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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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QualEffect in my finding only seems to work in whole Integer numbers. ??
Example setting a seaman to 0.5 from the default 1 does not make any difference (or 2.5 is truncated to 2 it seems). Only whole numbers. 1, 2, 3. I used that to help slow repairs. Even more exciting is the way you could really get the morale and fatigue coeffiecent which will accept a fractional number, to tweak the 'repair' effect so it just barely balance 100% effeciency. Then any problems leads to very long repairs, if any at all! ![]() ![]() Then adding in effects from medals for bonus should be accounted for also (saves the day with the bonus to stats). Alot of possibility. |
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#2 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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Bye the way I am sitting back for a while on sub damage mods now as these discoveries of both yours and Jungmanns own projects are too imprortant to be continulally hampered by varying zones and damage mods. I am happy in the fact that for the first time, I can set off on a campaign choosing my own crew model and having a better sub. I just had to release the Hollywood so other hardcore simmers can enjoy some benefit and retain some interest in the game while we wait for the Big projects to complete their work. I know Jungmann has a better head for maths than I do and is doing a lot of work in this area. He also hold more historic knowledge on the subject of sonars etc. Can I suggest that unless someone else is looking at the ships damage model in the game, that I start tweaking those files and seeing if anything pops up that is worth looking at. This way I am not in either of your ways as far as the sub damage model is concerned. I will always pop in if anything is found but I just do not have the time to single handed go through the whole lot as well as not having the patience to test every minute detail. Like you guys, I just know that SH3 still has loads more potential and it is just a matter of discovering new things. I also feel that the new SH3 commander interface is fantastic in the way it allows modding these type of files to be optional i.e. crew fatigue models. Anyway enough chat Got things to test
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#3 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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While I have had success, such as a coastal or small merchant taking 25 minutes to sink with no notification of 'Enemy Unit Destroyed' until the moment that it slides under the water, the other ships such as the C2, C3, Liberty, Victory etc are proving difficult. Hopefully we can manage to work out a satisfactory compromise. |
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#4 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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Hi Der Teddy
Thats great news about the 25 min etc. I will be happy with that for sure. Have you done anything to effect surface battles? in case someone later adds more visible surface battle in missions or campaigns. Also have you played with resilience. I have just been playing with it with some results but these are not game worthy results untill I establish the formular, the max and min and the link between morale. I know that morale step can be changed and am guessing that HP recovery step can be established and altered i.e. the following line HpStep=10 HpStep1stClass=15 I am wondering what would happen if I put a -10 instead of ten. Maybe men will start getting ill :rotfl: :rotfl: :rotfl: :rotfl: maybe it has no effect until men are actually injured. I am especially looking forward to how you have a different approach to long term at sea affecting morale. Do you forsee any problems with current damage or fatigue models or will these changes be easy to compensate for and incorporate into these types of mods. Basically I would much prefer if only one group works on this issue and you obviously are the best group to do it. I think we do not want to see a bunch of incompatible mods because we are all using different methods to achieve the same end. So all in all I think I will just support the latest Hollywood so as many player's have something to keep them going till yours or either Jungmanns new mods are done. I am now taking a back seat and enjoying the game for a bit so will not be doing any further Hollywoods as it looks like you have pretty much got it all in hand. Everyone has access to what I have done previously and therfore they can access and usy any file etc etc the usual stuff about not for sale and a little credit etc. Maybe you guys should share Ideas with Jungmann as he has made some very interesting discoveries of late. Ps Please try to make it possible to use different actual drain rates i.e. 24 hours. I am now a converted realtime fan ![]() If there is anything I can do, Just shout and i will do some testing. In the meantime I will just be tweaking crew HP a little to see if I can get a sick man :rotfl: :rotfl: :rotfl:
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#5 |
Ensign
![]() Join Date: Oct 2005
Posts: 222
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EDIT: Dumb joke erased.
Please continue with the real important discussion. ![]()
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You can never put too much water on a nuclear reactor... |
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#6 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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A harder hit would definetly put people of duelling with planes thats for sure.
