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Old 10-08-05, 08:13 AM   #1
JScones
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Quote:
Originally Posted by Beery
Observer just brought up an interesting suggestion - randomizing the time the destroyers spend looking for you after they lose contact. In the standard game it's 15 minutes and in RUb it's 40 minutes. It might be nice to randomize it so that it falls somewhere between 15 and 60.
I was waiting to see when this would pop up LOL. Just let me know what value(s) to change and it can be done.
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Old 10-08-05, 08:54 AM   #2
Beery
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Quote:
Originally Posted by JScones
Quote:
Originally Posted by Beery
Observer just brought up an interesting suggestion - randomizing the time the destroyers spend looking for you after they lose contact. In the standard game it's 15 minutes and in RUb it's 40 minutes. It might be nice to randomize it so that it falls somewhere between 15 and 60.
I was waiting to see when this would pop up LOL. Just let me know what value(s) to change and it can be done.
The value is in data\Cfg\Sim.cfg. It's the following:

"[AI detection]
Lost contact time=40 ;[min] (was 15)"

This is from the RUb version of the file. For those people willing to experiment with this figure, the standard SH3 setting is:

"[AI detection]
Lost contact time=15 ;[min]"

This can be set to any number. After about 40 it gets a bit dodgy though, as the escorts lose contact with the convoy they are supposed to be guarding. The longer the escorts stick around the longer they tend to keep you submerged.
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Old 10-08-05, 09:00 AM   #3
Rubini
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Quote:
Sorry I haven't responded yet, just finishing a few other loose ends first. Will hopefully get back to you shortly
-Ok, just waiting...


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Old 10-08-05, 09:05 AM   #4
JScones
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Quote:
Originally Posted by Rubini
Ok, just waiting...
Beery and I are liaising on it now
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Old 10-08-05, 09:20 AM   #5
Beery
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Quote:
Originally Posted by Trefoil
I've been involved in a forum discussion on CCIP's Leigh Lights mod and whether it is possable to randomize whether a ship and/or plane has lights or not.

I've looked into using the random folder in 'SH3 Commander, but it seems only a semi-random effect could be created. ie. In any session of play started with 'SH3 Commander', all of one ship type such as C3s would either have searchlights or all of them wouldn't.
That's correct. It's an all-or-nothing proposition. I worry that it would look a bit odd.
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Old 10-08-05, 05:10 PM   #6
Beery
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Quote:
Originally Posted by Rubini
JScones,

Any news on the milk cow's "Days in base" and "Emblems" tweaks?
You can already use SH3 Commander to make the Milk Cow mod work properly. All you have to do, in the SH3 Commander 'options' menu, is set the number of days spent in base to 'random', then, every time you end a patrol at a Milk Cow, exit the game, set the days spent in base to '1' and continue. When you get into a regular base again, exit the game and set the days spent in base to 'random' again.

You don't need to do all that juggling of emblems anymore.
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Old 10-09-05, 12:25 AM   #7
JScones
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by JScones
Quote:
Originally Posted by Beery
Observer just brought up an interesting suggestion - randomizing the time the destroyers spend looking for you after they lose contact. In the standard game it's 15 minutes and in RUb it's 40 minutes. It might be nice to randomize it so that it falls somewhere between 15 and 60.
I was waiting to see when this would pop up LOL. Just let me know what value(s) to change and it can be done.
The value is in data\Cfg\Sim.cfg. It's the following:

"[AI detection]
Lost contact time=40 ;[min] (was 15)"

This is from the RUb version of the file. For those people willing to experiment with this figure, the standard SH3 setting is:

"[AI detection]
Lost contact time=15 ;[min]"

