![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
![]()
All credit for the following goes to the relevant individuals within Ubisoft and the SHIII Dev Team.
[MEDALS_CREW] DecreaseFatigueMax=0.1 <== For “Wound Badge” – max level of wearer decrease with 10% IncreaseMoraleMin=0.1 <== Minimum morale level of wearer increased by 10% - pt U-Boat Badge HpStep=5 <== Add 5 hit points to the wearer of “U-Boat Front Clasp” - permanent HpStep1stClass=10 <== Add 10 hit points to the wearer of “Iron Cross 1st Class” - permanent Experience=1.25 <== Gained experience multiplied by 1.25 for the wearer of “Iron Cross 2nd Class” StepForMorale=0 <== For “German Cross” and “Knight’s Cross” the morale should be on maximum all the time - this means step 0 StepForFatigue=0 <== For “German Cross” and “Knight’s Cross” the fatigue should be on maximum all the time - this means step 0 The min/max values for morale and fatigue where given accordingly with the rank of the officer/seaman. ======================================== [CREW_0] ;SEAMAN MoraleMin=0.30 <== minumum that moral can go. Effects ability to perform. Nothing negatively affects moral besides the wounded and dead MoraleMax=0.60 <== maximum and starting moral MoraleStep=0.05 <== how quickly moral is recovered when in the rest quarters FatigueMin=0 <== equals no fatigue i.e. 100% endurance FatigueMax=0.5 <== maximum % from 100% i.e. in this case 50% is maxed fatigue FatigueStep=0.2 <== how quickly fatigue is recovered when in the rest quarters CoefMorale=0.4 <== used in the equations CoefFatigue=0.2 <== used in the equations QualEffect=1 <== multiplies base effect of a qualification by # Hp=10 <== the amount of hit points for a entity i.e Resilience equals life/health. Rank dependent Wounded=-0.02 <== The % hit to moral when someone gets wounded. Affects only the morale Dead=-0.05 <== The % hit to moral when someone gets killed. Affects only the morale SunkShips=0.1 <== the amount of moral added when a ship is sunk TorpedoHit=0.05 <== ?? Does not appear to have any effect – Does not appear to work. Experience=0 <== As per the experience for achieving promotion/s ======================================== If the damage in a compartment is > 50% the fatigue is not increased if is < 50% is increased with FatigueSpecificTime. FatigueSpecificTime depends of the U-Boat position - surfaced/underwater. ======================================== [FATIGUE_COEF] RegularFactor#0 <== One off hit being placed into compartment RegularFactor#1: <== ??? SpecificFactor#0 <== Continuous loss while within compartment while surfaced SpecificFactor#1 <== Continuous loss while within compartment while submerged Badweather <== surfaced and submerged ======================================== [SUBMARINE0] TimeRecovery01=# <== Corespond with DaysRecovery inside code and this means how much time should be added in base if some subsystems are damaged. [SUBMARINE2] … Comp0=0; Tower Watch Nb0=5 Subs00=AttackPeriscope AttackPeriscope=0; E_AttackPeriscope TimeRecovery00=1 e.g. The AttackPeriscope will take 1 day to be replaced/repaired in base ======================================== The formula used to calculate compartment efficiency is: - if the compartment is not destroyed or flooded and all the men inside are healthy: Moral *(10fCoefMorale_per_grad) + fCoefMoral_per_grad*(1-fatigue*(1-CoefFatigue_per_grad) - if there is a petty officer and has the right qualification for that compartment (e.g. if is a PO with Torpedo man qualification inside the Bow Torpedo Room) Moral *(10fCoefMorale_per_grad) + fCoefMoral_per_grad*(1-fatigue*(1-CoefFatigue_per_grad)* QualEffect - if there is a superior officer - the officers have 3 qualifications (similar with petty officer only that is good in other two critical situations than a petty – the officers are your jolly jokers) ======================================== Interval1_0=7.1 Interval2_0=9.6 Interval3_0=19.7 Those intervals are used to establish when the compartment efficiency is: - 33% - means < 7.1 - > 33% but < 66% - means < 9.6 - Maximum - means > 19.7 |
![]() |
![]() |
![]() |
#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
|
![]() ![]() ![]() ![]() ![]() Thanks for info,
__________________
My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
![]() |
![]() |
![]() |
#3 |
GWX Project Director
|
![]()
Yesssss! More goodstuff!
