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Old 12-06-05, 12:13 PM   #571
CB..
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it's easy G'

just start with a stock AI_sensors.dat

and make two alterations--

one-
REDUCE all the hydrophones max distances by 4000 metres--so if it's 6500 as stock reduce it to 2500 metres--do this for all the hydrophones--

two-
INCREASE the minimum distances for all the hydrophones to 1000 metres--

three-
use these sim.cfg entrys

[Mech]
Waves amplitude=0.4 ;[0,1]
Waves attenuation=0.02 ;>=0

[AI Cannons]
Max error angle=20 ;[deg]
Max fire range=5000 ;[m]
Max fire wait=22 ;[s]

[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=1000 ;[m]
Max fire wait=7 ;[s]

[AI detection]
Lost contact time=6 ;[min]

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time.
Fog factor=0.3 ;[>=0]
Light factor=1.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=400 ;[m2]
Enemy speed factor=15 ;[kt]

[Radar]
Detection time=1 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Enemy surface factor=3.0 ;[m2]

[Hydrophone]
range factor=1 ;[>=0]
fog factor=0 ;[>=0]
light factor=0 ;[>=0]
waves factor=0.2 ;[>=0]
speed factor=0.5 ;[>=0]
enemy speed=0 ;[>=0]
aspect=0 ;[>=0]
noise factor=1.0 ;[>=0]
sensor height factor=0 ;[>=0]
already tracking modifier=20 ;[detection probability modifier]
decay time=150 ;[>0] already tracking bonus decay, in seconds
uses crew efficiency=true ;[true or false]

[Sonar]
Detection time=5 ;[s]
Sensitivity=0.03 ;(0..1)
Waves factor=0.50 ;[>=0]
Speed factor=10 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=2



four--
reduce the maximum revs for the electric engines using the mini tweaker by 30 to 50 revs per minutes--i reduced mine to 250 rpm max--

and that's it--

lots of scope to tweak it to individual requirments --but remember i have not at any point tested this in single mission play--ONLY in full career campaign play--
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Old 12-06-05, 12:20 PM   #572
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Thanks CB

By the way, did you get anywhere with the type theory?
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Old 12-06-05, 12:30 PM   #573
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Quote:
Originally Posted by gouldjg
Thanks CB

By the way, did you get anywhere with the type theory?
hope it helps!!

i haven't tried the type theory yet i must admit--felt i was so close with the other stuff that i didn't want to change tack and get confused--reckon the type thing could be good if it works tho--
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Old 12-06-05, 12:46 PM   #574
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Well going of what you said about the random groups using the sim.cfg, I was starting to wonder if it is not just best to use Sh3 commander and have different settings for different years. To me this just seem a lot more simple than trying to fix one file for all the years which seems to be immpossible without one effecting the other.

I asked JScones and he thinks it can be done easily and the method is already in Sh3 commander.

I will try your settings and then decide which way I am going go on all this.

Hopefully I will get my ideal game settings also.
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Old 12-06-05, 01:49 PM   #575
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Quote:
Originally Posted by gouldjg
Well going of what you said about the random groups using the sim.cfg, I was starting to wonder if it is not just best to use Sh3 commander and have different settings for different years. To me this just seem a lot more simple than trying to fix one file for all the years which seems to be immpossible without one effecting the other.

I asked JScones and he thinks it can be done easily and the method is already in Sh3 commander.

I will try your settings and then decide which way I am going go on all this.

Hopefully I will get my ideal game settings also.

i see---
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Old 12-06-05, 06:14 PM   #576
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Quote:
Originally Posted by gouldjg
Well going of what you said about the random groups using the sim.cfg, I was starting to wonder if it is not just best to use Sh3 commander and have different settings for different years. To me this just seem a lot more simple than trying to fix one file for all the years which seems to be immpossible without one effecting the other.
Guys
In the beginning of my testing I was using SH3 Commander for startups as always however I noticed after going back and forth that it was rewriting the sim.cfg for some reason. The method I used to use was Rollback Commander/ Edit whatever file/Start game thru Commander/Play game. I noticed that the changes I had just made were gone and the file had defaulted. Once I stopped using commander for testing everything stayed put. No clue if this was a glitch on my part or something else. Just a thought that I have no explanation for and may be an anomoly.

