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#136 | |||
Ace of the Deep
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As for the crew ugrades, the least of my concerns-crew, both AI and sub, works ok-for me at least. Quote:
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Nuke 'em till they glow! |
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#137 | |||
Stowaway
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#138 |
Stowaway
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And everyone, I think I found the flood recovery problem in v1.31.
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#139 |
Stowaway
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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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#140 | |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
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#141 | ||
Stowaway
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I am also randomizing how soon compartments start to flood and randomizing flooding speeds. Muahahahahaha. **evil laugh* :p |
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#142 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
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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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#143 | |
Stowaway
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#144 |
Navy Seal
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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 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 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 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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#145 | |
Stowaway
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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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#146 |
Admiral
![]() Join Date: Feb 2006
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The idea of using drifters LRT with SH3Commander gives me the cold shivers!
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#147 | ||
Navy Seal
![]() Join Date: Apr 2005
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![]() ![]() Anyway, I'll stop the rant now. ![]() Quote:
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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#148 |
Ace of the Deep
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Location: Northern Illinois
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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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#149 | |
Stowaway
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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 ![]() |
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#150 |
Stowaway
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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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