlotilla0=0
StartMonthInFlotilla0=0
StartDayInFlotilla0=0
E01=NULL
E02=NULL
OffDead=0
PODead=0
SeamenDead=0
SubType=-1
SubVersion=-1
Z01=4
M01=1 <== make it a -1 to get rid of the deckgun
A01=7
A02=7
S01=-100
S02=-100
S03=-100
SuperChargerUpg=-1
BatteriesUpg=1265
HydrophoneUpg=1270
SonarUpg=-1
RadarUpg=-1
RadarWarningReceiverUpg=-1
Decoy_LauncherUpg=-1
SnorkelUpg=-1
SonarCoatingsUpg=-1
RadarCoatingsUpg=-1
ALB=-1
TAR=-1
ForeTubes=4
AftTubes=1
ForeResIntern=4
ForeResExtern=1
ForeResExtra=2
AftResIntern=1
AftResExtern=1
Renown=-522.000000
Finished=false
WarOver=false
Experience=0.000000
Medal0=-1
Medal1=-1
Medal2=-1
Medal3=-1
Medal4=-1
Medal5=-1
Medal6=-1
Medal7=-1
Medal8=2
Medal9=-1
ForeTube0=2
ForeTube1=2

ForeTube2=0
ForeTube3=0
AftTubes0=2
ForeResIntern0=2
ForeResIntern1=2
ForeResIntern2=2
ForeResIntern3=2
ForeResExtern0=2
ForeResExtra0=0
ForeResExtra1=0
AftResIntern0=2
AftResExtern0=2
AttackPeriscope=0.000000
ObservationPeriscope=0.000000
RadioAntenna=0.000000
RadarAntenna=0.000000
Hydrophone=0.000000
LRRadio=0.000000
Radar=0.000000
MainPump=0.000000
FuelTank=0.000000
StarboardDieselEngine=0.000000
PortDieselEngine=0.000000
StarboardElectricEngine=0.000000
PortElectricEngine=0.000000
Compressor=0.000000
BowTorpedoTubes=0.000000
BowDivePlanes=0.000000
ForwardBatteries=0.000000
AftBatteries=0.000000
SternTorpedoTubes=0.000000
SternDivePlanes=0.000000
RudderFort=0.000000
RudderStarboard=0.000000
PropellerFort=0.000000
PropellerStarboard=0.000000
DeckGun=0.000000
Snorkel=0.000000
FlakGun1=0.000000
FlakGun2=0.000000
FlakGun3=0.000000
ActiveSonar=0.000000
StarboardCreepElectricEngine=0.000000
PortCreepElectricEngine=0.000000
SternTorpedoTubes2=0.000000
SternTorpedoTubes3=0.000000
SternTorpedoTubes4=0.000000
BowTorpedoTubes2=0.000000
BowTorpedoTubes3=0.000000
BowTorpedoTubes4=0.000000
BowTorpedoTubes5=0.000000
BowTorpedoTubes6=0.000000
RadarWarningReceiver=0.000000
Sonar=0.000000
Decoy_Launcher=0.000000
Hydrophones_Receivers=0.000000

JScones 12-28-05 03:02 AM

OK. One would hence expect that if I set these values to -1 in Careers_0.cfg, they will be gone from the next patrol in the current career. I'll try it. Seems easy enough.

Curiously, in Careers_0.cfg, what do the following keys refer to/mean:

E02=NULL
Z01=3 <conning tower>
M01=1 <deck gun>
A01=8 <flak gun>
A02=-100 <flak gun>
S01=-100 <flak gun>
S02=-100 <flak gun>
S03=-100 <flak gun>
ALB=-1 <alberich - educated guess!>
TAR=-1 <tarnmatte - educated guess!>

<for the below, not so much what the keys mean, but what is the significance of the values? No matter what I set them to, SH3 sets them back to 0>
AttackPeriscope=0.000000
ObservationPeriscope=0.000000
RadioAntenna=0.000000
RadarAntenna=0.000000
Hydrophone=0.000000
LRRadio=0.000000
Radar=0.000000
MainPump=0.000000
FuelTank=0.000000
StarboardDieselEngine=0.000000
PortDieselEngine=0.000000
StarboardElectricEngine=0.000000
PortElectricEngine=0.000000
Compressor=0.000000
BowTorpedoTubes=0.000000
BowDivePlanes=0.000000
ForwardBatteries=0.000000
AftBatteries=0.000000
SternTorpedoTubes=0.000000
SternDivePlanes=0.000000
RudderFort=0.000000
RudderStarboard=0.000000
PropellerFort=0.000000
PropellerStarboard=0.000000
DeckGun=0.000000
Snorkel=0.000000
FlakGun1=0.000000
FlakGun2=0.000000
FlakGun3=0.000000
ActiveSonar=0.000000
StarboardCreepElectricEngine=0.000000
PortCreepElectricEngine=0.000000
SternTorpedoTubes2=0.000000
SternTorpedoTubes3=0.000000
SternTorpedoTubes4=0.000000
BowTorpedoTubes2=0.000000
BowTorpedoTubes3=0.000000
BowTorpedoTubes4=0.000000
BowTorpedoTubes5=0.000000
BowTorpedoTubes6=0.000000
RadarWarningReceiver=0.000000
Sonar=0.000000
Decoy_Launcher=0.000000
Hydrophones_Receivers=0.000000

An answer will allow me to determine whether an idea I have is worth pursuing... More importantly, it may also just put the "continuing career with new commander" feature back on the schedule (I don't know whether to laugh or cry about that)!

EDIT: I see you responded to my now deleted post ;)

gdogghenrikson 12-28-05 03:36 AM

um...why would you want to remove upgrades...and why would you ever remove the deck gun :hmm:

Marhkimov 12-28-05 03:38 AM

Quote:

Originally Posted by JScones
EDIT: I see you responded to my now deleted post ;)

haha, I shoulda figured that you were smart enough to figure it out... :up:




And I have no idea what what those numbers mean.

JScones 12-28-05 05:29 AM

Quote:

Originally Posted by Marhkimov
And I have no idea what what those numbers mean.

I've filled in some of them.

CWorth 12-28-05 08:06 AM

Quote:

Originally Posted by gdogghenrikson
um...why would you want to remove upgrades...and why would you ever remove the deck gun :hmm:

Because historically Uboats had their deck guns removed around 1943 and onward.And alot of us like to follow suit accurately for realism sake.

This is from Uboat.net

"The end of the deck guns
After the massive anti-submarine build-up by the allies in 1942 and 1943 the deck guns were removed from almost all the boats in 1943 and 1944. A few commanders were allowed to retain them though, esp. the ones who commanded the boats in the Indian Ocean (the Monsun boats). But, in effect, from 1943 the deck gun was for the most boats a thing of the past."


Also a request for an add on to SH3 Commander..

Maybe add Type941's Mega Liner/Transport/Auxillary Cruiser skin pack into the random skins section of SH3 Commander to go with the MVP skins that already exists.Those skins are to georgeous not to have.

JScones 12-28-05 08:30 AM

@ Type941: Do you have a direct link to your skin packs?

Marhkimov 12-28-05 08:37 AM

http://rapidshare.de/files/9665356/T..._v1.0.rar.html


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