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Old 11-04-05, 11:49 AM   #1
gouldjg
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Default HOLLYWOOD PRO beta finnished

I am doing a new series of Hollywood mods

Please locate the Hollywood adavanced thread for released version.

Part 1 deals with the sub and different crew models
part 2 deals with the ships
Part 3 deals with planes

This is nearly release worthy but I just want some of you folks to pass your comments on how it feels.



Get it here

http://rapidshare.de/files/7177630/H...d_Pro.rar.html

Contains the New living Crew model and HOLLYWOOD PRO damage tweaks.

Warning = this is a test model only so do not use unless you know how to replace files and are aware of the usual risk when swapping files.

I used a RUB installation then copied the folders onto it. I would not use Sh3 commander just yet but I am going to be releasing the settings for commander after its new release. Therefore, while we are waiting for this weekend to come, we can all beta test each other’s work (suggestion).

To install just copy all relevant folders to each location and make back ups of those replaced.


The Living Crew mod

Quick guide

This crew model is very realistic and yet flexible enough to let people choose their own shift times. If you do not like the long micro management to get to patrol areas, just change your 3d render settings so that after 32 you pause the fatigue just like in stock. Either way, I think some will love it once they get used to it.

1. Only use combat and repair compartments when in combat or doing repairs

2. Choose to place men on shifts (set by your selves) between 4 - 16 hours but be aware that it takes longer to regain energy. i.e. A fully fatigued man will need at least 8hrs sleep.

3. Do not use WO or Navigator unless you need them as they can be used as back up officers

4. Do not change the 3d render settings to 1024 if you want to only use these setting in times less than 32 time compression.

5. This is probably the closest we will ever get to a real crew model and it also benefits the damage model.

6. Try a new campaign and test for yourself and you will see the realism and immersion factor it gives. I am still open to suggestions on things that happen within 24-hour day on a sub but I will not be doing a non-fatigue or long term fatigue model to coincide with the damage model. All I can do is post setting tweaks so that these type of models gets some results also.

7. People can still use their own personal fatigue models on the new damage settings but I will have to post different settings so that they can get see benefits in the damage models.


The Damage Model

Basically, to get longer repairs and more intensive deaths, floods and shells, the game requires a reduction in the men’s skills as well as reduced repair compartment efficiency.

On top of this, it has been necessary to change the hull integrity values so that the sub does not just go to the death screen in 1 second flat after a critical hit. (This does not mean the sub is now a tank, as you will discover)

The zones cfg has been completely balanced to introduce a more intense flooding system. Your sub will sink slower than before but take longer to control some major floods. I had a couple of fantastic test, which tested my crew management to the limit.

You can in some scenarios, be forced to swap men around very tactically in compartments to deal with emergencies.

You can in some scenarios, be on a slow decent and hear your sub breaking up but still miraculously make it back up. Sometimes you cannot and have to watch your self go to crush.

You can now choose to ignore some minor leaks to sustain silent running.

There are loads of tweaks done to give a completely new experience.

Can I suggest people test this on the 505 missions in different subs and use different tactics to see the potentials.


I will be writing a full change log and tutorial after the weekend once I wrap it all up and make a special effects version, realistic version, Not so realistic version, Rub, IUB, Fatigue version and non fatigue version blah blah blah. :rotfl: :rotfl: :rotfl: Everyone wants something different :rotfl: :rotfl:

I will also be thanking all contributors on the release version which should be done Monday after the Big mods all release and I tweak so fit them.
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Old 11-04-05, 12:11 PM   #2
ICBM
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A question about the improved damage model; is it still VIIC only or is IX's DM model also improved?
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Old 11-04-05, 12:15 PM   #3
gouldjg
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All subs have had Hull Hit Points upped respectively so any sub can go under the microscope.

Hope this helps
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Old 11-04-05, 12:21 PM   #4
HEMISENT
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Gouldjg "OUTSTANDING"
I've been watching the back and forth development on the new damage model for some time now. Just Dl'd - feedback shortly.

THANK YOU!!!!!
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Old 11-04-05, 12:32 PM   #5
Marhkimov
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HEY GOULDJG!!! I needed this!

I was just saying to myself, "Gee, no one has modded anything in a while... How boring..."


hehe, yeah, I talk to myself. Interesting convos we have.... anyways, nice job!
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Old 11-04-05, 01:11 PM   #6
gouldjg
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Well it has been almost 3 weeks since discoveries were made and I felt people should at least get a feel for the future of the damage modelling in this game.

I am sure Jungmann is very hard at work on his project and I look forward to the die hard mod myself especially if he has also discovered new stuff that could triple repair times or make the DC attacks more varied.

As it stands now, I was just bored of waiting for a framework so decided to try myself based on previous findings and my personal feel of game play.

