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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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BTW, if you're interested in how things are progressing, check out the first page from time to time as I will be highlighting completed items in blue.
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#32 |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,522
Downloads: 110
Uploads: 0
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I don't know if SH3 Commander can do any thing, but there is the option of removing the deck gun in the main menu. My question if related with a thing that's bother's me. When I begin a new career and chose a type VII in 1942 and beyond it cames with the conning tower type 2.
Can be a opting when creating a new career in SH3 Commander that's allow to choose the type of the conning tower of the boat that one choose? |
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#33 |
Chief
![]() Join Date: Feb 2001
Posts: 319
Downloads: 0
Uploads: 0
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An excellent list of improvements, JScones. While you're at it, is it possible to make some modifications to the crew list page?
1- Delete the health column or narrow it to an initial/ abbreviation. 2- Expand the experience column to include the required experince for next promotion. 3- Sorting the crew list, within each rank grouping, by the number of patrols. 4- Printing in landscape view. Is the crew list exportable in CSV format? If so, I could do all that myself. Can the crewman auto-transfer be done at a different time rather than just prior to starting a new patrol? zz |
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#34 | ||||
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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#35 |
Chief
![]() Join Date: Feb 2001
Posts: 319
Downloads: 0
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Thank you for the reply. As I do a lot of crew management while in port so will probably turn off the auto-transfer.
An HTML document...... oh yeah, it is. Oooops ![]() zz |
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#36 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Personally, I wouldn't have it any other way. It adds to the challenge and realism. |
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#37 | ||
Chief
![]() Join Date: Feb 2001
Posts: 319
Downloads: 0
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#38 |
Ace of the Deep
![]() Join Date: Feb 2006
Location: New Port Richey, Fl, USA
Posts: 1,066
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I am a little unclear on something. When I add the new skin pack addon, I assume all I really need to do is copy the new dates in the current date folder. Or do I need to replace the current date folder with the new one?
PS, I disabled mods b4 I uninstalled 2.3 and installed 2.4. I hope that won't be a problem because I read where I should roll back commander first. If that's a problem, please let me know. Thanks, |
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#39 | |
中国水兵
![]() Join Date: Jun 2005
Location: New York
Posts: 282
Downloads: 0
Uploads: 0
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JScones wrote:
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#40 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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#41 |
中国水兵
![]() Join Date: Jun 2005
Location: New York
Posts: 282
Downloads: 0
Uploads: 0
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Thanks JScones.
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#42 |
Weps
![]() Join Date: Jan 2006
Location: Seattle, WA
Posts: 358
Downloads: 0
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Haha, all this time, and still nobody wants to touch my "crabs" idea! You chickens!!
__________________
"My, God! Those bulkheads! Did you hear them burst!" System: 40gb 5400rpm HD | Generic MB from around '02 | P4 2.6 400GHz | 1 GB PC2100 DDR (2 mismatched 512's) 16x CD-ROM | GeForce 7800 AGP | broken Radio Shack case fan | Ergonomic keyboard (missing a shift key) PS2 ball mouse | surge protector | USB 1.1 expansion card | Really cool surround-sound headphones |
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#43 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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I've added the new randomisation feature. Now, essentially *any* value in *any* SH3 data file (binary or text) can be easily randomised! You can also choose for each individual value whether to randomise mid-patrol or not.
At this point you can randomise two ways: 1. simple randomisation where a number is chosen from a specified range. Numbers can be either integers or floats. For example: Code:
[data\Cfg\SIM.CFG] FileType=T AI Detection|Lost contact time=I|15|45|Y ;Randomises the time Escorts spend looking for you after losing contact Code:
[data\Library\AI_Sensors.dat] FileType=B ChooseFrom=10 RndMidPat=1 0_671=-105 ;671 is the offset value in the binary file that relates to the value you want to change 0_920=25 1_671=-150 1_920=30 2_671=-180 2_920=35 3_671=-235 3_920=40 4_671=-270 4_920=45 You can't randomise based on year yet, but that may come after I completely polish what I've already done (I have added the framework to do it though). And if you can't tell, yes I'm excited because after some testing, I see that this feature can really open up the game to some uncertainty and challenges. |
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#44 |
Loader
![]() Join Date: Oct 2005
Location: paintsville,Kentucky,USA
Posts: 90
Downloads: 11
Uploads: 0
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Keep up the good work!!!! Can't wait for this version to be finished!!! So far it sounds awesome!!!!
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__________________
![]() *Driving blindly on faith* |
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#45 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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Your da man Jscones
God I can’t wait to get some free time to play this game. Your work and the work of others has really bought this game to a new level this past couple of months. Upto now, 1. GW will eventually provide me with the immersion, sound and graphics through the work of KPT, Rubbini etc and GW team. 2. NYGM, sets a benchmark for challenging play (I love challenging) 3. Hemisents work, introduces unpredictability (I love rule based chaos) 4. Your work sets the ground for the spice of life (random and ever changing effects, damage sounds,. I have just asked if Jason would be prepared to look at making DD, escorts more reactive. If this all come together as planned, this game will rock. The word Dynamic is finally ringing tones in my ears. Der Teddy has teased me though, when he mentioned about the hovercraft effect being removed. It looks like there is always something to look forward too.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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