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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sailor man
![]() Join Date: Jun 2012
Location: AN71
Posts: 47
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Please walk me through how you did this. I have opened SH3 Commander and can't see a way to do what you are describing. When you get time, of course. Cheers.
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#2 | |
Ocean Warrior
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Knowing that will help me answer your question.
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#3 |
Sailor man
![]() Join Date: Jun 2012
Location: AN71
Posts: 47
Downloads: 55
Uploads: 2
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Good evening from Blighty.
Thanks for the speedy reply, John. I use jsgme for most mods and Commander to set time in base and time compression etc. I fancy using Commander to 'tweak' the sensitivity of the sonar occasionally but would rather not alter the sim.cfg file directly. In the same way that jsgme can be used to make changes to the basic.cfg file without having to make alterations to the basic.cfg file directly. Assuming that I have understood what you are suggesting, being able to tweak via Commander will do this, no? I will not pick this up before tomorrow pm GMT. Cheers for now. Prof'
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#4 | |
Ocean Warrior
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Ok, what you want to work with is the Randomized Events.cfg file found in path SH3 Commander\cfg. You add whatever you want to happen to this file. I.e., here is my entry for the noise level setting of the GWX sim.cfg file. "Stock" GWX setting for this aspect is 0.5: ;----------------------------------------------------------------------------------RANDOMIZED HYDROPHONE NOISE LEVEL [0:data\cfg\sim.cfg] ;lower number equals more noise can be heard by the escort. ChooseFrom=5 RndMidPat=1 0_Hydrophone|Noise factor=0.4 1_Hydrophone|Noise factor=0.3 2_Hydrophone|Noise factor=0.2 ***See this section repeated below for explanation of various parts of it.*** ;----------------------------------------------------------------------------------RANDOMIZED HYDROPHONE NOISE LEVEL < - this is just the title of the Randomized events section. [0:data\cfg\sim.cfg] < - this is the path to the file you want to work with. ;lower number equals more noise can be heard by the escort. < - this is just a comment line explaining what is being done. ChooseFrom=5 < - this tells Commander to choose from one of five entries; the three I added below and then the "stock" GWX value for the other two choices. Since the last two choices are just using the "stock" GWX value there is no need to list them here; they're already listed in the sim.cfg file, i.e. Only need to add values NOT in the file you're working with. Since the setting here is 5, Commander chooses from 5 possibilities. Since I added three other options, that means there is a 60% chance of Commander using ONE of the lines below (3 divided by 5) and a 40% chance it used the "stock" GWX value (2 divided by 5, 100% - 60%, etc.) If say i.e., this number was 15 vs. 5, then there would be a 20% chance of one of the three values below being chosen; 3 is 1/5 of 15 = 20%. You can use whatever value you want. RndMidPat=1< - this tells Commander to choose a value each time the game starts. So if you're on patrol, save and exit, the next time you start the game it chooses a value again. It may be the same, may be not. Without this option, upon restarting Commander would always just use the "stock" value of 0.5 0_Hydrophone|Noise factor=0.4 < - this line and the next two lines are the changed values I want to use for the section "Hydrophone" line "Noise factor" in the sim.cfg file. 1_Hydrophone|Noise factor=0.3 2_Hydrophone|Noise factor=0.2 Hope this helps/makes sense. Much of what I wrote is explained at the top of the Randomized events file. Let me know of any questions you have.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() Last edited by John Pancoast; 03-15-21 at 08:23 PM. |
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#5 | |
Navy Seal
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#6 |
Sailor man
![]() Join Date: Jun 2012
Location: AN71
Posts: 47
Downloads: 55
Uploads: 2
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Thanks, Fifi, this sounds interesting. if you have used this feature, would you mind explaining the folder/file format. In: Silent Hunter III/SH3 Commander/Random I see 5 folders 0-4 (and a note saying that more can be added). Does one just rename the numbered folder with the date (that the changes take place) or the 'Date' folder within the numbered folder, if that makes sense?
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#7 | |
Navy Seal
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You can select one existing, or create new one with new date (respecting dates writing) Inside, you can put your new SIM.cfg file, again respecting the correct path to it. (Ie 19430103/data/Cfg/your new sim file) When you will reach the date ingame, your Cmdr will load the new SIM file. Hope you understand what i try to explain ![]() On side note, you can put any game file modified in the dates folder! Not only SIM file, but new skins, new radio tracks etc...so it will appear at certain dates of your choice.
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#8 | |
Ocean Warrior
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I'm just trying to make the escorts less dumb as bricks per patrol via the above while still having an unknown ability factor to it via the range of values to pick from. In general, the Randomization feature is much more powerful/provides more options than the Date option.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() Last edited by John Pancoast; 03-16-21 at 09:29 AM. |
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#9 | |
Sailor man
![]() Join Date: Jun 2012
Location: AN71
Posts: 47
Downloads: 55
Uploads: 2
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Thanks for the reply and the detailed description of how to make the mod and why it works. If I understand you correctly, I just copy and paste the above into the 'Randomised Events' file and Commander selects a value at random (each time the game is started) during the whole war. If so, does it take into account improvements in the technology over time/with model upgrades to ships' hydrophone? If not, Fifi's suggestion sounds interesting. though I have not dipped into the date folders as yet, it seems simple enough.
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#10 | |
Ocean Warrior
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I.e., note the "0" in the section heading: [0:data\cfg\sim.cfg]. These must be in order so the next section would have to be changed to 1, the next would be 2, etc. This only needs to be done until the [Malx] sections are reached as they are a different function of the file. Speaking of which, unless your install includes modified files for the sabotage and malfunction parts of this file, the Commander sabotage & malfunction option will not work correctly and could cause problems as the hex locations in the sabotage & malfunction sections included with Commander are for 1.4b only. Many mods/megamods change the hex values hence the reason some provide updated Commander Randomized events files. Yes to the equipment question; that is handled separately by the game outside of Commander.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#11 | |
Navy Seal
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![]() I’m adding it to both my Cmdr of Ccom & LSH3 ![]()
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#12 | |
Ocean Warrior
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![]() It'd be even better if these values could change on the fly while in-patrol but thats not the case and what Commander does allow is still outstanding. One can randomize/change basically anything with this file. But thanks FiFi !
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