BTW. Getting onto this site lately is like pulling teeth from a chicken. What gives?
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Old 12-06-05, 09:05 PM   #577
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Quote:
Originally Posted by HEMISENT
Quote:
Originally Posted by gouldjg
Well going of what you said about the random groups using the sim.cfg, I was starting to wonder if it is not just best to use Sh3 commander and have different settings for different years. To me this just seem a lot more simple than trying to fix one file for all the years which seems to be immpossible without one effecting the other.
Guys
In the beginning of my testing I was using SH3 Commander for startups as always however I noticed after going back and forth that it was rewriting the sim.cfg for some reason. The method I used to use was Rollback Commander/ Edit whatever file/Start game thru Commander/Play game. I noticed that the changes I had just made were gone and the file had defaulted. Once I stopped using commander for testing everything stayed put. No clue if this was a glitch on my part or something else. Just a thought that I have no explanation for and may be an anomoly.

BTW. Getting onto this site lately is like pulling teeth from a chicken. What gives?
A classic example of why I say that you should test with a clean install.
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Old 12-06-05, 09:09 PM   #578
HEMISENT
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by HEMISENT
Quote:
Originally Posted by gouldjg
Well going of what you said about the random groups using the sim.cfg, I was starting to wonder if it is not just best to use Sh3 commander and have different settings for different years. To me this just seem a lot more simple than trying to fix one file for all the years which seems to be immpossible without one effecting the other.
Guys
In the beginning of my testing I was using SH3 Commander for startups as always however I noticed after going back and forth that it was rewriting the sim.cfg for some reason. The method I used to use was Rollback Commander/ Edit whatever file/Start game thru Commander/Play game. I noticed that the changes I had just made were gone and the file had defaulted. Once I stopped using commander for testing everything stayed put. No clue if this was a glitch on my part or something else. Just a thought that I have no explanation for and may be an anomoly.?
A classic example of why I say that you should test with a clean install.
You are soooooo right on that one. I learned my lesson.
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Old 12-07-05, 11:47 AM   #579
Txema
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POSTED BY CB

Quote:
it's easy G'

just start with a stock AI_sensors.dat

and make two alterations--

one-
REDUCE all the hydrophones max distances by 4000 metres--so if it's 6500 as stock reduce it to 2500 metres--do this for all the hydrophones--

two-
INCREASE the minimum distances for all the hydrophones to 1000 metres--

three-
use these sim.cfg entrys

[Mech]
Waves amplitude=0.4 ;[0,1]
Waves attenuation=0.02 ;>=0

[AI Cannons]
Max error angle=20 ;[deg]
Max fire range=5000 ;[m]
Max fire wait=22 ;[s]

[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=1000 ;[m]
Max fire wait=7 ;[s]

[AI detection]
Lost contact time=6 ;[min]

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time.
Fog factor=0.3 ;[>=0]
Light factor=1.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=400 ;[m2]
Enemy speed factor=15 ;[kt]

[Radar]
Detection time=1 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Enemy surface factor=3.0 ;[m2]

[Hydrophone]
range factor=1 ;[>=0]
fog factor=0 ;[>=0]
light factor=0 ;[>=0]
waves factor=0.2 ;[>=0]
speed factor=0.5 ;[>=0]
enemy speed=0 ;[>=0]
aspect=0 ;[>=0]
noise factor=1.0 ;[>=0]
sensor height factor=0 ;[>=0]
already tracking modifier=20 ;[detection probability modifier]
decay time=150 ;[>0] already tracking bonus decay, in seconds
uses crew efficiency=true ;[true or false]

[Sonar]
Detection time=5 ;[s]
Sensitivity=0.03 ;(0..1)
Waves factor=0.50 ;[>=0]
Speed factor=10 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=2



four--
reduce the maximum revs for the electric engines using the mini tweaker by 30 to 50 revs per minutes--i reduced mine to 250 rpm max--

and that's it--

CB,


Let me ask a question: by doing just these modifications you obtain a consistent and quite good gameplay in the Silent Hunter III... but how do you obtain this consistent behaviour if the destroyer abilities depend also on the "CrewRating"? Don´t you need to set a fixed "CrewRating" to get a consistent behaviour?

