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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lieutenant
![]() Join Date: Feb 2014
Location: TubeONE
Posts: 250
Downloads: 103
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I've got another question:
4) Gramophone tracks - Is there a limit for possible gramophone tracks to play? Seems like I'm lacking a whole lot of tracks when on sea? - Is maybe the "randomise gramophone track" option of SH CMD 3.2 restricting the number of possible tracks being played? - How has a gramophone track file to look like and has it to be a special format? |
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#2 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
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The faster it goes, the less change of your target maneuvering out of the way. Also the faster it goes, the less lead angle you need on your target, which means you get to shoot closer to 0 heading if you are doing a 90 degree shot. Steve |
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#3 |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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Mmmm...
![]() Questions I have! Was (in RL) a G7a set to run at 30 knots less visible then a G7a set to run at 40 or 44 knots? I'm thinking about the possibility that, the lower the speed set the lower the quanty of gas/steam released per unit of time and that means (maybe) a less visible boubble trail on surface... If the above was true, do you know if this is modeled in the game? |
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#4 | ||
Lieutenant
![]() Join Date: Feb 2014
Location: TubeONE
Posts: 250
Downloads: 103
Uploads: 0
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I'm currently converting my files into .ogg. I read somewhere else that sh3 gramophone also has trouble with tracks in mp3 vbr: http://forums.ubi.com/showthread.php...mophone-Forums UPDATE: I've used "free audio converter" to turn mp3s into ogg files. The mp3s which weren't working before do work now! http://www.dvdvideosoft.com/products...m#.UyNdzPldWAZ As long as you do not change the path for converted files this free program conveniently converts a whole list of music files. Note that I first changed the path to which converted files should go to which somehow broke converting several files at once... I had to reinstall it to fix that.. You get from their website also a program to download videos as audio files from youtube. COmbine both programs and you rdy to go! It's freeware so who cares? Last edited by ValoWay; 03-15-14 at 01:39 AM. |
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#5 |
Lieutenant
![]() Join Date: Feb 2014
Location: TubeONE
Posts: 250
Downloads: 103
Uploads: 0
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Another question:
Fatigue When I'm for about half a week on sea only the crewmen in the torpedo room rly suffer noticeably from attrition even without any reloading actions. I read in the gwx manual that they do except for reloading also maintenance but was it really that intense in RL? The fact that they lose that fast stamina in the torpedo room even without any actions (talking about sh3 stuff which is reloading only?) makes me wonder if I even wanted any personal inside of the torp room when I do not need to reload? If maintenance was really that important and intense in RL it would be cool to see a random increase in torpedo failure chance when someone does not put any or enough ppl inside of the room !!?? |
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#6 |
Machinist's Mate
![]() Join Date: May 2001
Posts: 130
Downloads: 81
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Pisces (9)
After many years sailing in SH3 I finally had the same encounter. LOL I chased the sounds for a long distance, but never could see them. Not to give away any positions, but it was "somewhere in the Mid Atlantic" ![]() AD Go far enough north and you can hear the icebergs too !!! |
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#7 | |
Eternal Patrol
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__________________
“Never do anything you can't take back.” —Rocky Russo |
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#8 | |
Lieutenant
![]() Join Date: Feb 2014
Location: TubeONE
Posts: 250
Downloads: 103
Uploads: 0
