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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#241 | ||
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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#242 | |
Navy Seal
![]() Join Date: Apr 2005
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-All files up to and including the next patrol start date are copied across; -The copied files will play throughout the duration of the patrol. -The files will be continually copied into SH3 until new versions with the same file names are found (then they will be copied into SH3). So, using your example, if you add the files under 19390903, they won't actually appear in the game until the *2nd* patrol (which could be in October), as the first patrol will, by default, start on 1 Sep '39 and the speech wouldn't have been made yet. |
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#243 |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
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Thanks for your response.
I am going to make a "Monthly News Cast" that will combine all the broadcasts for a given month and then place them in the first of the month folder then. Love this program ..... a fantastic tool. |
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#244 | |
Chief
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#245 | ||
Navy Seal
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#246 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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19400101 - containing files recorded during 19391216 and 19391231 19400116 - containing files recorded during 19400101 and 19400115 It's a slight compromise, but it avoids you having a file recorded on say 22 Jan playing for the full month. Alternatively, you could put the files in the following month, so that 19400101 contains all the files reocrded during 193912, but I don't think this is what you want to do? Anyway, just some thoughts for you ![]() EDIT: I've just seen your radiomod...cool...I'll give it a try. ![]() |
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#247 |
Grey Wolf
![]() Join Date: Mar 2005
Location: United States
Posts: 777
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Can you add a mini kriegsmarine map or just a general mini map that pops up when we click on to edit the next patrol grid. The size of the nightclub image is fine. I just want something that has general coordinates to get an idea where I want to plan to go for my next trip.
Something liek this but put in a box like the nightclub. ![]() Also would be nice to have choice to launch in windowed mode or full screen...so you don't need to go in game select option then relaunch sh3. Thanks. |
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#248 |
Sailor man
![]() Join Date: Dec 2001
Location: landlocked USA
Posts: 44
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Perhaps random mechanical failures or problems that occur in patrol that can be repaired. I would recommend making it optional though as I can see it may be annoying to some. Sorry if this was mentioned already.
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#249 | ||
Navy Seal
![]() Join Date: Apr 2005
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1. Base the retirement solely on the number of days spent at sea. Actually, the above values are based on this option. It appears I confused myself by multiplying average patrol lengths by the number of patrols, which is the same as just totalling the number of days spent at sea and using it (ie 17 patrols totalling 250 days is the same as 17 x (250/17)) and ignoring the number of patrols. 2. Base the retirement on the total number of days spent at sea x the total number of patrols completed. So 17 patrols totalling 250 days would actually yield a result of 4250. 5 patrols totalling 150 days would yield a result of 750. So, which way's best? Anyone here have any ideas or wants to volunteer and play with some figures? |
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#250 | |
中国水兵
![]() Join Date: Jun 2005
Location: New York
Posts: 282
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JScones wrote:
Quote:
Using these values: Type II Patrol = 15 days Type VII Patrol = 30 days Type IX Patrol = 60 days I compared the 2 methods. For the sake of example I compared careers spent exclusively in each type boat. An example based on days at sea alone, looks like this: Type II Career with a total of 20 patrols = 300 days Type VII Career with a total of 10 patrols = 300 days Type IX Career with a total of 5 careers = 300 days When the number of patrols is used as a multiplier of the days at sea, these are the patrol totals needed to reach approximately the same total value for careers in each type boat: Type II Career with 15 patrols = 225 days at sea x 15 patrols = 3375 Type VII Career with 10.5 patrols = 315 days at sea x 10.5 patrols = 3307 Type IX Career with 7.5 patrols = 450 days at sea x 7.5 patrols = 3375 So, if I’m not missing something here, I think the method of using the number of patrols as a multiplier is going to provide the most realistic results by avoiding the possibility of unrealistically high numbers of patrols before retirement. Also, going back to the data I got from U-boat.net, the fact that the Type IX commander will generally have more days at sea before retirement than the Type VII commander is realistic…in the careers I looked at Type IX commanders averaged 293 days at sea and Type VII commanders averaged 229 days. |
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#251 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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Thanks Baxter! Sounds good to me. Do you wanna have a go at adjusting the figures to be reflective of the preferred logic?
"result between 0-80 = 0 chance of retirement result between 81-180 = 1 in 6 chance of retirement result between 181-280 = 1 in 3 chance of retirement result between 281-380 = 1 in 2 chance of retirement result between 381-480 = 2 in 3 chance of retirement result between 481-~ = 5 in 6 chance of retirement " |
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#252 | |
中国水兵
![]() Join Date: Jun 2005
Location: New York
Posts: 282
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JScones wrote:
Quote:
"result between 0-300 = 0 chance of retirement result between 301-1000 = 1 in 6 chance of retirement result between 1001-2200 = 1 in 3 chance of retirement result between 2201-4000 = 1 in 2 chance of retirement result between 4001-6500 = 2 in 3 chance of retirement result between 6501-~ = 5 in 6 chance of retirement " It seems to work OK...there's no formula, I just tried patrols of different lengths for different boats. Overall it probably represents a slightly lower scale than the one for the "days at sea" method that you developed (meaning with this one high numbers of patrols are a little less likely). Someone doing a full career in a Type II still has a chance of breaking the all-time record of 16 patrols, but to make that unlikely also makes 10 patrols in a Type VII that much harder. Anyway, you said it will be adjustable for each user so people can set it to their preference. |
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#253 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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Thanks. These figures will do for starters. They're stored in the data file thus:
Code:
[REALISTICLENGTH] ;"Simulate a realistic career length" option ;RANGE=random number range ;PATCMPLTDxDAYS=RNDVALS (between 0 and RANGE - 1) ;where N = nil and RNDVALS are seperated by commas. ;List must be in ascending order and start with 0. RANGE=6 0=N 301=0 1001=0,1 2201=0,1,2 4001=0,1,2,3 6501=0,1,2,3,4 |
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#254 |
Navy Seal
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JScones,
I don't know if this has been brought up in this thread or not (eh, 11 pages...), but with all the new U-boat skins coming out lately - I was wondering if it's possible to add a skin selector utility to commander. Better yet, it would be great to have a method of giving each career boat a unique skin (so that when loading a specific career, Commander would load a specific skin for it). Sounds like it could be done. Any possibility of that? |
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#255 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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Interesting idea CCIP...Something to ponder... :hmm:
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