Der Teddy, Observer & Jungmann I am in the process of chaning All Crew models in SH3 commander to accommodate any changes you guys or anyone else wish to reccomend or create or to make it easier to accomodate and test new things via commander i.e. example shown below. Saves time having to open different CFGs once we get used to it. If you wish I can do this for all current available models and post the file for you guys. It saves times when testing different situations. I need to ask Jscones if he can make his next version of Sh3 commander so that we can get the same choices when it comes to selecting different things via his new medals_crew file in the options Interface of SH3 commander. At the moment I have my changes with compartments intervals and damage protection levels stored in here though I am sure as Jscones mentioned, we could have a multitude of different Basic.CFG changes in this file. Would this be helpful to you guys or not? ![]() [7] Desc=Living Crew Holl ;CREW_ block 0_MoraleMin=0.30 0_MoraleMax=0.60 0_FatigueMax=0.90 0_FatigueStep=0.0175 0_CoefFatigue=0.21 0_QualEffect=1 0_Hp=10 0_Wounded=-0.02 0_Dead=-0.05 0_SunkShips=0.1 0_TorpedoHit=0.05 0_Experience=0 1_MoraleMin=0.30 1_MoraleMax=0.60 1_FatigueMax=0.87 1_FatigueStep=0.0174 1_CoefFatigue=0.21 1_QualEffect=1 1_Hp=11 1_Wounded=-0.02 1_Dead=-0.05 1_SunkShips=0.1 1_TorpedoHit=0.05 1_Experience=20 2_MoraleMin=0.30 2_MoraleMax=0.60 2_FatigueMax=0.85 2_FatigueStep=0.0175 2_CoefFatigue=0.24 2_QualEffect=1 2_Hp=12 2_Wounded=-0.02 2_Dead=-0.05 2_SunkShips=0.1 2_TorpedoHit=0.05 2_Experience=50 3_MoraleMin=0.40 3_MoraleMax=0.70 3_FatigueMax=0.83 3_FatigueStep=0.0176 3_CoefFatigue=0.3 3_QualEffect=1.5 3_Hp=12 3_Wounded=-0.02 3_Dead=-0.05 3_SunkShips=0.1 3_TorpedoHit=0.05 3_Experience=100 4_MoraleMin=0.40 4_MoraleMax=0.70 4_FatigueMax=0.81 4_FatigueStep=0.0178 4_CoefFatigue=0.32 4_QualEffect=2 4_Hp=13 4_Wounded=-0.02 4_Dead=-0.05 4_SunkShips=0.1 4_TorpedoHit=0.05 4_Experience=150 5_MoraleMin=0.40 5_MoraleMax=0.70 5_FatigueMax=0.79 5_FatigueStep=0.0179 5_CoefFatigue=0.34 5_QualEffect=2.5 5_Hp=14 5_Wounded=-0.02 5_Dead=-0.05 5_SunkShips=0.1 5_TorpedoHit=0.05 5_Experience=200 6_MoraleMin=0.50 6_MoraleMax=0.80 6_FatigueMax=0.77 6_FatigueStep=0.0180 6_CoefFatigue=0.4 6_QualEffect=1.5 6_Hp=14 6_Wounded=-0.02 6_Dead=-0.05 6_SunkShips=0.1 6_TorpedoHit=0.05 6_Experience=300 7_MoraleMin=0.50 7_MoraleMax=0.80 7_FatigueMax=0.75 7_FatigueStep=0.185 7_CoefFatigue=0.4 7_QualEffect=2 7_Hp=15 7_Wounded=-0.02 7_Dead=-0.05 7_SunkShips=0.1 7_TorpedoHit=0.05 7_Experience=400 8_MoraleMin=0.50 8_MoraleMax=0.80 8_FatigueMax=0.70 8_FatigueStep=0.0190 8_CoefFatigue=0.42 8_QualEffect=2.5 8_Hp=15 8_Wounded=-0.02 8_Dead=-0.05 8_SunkShips=0.1 8_TorpedoHit=0.05 8_Experience=500 ;FATIGUE_COEF block RegularFactor00=0.00001 SpecificFactor00=0.00675 BadWeather0=0.000001 RegularFactor10=0.00001 RegularFactor11=0.00001 SpecificFactor10=0.00666 SpecificFactor11=0.00634 BadWeather1=0.0000001 RegularFactor20=0.00001 RegularFactor21=0.00001 SpecificFactor20=0.00666 SpecificFactor21=0.00631 BadWeather2=0.000000001 RegularFactor30=0.00001 RegularFactor31=0.00001 SpecificFactor30=0.00666 SpecificFactor31=0.00222 BadWeather3=0.000001 RegularFactor40=0.00001 RegularFactor41=0.00001 SpecificFactor40=0.00222 SpecificFactor41=0.00666 BadWeather4=0.0000000001 RegularFactor50=0.00001 RegularFactor51=0.00001 SpecificFactor50=0.023 SpecificFactor51=0.020 BadWeather5=0.0002 SpecificFactor60=-0.00000000000018 SpecificFactor61=-0.00000000000025 SpecificFactor70=-0.00000000000018 SpecificFactor71=-0.00000000000025 RegularFactor80=0.00001 RegularFactor81=0.00001 SpecificFactor80=0.023 SpecificFactor81=0.020 BadWeather8=0.0002 RegularFactor90=0.00001 SpecificFactor90=0.020 BadWeather9=0.002 RegularFactor100=0.00001 SpecificFactor100=0.020 BadWeather10=0.002 RegularFactor110=0.00001 RegularFactor111=0.00001 SpecificFactor110=0.0450 SpecificFactor111=0.0330 BadWeather11=0
