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-   -   SH3 Commander R2.5 nearing completion - testers required (https://www.subsim.com/radioroom/showthread.php?t=91158)

JScones 03-26-06 12:47 AM

SH3 Commander R2.5 nearing completion - testers required
 
SH3Cmdr Release 2.5 looks to be the most feature rich release of any so far. So, to ensure that I got everything right (I am only human LOL) I'd like some experienced SH3Cmdr users to test specific aspects.

Below are the new features that I would like tested (note that these aren't all the new features!).

- Retirement is now based on the number of completed patrols multiplied by the total number of days spent at sea
The roll of the dice approach, whilst quite reflective of reality, does not differentiate between sub types and hence lengths of patrols. Thus, a IIA skipper could be benched after four 10 day patrols, whilst the IXC skipper benched after 4 patrols may have 100+ more days at sea under his belt.

The new randomisation takes both patrols completed and total number of days spent at sea into consideration. So, if you've completed 5 patrols with a total of 150 days at sea, your "retirement value" is 750.

This number and a random number generated between 0 and 5 are mapped to a table:

0=N
301=0
1001=0,1
2201=0,1,2
4001=0,1,2,3
6501=0,1,2,3,4

In the above example, if the random number is 0, the Captain is retired (as 750 is between 301 and 1001 and the value set for 301 is 0).

To further explain, four 10 day patrols in a IIA would yield a "retirement value" of 160 whereas four 40 day patrols in an IXC would yield a "retirement value" of 640, meaning a higher liklyhood of retirement for the IXC Captain.

I've had some feedback from baxter who concurs with the figures above, but if anyone else wants to chip in and comment on how realistic they are or are not, now is your last chance before release!

- Added ability to randomise essentially any value used by SH3
- Hemisent's simulated thermal layers
I've marked Hemisent and possibly gouldjg to test these ones.

- Arctic water now set when playing in 11 Flotilla
Just a quick check to make sure the water up north is the right texture.

- New "RenownAwardedEqualsRandomTonnage" key added to "Ship displacements.cfg" to provide support for NYGM Tonnage War mod
Observer, or someone involved with the NYGM Tonnage War mod wanna take this on?

- Added ability to view SH3 Map from "Change" screen
- Added ability to randomise next patrol grid based on Flotilla and date
These work, but I need a bit of acceptance testing done.

- Improved crush depth mod that sets correct crush depths, with minor randomisation, for all sub types
Looks good to me, but if someone can just do some verification against TT's Crush Depth tool.

A feature that already exists, the Ship displacement RenownAwarded values
A little niggle of mine are the RenownAwarded values in Ship displacements.cfg. If you open the file up (in R2.4) you'll see some RenownAwarded entries populated with values and some "commented out". Those that are commented out simply use whatever values are in the game. I don't quite like that as the displacement is adjusted (might be quite considerable too) but the renown awarded is based on whatever the stock file has it set at. So, if anyone wants to have a look at supply some RenownAwarded values that reflect both the ship type and displacement value (remembering displacements differ to those in stock SH3), that would be great.

Anyway, just PM me with your email address and what you'd like to test if you are interested.

JonZ 03-26-06 12:49 AM

I'm tempted :doh:

Don't know if I will have time

Anachronous 03-26-06 03:05 AM

Sounds like great additions. Im still learning how the game's innards work at this time, so I wont be of much help, as Ive barely used the old version. :)

lurker_hlb3 03-26-06 10:19 AM

Re: SH3 Commander R2.5 nearing completion - testers required
 
Quote:

Originally Posted by JScones
SH3Cmdr Release 2.5 looks to be the most feature rich release of any so far. So, to ensure that I got everything right (I am only human LOL) I'd like some experienced SH3Cmdr users to test specific aspects.


please check your PM

Montbrun 03-26-06 11:05 AM

Re: SH3 Commander R2.5 nearing completion - testers required
 
Quote:

Originally Posted by JScones
SH3Cmdr Release 2.5 looks to be the most feature rich release of any so far. So, to ensure that I got everything right (I am only human LOL) I'd like some experienced SH3Cmdr users to test specific aspects.

Below are the new features that I would like tested (note that these aren't all the new features!).

- Retirement is now based on the number of completed patrols multiplied by the total number of days spent at sea
The roll of the dice approach, whilst quite reflective of reality, does not differentiate between sub types and hence lengths of patrols. Thus, a IIA skipper could be benched after four 10 day patrols, whilst the IXC skipper benched after 4 patrols may have 100+ more days at sea under his belt.

The new randomisation takes both patrols completed and total number of days spent at sea into consideration. So, if you've completed 5 patrols with a total of 150 days at sea, your "retirement value" is 750.

This number and a random number generated between 0 and 5 are mapped to a table:

0=N
301=0
1001=0,1
2201=0,1,2
4001=0,1,2,3
6501=0,1,2,3,4

In the above example, if the random number is 0, the Captain is retired (as 750 is between 301 and 1001 and the value set for 301 is 0).

To further explain, four 10 day patrols in a IIA would yield a "retirement value" of 160 whereas four 40 day patrols in an IXC would yield a "retirement value" of 640, meaning a higher liklyhood of retirement for the IXC Captain.

I've had some feedback from baxter who concurs with the figures above, but if anyone else wants to chip in and comment on how realistic they are or are not, now is your last chance before release!

