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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Navy Seal
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0_x0C35=-105 ;AI_Hydrophone 0_x0DC1=-90 ;AI_Sonar 0_x0F49=-105 ;QGAP 0_x10D1=-105 ;QClP 0_x1259=-105 ;QCeP 0_x13E5=-108 ;Type144P 0_x1571=-105 ;Type138P 0_x16FD=-100 ;Type128P 0_x1889=-100 ;Type123P 0_x1A11=-90 ;QGAA 0_x1BF0=-88 ;QClA 0_x1DCF=-93 ;QCeA 0_x1FB2=-95 ;Type147A 0_x2195=-98 ;Type144A 0_x2378=-85 ;Type128A 0_x255B=-88 ;Type123A 1_x0C35=-150 1_x0DC1=-130 1_x0F49=-145 1_x10D1=-155 1_x1259=-145 1_x13E5=-150 1_x1571=-155 1_x16FD=-144 1_x1889=-145 1_x1A11=-130 1_x1BF0=-135 1_x1DCF=-125 1_x1FB2=-135 1_x2195=-130 1_x2378=-128 1_x255B=-132 2_x0C35=-180 2_x0DC1=-170 2_x0F49=-200 2_x10D1=-195 2_x1259=-195 2_x13E5=-215 2_x1571=-215 2_x16FD=-190 2_x1889=-190 2_x1A11=-195 2_x1BF0=-190 2_x1DCF=-180 2_x1FB2=-200 2_x2195=-190 2_x2378=-175 2_x255B=-175 3_x0C35=-235 3_x0DC1=-220 3_x0F49=-238 3_x10D1=-235 3_x1259=-230 3_x13E5=-235 3_x1571=-238 3_x16FD=-230 3_x1889=-235 3_x1A11=-225 3_x1BF0=-220 3_x1DCF=-215 3_x1FB2=-228 3_x2195=-225 3_x2378=-218 3_x255B=-215 4_x0C35=-270 4_x0DC1=-260 4_x0F49=-275 4_x10D1=-270 4_x1259=-268 4_x13E5=-275 4_x1571=-265 4_x16FD=-263 4_x1889=-265 4_x1A11=-260 4_x1BF0=-257 4_x1DCF=-255 4_x1FB2=-263 4_x2195=-260 4_x2378=-255 4_x255B=-253 |
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#2 | |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
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Jeasen, does the NYGM crew/Observer have a copy of the sabotage/malfunctions files (the Sensors.dat files u boat radars max range= has been edited or is this irrelevant at the time)I sure wish I could Dl this but i'm still limited to 169mb. Off Topic-"DON"T GET DIRECWAY SATELLITE SERVICE!"
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#3 |
Navy Seal
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Whilst Observer has created new files with the mal/sab inclusions, they
are not in the current NYGM release (understandably, as the current SH3Cmdr would not work with them anyway). Observer will need to update the NYGM d/l file when R2.6 is released, or provide the files via separate d/l. Last edited by JScones; 06-07-06 at 07:47 PM. |
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#4 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
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HEMISENT
Not to worry. The only binary files that were changed was AI_Sensor.dat and the *.zon files for the subs. |
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#5 |
Grey Wolf
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Location: New York City
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I know I'm kinda being a pest but... could someone explain this in REALLY simple English for me please and none of this cyber talk? If I already copied those NYGM files into SH3Cmdr when I DLed NYGM, there is no need to copy the changes Lurker has made?
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#6 |
Navy Seal
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Correct. You don't need to follow any of this thread unless you use SH3 Mini Tweaker to personalise the settings in AI_Sensors.dat.
If you simply want to play NYGM, wipe this thread from your mind and just follow the NYGM installation instructions. Last edited by JScones; 06-07-06 at 07:44 PM. |
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#7 |
Loader
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Awesome! Some modders info that helps the community, well done lads!
