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#1 |
A-ganger
![]() Join Date: Feb 2008
Location: Italy (Florence)
Posts: 77
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Hi!
I want to make a mod where is possible check reserves of food on board. I want find in to the folder's game (ubisoft/sh3/data/ecc..) where are other indicators for fuel, oxygen, etc. ... And add it Can you help me??????? ![]() |
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#2 |
Weps
![]() Join Date: Dec 2006
Location: North Andover, MA
Posts: 361
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WOW i never heard of a mod like this, i think it would be awesome. Nowadays Nuclear powered subs can go for months even years without having to refuel but they are limited by how much food/supplies they can carry. So i think this would be an awesome mod. We could take it one step more, by adding how much food the crews r allowed to consume, sorta like the "oregon Trail" games, meager portions, full portions, hahaha. And we can also factor in the amount of food the crew consumes and how that effects their performance in their work. If the sub is low on food, and the crew are on meager rations then there job performance will be less then normal, hahaha this is an awesome mod idea, its going to take some work. hahaha but i think we have the people to tackle this job
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#3 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
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Hi Bubbe! As well as in Betasom Base, i posted here the same work hypothesis.
I think could be very nice have this kind of mod on ours boats... ![]() good luck! Could anyone help us?? S.75 |
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#4 |
Admiral
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Nice question here ^^
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#5 |
Old Gang
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The food is not on the game anywhere and its hardcoded.
Even if you manage to include a dial indicating the amount of food left, the game will not end if the food end. It will just end, means nothing. We would need the SDK from ubisoft to include new features like this one. The only thing you could possibly do is to replace the CO2 dial for a food dial and configure the oxigen to decay even surfaced, and slow down the time for it to decay, lets say, 30 days. It would perfectly simulates food quantity and would even cause a deathscreen in the end. But again, I'm not 100% sure that you could edit the CO2 to decrease while surfaced. If you manage to do that, great, but I honestly think this is hardcoded as well.
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#6 | |
Stowaway
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Thomsen suggested using the CO2 gauge; I'd suggest using the fuel gauge and making it a Food gauge or Stores Gauge instead and having it represent a depletion rate based on days at sea relative to the type of u-boat (II, VII, IX, IXD2, etc.) and their normal duration of cruise. Modders, any ideas on how this could be done? |
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#7 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
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Thanks, that's a good suggestion, but normally fuel consumption is relate with your speed in SH3 stock.. and it's more evident in GWX2.0.
![]() So, in this way your crew will seem eat more at flank speed instead of 2/3!! And if you decide to stay with your engines stop in a gulf for some week? In the other post of mine, i just thought a CO2 indicator, because it's indipendent from parameters as speed, meteo conditions, and so on.. Anyway, maybe we need to wait a SH5 to see a routine sub managing... ![]() |
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#8 |
Planesman
![]() Join Date: Sep 2002
Location: Canada
Posts: 185
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No need for meters. How about this:
Subs did not have a store meter on board. But they did know they had enough food for x number of days. Food consumption was pretty well a constant (crews may have eaten more calories in the northern regions, but this is negligable for game play). So, when your leaving port, decide how may days of food you've taken on board (probably 30-45 days worth, you decide), note your mission start date, establish what your "return by" date is, and make sure you return to port, or meet a resupply vessel no later than that date. GWX gives you tools to calculate transit time, and this can be used to calculate and update your turn around date (farther from home means earlier turn around due to longer transit time).If you find yourself turning to head home with a load of torpedoes still on board, and few if any kills, because your "return by" date is approaching, you will have experienced what many U-Boat skippers did. ![]() The fixed "Return by" date is a great idea for added game play realism, and no food meter is required to add this to game play.
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#9 | |
Stowaway
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#10 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
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it may well be that the stock crew fatigue set up would be the place to experiment...as with very little imagination you can simply include rationing in with the concept of fatigue...if you slow down the stock fatigue rate and switch off the "rest room" so the crew do not regenerate then a finite length of patrol can be set up....do a search for fatigue ..there must be pages of posts on the details and editing of the fatigue settings
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#11 | |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
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Do you think that is possible insert a return date as secondary objective?? or add a little menů somewhere in the office station in which you can choose your returning date in a day list (maybe in according to your u-boat type)?? S.75 |
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#12 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
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Anyone else??
so it's impossible this such of mod? I'm asking to SH3 great modders!! |
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#13 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
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Naw naw you have an ocean full of fish. Go fishing and use bernard as bait. Your sure to catch a big one.
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#14 | |
Commander
![]() Join Date: Sep 2004
Posts: 462
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#15 | ||
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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Why don't you just use the in-game clock as your meter? That is, decide how many days that you are provisioned for before leaving port, then aim to return to port by that date. Should you go slightly beyond that date, don't stress, your boat will not spontaneously combust. In RL food rationing was adjusted based on changing circumstances, so if the Kaleun knew that he was gonna run over time, he'd tell his cook to use one less potato or whatever per day. Or he'd dock at a milk cow. To that end, if you want to model the longer term effects of having limited or no food, then follow the path outlined by CB, as it hits where the food does...the crewmen. This all seems about the best solution to me. Anything more elaborate is outside the control of modders anyway, as even if you hack at an existing gauge, you'll need code changes to accurately capture food consumption rates. And if you were going to make code changes, you'd go for something a bit more realistic, like a new message type, in this case to the cook, asking for a remaining provision summary ie "15kg potatoes, 3kg eggs, approx 3 days food remaining". Of course, you'd then add functionality to set the provision amount, modify the provision consumption rate and so on. Quote:
![]() TBH, I can't see any moddable solution that wouldn't be like bashing a square peg into a round hole. |
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