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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Silent Hunter
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![]() i'll share what i have experienced rather than attempt to answer each question. by blindly searching through the fog, we have learned many things in the last 15 years but there is much that remains hidden by the fog. the skills are the things that give crewmembers the capabilities to do things better or worse than others. IntelligenceCoef, LeadershipCoef, MechanicalCoef, ElectricsCoef, GunsCoef, WatchmanCoef skills are assigned through the crewmembers.upc and are expressed as percentages between 0 and 1.0. skills can be increased only by promotion (ranks.upc). experience does not increase skill, which is not how it should work, but it does. i have read somewhere in the SH4 archives that a skill should never be greater than 1.0 (or 100%). special abilities are skill multipliers, except that it does not seem to be a 1:1 multiplier. by that i mean, i have not been able to figure out exactly, what effect any special ability value has on a skill except that it does have a positive effect. for example, if you set the TorpedoDamage value to 10, does it increase the hit power by 10%? impossible to determine. if you set the DarknessPenalty to -10 does the watchman have 10% more nighttime visibility, impossible to determine. so, i hope this helps at least a little in your quest.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#2 | |||
Machinist's Mate
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Thanks for the quick response, KaleunMarco, I really appreciate it!
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As of now, if I see any of these above 100 in the crew management, I just swap them out to the pool. Unfortunately, there aren't enough replacements of similar rank half the time. Either that, or I don't have enough renown to get the crew I need to replace him. In "one shot"-style, yes. These are the +40 leadership, 20% guns, etc., that I've seen in the file which increase the crew members skill by the amount written when you promote them. They can also increase (albeit slowly) through compartment factors in the NSS file for the sub, from what I've seen. I'm still debating whether to keep the changes I've done here, or just stay with the "default" values from the FotRSU version (1.8) that I started from. I just don't know if getting a promotion should boost your leadership by 40%, or if it should be more along the lines of the rest of the stuff in there. I think it's more like 20% across the board for the other skills. Quote:
If I do it the second way (Method #2), then you don't have the multiplier when/if you loose the crew member as part of the crew. Which is why you wouldn't transfer that particular crew member until another one got the ability through promotion. That way, if there was a "superman" effect, it would only be for the remainder of the patrol. If you keep an eye on them -- and an eye on those values for skills that go over 100% -- you should have a fairly good idea of what crew members to swap out when you get back to port. That's what I was hoping to do with BuPers -- basically a way to somewhat help the player decide how to implement transfers and crew management since we don't have any way to actually do that right now. There was a user that put out a way to do this with dice and a count, but that seems just TOO random. ![]() The other stuff like better rank images, rates, messages, etc., was meant to be more of the "icing" to make it look nice. Guess I'm going to send out the icing before the cake, sort of. ![]() ElCid97 |
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#3 | |
Silent Hunter
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not sure if you are on to this yet, but the value ranges in Special Abilities are positive integer, negative integer and on/off.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#4 |
Machinist's Mate
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As promised, here's what I'm comfortable with releasing for now.
Here's my setup so you can compare: 1. Base version I'm working with is SH4: Gold (from CD installation) "patched" with FotRSU 1.8. 2. Here's my mod listing: 100_FalloftheRisingSun_Ultimate_v1.8 101_FotRSUv18_FixPak Nippon_Maru_v1.9b_FotRSU Nihon Kaigun v1.3_FotRSU Combined Roster 399_NoScrollNavMap 451_TMOstyle_NavMapDots 451a_TMOstyle_NavMapDots_Nippon_Maru 451b_TMOstyle_NavMapDots_Nihon_Kaigun 452_TMOstyle_NavMapShipMarks 304_NoJapaneseAirRadar 901_Strategic_Map_Symbols Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN FI-OQ_FotRSU_v1.8f_upcPatch 650_OriginalFOTRS_Dudz 454c_EasyAOB_InputTargetDistanceOnTBT 901a_LukeFF_Flags_final 909_Gramophone_LeadAngles Jimimadrid SubManagement Jimimadrid Optics 454c_EasyAOB_InputTargetDistanceOnTBT ... activate "900_Bupers_Mod_Beta_1" here I've used a "sequence" from one of the posts I read on here somewhere as a base, but you get the idea. I think we're actually supposed to do the "400" series before the "600" series. I figured I'd try the way this one person had his setup done and it seemed to work well for me as well. The Gramophone is something I did to have the lead angles in the gramophone instead of the speeds that are there now. The "909" is just something I came up with. No specific reasoning other than to try and keep things with the "series" numbers. I just need to change one formula on the image itself and I can release that one for testing as well. Nothing to do with this mod, though. Here's the BuPers Beta #1: https://www.mediafire.com/file/bwr0o...Beta_1.7z/file Still working on the "upc" files. I'm hoping to have them scubbed by the end of the weekend. The only NSS file done right now will be the "NSS_Tambor.upc" file. It only has the PM3C, which in turn is based on the crew file. If I can do a quick edit of the other boats to just add the PM3C postition in there, I will. He's already in the crew file, so it shouldn't be too difficult. Also, for now the player will have all the special abilities once the "upc" files are scrubbed. I'll slowly convert things to the "Method #2" I described above, but for now it'll be "Method #1" since that's the simpler of the two. These will all be "beta" until more testing gets done by the community. Again, for now the only files are the image and the two text files. Let me know how this is so far. ElCid97 |
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#5 | |
Machinist's Mate
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I wasn't aware of a negative or an "ON/OFF" option. How would I go about doing this? I was actually just hoping to do a low number with Method #2. Thanks! |
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#6 | |
Silent Hunter
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CanRepairDestroyedItems this is one of the abilities that is either on or off. to enable it, you must include it in the list of AbilityTypes and then insert a one in the appropriate value position within AbilityValues.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#7 |
Machinist's Mate
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I've been reading the "rules" and was wondering if it would be fine to start another thread for "Beta" testing links, and leave this one for discussion.
I was thinking of editing the first page of this post since the things in there are not necessarily what the mod is going to include now. There are some changes from what I originally put there. The link to the current "Beta_1" is somewhat farther down the page than the first entry because of this. Can I modify the top/first post without any penalty, or should I just make a "Beta" thread? Sorry if it's a dumb question. Just wanted to know before posting "Beta_2" soon. Didn't want to get on the naughty list for no reason. ![]() I've already finished with the NSS files for the S-18, Porpoise, Tambor, Argonaut, Gato, and Salmon, as well as "tweaking" the special abilities, ranks, crewmember, and qualifications "upc" files and wanted to put it out there once I'm done with the next two or three subs. I may just keep pluggin away and wait until I'm done with all of them since it's not taking as long as I thought it would. Thanks! ElCid97 |
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#8 | |
Silent Hunter
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good luck in your new venture! ![]()
__________________
there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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