SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-13-05, 05:48 PM   #1
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default

Sounds like a complete overall with a new concept. I guess when its released we can understand it better. You seem to like it so I realy hope it works better and it gets rid of that TC problem.

Quote:
Other rooms have very slow organisation loss but it does occur and there is also a small organisation penalty for swapping men around. Don’t worry about the watch crew as I will adjust this accordingly.
How does one make a one off 'Fatigue Hit' when switching one man to a comparment?

Is the game's stock concept for Electric and diesel Engine rooms being reversed when surfaced or underwater being tossed out?
Jungman is offline   Reply With Quote
Old 10-13-05, 05:48 PM   #2
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

Jungman

I stand to be corrected but I do not think fatigue is triggered by combat state.

Regular = the instant organisation loss you get when placed in that compartment.

Specific = the ammount of Organisation loss you recieve every 10 minutes whilst in that compartment.

I could be very wrong and Hope I am as people wanted combat to affect fatigue but I do not think it does.

I will test this more tommorow.

Egg on the face if I am wrong :hmm: I have been testing in battles all day :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

Just too tired right now
gouldjg is offline   Reply With Quote
Old 10-13-05, 06:08 PM   #3
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default

OK I understand then. For a compartment X.

RegularX0: One off hit being placed into compartment. Surface.

SpecificX0: Continuous lost while within compartment. Surface.

RegularX1: One off hit being placed into compartment. Submerged.

SpecificX1: Continuous lost while within compartment. Submerged.

So there is no battle mode fatigue. So why the Electric and Diesel room are made the same? I would think being underwater and running the electic motors would create more fatigue than sitting in the Diesel Engine room doing nothing.

Thanks, gouldjd. keep up your hard effort. This is really another way of looking at it. But I do not understand the changes to Diesel and Electric for being Surfaced or Underwater. Should it not be reversed to each other as it is in the stock Basic.cfg?
Jungman is offline   Reply With Quote
Old 10-14-05, 12:56 AM   #4
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

I did a small test last night.

When I was in a combat zone, my fatigue did infact go down faster than when not.

I still need to test this more because it does not make sense that the compartment coef fatigue should be doing this.

Something else may be kicking in when in a combat Zone or it may be working in another way.

Either way, the changes I made still seem to work for this sytem I am doing. Very strange indeed.

Maybe Intervals as shown further up in basic have something to do with all this or it could be something on individual crew settings.

Here are my more recent changes?

[FATIGUE_COEF]
;comp 0
RegularFactor00=0.1
SpecificFactor00=0.0001
BadWeather0=0.05
;comp1
RegularFactor10=0.1
RegularFactor11=0.1
SpecificFactor10=0.0002
SpecificFactor11=0.0001
BadWeather1=0.02
;comp2
RegularFactor20=0.1
RegularFactor21=0.1
SpecificFactor20=0.0002
SpecificFactor21=0.0001
BadWeather2=0.03
;comp3
RegularFactor30=0.1
RegularFactor31=0.1
SpecificFactor30=0.0002
SpecificFactor31=0.0001
BadWeather3=0.04
;comp4
RegularFactor40=0.1
RegularFactor41=0.1
SpecificFactor40=0.0002
SpecificFactor41=0.0001
BadWeather4=0.02
;comp5
RegularFactor50=0.1
RegularFactor51=0.1
SpecificFactor50=0.01
SpecificFactor51=0.01
BadWeather5=0.2
;comp6
RegularFactor60=-0.05
RegularFactor61=-0.05
SpecificFactor60=-0.0003
SpecificFactor61=-0.0005
;comp7
RegularFactor70=0.30
RegularFactor71=0.30
SpecificFactor70=-0.001
SpecificFactor71=-0.003
;comp8
RegularFactor80=0.11
RegularFactor81=0.11
SpecificFactor80=0.01
SpecificFactor81=0.01
BadWeather8=0.2
;comp9
RegularFactor90=0.25
SpecificFactor90=0.007
BadWeather9=0.2
;comp10
RegularFactor100=0.25
SpecificFactor100=0.007
BadWeather10=0.3
;comp 11
RegularFactor110=0.99
RegularFactor111=0.99
SpecificFactor110=0.99
SpecificFactor111=0.99
BadWeather11=0
gouldjg is offline   Reply With Quote
Old 10-14-05, 02:24 AM   #5
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default

Can I ask this again, since I am very confused on this one point

" So why the Electric and Diesel room are made the same? I would think being underwater and running the electic motors would create more fatigue than sitting in the Diesel Engine room doing nothing. "
:hmm:

The original game has these changed around for their respective compartments.

