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Old 03-24-06, 09:31 PM   #31
HEMISENT
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Quote:
Originally Posted by gouldjg
Just wanted to know what files/figures not to touch?

I would ideally want a decent and compatible NYGM damage, thermal layer, sabotage base and then work on that.
Jason, the only files that are touched are:
NSS_Uboat7c,9b,9c,9d2 Sim (speed/range/turn/dive time)
NSS_Uboat7c,9b,9c,9d2 CFG (crash dive-I just added this tonight)
Sensor.Sim(schnorkel)
Camera.dat(attack scope)
I know Jscones is working on inserting thermals in Commander itself-Outstanding-I'm really honored!

Don't know if any of the other guys besides Rubini is interested in this but there really shouldn't be a problem converting to work with NYGM,GW etc. The values are all known & tested-converting is the easy part.

Update!
Right now I'm just finishing the second stack of random folders as I write this. 26 out of 52 completed.
Starting 6/7/44 you have a 25% chance of suffering sabotage. Starting 8/1/44(the month all the french bases were lost) chances increased 33%.
and starting 1/1/45 50% odds you will get a loaded file.

Andy11-I don't see why not you just need SH3 Commander.
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Old 03-24-06, 10:11 PM   #32
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I just can't wait SHCommander now
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Old 03-25-06, 01:04 AM   #33
JScones
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Hemisent, I've just re-read the PM you sent me which outlined your thoughts on the sabotage/malfunction approach. This is gonna be great. It will mean that taking a "test dive" just out of port will actually be an important test, and not just a routine formality!

One thought though, there prolly doesn't need to be a distinction between sabotage and malfunction. I think the changes can just be labelled as "malfunctions", albeit caused either by general wear, poor maintenance, or those danged French... Of course, the proportion of malfunctions caused by sabotage increases later in the war, but the end result is essentially the same.

I suppose though, if people wanted distinct separation you could release the mod in two parts - one set up based on general malfunctioning ratios and covering the entire war, and the second one that superimposes a layer reflecting the "extra likelihood" caused by sabotage, increasing as the war progresses?

Anyway, I'd be keen to see what values you change in what files, as "Simulate full base events" and "Equipment malfunctions" options have been on my SH3Cmdr to-do list since you raised it quite a while ago.

Like the Thermal Layers mod, there may be a way to add this kind of functionality to a data file that SH3Cmdr dynamically picks up (it may even work with the new randomised event functionality, although I prolly would prefer to keep it isolated as a separate component).
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Old 03-25-06, 07:56 AM   #34
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Jscones
Thanks for all the encouragement.
I just finished 52 Random folders containing 13 individual "events"
my ratios so far are:
6/7/44
the first 13 out of 52 folders = 4:1 odds
8/1/44
26 (duplicated the first 13)out of 52 folders = 2:1 odds
1/1/45
39(duplicated the first 13 again)out of 52 folders = 1:3 odds

I'll be testing this over the weekend. Plus Gouldjg gave me a couple ideas I'm kicking around.
I could really use your thoughts on these ratios.
I want to see how the whole thing plays out before I expand to earlier dates for "malfunctions/breakdowns "
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Old 03-25-06, 08:24 AM   #35
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OK. Let's assume 52 folders for the entire war.

Now, this is simply guess work, I can't speak authoritively, but using a "gut feel" approach...

EXCLUDING SABOTAGE:
9/39 to 12/39 I'd prolly have 13 folders populated primarily with engine failure related malfunctions (25%)
1/40 to 6/40 perhaps lower to 10 folders (20%)
7/40 to 12/43 perhaps lower to 8 folders (15%)
1/44 to 12/44 perhaps increase up to 10 folders (20%)
1/45 to 6/45 perhaps increase up to 13 folders (25%)

OVERLAY SABOTAGE:
6/44 to 7/44 add 3 extra folders (takes up to 25%)
8/44 to 12/44 add 7 extra folders (takes up to 33%)
1/45 to 6/45 add 13 extra folders (takes up to 50%)

Assumption: That at least 75% of malfunctions do not result in mission abortion. The game still needs to have balance!

Anyone is welcome to chip in and fine tune...
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Old 03-25-06, 12:40 PM   #36
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Hemisent,

It just struck me while preparing the Real Battery Life (AKA Advanced NASA Battery Fix) version for Grey Wolves...

I believe that batteries especially if under-maintained later in the war should provide a lot lower than the nominal underwater ranges.

In sabotages / malfunctions, the batteries might give less than 20% of the amps they were supposed to. I believe this might be an excellent addition to the Sabotage mod. If required, I can provide some percentages and actual underwater ranges to simulate damaged / sabotaged batteries.

Imagine getting out of St. Nazaire in 1943 at dusk, slowly head to the English Channel in order not to attract planes and make your first crash dive after a DD has spotted you with the radar, only to realise that you have 20% of your undewater range with a flank speed of 4 knots...and after some hours of depth charging, you are starting to creep at 2 knots...

What do you think?
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Old 03-25-06, 10:44 PM   #37
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VH, I'd be thinking yer boat and crew is in deep doo doo.

Hem, if it's just simple repairs to get your boat going again, will the repair crew do the repairs and be able to do them as in RL?
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Old 03-25-06, 10:51 PM   #38
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Quote:
Originally Posted by VonHelsching
I believe that batteries especially if under-maintained later in the war should provide a lot lower than the nominal underwater ranges.