- Added ability to randomise essentially any value used by SH3
- Hemisent's simulated thermal layers
I've marked Hemisent and possibly gouldjg to test these ones.

- Arctic water now set when playing in 11 Flotilla
Just a quick check to make sure the water up north is the right texture.

- New "RenownAwardedEqualsRandomTonnage" key added to "Ship displacements.cfg" to provide support for NYGM Tonnage War mod
Observer, or someone involved with the NYGM Tonnage War mod wanna take this on?

- Added ability to view SH3 Map from "Change" screen
- Added ability to randomise next patrol grid based on Flotilla and date
These work, but I need a bit of acceptance testing done.

- Improved crush depth mod that sets correct crush depths, with minor randomisation, for all sub types
Looks good to me, but if someone can just do some verification against TT's Crush Depth tool.

A feature that already exists, the Ship displacement RenownAwarded values
A little niggle of mine are the RenownAwarded values in Ship displacements.cfg. If you open the file up (in R2.4) you'll see some RenownAwarded entries populated with values and some "commented out". Those that are commented out simply use whatever values are in the game. I don't quite like that as the displacement is adjusted (might be quite considerable too) but the renown awarded is based on whatever the stock file has it set at. So, if anyone wants to have a look at supply some RenownAwarded values that reflect both the ship type and displacement value (remembering displacements differ to those in stock SH3), that would be great.

Anyway, just PM me with your email address and what you'd like to test if you are interested.

Great News! I, for one, won't play SH3 without SH3 Commander.....

Montbrun

THE_MASK 03-27-06 12:34 AM

Is it possible for commander to delete all but the last career save . I think you know what i am trying to say . (i have no will power) . Real u boat captains couldnt be resurected from the grave .

mikaelanderlund 03-28-06 05:30 AM

Any release date?

Mikael

mikaelanderlund 03-30-06 05:53 AM

Any news?

Mikael

JScones 03-31-06 02:34 AM

Re: SH3 Commander R2.5 nearing completion - testers required
 
OK, an update on testing:

- Retirement is now based on the number of completed patrols multiplied by the total number of days spent at sea
Anyone interested in reviewing?

- Added ability to randomise essentially any value used by SH3
Still working on this one. I want to stress that the feature included with R2.5 will NOT be the final all polished perfect version. It's just the start and will prolly be refined over a few months of use (in other words, I don't want to delay R2.5 because this is not perfect yet).

- Hemisent's simulated thermal layers
Hemisent, let me know when you are ready to test ;)

- Arctic water now set when playing in 11 Flotilla
Still need a volunteer to test (c'mon, you get R2.5 well before the masses do!)

- New "RenownAwardedEqualsRandomTonnage" key added to "Ship displacements.cfg" to provide support for NYGM Tonnage War mod
Tested and works.

- Added ability to view SH3 Map from "Change" screen
- Added ability to randomise next patrol grid based on Flotilla and date
Still need some takers for these ones.

- Improved crush depth mod that sets correct crush depths, with minor randomisation, for all sub types
Tested and works.

A feature that already exists, the Ship displacement RenownAwarded values... <etc>
Anyone interested in reviewing?

Martin1813 03-31-06 04:17 AM

tell me what you need and I'll test it tonight :yep:

uhu 03-31-06 01:50 PM

Will it work, if I put in the several sh3 commander/date folder several campaign files? For example I play first with HT, than the next patrol with GW, than with a modified...

JScones 04-01-06 07:59 PM

Quote:

Originally Posted by uhu
Will it work, if I put in the several sh3 commander/date folder several campaign files? For example I play first with HT, than the next patrol with GW, than with a modified...

Yep.

wolfast 04-02-06 11:27 AM

...Im in love with this mod (2.4)... AND GW.... Has anyone tested this version(2.5) with GW? I would be willing?

wolfast 04-02-06 11:29 AM

...Im in love with this mod (2.4)... AND GW.... Has anyone tested this version(2.5) with GW? I would be willing?

Brentano 04-03-06 02:28 PM

I have some preliminary results, comments, and questions:

The new retirement calculations will take some time for me to test--perhaps 3 or 4 weeks.

The Arctic water texture looks different--kinda indigo with some iridescence.

Question: Is this how you intended it to look?

I'm running NYGM tonnage mod, so I'll have some results soon enough.

The ability to look at the SH3 map from the "change" screen is very handy. I like it and it suits my needs.

The ability to randomize the next patrol grid also meets my needs.

Crush Depth Mod: The randomization appears to be working fine. My Type VIIC starting taking damage at different depths on separate patrols. I have one concern: it seems the default crush depths are, well, a little enthusiastic--at least based on the stats posted on http://uboat.net/types/index.html . I understand that there may be differences of opinion about this, but as a Tester I need to at least raise the issue.

Question: Can the end-user adjust both the randomization range and the default crush depths in Miscellaneous.cfg? For example, can I set the upper randomization range to 1.1? And the default crush depth for the VIIC to 230? If so, perhaps this should be noted in the SH3Cmdr FAQ.html or Help.html.

Because I'm testing the NYGM tonnage mod, I won't be handling the RenownAwarded values in Shipdisplacements.cfg anytime soon.

Let me know your thoughts, especially regarding my questions.


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