When testing you have to remember that you start on 505 with a fully fit crew. The new crew model is dynamic in that when playing on the campaign, your crew may not be all-full of beans and rearing to jump into action especially if you have been placing them all on 16 hour shifts between contacts.

There are just too many variables to consider in damage modelling and I have decided I have to draw the line somewhere and get a model out for players of this game.

It is the feedback from you guys that will get a released version out on Monday night.


I don't want science, I just want your gut feelings on game play and good examples of this mods strengths and weaknesses.

People do not have to use the fatigue model I use but to get the most from this game, I do recommend they consider some advice I give on Monday. It will at least enable them enhance their own games by far but not to the extent of this crew model.

I will be posting a full tweaking tutorial on all findings up to date and for those of us who have Timetravellers excellent tools, I recommend people to start experimenting with DC and hedgehogs. You may find your personal settings to be more thrilling, realistic or fantasy based.
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Old 11-04-05, 01:27 PM   #7
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Looking forward for an Final Release Keep on the Great Work
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Old 11-04-05, 02:36 PM   #8
Marhkimov
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So these are the .zon files that jungman tweeked? or did you do them?

And I noticed that the AI u-boats were tweeked. How is their hull different than the human controlled u-boats?



EDIT: and I was just browsing through the basic.cfg and I noticed the super small FATIGUE_COEF. For instance, 'BadWeather2=0.000000001'. So is this like a weekly fatigue model or something? I thought you were interested in the 24 hour model??

Or are there some other values that compensate for these low values??
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Old 11-04-05, 03:10 PM   #9
HEMISENT
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Gouldjg. Just wrapped up the first test mission using the U 505 mission in as recommended. I used a VIIC.
I have:
RUB 1.44
Airpower RUB/HT
HT1.46
Hollywood Pro
U mark
Nav tools.
I did not start with SH3 Commander
Noise meter enabled
Hull integrity% disabled

First. the escorts really suck at initially detecting me-not a criticism on your mod this has happened before pre-Hollywood. I had to actually surface then crash dive to get their attention.
I was repeatedly dc'd by a single escort for over an hour real time, after the first 45 minutes a couple of AC from the carrier showed up to lend a hand. I experienced repeated flooding some major/some minor, all sorts of internal systems damage. All in all a very different feeling.
My bow compartments received the heaviest damage at first with what appeared to be critical flooding. The boat was headed down despite all efforts to stem the dive. finally at around 170m she started to rise gradually. Pumps & damage control eventually got her back on an even keel at 100m. The stern compartment then took a very near hit heavily damaging nearly every single component. My DC team was able to repair the stbd shaft and rudder when another close hit destroyed the entire compartment(shows full red)steering and propulsion were still operational though. Gradually the boat came under control all systems either repaired or not critical. I allowed the DC team to rest awhile. The boat continued to take a pounding however I found I was able to evade the depth charges by staying deep. Apparently I got carried away with the depth thing and the hull crushed at 193m-instant death.

To be fair I installed the die hard mod test files from Jungman the other day. I've been using them in a test career with a type VII and experienced very similiar rersults. With the two of you putting out such excellent work this is going to be a tough call.

2 questions:
1.When do pumps start working(pump icons showing) Automatically or only when DC team at work on that particular compartment?
2.If a compartment is manned is existing crew still working on damage or is it strictly repaired by DC team?
3.(I lied) Using the mod installer I noticed some files from my Airpower mod overwritten. Any chance of taking a look at this in the future as I just got my Airpower for RUB & Ht working properly.

Overall a very intense experience- More later.
Thanks again.
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Old 11-04-05, 04:12 PM   #10
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I did a few missions with your mod installed.

First the Curageous.
In spite of repeatedly surfacing, I couldn't get the Escorts to drop a single depthcharge. Maybe it had to do with them being Black Swan Frigates.
When I excited I saw the mission takes place 1939.

The I tried the U505 mission (1944)
As soon as I order flank escorts detected me at roughly periscope depth and start pinging me like mad.
In the ensuing pounding I was hit by Hedgehog twice and still kept running. Lots of damage, but still could be fixed. Boat in control all the time in spite of leaks.
Then all of a sudden - kaboom - sudden death.

I tried the Malta mission as well (1942)
Let make it short. I was depthcharged and got damaged too. Going down to 175m and silent running I was able to escape.

Conclusion. Pretty good, with the exception of the Black Swans not attacking when I'm submerged, but this might have other reasons.

Remark. I have never played that early so maybe the early war Escorts are sometimes not even dropping depthcharges, dont know.
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Old 11-04-05, 09:29 PM   #11
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I am still around, I just had some health issues I had to attend to.

Gouldjg wants to get something out the door quicker than my slowness.

The basic things that are to be changed I have seperated into three major categories.

1) The hull integrety and armor for each sub. Hull last longer.