On the surface your deisel engines are running and those values would be correct for station 3. But compartment 4 the Electric engine should be reversed for specific continuous fatigue.

;comp3 Diesel Engine

RegularFactor30=0.1
RegularFactor31=0.1
SpecificFactor30=0.0002
SpecificFactor31=0.0001
BadWeather3=0.04

;comp4 Electric Engine

RegularFactor40=0.1
RegularFactor41=0.1
SpecificFactor40=0.0002 ---> .0001 you are on surface. OFF doing nothing, but play hide the salami.
SpecificFactor41=0.0001 ---> .0002 you are underwater. ON Working the electric motors more fatigue.
BadWeather4=0.02
Jungman is offline   Reply With Quote
Old 10-14-05, 03:10 AM   #6
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

sorry Jungman

I am not avoiding the question, its just that I am at work so cannot test as you say.

However you are in fact very right about the engines, when I get home this shall be looked into and I will report back.
gouldjg is offline   Reply With Quote
Old 10-14-05, 03:34 AM   #7
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

Actually I am thinking that this could indeed be a good thing for me as we can have it so men do not fatigue under certain circumstances.


I don't say fatigue anymore, its organisation to me unless these test have a major flaw that I am missing.

We need to find out if your are right about the coef being the effective factor in combat or is it something else.

I almost took another day of work to test thuis but the boss called me in.
gouldjg is offline   Reply With Quote
Old 10-14-05, 09:13 AM   #8
oRGy
Crusty
 
Join Date: Apr 2005
Posts: 648
Downloads: 8
Uploads: 0
Default

Sounds interesting gouldjg. Is it possible to use the extended repair times with a "No Fatigue" model, though? As I'd use the extended repair times in IuB but probably not a new fatigue/organisation model. Simply because I don't want to change some things too much.
oRGy is offline   Reply With Quote
Old 10-14-05, 09:54 AM   #9
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

Orgy

Unfortuantly I cannot see any way to get longer repairs without either limiting the repair station to only hold 1 man or by having a penalty on the men put into there.

This is how repair works in my eyes.

All compartments except the rest areas will be automatically repaired by the crew in there.

The rest areas will not recover at all unless you place men in the repair station.

So when I get flooding or major damage i.e. battery damage, I must put men in the repair station.

When the men go to this station, they are just too efficient.

So lets talk gameplay for a minute

A am trying to simulate a longer damage system. We have all had a go at tweaking the zones cfg but no matter what we do, the repair team seem to fix this too quick.

Now the system I am trying to get should be so that you can sail at high time comression but still get some organisation issues after a period of time depending on weather etc.

I have not yet decided on what I should base this on.

3 possibilities

A system that requires the player to reorganise every game day i.e. 24 hours at sea.

A system that forces him to reorganise every game week at sea.

A system that forces him to reorganise every game month at sea.

Each system has its problems at which I am trying to approach but this takes time.


I have it set at the moment that the golden room of play should be to keep men out of combat areas till a combat situation arises because other factors come into play. And again I am just trying to please my game play lust and try and get a bit of decent man management onboard.

Organisation covers all the issues with being a captain, its just getting the game to represent this as best as I can.

I am doing ok but still have many test to do.

At the moment I am a bit puzzled by little snags.
gouldjg is offline   Reply With Quote
Old 10-14-05, 09:57 AM   #10
oRGy
Crusty
 
Join Date: Apr 2005
Posts: 648
Downloads: 8
Uploads: 0
Default

Well, keep investigating anyway gouldjg - I'll be keeping an eye on your work.

oRGy is offline   Reply With Quote
Old 10-15-05, 10:59 AM   #11
vils
Sailor man
 
Join Date: Jan 2002
Posts: 49
Downloads: 1
Uploads: 0
Default hm

gouldjg:

I vote for a every 24hrs fatigue system, to simulate off and on duty.

But i suggest this is heavily modified by the type of weather there is. A storm should fatigue the entire crew much faster than anything else. Moreover, if you were running submerged during the same storm i would suggest fatigue should override weather parameters, as things will be calmer.

Ofcourse this is based on that crew is able to recover by resting, yet during surface and storm there should be same impact to the entire crew regardless resting or not, ofcourse, those bastards on the bridge should suffer even worse..

Salty heavy sea, a joy but surely not in the long run! :P
vils is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:31 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.