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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Subject says it all.
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#2 |
Ace of the Deep
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It's just a "weight" for the random roll.
You add frequencies for all skins correct for desired time period, then make a roll out of the total and the chances for each of them are proportional with their correspondent frequency. For example a skin with frequency 3 will have 3 times more chance to come up compared to one with frequency 1. If we have Skin A freq: 2 Skin B freq: 3 Skin C freq: 1 Total = 2 + 3 + 1 = 6 -> results in: Skin A chance out of 100: (2 / 6) * 100 Skin B chance out of 100: (3 / 6) * 100 Skin C chance out of 100: (1 / 6) * 100 Sorry it's kind of hard for me to explain in english. But I don't think it works if thats what you're asking ![]() Dan
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#3 |
Navy Seal
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I've always had it set to 1, was wondering how it might be used if there were, for example, many alternate merchant skins available.
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#4 |
Navy Seal
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So if it worked, would it actually be possible to use a value <1?
Ie: add all the paint jobs to 100%, and set frequency such that they add to 100? Ie: Pre-war skin freq: 0.04 Gray skin 1 freq: 0.16 Gray skin 2 freq: 0.20 Gray skin 3 freq: 0.20 Gray skin 4 freq: 0.20 Dazzle skin 1 freq: 0.03 Dazzle skin 2 freq: 0.03 Dazzle skin 3 freq: 0.03 Dazzle skin 4 freq: 0.03 Dazzle skin 5 freq: 0.02 Dazzle skin 6 freq: 0.02 Dazzle skin 7 freq: 0.02 Dazzle skin 8 freq: 0.02 ? |
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#5 |
Ace of the Deep
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I guess so, or you can multiply them with 100 anyway.
The thing is you don't have to add them to 100 but of course it helps if you want to keep things perfectly in perspective.
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#6 |
Navy Seal
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Moot if it doesn't work though
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#7 |
Ace of the Deep
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Well, there's not much effort in writing the "frequencies" anyway. Maybe I'll bother one of the programmers to see what was done and what was not cause its all a mess in my head right now.
P.S. Recovering ![]()
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#8 |
Navy Seal
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Just curious. I could mod in a campaign with all 1 ship type, and vary the ship skins only by frequency and check I guess, but I feel lazy.
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#9 |
Sea Lord
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On a related note, is there a maximum number of entries we can have in each roster file elanaiba?
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#10 |
Ace of the Deep
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Skins or names?
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#11 |
Sea Lord
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Sorry, I wasn't clear.
Skins. |
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#12 |
Navy Seal
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Interesting.
I just loaded a single mission with a few ships in it with new skins. I set the unit roster files for each texture such that one was good from 1901 til 1940, then the next from 40 to 41, 41 to 42, etc. I put 3 in the single mission, with the cfg date for each merchant set such that 1 should have had skin 1, then another skin 2, and the last skin 3. Even though the mission date was 1944, all showed up with the pre-1940 skin. OK, then I make all the dates 1901-1999 and try again. This time I set the frequency for skin 1 = 0.3, skin 2 = 0.3, skin 3 = 0.4 And I got 2xskin 1, and 1xskin 3! Frequency might well work. In fact, setting frequency = 1 might FORCE using the first skin with an available date... must test. The ability to have many many skins will become important soon ![]() |
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#13 |
Ocean Warrior
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Did you change both Entry Date and Unit Version Date in the ME when you teated the different date versions?
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#14 |
Navy Seal
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No, the entry date has to be the same, otherwise I have to sit there for years (more than 20km away) and wait for them to spawn.
The unit cfg date is what I changed. Note that this works for eqp files---I have single test missions where one subchaser has radar, and the earlier cfg date version doesn't. |
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#15 | |
Sea Lord
![]() Join Date: May 2008
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![]() Quote:
I had all my frequencies set to 1. |
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