2) Changes to crew qualification to slow down repairs. Only having a fully qualified , ranked and rested crew will give you 100% in a compartment.

3) You can make changes the fatigue sytem as you wish.

4) Finially basic changes to the Zones.cfg in order to get the flooding (increase in comparment HP, etc). This is also a user defined. You can use the games default Zones.cfg or any of the several versions out there.

5) Changes to the Intervals in the Basic.cfg to affect minimum men qualification 'score' total in that compartment to start repairs. The next number is the minimum score to get the compartment to operate. Example I use is it takes a score of 4 regular seaman to start repairs in the engine room, but it takes a 6 seaman 'score' to operate the engine.

But we have different views on how it should be done, and both are valid. I have ran hundreds of tests with the values I am working on, and as gouldjg can tell you, it is a very difficult balancing act!

Quote:
In spite of repeatedly surfacing, I couldn't get the Escorts to drop a single depthcharge
Quote:
First. the escorts really suck at initially detecting me-not a criticism on your mod this has happened before pre-Hollywood. I had to actually surface then crash dive to get their attention.
I also noticed the problem of the elite/veteran DD escorts not wanting to drop their DC too happening to my version. It is odd. I was not sure what was going on (was it something I messed up in one of the files?) I had to "surface" to get their attention! I am using my own files. It is strange. :hmm:

So to fix the problem, I made changes to the AI_Sensors.dat file in order to make the DD smarter to find you. This is the best the Navy DD have in June 1944 and they should really track you down. It works much better.

It is an odd thing. Anyway, you can get the new SonarDC Mod within the version I am almost done with. Everyone can try it out and use whatever files you want, because with alot of these changes, some people may just want to paste and cut for their own damage model version.

I am slow at getting the Die Hard mod out, but I want to make sure it will work smooth and most adaptable for use in other custom mods out there.

Gouldjg: How much did you increase the HP for the VIIC and changes to Armor Level? I find that roughly double the Health Points is a good rule of thumb, then you must reduce the armor level from 25 to 15 seems to give a decent hull destruction without the super sub effect.

Going with pure zero armor level does odd thing in the game, reason I ask.

Quote:
1.When do pumps start working(pump icons showing) Automatically or only when DC team at work on that particular compartment?
2.If a compartment is manned is existing crew still working on damage or is it strictly repaired by DC team?
In the Basic.cfg file, the Intervals control the number of men you need to start the repairs, then the next number is the minimum to operate the room such as engines. The men in a station will do self repairs on their own, plus the DC team will add to the repairs.

Only the rest quarters will not use self repair of crew in the station. Only the DC team can repair the rest quarters.[/quote]
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Old 11-04-05, 09:33 PM   #12
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Well done!
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Old 11-04-05, 10:51 PM   #13
Hartmann
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I have a Rub without a hollywood pro mod and in the u-505 mission and i was able to sink the carrier, and the scorts don´t detected me. they looking for subs but too far

Perhaps is normal that they don react in this mission. :hmm:


you can see the screenshots here..scroll down


http://subsim.com/phpBB/viewtopic.php?t=44959

Rub+visibility 16 km mod.
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Old 11-05-05, 01:12 AM   #14
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Using RuB with the 200m sonar nerf, the destroyers will not pick you up at the very start as it was designed since you are in its blind spot now.

That's why I speak of making the late war sonar Type 147A with less blind spot so they can still kill you.

In the Sim.cfg it is set for detection time of 20 seconds of pinging you hard in the red. Once you are detected, then all the DD within a given area will come to investigate, I think.

I assume there also maybe a problem if people are using the Visibility Mod. It causes the Visual to override all other sensors. That is why in one mod I increased the RWR distance so it will work in some capacity. Maybe these DD need also a visual boost too as in IuB. 8km to 12 km. :hmm:
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Old 11-05-05, 08:22 AM   #15
gouldjg
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Quote:
Originally Posted by marhkimov
So these are the .zon files that jungman tweeked? or did you do them?

And I noticed that the AI u-boats were tweeked. How is their hull different than the human controlled u-boats?



EDIT: and I was just browsing through the basic.cfg and I noticed the super small FATIGUE_COEF. For instance, 'BadWeather2=0.000000001'. So is this like a weekly fatigue model or something? I thought you were interested in the 24 hour model??

Or are there some other values that compensate for these low values??
The fatigue is a better version of the 24 hour model. It enables players to select their own crew shift to how they want.

The weather is still pretty much wip as I cannot realy determine the effect of it without spending months of testing. I set it on a low figure for most compartments and am awaiting more tests results to see the exact effect.

I am still testing this weekend and trying to iron out the last few creases. The Zones cfg is my interpretation of damage and sinking rate. Again I await feedback to iron out last few discrepencies.

Will be reporting back over this weekend.
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