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Old 01-14-07, 08:56 PM   #136
HEMISENT
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Quote:
Originally Posted by gouldjg
Well I love the idea of LRT though I would love it even better if it was a mixture of short and long repairs.

I think I need to wait till I get some spare time and then set it up in SH3 randomiser unless of course Ndrifter wants to do this being the most experienced with what does what due to him probably already having tested the damage and flooding a 1000 times.

I think there is a heap of stuff that could be slightly randomised to make the game extremely dynamic (i.e. you just dont know how the day pans out style)
I agree, that's why I was waiting until all the basic bugs are worked out-this thing has SO much untapped potential. Sounds like we're on the same page.
As for the crew ugrades, the least of my concerns-crew, both AI and sub, works ok-for me at least.
Quote:
Basically, over the next few weeks, I am going through NYGM and GWX to see if I can build a mod with the best of each except it will be randomised so that I get a lucky break now and again or vice versa.
Personally I think this is a lot of effort for too little gain, I think fine tuning the GWX mod to be more to your liking is easier than combining-been tried before with GW and NYGM, remember?

Quote:
Hemisent, your ok with sh3 commander new random structure I presume cos I may need a recap.

If you remember the chaos thread, I was big on this until I heard about GWX so was not going to spend too much time on it till release of GWX. Now that it is released, I may just want to kick this up to its absolute full potential.

I will obviously need to get info from yourself and Ndrifter
Do I remember, are you kidding-I thought it was the best idea you ever had. I'd love to see it reincarnated. Still have the Chaos test version somewhere. And yes, SH3 Random structure with date conformity is working perfectly- Jaeson has it dialed in to perfection.
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Old 01-14-07, 09:46 PM   #137
nvdrifter
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Quote:
Originally Posted by gouldjg
Quote:
Originally Posted by HEMISENT
Quote:
Originally Posted by gouldjg
Ndrifter

Does your mod require a stringent set of numbers to work i.e. has to be a specific decimal or is there possibility to sway the numbers slightly i.e. use SH3 commander randomiser so I get a mixture of short and long repairs?
Jason, could you expand on this for me please. I had a similiar idea but have been busy with other stuff, I also wanted to wait till the final version.
This LRT mod rocks and randomizing it would just throw so much more into the equation.
Well I love the idea of LRT though I would love it even better if it was a mixture of short and long repairs.

I think I need to wait till I get some spare time and then set it up in SH3 randomiser unless of course Ndrifter wants to do this being the most experienced with what does what due to him probably already having tested the damage and flooding a 1000 times.

I think there is a heap of stuff that could be slightly randomised to make the game extremely dynamic (i.e. you just dont know how the day pans out style)

As for crew upgrades etc, hmmm, not sure I am that bothered about them if it is preventing me from experiencing a more thrilling attack by DD.

Basically, over the next few weeks, I am going through NYGM and GWX to see if I can build a mod with the best of each except it will be randomised so that I get a lucky break now and again or vice versa.

Speak more when I have downloaded LRT and had a play.

Hemisent, your ok with sh3 commander new random structure I presume cos I may need a recap.

If you remember the chaos thread, I was big on this until I heard about GWX so was not going to spend too much time on it till release of GWX. Now that it is released, I may just want to kick this up to its absolute full potential.