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Is there a mod available to fix the rapid attrition loss inside of the torpedo room which was according to steve also shared as living quarters ? Someone should fix that! I find it fun to first take a look at your men, managing attrition, after reaching patrol grids, going through storms or before sailing home etc... Edit: Looks like you can edit the SH3 CMD fatigue option according to your likings! (see page 8 of sh cmd 3.2 manual !) From the SH3 CMD file "crew fatigue models.cfg" : [4] Desc=GW/GWX 8 Hour CREW_0|FatigueMax=0.80 CREW_0|FatigueStep=0.031 CREW_1|FatigueMax=0.80 CREW_1|FatigueStep=0.032 CREW_2|FatigueMax=0.80 CREW_2|FatigueStep=0.033 CREW_3|FatigueMax=0.80 CREW_3|FatigueStep=0.034 CREW_4|FatigueMax=0.80 CREW_4|FatigueStep=0.035 CREW_5|FatigueMax=0.80 CREW_5|FatigueStep=0.04 CREW_6|FatigueMax=0.80 CREW_6|FatigueStep=0.04 CREW_7|FatigueMax=0.80 CREW_7|FatigueStep=0.041 CREW_8|FatigueMax=0.80 CREW_8|FatigueStep=0.042 FATIGUE_COEF|RegularFactor00=0.001 FATIGUE_COEF|SpecificFactor00=0.01 FATIGUE_COEF|BadWeather0=0.02 FATIGUE_COEF|RegularFactor10=0.001 FATIGUE_COEF|RegularFactor11=0.001 FATIGUE_COEF|SpecificFactor10=0.01 FATIGUE_COEF|SpecificFactor11=0.01 FATIGUE_COEF|BadWeather1=0.001 FATIGUE_COEF|RegularFactor20=0.001 FATIGUE_COEF|RegularFactor21=0.001 FATIGUE_COEF|SpecificFactor20=0.01 FATIGUE_COEF|SpecificFactor21=0.01 FATIGUE_COEF|BadWeather2=0.001 FATIGUE_COEF|RegularFactor30=0.001 FATIGUE_COEF|RegularFactor31=0.001 FATIGUE_COEF|SpecificFactor30=0.01 FATIGUE_COEF|SpecificFactor31=0.00075 FATIGUE_COEF|BadWeather3=0.02 FATIGUE_COEF|RegularFactor40=0.001 FATIGUE_COEF|RegularFactor41=0.001 FATIGUE_COEF|SpecificFactor40=0.00075 FATIGUE_COEF|SpecificFactor41=0.01 FATIGUE_COEF|BadWeather4=0.001 FATIGUE_COEF|RegularFactor50=0.001 FATIGUE_COEF|RegularFactor51=0.001 FATIGUE_COEF|SpecificFactor50=0.045 FATIGUE_COEF|SpecificFactor51=0.045 FATIGUE_COEF|BadWeather5=0.02 FATIGUE_COEF|SpecificFactor60=-0.0000003 FATIGUE_COEF|SpecificFactor61=-0.0000003 FATIGUE_COEF|SpecificFactor70=-0.0000003 FATIGUE_COEF|SpecificFactor71=-0.0000003 FATIGUE_COEF|RegularFactor80=0.001 FATIGUE_COEF|RegularFactor81=0.001 FATIGUE_COEF|SpecificFactor80=0.045 FATIGUE_COEF|SpecificFactor81=0.045 FATIGUE_COEF|BadWeather8=0.02 FATIGUE_COEF|RegularFactor90=0.001 FATIGUE_COEF|SpecificFactor90=0.05 FATIGUE_COEF|BadWeather9=0.02 FATIGUE_COEF|RegularFactor100=0.001 FATIGUE_COEF|SpecificFactor100=0.05 FATIGUE_COEF|BadWeather10=0.02 FATIGUE_COEF|RegularFactor110=0.001 FATIGUE_COEF|RegularFactor111=0.001 FATIGUE_COEF|SpecificFactor110=0.02 FATIGUE_COEF|SpecificFactor111=0.02 FATIGUE_COEF|BadWeather11=0 1) What do I have to change here if I do not want that much attrition inside of the torpedo room ? 2) Will this crash my current career ? (NO!) 3) bow and stern torpedo rooms are probably: Compare "Basic.cfg" of SH3 data/ cfg directory (not cmd!) with "crew fatigue models.cfg" of CMD/ cfg folder! - Look inside of Basic.cfg for: [FATIGUE_COEF] ;comp5 bow torp RegularFactor50=0.001 RegularFactor51=0.001 SpecificFactor50=0.045 SpecificFactor51=0.045 BadWeather5=0.02 Note: Both lists are the same but Basic.cfg shows you which number block belongs to which compartment !! ;comp6 bow rest SpecificFactor60=-0.0000003 SpecificFactor61=-0.0000003 ;comp7 stern rest SpecificFactor70=-0.0000003 SpecificFactor71=-0.0000003 The rest rooms have a factor of "-0.0000003". I believe that this is the rate of recovery. Conclusion: Bow torp room: SpecificFactor50=0.045 SpecificFactor51=0.045 Stern torp room: SpecificFactor80=0.045 SpecificFactor81=0.045 Bow rest room: SpecificFactor60=-0.0000003 SpecificFactor61=-0.0000003 Stern rest room: SpecificFactor70=-0.0000003 SpecificFactor71=-0.0000003 1) What rate would be more realistic when kept in mind that the torp rooms were also living quaters? 2) Which one of these is the action "reloading" and which is assumingly "doing nothing or maintenance" ? UPDATE: SpecificFactor50 & SpecificFactor80 are both now set to -0.0000003 like the rest rooms (why is it called rest rooms? ^^) and it's working fine now. Heavy attrition in torp rooms only during storms. Still have to test the effect after reloading.... Last edited by ValoWay; 03-16-14 at 06:58 AM. |
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#9 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
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