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Old 06-07-06, 08:34 PM   #54
Observer
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Join Date: May 2005
Posts: 477
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Quote:
Originally Posted by nvdrifter
No one believes me.

I know it sounds like a tease post, but I really did change the repair times.

I will go ahead and post the results here, but I want the credit for it if someone uses it in one of their mods!

Basic.cfg-

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=9.1
Interval2_0=9.6
Interval3_0=399.7

NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=398.5

NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=.06
Interval3_2=312.1

NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=316

NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=311

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=313.7

NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=399.7

NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=327.3

NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=324.65

NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=396.1

NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=9.2
Interval3_10=314.3

NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=394.1

NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=391.1

--------------------------

I edited the Interval3 line in each setting to around 300+. This was the best balance I think. But doing this alone will not allow the sub crew to run engines, etc. So I also modded this:

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0

[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20

[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50

[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=2000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100

-----------------------------------

I increased the quality effect to 10000 for the lower class sailors. This allows the boat to run ok with the other settings above. I left the higher officers alone, because it affects the damage control team too much. These Quality Effect numbers need tweaking and balancing. That will come soon enough.

I tested these settings with the damage control team. You will need them! I know this this tweak isn't perfect and needs some fine-tuning, but it makes for really long repair times now. Hello Das Boot.

I will soon send a text file of this mod to the SubSim library for posting after some more fine-tuning.


FWIW, the Interval*_* sets the values of the compartment efficiency. Compartment efficiency is defined as the sum of the individual crew member efficiencies modified by any officers present in the space. Furthermore, the Interval*_* sets the values which are used to display the green bar across the top of a compartment. When the sum of the individual crew member efficiencies is greater than the Interval1_* value the green bar will be 1/3 filled. When greater than the Interval2_* it will be 2/3 filled and when greater than or equal to the Interval3_* it will be all green.

For the NYGM Crew Management Mod I built a computer model to predict the correct values for each of the
Interval*_* settings in each compartment. For the bow compartment (and the damage control room) I set the Interval3_* value high (45 is the highest for the 14 man bow torpedo room) too, but not to the extreme you did. Interestingly I noticed, for the damage control room, longer repair times, but I never connected this to the the Interval3_* value. Some of this may be due to the fact I was using the compartment + the DC room, which has a multiplicative effect on repair times.

Be careful with this value since in order for a compartment to function, you need to have the sum of the crew member efficiences greater than the
Interval1_* value, and this is a number between 0 (the min) and Interval3_* (the max) for each compartment. This makes setting CoefMorale and CoefFatigue tricky. In addition, you've effectively nullified any changes to morale or efficiency because of the large value you've used for QualEffect. By the way, here's a paper I wrote on the subject of morale with the relevant equations and theories. I have more papers on the subject if you'd like to read those too. Let me know.

http://rapidshare.de/files/22498380/morale.doc.html

You're also welcome to use my computer model to help solve for the correct compartment values. Let me know and I'll upload it since it's too big to send in email.

Good find and good luck.
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