Thanks for your help !!!

Txema
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Old 12-07-05, 12:03 PM   #580
CB..
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Quote:
Originally Posted by Txema

Let me ask a question: by doing just these modifications you obtain a consistent and quite good gameplay in the Silent Hunter III... but how do you obtain this consistent behaviour if the destroyer abilities depend also on the "CrewRating"? Don´t you need to set a fixed "CrewRating" to get a consistent behaviour?

Thanks for your help !!!

Txema
IMO the crewrating can be used to lower or higher the difficulty level without adversely affecting the way the "mod" works--so you shouldn't have to worry too much about that particular variable--it's not a finnicky set up--more fire and forget--it tends to take care of it's self no matter what other variables come into play--sensors change as per the date as normal so do the weapons obviously--weather and so on--it seems to handle these normal changes with the appropiate varience in difficulty etc

i haven't tried to put a straight jacket on the game here ---the game does what it normally does--except with more usefull and interesting convoy escorts --that's all--every-thing that was possible in the stock set up is still possible now--and that includes user customisations etc etc--

i'm completely satisfied that it solves the problem i joined the thread to solve--for me--and with the brainstorming done here by all there's plenty of scope for other approaches-
but for my situation (dumb-ass convoy escorts)- this solves the problems with this aspect of the gameplay in a flexible and elegant way--
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Old 12-07-05, 12:39 PM   #581
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I like CB's setup, I'm using it and I'm finding it a lot more challenging.

Again just out of curiosity I inserted this line from the air files just to see what would happen.

Elite Airbase Modifier=1

I got attacked almost at mission start, I was wondering if the aircraft gave my position away, I'm not sure.
The thing is the game accepted it so there is more to this Sim.cfg yet.
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Old 12-07-05, 12:45 PM   #582
CB..
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Quote:
Originally Posted by Col7777
I like CB's setup, I'm using it and I'm finding it a lot more challenging.

Again just out of curiosity I inserted this line from the air files just to see what would happen.

Elite Airbase Modifier=1

I got attacked almost at mission start, I was wondering if the aircraft gave my position away, I'm not sure.
The thing is the game accepted it so there is more to this Sim.cfg yet.
Cheers Col as usual i owe it to one of your inspired "stabs in the dark"!!

did you get attacked by an aircraft or a DD?
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The best lack all conviction, while the worst
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Old 12-07-05, 12:52 PM   #583
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Oops! Sorry Cb, it was an aircraft, he came in from nowhere and dropped one on me, minor damage, I didn't see it again but shortly afterwards I was in contact with the convoy.

I'm noticing different behaviour with different warships since we started all this, something I never bothered about before.
I'm sure some do act differently to others or is it my imagination?
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Old 12-07-05, 12:57 PM   #584
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Quote:
Originally Posted by Col7777
Oops! Sorry Cb, it was an aircraft, he came in from nowhere and dropped one on me, minor damage, I didn't see it again but shortly afterwards I was in contact with the convoy.

I'm noticing different behaviour with different warships since we started all this, something I never bothered about before.
I'm sure some do act differently to others or is it my imagination?
ok cheers Col! wonder what was happening?

i've noticed the warships tend to have quite distinct mood swings - tho i haven't managed to put my finger on what's going on!--i reckon your right!!
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Old 12-07-05, 02:46 PM   #585
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On the subject of pinpoint drops...


Has anyone noticed that AI sonar (passave and active) have a limit as to how deep they will go? (300 meters)

Going deep with a sub is basicaly, using and old phrase , "flying under the radar". Adjusting these values to 400 or 500 meters, unless its my imagination (and it could very well be), excepting hedge hogs, they're aim seems to be absolute crap. Even if i sit there at a dead stop. All other values for ai sonar being default.
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