In sabotages / malfunctions, the batteries might give less than 20% of the amps they were supposed to. I believe this might be an excellent addition to the Sabotage mod. If required, I can provide some percentages and actual underwater ranges to simulate damaged / sabotaged batteries.
Actually I've already got a file relating to this. For now I've got it labeled simply e motor range. I reduced the default by 50% and figured that would add a little concern on the part of a captain. But in actual testing
I found I could still run nearly forever at the slowest speeds. Perhaps I could retain this 50% file and add another with a total reduction of around 80% as you are thinking.
The problem is that there are sooo many areas that can be either mildy disabled or completely crippled that the Random folder structure grows by leaps and bounds. Right now I've got 13 loaded files and I figured there's room for one or two more before my brain turns to silly putty.
Let me run some tests and actually see how your 20% capacity plays out.
Thanks
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Old 03-26-06, 12:49 AM   #39
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Quote:
Originally Posted by GT182
VH, I'd be thinking yer boat and crew is in deep doo doo.

Hem, if it's just simple repairs to get your boat going again, will the repair crew do the repairs and be able to do them as in RL?
No. The idea Hemisent is working involves the creation of an un-repairable handicap in the beginning of each mission.
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Old 03-26-06, 08:17 PM   #40
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Gotchya on that VH. Thanks
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Old 03-28-06, 07:27 AM   #41
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Hemisent

Can you or anyone else think of anyway to add the possibility of faster oxygen comsumption whilst under attack.

What part of the sub deals with the oxygen? I have either never looked at it or it is not possible to manipulate this.

I dont even know what happens when you run out of air in this game?
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Old 03-28-06, 05:16 PM   #42
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Quote:
Originally Posted by gouldjg
Hemisent

Can you or anyone else think of anyway to add the possibility of faster oxygen comsumption whilst under attack.

What part of the sub deals with the oxygen? I have either never looked at it or it is not possible to manipulate this.

I dont even know what happens when you run out of air in this game?
That's a good idea...(about the consuption rate)

I messed a lot with batteries, so I know what happens without oxygen: Instant death
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Old 03-28-06, 05:48 PM   #43
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Quote:
Originally Posted by gouldjg
Hemisent

Can you or anyone else think of anyway to add the possibility of faster oxygen comsumption whilst under attack.

What part of the sub deals with the oxygen? I have either never looked at it or it is not possible to manipulate this.

I dont even know what happens when you run out of air in this game?
Good question, I have not run into it but then again I wasn't looking for it either. Will see what I can find. Who Knows?
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Old 04-01-06, 08:09 AM   #44
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Update.
Finally finished random testing and just polishing things up a bit.
I settled on utilizing 52 Random folders which gives a nice balance to the whole thing.
As previously stated dates/percentages are:
June 7 1944 for a 25% chance
Oct 1 1944 for a 50% chance
Jan 1 1945 for a 75% chance
For those unfamiliar with Random, the percentages listed are only rough guides. For example, on a test campaign mission starting July 44 I went thru 6 seperate save/exit/launches before I was issued a loaded folder, I was actually beginning to think something was wrong then I received 3 in a row.
Currently playing out a fresh campaign mission dated Jan 45 with a IXD2 out of Flensburg. First 2 days of patrol I have re-launched 3 times and have gotten 3 loaded files in a row. There are no absolutes using Commander/Random

Types VIIC + all Type IX's affected

Systems affected:
Diesel & Elect max speed
Indicative of malfunction or sabotage prohibiting eng or E motors from attaining their maxinum speed potential. Possible sabotage to clutching/transmission components allowing engines/motors to achieve desired RPM but shafts themselves are not turning the correct RPM to produce required speed.

Diesel Range
Indicative of either leaking fuel tanks or engine fuel management system using excessive amounts of diesel to achieve desired performance.

E Motors Range
Indicative of worn out used batteries installed in place of fresh units on refit or
sabotage to existing batteries. Batteries are able to charge as normal but do not hold the charge as long as specifications require.

Dive times increased
Simulating faulty or sabotaged valves or manifolds.
Reduced the amount/rate of incoming water required to rid the boat of bouyancy. This increases the standard & crash dive times by 25 - 35%.

Schnorkel Activation
Raising/lowering Schnorkel times dramatically increased. Indicative of damaged, malfunctioning or sabotaged lifting mechanism. Schnorkel will still operate as normal once in upright position.

Attack Periscope
Water Blurred lens does not clear up requires use of observation scope as backup. Indicative of either shock damage or intentional damage to lens seals.

Rudder
Turn radius increased by 25%.Indicative of damage to steering mechanism or rudder mechanisms binding, incapable of turning fully left/right.

Crash Dive.
Depth changed from default to less than 30m.

There are a number of areas that are still being looked into including an additional battery malfunction recommended by VonHelsching.
Also I need feedback from players who are familiar with Random and have used it in the past. This is a work in progress and just because I personally like a given setting it may not be to everyone else's taste.

************************************************** *******
Once all the dust settles I plan on introducing the "Malfunction" component
backing out dates to beginning of the war.
This involves not only modifying a few files but once again working with a given number of folders to achieve a balance.
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Old 04-02-06, 03:51 PM   #45
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this is gonna be released with the next SH3 Commander correct? SO we dont have to manually put in each folder? Cant waiit!!! Spring Break is coming up and after mexico, its 1939 Germany!
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