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Old 07-17-14, 03:59 AM   #1
banryu79
Samurai Navy
 
Join Date: Feb 2014
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Quote:
Originally Posted by Sailor Steve View Post
I have 'Malfunctions' active all the time, but only activate 'Sabotage' when operating out of French ports. I don't know it that's more accurate but it feels right to me.
Out of curiosity I opened and red the file "..\SH3 Commander\Cfg\Randomised events.cfg". It is well organized and commented and I saw that the "Sabotage" randomized events are all limited in the time period range in which they could occur, namely in between 1944/1945 years only.
"Malfuncion" events are present in the whole war period but with distinguished probability values (small prob. in 1939 with increasing prob. for the following years, to reflect lower manufacturing and labor conditions, I assume).
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Old 07-17-14, 06:17 AM   #2
BigWalleye
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Quote:
Originally Posted by banryu79 View Post
Out of curiosity I opened and red the file "..\SH3 Commander\Cfg\Randomised events.cfg". It is well organized and commented and I saw that the "Sabotage" randomized events are all limited in the time period range in which they could occur, namely in between 1944/1945 years only.
"Malfuncion" events are present in the whole war period but with distinguished probability values (small prob. in 1939 with increasing prob. for the following years, to reflect lower manufacturing and labor conditions, I assume).
Kudos!

Here is a player who actually bothers to look at what he is using to mod the game! We can all learn from banryu79.
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Old 07-17-14, 08:44 AM   #3
banryu79
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Originally Posted by BigWalleye View Post
Kudos!

Here is a player who actually bothers to look at what he is using to mod the game! We can all learn from banryu79.
Thank you, and can I add that we can all learn from the modders themselves just by examining their creations?
The more I learn about the inside of the mods I'm using the more my respect grow for the modders, let be my amazement in contemplating how great, well thought their creations are and how much they add to the game.
I want to reformulate: how much their creations actually change the game for the better.

Kudos to the modders
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Old 07-17-14, 10:34 AM   #4
BigWalleye
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Quote:
Originally Posted by banryu79 View Post
Thank you, and can I add that we can all learn from the modders themselves just by examining their creations?
The more I learn about the inside of the mods I'm using the more my respect grow for the modders, let be my amazement in contemplating how great, well thought their creations are and how much they add to the game.
I want to reformulate: how much their creations actually change the game for the better.

Kudos to the modders
What he said!
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Old 07-17-14, 03:04 PM   #5
vanjast
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I don't know, now and then, how the military works, but we worked with a 'buddy system' (2 or more) where everyone counterchecked the others work.
Missplaced tools still slipped through, but it did a lot to minimise accidents.
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Old 07-17-14, 05:14 PM   #6
banryu79
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Quote:
Originally Posted by vanjast View Post
I don't know, now and then, how the military works, but we worked with a 'buddy system' (2 or more) where everyone counterchecked the others work.
Missplaced tools still slipped through, but it did a lot to minimise accidents.
I think it's a great idea, in software creation, to have someone else that take a look at what you made. Again, thank to you and all the other modders for sharing the products of your passion.
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Old 07-17-14, 09:23 PM   #7
Andrewsdad
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When I leave port I always do a deep submergence/engine/rudder test. Also don't forget to check your periscopes as they can be "foggy" from misaligned optics.

However, each time you start the game with Commander malfunctions can occur, so it is a good idea to test your boat again. For me, the most frequent problem is with the diesels. So for accuracy, I let about 8 hours of time elapse to simulate the repair work, then restart the game.

Is there any mod that actually reports which system is not working?

Salute !!

AD
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