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#16 |
Loader
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Awesome! Some modders info that helps the community, well done lads!
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#17 | |
Commander
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http://www.subsim.com/radioroom/show...ash+dive+blues This is because your uboat will not be able to complete the crash dive sequence - a necessity otherwise it's outside of the ability of the code to really handle this aspect. It's not that bad on the stock uboat models because of the extra positive buoyancy, but with the NYGM model it's a disaster that can't be corrected unless you surface. The other area is the Front/Rear ratio. Similar to the crash dive problem above, this is an area that probably shouldn't be touched. Again, the extra positive buoyancy of the stock models makes this less of a challenge, but it is still present an uncorrectable, a situation that really not possible since internal trim tanks and dive planes can usually compensate. If not then additional speed will usually solve the problem. This is another area SH3 does not model well. Finally, is there any consideration to storing the malfunctions or sabotage settings so that: 1) By the freak of random chance you don't keep getting hit by the same problem multiple times when reloading 2) Problems can be compared to a "repair table" so that a certain number of days (or hours) in game must pass before the problem is removed (at the next reload). Malfunctions could also be flagged as not repairable at sea (i.e. persistent). I am troubled by the possibility that I could, in theory have an equipment malfunction, end my session for the night (save and exit) then reload the next day to have the problem magically disappear. 3) Or are all problems persistent? If so then the point I outlined above on the F/R ratio really needs consideration, and I think you should consider that not all "malfunctions" are persistent. It's a great idea. These are just my thoughts FWIW. |
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#18 | |
Grey Wolf
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#19 | |||
Ace of the Deep
![]() Join Date: Feb 2003
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As for the effects of f/r ratio in the std game they're just another semi-subtle annoyance to be dealt with but if it is as you say then the anti-hummingbird settings should give the player enough of an additional workout. I have no problem deleting the "trim" malfunction. Quote:
2 & 3)Jscones and I went back and forth a bit about repairable vs non-repairable during a mission. It all boils down to "you can't please all the people all the time". It was decided to split the difference. As of right now the miscellaneous malfunctions are "non-repairable"(guns/radar/snort/scope etc.. The individual boat malfunctions engine/steering/battery etc are "repairable". Each player can easily go into Randomized events.CFG and change his settings to whatever may suit his individual preferances. As I recall one option was to make a second seperate set of files, one set would be repairable and one set would be good for the entire mission. Sort of like randomizing the random files. You may get an engine problem that will be "repaired" by save/exit or you may get the same problem that persists for the entire mission. What do you think? In the end I did not want every single malfunction or act of sabotage to be debilitating for the entire mission. Some are definately going to require an immediate RTB while others will simply have to be dealt with by an ingenious crew. Others are borderline and it will be up to the Captain's discretion. Please let me know your thoughts on this.
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#20 | |||
Commander
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The advantage of the two files is customization. People can choose which malfunctions, if any are repairable or not. That should help satisfy a wide variety of people. You've got a good set of reasonable malfunctions. Based on my experience, the diesel malfunctions should be be very difficult to repair at sea. Major combat or propulsion systems malfunctions should cause an abort. I would consider the diesels, electric engines/battery and torpedo tube system malfunctions should be abort status. Lesser combat systems failures such as the periscope (unless both fail), hydrophone, radar, guns, etc. probably would not, but should be at the CO's discretion. While I'm thinking of it, you don't model any torpedo tube failures. That would be a great one to add. A couple of other things while I'm thinking on it. I don't think the RPM effects do much of anything at all. Same with electric engine HP. I've modified both it and never found it to do anything. Not even hydrophone detection. That's controlled by the speed multiplier in the submarine cfg files. Oh, one other question. Do you get a warning message, or some sort of notification when starting SH3 Commander that you've had a malfunction? I think that (like the transferred crew message) would be a nice addition if it's not already present. |
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#21 | ||
Ace of the Deep
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Also. I too thought torpedo tube failure would be great but have no idea where to look to either "cancel" a tube out or even effect load times. Any clue in that direction would be appreciated. Quote:
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#22 | ||||
Commander
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I'll have to work on the torpedo tubes. I have a couple of ideas I'll have to test to be sure. Quote:
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#23 |
Ace of the Deep
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Observer, I thought those lines looked familiar so I went back to my notes and sure enough I did check them out. Turns out that I did run some tests with those exact same files in mini tweaker- no changes noted at all no matter how ridiculous I set them. Possibility exists that they're dependant upon some other value that I'm not aware of. Most of my tests used Type VII's as base. Tests were performed using crew @ full energy levels w/compartment fully staffed. NYGM TW 1.03 used as base mod. If you can come up with something that would be great. A torpedo loading malfunction would be a nice addition-better yet would be the disabling of a complete tube or two for Sabotage files.
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