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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
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I dont go over 16X when on patrol so it is obvious that I save alot during the same patrol because I take so long. When I want to play again I always start SH-3 Commander and "Launch" SH-3 through Commander. Is this the correct way to do it? If I had a random failure in my last game would launching again through Commander reset the malfunction? Should I only start the game through Commander when I am in port and going to start a new patrol?
You see my question is do I "reroll the dice" on malfunctions and sabatage EVERYTIME I start the game through Commander even when at sea or does it only "roll the dice" at the start of a patrol? |
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#2 | |
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
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Periscope Malfunction Snorkel raise/lower time Malfunction Radar/Sonar Range Malfunction Flak Gun Reload time Malfunction
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![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#3 |
Ocean Warrior
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Maybe a stupid question: Is it possible to launch SHIII from commander, and then start a MP game with sabotage activated? Will commander affect MP games?
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#4 | |
Grey Wolf
![]() Join Date: Apr 2005
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#5 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
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Yes, I think SH3Commander randomizes to many things...so when players go mp through it, all of them will end up with slightly different SH3-configurations, with the evident result.
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#6 |
Chief of the Boat
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To the best of my knowledge SH£Commander is a 'no no' on MP....at least the former testers of GWX certainly don't use it (but only where MP is concerned)
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#7 | ||
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
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Sorry Samwolf, SH3 Commander re-rolls the dice each and every time you save/exit/relaunch thru Commander. Every malfunction is capable of being issued either in port or at sea. The difference is there a few files that are set to stay with the boat the ENTIRE patrol. Most malfunctions are "repairable" by reloading commander. You have a remote chance of getting issued a different malfunction file but that's how it works. Quote:
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#8 | ||
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
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The way you explain it if I do get a type 0 malfunction mid patrol, it's set so randomization will not take place again for that malfunction, right?
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![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#9 | |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
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Had to go into Commander to make sure I get this right: ; Set RndMidPat to 1 if you want randomisation to occur mid-patrol, 0 if not The RndMidPat=1 means if you get a loaded file upon startup it is deemed "repairable" should you save/exit/relaunch. Commander will roll the dice again you may get nothing, you may get something else. A RndMidPat=0 means that should you get a file, that "particular" malfunction is good for the duration of the patrol. NO matter when it is issued Now, lets say you launch commander upon beginning a patrol. You draw a Mal file with RndMidPat=1, you play awhile then save/exit/relaunch. Upon relaunching, commander rolls the dice fresh-you may get nothing, you may get a different Mal file or there's a "hugely remote" possibility that you may get the same one back again. On the second re-launch If Commander deals you a Mal file with RndMidPat=1 that also is repairable. However, if commander issues you a Mal file with RndMidPat=0 you are stuck with it for the length of the patrol. A "0" file can be issued at any time commander launches, same as a "1" file. Hope this clarifies things a bit.
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#10 | ||
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
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![]() I always breathed a sigh of relief when no 0 value malfunction showed up during my pre-patrol shakedown cruise. Now I have something else to worry about during my patrol. ![]()
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![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#11 |
Canadian Wolf
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I've also had a " crash dive of doom malfunction ", ( did not have SH Weather running )that the boat did not level out and kept sinking. The only way to surface was to blow the tanks. I have also had flank speed not working.
In SHCommander I have set the days at base to 75 days, just to get to a base in France, I am in Spring of 40', when I have finished a mission and then went back through Commander the days between base did not happen. Any ideas here? |
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#12 | ||
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
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#13 |
Canadian Wolf
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Thanks for the reply. I like the sabatoge stuff, really adds to the immersion. Once I get in deeper water I do a number of checks to see if all is working. By the way I did make it back up.
GWX is unreal. In my current career, May 1940, I came upon a convoy ( prior to this was forced to CD by a number of air attacks ), waited until evening, took out a couple of tankers. Was forced to dive, some of the DC's forced me down quite deep, had to blow the tanks a couple of times to come up to a reasonable depth. Anyway made it out in one piece, now heading back to Wilemshaven. Great mod, great game. |
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#14 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
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@steppenwolf and hemisent
:hmm: Okay, thanks both of you ![]() |
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#15 |
Stowaway
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Not Steppenwolf of Herman Hesse fame ? Surely Not ?!!
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