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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
The Old Man
![]() Join Date: Apr 2005
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I tried SH3 Commander for the first time very briefly a couple of days ago, but for some reason I started getting CTDs again with it, so I stripped everything off and started over again with just RUB1.44. (Something about my machine seems to have problems with some of this stuff and not others - I had a devil of a time with CTDs with RUB 1.41 or 1.42, but not versions before or after, and then again with SH3 Commander for some reason, but not RUB1.44) I'm sorry to hear that the merchant tonnage thing is in there rather than RUB, 'cause it did seem like a pretty cool addition. Is that particular feature maybe available as a standalone mod that I could load in on top of RUB 1.44?
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#2 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#3 | |
Navy Seal
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Part of it is that we're just playing a game, I think, and try as we might, even with a lot of the things modded down and even using only realistic tactics - we're really playing with way more confidence and risk than most real skippers would have been capable of :hmm: I still haven't had a career that lasted longer than a half-dozen patrols and didn't produce an ace captain. |
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#4 |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
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Don't forget, all of us have "died" many times in this game and others (like flight sims) but we don't come back as rookies. We still benefit from our mistakes as it were. Beery said it right, this and a lot of games are "ace" simulations, though I did have one carreer with very low tonnage.
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#5 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
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I've noticed in this thread there are some interesting discussions on uboat sinking statistics, dud torpedos, training, etc. I have also read several threads on the "torpedo crisis."
One comment I have is that, although we don't die and are able to restart, I also know that the sub commanders had training before they put to sea. Second, how exactly is a successful sub commander defined? With all the dud torpedos, we are unable to truly assess whether or not commanders were successful at hitting ships with torps, be they dud or not. Also, sometimes I kind of think about my tonnage per torpedo fired ratio, and wonder what it would be for real commmanders. If that could be determined, maybe we could analyze "success" from a different viewpoint. Not trying to hijack this thread, just trying to stimulate some thought. ![]() Comments? |
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#6 | |
Commander
![]() Join Date: May 2005
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Even so, when comparing aces with more than 50k tonnage sunk in a career to the tonnage averages for a "typical convoy" in SH3, it's pretty darn close. Comparison of some average SH3 careers are also pretty close (at least mine and CCIPs) to that of the aces. The SH3 torpedoes are much more reliable than German torpedoes historically. We certainly don't have to contend with depth keeping issues for instance. When using manual targeting the average number of torpedoes to sink a ship seems about right (no statistics to back this up though...that's a research project by itself). This gets skewed when using the weapons officer for solutions, so I don't know that number of torpedoes per kill is really a better metric. |
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#7 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#8 | ||||
Commander
![]() Join Date: May 2005
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I'd guess the lost contact time parameter should vary from about 30 min as a minimum to 75 or 90 min as a max. Just to mix things up, this could be varied every time the player starts SH3 using SH3 Commander by maybe using 6 different variants in the random folders for SH3 Commander (10 minute increments). Quote:
My big gripe is with crew experience. My last patrol sank 28k total tonnage and my crew got 6 experience points. In order for the "retirement" feature to work well in SH3 Commander I'd think the experience needs to be double to triple that or the officers will never get a promotion during a realistic career. The other option is to lower the promotion criteria (maybe 450 instead of 500 for example). I thought I'd found the parameter but it didn't seem to work the way I had expected. As an alternative I think it might be nice to be able to adjust experience scores, just for the officers really, using the crew manager in SH3 Commander. It's possible to edit the files manually, but it's not easy. |
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#9 | ||||||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#10 |
Commander
![]() Join Date: May 2005
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I've no knowledge on the rate of promotions in the KM. My thought process is that if crew members are transferred off of the boat, they should be replaced by one of equivalent rank (or at least close in rank). That's fine. In fact that's great! If you have to spend renown to "buy" a replacement of similar rank then it's a problem.
It's interesting the escorts lose the convoy. I suppose the upper limit should be set at the max the escorts can stay with the convoy. I thought there was a 20 km limit to calls for help from the merchants. One other thing I've noticed is that only one or two (haven't seen three yet) will stay behind at the last known position. For many of the IC convoys that leaves one to three escorts with the convoy. Maybe with this in mind a longer time isn't a bad thing, just as long as the warships are within the 20 km radius. Thoughts? |
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#11 | |
The Old Man
![]() Join Date: Apr 2005
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What would be really cool though is if for every relatively senior crewman you had taken away from you in a transfer you would be able to promote one of your other crewmen to step up and take his place - just think how proud Dieter would be at becoming a brevet Oberstabsbootsmann :P
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#12 |
Navy Seal
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I actually run my own system of transfers, where every patrol I transfer an average 10% (sometimes more, sometimes less) of crewmen who have served for 5 or more patrols, and I generally replace them with junior crew of the same class. For officers, I tend to be a bit more sophisticated and consider things like their rank and function more than anything else.
From what I've read, this is generally applicable for real u-boats. For instance in my WaW career, in 8 patrols I've transferred off a total of 15 crew, 4 of which were officers. (My current crew is 50). I also play a little game on patrol where I 'rate' my crew's performance and give them 'points' for any distinctions or write little stories about their screwups. Which I also use in deciding transfers. Silly roleplay, I know, but sure adds to immersion ![]() |
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#13 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#14 | ||||
Commander
![]() Join Date: May 2005
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#15 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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![]() Quote:
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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