This can be set to any number. After about 40 it gets a bit dodgy though, as the escorts lose contact with the convoy they are supposed to be guarding. The longer the escorts stick around the longer they tend to keep you submerged.
This is now in the next release...fully tweakable.
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Old 10-09-05, 05:32 AM   #8
jaxa
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Beery, thanks for your reply. This is answer for my question about setup "days in base" and "emblems" in another post.
What about "0" instead of "1" day for setup "days in base" for Milk Cow fuel transfer?
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Old 10-09-05, 09:19 AM   #9
Beery
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Quote:
Originally Posted by jaxa
Beery, thanks for your reply. This is answer for my question about setup "days in base" and "emblems" in another post.
What about "0" instead of "1" day for setup "days in base" for Milk Cow fuel transfer?
It should work, but it may take you backwards in time because the game's patrol start time is randomized. It could cause bugs. Anyway, a day is probably more realistic because it would take a good few hours to do all the necessary work of refueling and resupplying.
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Old 10-09-05, 11:05 AM   #10
rulle34
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Hello!
I have a question for SH 3 Commander.

Does this program affect the config file "NSS_Uboat7c" in submarine folders? I make changes with "SH 3 Crush depth v2 so I can run with decks awash and sometimes the values are back at normal values. I wonder if SH 3 commander have anything to do with that?
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Old 10-09-05, 01:52 PM   #11
Beery
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Quote:
Originally Posted by rulle34
Hello!
I have a question for SH 3 Commander.

Does this program affect the config file "NSS_Uboat7c" in submarine folders? I make changes with "SH 3 Crush depth v2 so I can run with decks awash and sometimes the values are back at normal values. I wonder if SH 3 commander have anything to do with that?
Yes it does. The crush depth is adjusted so that you get a deeper crush depth when you're using the Type VIIC/41.
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Old 10-10-05, 05:24 PM   #12
Sailor Steve
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Here's my suggestion (though it may not be possible): I understood that you were working on the possibility of randomised dates during the starting month, i.e. September 8th instead of always the 1st. If that becomes doable, might it also be possible to have the earliest starting date be sometime in August 1939? That way a captain could be ordered to his grid early and thus be on station when the war starts.

Just a thought...
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Old 10-10-05, 08:29 PM   #13
Beery
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I'm pretty sure that starting dates for a career must be the first of the month. There is no starting date listed anywhere as far as I can tell - only the month appears, so it's like a default hard-coded thing. I suppose we could fudge it - but it would have to involve entering the game, running a patrol, ending the patrol, then exiting the game and advancing the date in SH3 Commander. As you can see it would be hideously clunky. The problem is, the career doesn't get a proper career listing until the first patrol is over, so SH3 Commander can't really do any manipulation of data until then.

As for August 1939 as a starting date, it definitely is possible to start patrols on August 1st. If anyone wants it, I can talk to Jaesen about supporting an August 1939 date in SH3 Commander, and I'll get some functionality into RUb for that. The problem is, I'm not sure anyone will want to wait around for a month - you can't sink anything until Sept. 3rd anyway, and it usually only takes 3 days to get off the English coast. I'm not sure there's much to be gained from an August start, unless you're in 2nd Flotilla with a Type VII and you want to get out into the Atlantic - that might take up enough time to make it worthwhile.
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I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

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Old 10-12-05, 02:42 PM   #14
Pkunzipper
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First of all let me say that SH£ Commander is a great tool, added to RuB is even greater!!

A few suggestions for the future releases:
- To allow the player to boost its own Renwon, in order to take new boats at the beginning of the career...

- To allow the player to set the minimum level of experience of enemy ships... First years are boring now, since I'm getting more and more experienced, after playing some campaigns, and since I can't reset my memory, enemy ships are no match for me in that timefame...

- To create a Top aces list common to all commanders used by a player, so on the same list the player can see his own old commanders together historical ones... Currently only the selected commander can be seen on that list.

Thanks!
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Old 10-12-05, 09:40 PM   #15
gdogghenrikson
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Quote:
Originally Posted by Pkunzipper
To create a Top aces list common to all commanders used by a player, so on the same list the player can see his own old commanders together historical ones... Currently only the selected commander can be seen on that list.
I also like this idea
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