![]() |
![]() |
![]() |
![]() |
#4 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
|
![]()
bumpity because this is useful
![]()
__________________
It takes two to tango ![]() |
![]() |
![]() |
![]() |
#5 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
|
![]()
@ Teddy Bar
You should edit this: [FATIGUE_COEF] RegularFactor#0 <== Immediate loss while being placed into compartment while surfaced RegularFactor#1 <== Immediate loss while being placed into compartment while submerged SpecificFactor#0 <== Continuous loss while within compartment while surfaced SpecificFactor#1 <== Continuous loss while within compartment while submerged Badweather <== additional loss while surfaced in bad weather
__________________
It takes two to tango ![]() |
![]() |
![]() |
![]() |
#6 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
![]()
marhkimov,
My testing has shown this not to be the case. Unfortunately I also did not get clarification on this one. Unless this is compartment specific and I have not tested with that compartment. If you set a rediculous figure of -0.5 (yes a bonus) as the penalty hit in the electric compartment RegularFactor40=-0.5 RegularFactor41=0.5 You will see a big bonus hit when surfaced and submerged. If you set a rediculous figure of 0.5 (a big slug) as the penalty hit in the diesel compartment RegularFactor30=0.5 RegularFactor31=-0.5 Here you will see a big penalty hit when surfaced or submerged. I also did the same for the command room in case it was compartment specific, RegularFactor20=-0.5 & RegularFactor21=0.5. I was also told that the BadWaether effected the crew when submerged. |
![]() |
![]() |
![]() |
#7 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
|
![]()
Hi
When you use negative numbers in compartments other than rest, there is a game bug that occurs IMHO. The game does not expect people to be recharging in workable compartments and thus you will get funny results. To prove this point try setting a specific negative number in the engine room and watch your crew go superhuman because the game cannot stop the fatigue bar from continually growing past 100%. As for the other stuff i.e. regular factor in general, I am led to believe it is also a one off impact but cannot say that this is proven and stand to be corrected. My latest discovery is that compartment 11 weather is the cause of the fast fatigue issues people are experiencing with the radio operator. It is best to set this to 0. Teddy, what exactly is the weather formulation? I am trying to save testing time and this would help. Thanks for getting these points of reference.
__________________
My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
![]() |
![]() |
![]() |
#8 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
|
![]()
Here is what I found that differs...
RegularFactor#0 was stated as being a fatigue hit for being placed into the compartment when surfaced. I have found by isolating and moving a way different setting around that it actually applies ANYTIME - not just when surfaced. Of course you can only get to some when surface, but the observation remains true. You can also configure a fatigue hit when moving into rest quarters - imagine total collapse after a grueling shift. RegularFactor#1 was not agreed upon, it was suggested by some that it was the submerged version of RegularFactor#0, and there is support for the submerged part due to the fact that none of the topside compartments are enumerated. However, I confirmed that it is NOT a submerged hit for moving into the compartment - those hits are absolutely controled by #0. It also has nothing to do with silent running. No idea for now. Whatever it is, I am going to play with the settings below for a while. Sooner or later the trigger will occur and I will have a fatigue bomb that will wipe out everyone but Damage Control and Aft Torps. Hopefully I will at least have a clue what caused it ![]() ;RegularFactor#1 = unknown - waiting... ; ;Twr RegularFactor11=0.4;R/S RegularFactor21=0.4;Cmd RegularFactor31=0.4;Die RegularFactor41=0.4;Ele RegularFactor51=0.4;FwT ; ;FwQ ; ;AfQ RegularFactor81=0.00004;AfT : ;DG : ;AA RegularFactor111=.00004;D/C ; very minor hit |
![]() |
![]() |
![]() |
|
|