I will obviously need to get info from yourself and Ndrifter
Gouldjg, I'm really not sure how SH3 Commander randomizer works. Does it randomize each setting only once at the beginning of each patrol? The reason I ask is because if this is true, then a randomizer for longer repair times might not work correctly. This would mean that if a much shorter repair time was randomized at the beginning of a patrol, then all of the repair times for the entire patrol would be shorter. I hope this isn't the case. Now if the randomizer can randomize each time a piece of equipment gets damaged in each compartment during the same patrol, that would be great. Do you see what I am talking about?
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Old 01-14-07, 09:52 PM   #138
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And everyone, I think I found the flood recovery problem in v1.31.
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Old 01-14-07, 10:32 PM   #139
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Gouldjg, I have looked at some of the SH3 Commander randomization files, and it appears that there is a 'mid patrol' option. I am guessing that this means multiple randomizations during each patrol. Is this correct? If so, I think a randomized LRT has great potential. I will make and test a randomized version of LRT. I think the possibilities are great. I can randomize how soon flooding starts in a damaged compartment, how fast the flooding is, and how long the flooding or damage will take to repair.
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Old 01-14-07, 11:30 PM   #140
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Quote:
Originally Posted by nvdrifter
Gouldjg, I have looked at some of the SH3 Commander randomization files, and it appears that there is a 'mid patrol' option. I am guessing that this means multiple randomizations during each patrol. Is this correct? If so, I think a randomized LRT has great potential. I will make and test a randomized version of LRT. I think the possibilities are great. I can randomize how soon flooding starts in a damaged compartment, how fast the flooding is, and how long the flooding or damage will take to repair.
Drifter, What mid patrol= (either 0 or 1) means is that the current setting is good for that session of gameplay but IF you save/exit/relaunch during the patrol, Commander re-rolls the dice and you may get a different value or the default value. The percentages are controlled by the "Choose from" line. Hope this helps.
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Old 01-15-07, 12:32 AM   #141
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Quote:
Originally Posted by HEMISENT
Quote:
Originally Posted by nvdrifter
Gouldjg, I have looked at some of the SH3 Commander randomization files, and it appears that there is a 'mid patrol' option. I am guessing that this means multiple randomizations during each patrol. Is this correct? If so, I think a randomized LRT has great potential. I will make and test a randomized version of LRT. I think the possibilities are great. I can randomize how soon flooding starts in a damaged compartment, how fast the flooding is, and how long the flooding or damage will take to repair.
Drifter, What mid patrol= (either 0 or 1) means is that the current setting is good for that session of gameplay but IF you save/exit/relaunch during the patrol, Commander re-rolls the dice and you may get a different value or the default value. The percentages are controlled by the "Choose from" line. Hope this helps.
Thanks for the clarification HEMISENT. I am currently testing a randomized version of LRT. What the randomized repair times could represent is the skill level of the repair team on that patrol. I say this because there is only one randomization chance per setting, per patrol- not multiples in the same patrol, meaning that if a slower repair time is rolled for the repair team, then that would represent a low repair proficency repair team for the entire patrol. But if a faster repair time is rolled, then that would represent a profcient repair team for the entire patrol.

I am also randomizing how soon compartments start to flood and randomizing flooding speeds. Muahahahahaha. **evil laugh* :p
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Old 01-15-07, 01:29 AM   #142
gouldjg
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Now we need to decide whatto randomise ??

I really hope Ndrifter can get a good pick of good luck / bad luck repairs.

We may need to look at DD settings though the majority seem happy with them (Do we or Dont we?)

I was thinking about the 2 different dcs that NYGM had made. Is their a potential to set DC power to match the years (not exact but the feel)

I am sure you guys can think of a few things that would benefit i.e. crew skin packs etc etc
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Old 01-15-07, 02:25 AM   #143
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Quote:
Originally Posted by gouldjg
Now we need to decide whatto randomise ??

I really hope Ndrifter can get a good pick of good luck / bad luck repairs.

We may need to look at DD settings though the majority seem happy with them (Do we or Dont we?)

I was thinking about the 2 different dcs that NYGM had made. Is their a potential to set DC power to match the years (not exact but the feel)

I am sure you guys can think of a few things that would benefit i.e. crew skin packs etc etc
The randomized LRT play testing is working really well so far. It was easier to randomize than I thought. I am also testing random u-boat equipment armor ratings and hitpoints (within reason). This makes for a totally unpredictable patrol each time.
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Old 01-15-07, 03:44 AM   #144
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Having not looked through your mod nvdrifter, this may or may not be useful, but I'll mention it anyway...