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#8 | |
Grey Wolf
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#9 | |
Commander
![]() Join Date: May 2005
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http://www.subsim.com/radioroom/show...ash+dive+blues This is because your uboat will not be able to complete the crash dive sequence - a necessity otherwise it's outside of the ability of the code to really handle this aspect. It's not that bad on the stock uboat models because of the extra positive buoyancy, but with the NYGM model it's a disaster that can't be corrected unless you surface. The other area is the Front/Rear ratio. Similar to the crash dive problem above, this is an area that probably shouldn't be touched. Again, the extra positive buoyancy of the stock models makes this less of a challenge, but it is still present an uncorrectable, a situation that really not possible since internal trim tanks and dive planes can usually compensate. If not then additional speed will usually solve the problem. This is another area SH3 does not model well. Finally, is there any consideration to storing the malfunctions or sabotage settings so that: 1) By the freak of random chance you don't keep getting hit by the same problem multiple times when reloading 2) Problems can be compared to a "repair table" so that a certain number of days (or hours) in game must pass before the problem is removed (at the next reload). Malfunctions could also be flagged as not repairable at sea (i.e. persistent). I am troubled by the possibility that I could, in theory have an equipment malfunction, end my session for the night (save and exit) then reload the next day to have the problem magically disappear. 3) Or are all problems persistent? If so then the point I outlined above on the F/R ratio really needs consideration, and I think you should consider that not all "malfunctions" are persistent. It's a great idea. These are just my thoughts FWIW. |
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#10 | |||
Ace of the Deep
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Location: Northern Illinois
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As for the effects of f/r ratio in the std game they're just another semi-subtle annoyance to be dealt with but if it is as you say then the anti-hummingbird settings should give the player enough of an additional workout. I have no problem deleting the "trim" malfunction. Quote:
2 & 3)Jscones and I went back and forth a bit about repairable vs non-repairable during a mission. It all boils down to "you can't please all the people all the time". It was decided to split the difference. As of right now the miscellaneous malfunctions are "non-repairable"(guns/radar/snort/scope etc.. The individual boat malfunctions engine/steering/battery etc are "repairable". Each player can easily go into Randomized events.CFG and change his settings to whatever may suit his individual preferances. As I recall one option was to make a second seperate set of files, one set would be repairable and one set would be good for the entire mission. Sort of like randomizing the random files. You may get an engine problem that will be "repaired" by save/exit or you may get the same problem that persists for the entire mission. What do you think? In the end I did not want every single malfunction or act of sabotage to be debilitating for the entire mission. Some are definately going to require an immediate RTB while others will simply have to be dealt with by an ingenious crew. Others are borderline and it will be up to the Captain's discretion. Please let me know your thoughts on this.
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#11 | |||
Commander
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The advantage of the two files is customization. People can choose which malfunctions, if any are repairable or not. That should help satisfy a wide variety of people. You've got a good set of reasonable malfunctions. Based on my experience, the diesel malfunctions should be be very difficult to repair at sea. Major combat or propulsion systems malfunctions should cause an abort. I would consider the diesels, electric engines/battery and torpedo tube system malfunctions should be abort status. Lesser combat systems failures such as the periscope (unless both fail), hydrophone, radar, guns, etc. probably would not, but should be at the CO's discretion. While I'm thinking of it, you don't model any torpedo tube failures. That would be a great one to add. A couple of other things while I'm thinking on it. I don't think the RPM effects do much of anything at all. Same with electric engine HP. I've modified both it and never found it to do anything. Not even hydrophone detection. That's controlled by the speed multiplier in the submarine cfg files. Oh, one other question. Do you get a warning message, or some sort of notification when starting SH3 Commander that you've had a malfunction? I think that (like the transferred crew message) would be a nice addition if it's not already present. |
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#12 | ||
Ace of the Deep
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Also. I too thought torpedo tube failure would be great but have no idea where to look to either "cancel" a tube out or even effect load times. Any clue in that direction would be appreciated. Quote:
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#13 | ||||
Commander
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I'll have to work on the torpedo tubes. I have a couple of ideas I'll have to test to be sure. Quote:
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