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#7 | |
Commander
![]() Join Date: May 2005
Posts: 477
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The formula is not quite right, but it's pretty close. From what I've been able to tell comparing actual results to those obtained by the formula, the formula should actually be written: individual crew value = Moral * 10 * CoefMorale + CoefMoral * (1 - fatigue * (1 - CoefFatigue)) AND individual crew value = Moral * 10 * CoefMorale + CoefMoral * (1 - fatigue * (1 - CoefFatigue)) * QualEffect Therefore: Compartment Efficiency = Sum individual crew values from 1 to n where n = number of crew in the compartment including officers From what I can tell, the "fCoefMoral_per_grad" represents the variable used in code and has no mathamatical meaning. Therefore fCoefMoral_per_grad = CoeffMoral for each rank. |
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#8 | |
Commander
![]() Join Date: May 2005
Posts: 477
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Now that I think of it, Crew_3 has always behaved oddly when having the required compartment qualification. I think this perfectly explains why. I'd written it off to maxed moral and efficiency, but that doesn't explain the behavior. I'll have to update the model to take this into account. Just to explain the model a bit, it runs 250 random variations in crew morale and efficiency for each rank, both qualified and non-qualified. I then use these values to randomly populate compartments running about 1500 different variations for crew efficiency and compartment configuration. I then pick off the compartment efficiency numbers (min, medium and max) and build the compartment portion of the basic.cfg. It sure beats the heck out of running 7 million different test cases in game... |
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#9 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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If you two are pretty agreed on this issue of qualification effect being only able to recognise whole numbers, I may just need to update my settings in sh3 commander.
I thought that if the default game had 1.5 then surely it did account for partial numbers. ![]() ![]() ![]() ![]() ![]() ![]() &Observer I did not understand one word of what you said about all those millions of calculations but I like the sound of it :rotfl: :rotfl: :rotfl: :rotfl: I am just no good at Maths, Point to to a safety concern and thats a different matter but maths sucks for me.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#10 | ||
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
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#11 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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It is a very fast way to balance out the numbers to get what you want. Instead of someone like me doing it by 'trial and error' and careful observation. It is taking forever!
![]() He knows a numeric program to crunch the simulation fast. The outputs affect the inputs in a feedback way. IE Only a computer program can really beta test it propperly. After a few hundred trials for me, my eyes are bleeding. :rotfl: |
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