You can randomise individual settings within the same file quite easily and totally independantly of any other setting. For example:

Code:
[0:data\Library\AI_Sensors.dat]
;Randomly adjusts AI_Hydrophone MinHeight value
ChooseFrom=10
RndMidPat=1
0_x0470=-105 ;AI_Hydrophone
etc
 
[1:data\Library\AI_Sensors.dat]
;Randomly adjusts AI_Sonar MinHeight value
ChooseFrom=5
RndMidPat=1
0_x05FC=-90  ;AI_Sonar
etc
OR

Code:
[0:data\Library\AI_Sensors.dat]
;Randomly adjusts AI_Hydrophone MinHeight value
0_x0470=F0|15|45|N
etc
 
[1:data\Library\AI_Sensors.dat]
;Randomly adjusts AI_Sonar MinHeight value
0_x05FC=F0|10|40|N
etc
OR

Code:
[0:data\Library\AI_Sensors.dat]
;Randomly adjusts AI_Hydrophone and AI_Sonar MinHeight values independantly of each other
0_x0470=F0|15|45|N
0_x05FC=F0|10|40|N
etc
These are just dummy examples which won't actually work, but the structure and concept are there. Basically, in each instance the AI_Hydrophone MinHeight value is adjusted independantly of the AI_Sonar MinHeight value, so you will not end up with a blanket "lower" or "higher" set of values, you'll get variable values for each event. It really depends solely on how much effort you want to put into it.

Essentially, the randomisation feature will allow you to randomise each and every individual setting within SH3.

BTW, great to see Hemisent and Jason getting involved in this...it's now sparked my interest in the mod - anything that provides variation and uncertainty =

Last edited by JScones; 01-15-07 at 04:07 AM.
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Old 01-15-07, 04:16 AM   #145
nvdrifter
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Quote:
Originally Posted by JScones
Having not looked through your mod nvdrifter, this may or may not be useful, but I'll mention it anyway...

You can randomise individual settings within the same file quite easily and totally independantly of any other setting. For example:

Code:
[0:data\Library\AI_Sensors.dat]
;Randomly adjusts AI_Hydrophone MinHeight value
ChooseFrom=10
RndMidPat=1
0_x0470=-105 ;AI_Hydrophone
etc
 
[1:data\Library\AI_Sensors.dat]
;Randomly adjusts AI_Sonar MinHeight value
ChooseFrom=5
RndMidPat=1
0_x05FC=-90  ;AI_Sonar
etc
OR

Code:
[0:data\Library\AI_Sensors.dat]
;Randomly adjusts AI_Hydrophone MinHeight value
0_x0470=F0|15|45|N
etc
 
[1:data\Library\AI_Sensors.dat]
;Randomly adjusts AI_Sonar MinHeight value
0_x05FC=F0|10|40|N
etc
OR

Code:
[0:data\Library\AI_Sensors.dat]
;Randomly adjusts AI_Hydrophone and AI_Sonar MinHeight values independantly of each other
0_x0470=F0|15|45|N
0_x05FC=F0|10|40|N
etc
These are just dummy examples which won't actually work, but the structure and concept are there. Basically, in each instance the AI_Hydrophone MinHeight value is adjusted independantly of the AI_Sonar MinHeight value, so you will not end up with a blanket "lower" or "higher" set of values, you'll get variable values for each event. It really depends solely on how much effort you want to put into it.

Essentially, the randomisation feature will allow you to randomise each and every individual setting within SH3.

BTW, great to see Hemisent and Jason getting involved in this...it's now sparked my interest in the mod - anything that provides variation and uncertainty =
JScones,

I think I am now beginning to understand the usefulness and power of SH3 Commander. You did a great job programming it.

And now I understand that it only overwrites certain parts of each file you want changed. not the whole file.

