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Old 03-17-06, 07:45 AM   #31
JScones
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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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Old 03-17-06, 12:10 PM   #32
Rhodes
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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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Old 03-18-06, 07:30 AM   #33
zzsteven
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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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Old 03-18-06, 07:55 AM   #34
JScones
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Quote:
Originally Posted by zzsteven
1- Delete the health column or narrow it to an initial/ abbreviation.
I may consider deleting it from the Crew List.

Quote:
Originally Posted by zzsteven
4- Printing in landscape view.
That's how it is set up to print. You change the orientation via your browser, as you would with any HTML file. The Crew List is actually relative to the page margins, meaning the columns will adjust to best fit the page.

Quote:
Originally Posted by zzsteven
Is the crew list exportable in CSV format? If so, I could do all that myself.
No.

Quote:
Originally Posted by zzsteven
Can the crewman auto-transfer be done at a different time rather than just prior to starting a new patrol?
No. It's the most appropriate time to do it, ie when you are mustering your crew together for the next patrol.
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Old 03-18-06, 08:13 AM   #35
zzsteven
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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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Old 03-18-06, 08:20 AM   #36
JScones
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Quote:
Originally Posted by zzsteven
As I do a lot of crew management while in port so will probably turn off the auto-transfer.
Yeah, but war is cruel. It may be frustrating to see that great ObLt you've been skilling up and mentoring suddenly whisked away when you least expected, but it happened in real life.

Personally, I wouldn't have it any other way. It adds to the challenge and realism.
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Old 03-18-06, 08:33 AM   #37
zzsteven
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Quote:
Originally Posted by JScones
Quote:
Originally Posted by zzsteven
As I do a lot of crew management while in port so will probably turn off the auto-transfer.
Yeah, but war is cruel. It may be frustrating to see that great ObLt you've been skilling up and mentoring suddenly whisked away when you least expected, but it happened in real life.

Personally, I wouldn't have it any other way. It adds to the challenge and realism.
I agree. I transfer up to a 1/3 of my crew after each patrol based on experience, # of patrols, rank, and qualification. Maybe I'll leave it on and pretend he has taken ill or was thrown in the brig just prior to departure. Didn't replace the auto- transfer on the last patrol. It was interesting managing the crew being short one officer.

zz
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Old 03-18-06, 10:13 AM   #38
fredbass
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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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Old 03-18-06, 03:44 PM   #39
baxter
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JScones wrote:


Quote:
If you use SH3Cmdr you can set up shortcuts to your SH3Cmdr.exe file using the /l switch to point to each individual SH3 installation and SH3Cmdr will do the rest. For example,

"C:\<installpath>\SH3 Commander\SH3Cmdr.exe" /l:"C:\Program Files\UbiSoft\SilentHunterIII NYGM"
"C:\<installpath>\SH3 Commander\SH3Cmdr.exe" /l:"C:\Program Files\UbiSoft\SilentHunterIII NYGM DEV"
"C:\<installpath>\SH3 Commander\SH3Cmdr.exe" /l:"C:\Program Files\UbiSoft\SilentHunterIII NYGM HT"
etc, etc, etc
Forgive my IT ignorance, but where do I find this file to rename? Do I just make multiple shortcuts and name each one to the corresponding SH3 installation?
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Old 03-18-06, 08:44 PM   #40
JScones
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Quote:
Originally Posted by baxter
Forgive my IT ignorance, but where do I find this file to rename? Do I just make multiple shortcuts and name each one to the corresponding SH3 installation?
Create shortcuts to SH3Cmdr.exe. Then, under the "Target" property of each one, enter the details like above. Name the shortcut the same as the installation for easy identification, ie "SH3Cmdr for NYGM".
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Old 03-18-06, 09:41 PM   #41
baxter
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Thanks JScones.
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Old 03-21-06, 03:20 AM   #42
jasondef
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Haha, all this time, and still nobody wants to touch my "crabs" idea! You chickens!!
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Old 03-24-06, 03:57 AM   #43
JScones
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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
2. selection randomisation where a set of defined values are chosen from a number of sets of defined values. All values are treated as text so it does not matter what they comprise. For example:
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 apply both methods to the same files at the same time.

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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Old 03-24-06, 05:57 AM   #44
Mil_tera
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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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Old 03-24-06, 06:18 AM   #45
gouldjg
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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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