For LRT, I am randomizing repair times, how soon compartment flooding starts, equipment hitpoints, and equipments armor ratings. All are based on middle averages of the original LRT settings. With large variations, almost anything can happen while on patrol.
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Old 01-15-07, 05:04 AM   #146
Myxale
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The idea of using drifters LRT with SH3Commander gives me the cold shivers!
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Old 01-15-07, 05:10 AM   #147
JScones
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Quote:
Originally Posted by nvdrifter
I think I am now beginning to understand the usefulness and power of SH3 Commander. You did a great job programming it.
Thanks. It's just a pity that more people don't recognise the power and control that SH3Cmdr really gives them. I mean, there's much more to it beyond the simple "out-of-the-box" usage. All that is required is just a smidge of lateral thinking and a bit of time to learn how to use each feature (5 minutes of which is simply reading the manual and file header instructions ). Thankfully guys like Hemisent and Jason (and now you) are harnessing the potential they have at their fingertips, with players reaping the benefits.

Anyway, I'll stop the rant now.

Quote:
Originally Posted by nvdrifter
And now I understand that it only changes certain parts of each file you want changed. not the whole file.
Yep. Whilst it backs up the whole file prior to making any changes, it will only make changes to the individual entries that you specify. Everything else remains unchanged.

Unfortunately, people see the backup files and simply assume that SH3Cmdr replaces whole files. It only replaces whole files when they are stored in the Date, Flotilla, Random or U-boat folders.

Anyway, this sounds promising. Hope it works out well.
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Old 01-15-07, 08:57 AM   #148
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Drifter, great to see you are getting into this. From personal experience, dealing with all the random variables can be pretty mind boggling. I think at first it would be wise to pick ONE area to deal with. Lets say the flood times, get that put together to where it makes you happy then move on to another single area. Trying to randomise multiple effects is a sure way to have your hair fall out. Since I do not know what controls what in your mod I cannot help other than to offer my services in testing.

With damage it's hard to duplicate the exact same scenario each and every time. Meaning a shell hit to a cerain compartment EXACTLY every single time, repeatedly. Hint; For your testing purposes, if you have 3 (or however many) edited files go to the "choose from=" and plug in 3, that way every time commander loads you will be assured of getting one of those files. Commander will not pick a default file.

Also, if you are changing the files in the mini tweaker make sure you delete the "copy of file"
as the game will often still read this default file-but I'm sure you know that alrerady-just throwing things out there.
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Old 01-15-07, 09:25 AM   #149
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Quote:
Originally Posted by HEMISENT
Drifter, great to see you are getting into this. From personal experience, dealing with all the random variables can be pretty mind boggling. I think at first it would be wise to pick ONE area to deal with. Lets say the flood times, get that put together to where it makes you happy then move on to another single area. Trying to randomise multiple effects is a sure way to have your hair fall out. Since I do not know what controls what in your mod I cannot help other than to offer my services in testing.

With damage it's hard to duplicate the exact same scenario each and every time. Meaning a shell hit to a cerain compartment EXACTLY every single time, repeatedly. Hint; For your testing purposes, if you have 3 (or however many) edited files go to the "choose from=" and plug in 3, that way every time commander loads you will be assured of getting one of those files. Commander will not pick a default file.

Also, if you are changing the files in the mini tweaker make sure you delete the "copy of file"
as the game will often still read this default file-but I'm sure you know that alrerady-just throwing things out there.
Hemisent, thanks for the tips. It's not really too hard doing multiple randomizations because all the numbers are based on my already working LRT v1.31 mod.

What I am doing is using the original LRT base numbers for the average, then I am going higher and lower for min and max randomizations. I am using percentages to calulate these. Have playtested it some, and the damage/ flooding/ repair times are totally unpredictable. So far I have avoided instant death (which is one of the main goals of LRT). But that's what I want , as long as it's within reason. I have greatly varied some numbers, and the unpredictability is great so far. I pm'd you the text I have been playtesting so you can to paste it into your SH3 Commander Randomized Event folder to try it out.
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Old 01-15-07, 09:44 AM   #150
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Can everyone who played LRT v1.3 for GWX please tell me if you ever experienced the flood icon with no timer numbers, repair timers working with no crew in the compartment, or any other strange things like this related to flooding? The reason I ask is because I am having a hard time finding the cause of these problems in LRT v1.31, and I don't want t release v1.32 with the same problems. Thanks.
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