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Old 06-07-06, 03:32 PM   #46
nvdrifter
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No one believes me.

I know it sounds like a tease post, but I really did change the repair times.

I will go ahead and post the results here, but I want the credit for it if someone uses it in one of their mods!

Basic.cfg-

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=9.1
Interval2_0=9.6
Interval3_0=399.7

NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=398.5

NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=.06
Interval3_2=312.1

NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=316

NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=311

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=313.7

NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=399.7

NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=327.3

NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=324.65

NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=396.1

NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=9.2
Interval3_10=314.3

NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=394.1

NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=391.1

--------------------------

I edited the Interval3 line in each setting to around 300+. This was the best balance I think. But doing this alone will not allow the sub crew to run engines, etc. So I also modded this:

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0

[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20

[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50

[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=2000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100

-----------------------------------

I increased the quality effect to 10000 for the lower class sailors. This allows the boat to run ok with the other settings above. I left the higher officers alone, because it affects the damage control team too much. These Quality Effect numbers need tweaking and balancing. That will come soon enough.

I tested these settings with the damage control team. You will need them! I know this this tweak isn't perfect and needs some fine-tuning, but it makes for really long repair times now. Hello Das Boot.

I will soon send a text file of this mod to the SubSim library for posting after some more fine-tuning.



Last edited by nvdrifter; 06-07-06 at 03:38 PM.
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Old 06-07-06, 03:38 PM   #47
CB..
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Quote:
Originally Posted by nvdrifter
No one believes me.

I know it sounds like a tease post, but I really did change the repair times.

I will go ahead and post the results here, but I want the credit for it if someone uses it in one of their mods!

Basic.cfg-

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=9.1
Interval2_0=9.6
Interval3_0=399.7

NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=398.5
NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=.06
Interval3_2=312.1

NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=316

NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=311

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=313.7

NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=399.7

NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=327.3

NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=324.65

NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=396.1

NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=9.2
Interval3_10=314.3

NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=394.1

NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=391.1

--------------------------

I edited the Interval3 line in each setting to around 300+. This was the best balance I think. But doing this alone will not allow the sub crew to run engines, etc. So I also modded this:

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0

[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20

[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50

[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=2000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100

-----------------------------------

I increased the quality effect to 10000 for the lower class sailors. This allows the boat to run ok with the other settings above. I left the higher officers alone, because it affects the damage control team too much. These Quality Effect numbers need tweaking and balancing. That will come soon enough.

I tested these settings with the damage control team. You will need them! I know this this tweak isn't perfect and needs some fine-tuning, but it makes for really long repair times now. Hello Das Boot.

I will soon send a text file of this mod to the SubSim library for posting after some more fine-tuning.


had a feeling that the interval might have summat to do with this---you can change the title of the thread now--to
"REPAIR TIMES STILL WAY TOO SHORT..SO DECIDED TO DO SOMETHING ABOUT IT"
__________________
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Old 06-07-06, 03:40 PM   #48
nvdrifter
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Quote:
Originally Posted by CB..
had a feeling that the interval might have summat to do with this---you can change the title of the thread now--to
"REPAIR TIMES STILL WAY TOO SHORT..SO DECIDED TO DO SOMETHING ABOUT IT"
Hey, it was partially your idea too. Thanks for the hint.

I honestly believe it will be like playing a whole different game now. I think the gameplay will be much, much better (and suspenceful) now with this tweak.

Last edited by nvdrifter; 06-07-06 at 03:43 PM.
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Old 06-07-06, 03:44 PM   #49
Der Teddy Bar
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Quote:
No one believes me.
Not so, the comment of "Ohhhhh it must be Christmas?" was about the excitment of opening presents and that this is the time associated with getting gifts.
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Old 06-07-06, 03:45 PM   #50
CB..
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many thanks NVdrifter

it's called "brainstorming" throw some ideas around and usualy some-one will come up with an answer that one of us alone wouldn't have thought of---reckon you've started a revoloution here tho---

those interval things are mighty powerfull modding tools--all credit to you!!
__________________
the world's tinyiest sh3 supermod-
and other SH3/SH2 stuff

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The best lack all conviction, while the worst
Are full of passionate intensity.

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Old 06-07-06, 03:49 PM   #51
nvdrifter
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Quote:
Originally Posted by Der Teddy Bar
Not so, the comment of "Ohhhhh it must be Christmas?" was about the excitment of opening presents and that this is the time associated with getting gifts.
I thought you were being sarcastic. hehe :p
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Old 06-07-06, 04:34 PM   #52
Der Teddy Bar
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Quote:
Originally Posted by nvdrifter
I thought you were being sarcastic. hehe :p
Not a problem, I get that all the time :rotfl:
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Old 06-07-06, 08:21 PM   #53
nvdrifter
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I think the flooding rates might need to be tweaked, too. Not sure. The flooding can quickly overwhelm the compartment due to the slower repair times.

Last edited by nvdrifter; 06-07-06 at 08:38 PM.
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Old 06-07-06, 08:34 PM   #54
Observer
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Quote:
Originally Posted by nvdrifter
No one believes me.

I know it sounds like a tease post, but I really did change the repair times.

I will go ahead and post the results here, but I want the credit for it if someone uses it in one of their mods!

Basic.cfg-

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=9.1
Interval2_0=9.6
Interval3_0=399.7

NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=398.5

NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=.06
Interval3_2=312.1

NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=316

NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=311

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=313.7

NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=399.7

NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=327.3

NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=324.65

NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=396.1

NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=9.2
Interval3_10=314.3

NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=394.1

NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=391.1

--------------------------

I edited the Interval3 line in each setting to around 300+. This was the best balance I think. But doing this alone will not allow the sub crew to run engines, etc. So I also modded this:

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0

[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20

[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50

[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=2000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100

-----------------------------------

I increased the quality effect to 10000 for the lower class sailors. This allows the boat to run ok with the other settings above. I left the higher officers alone, because it affects the damage control team too much. These Quality Effect numbers need tweaking and balancing. That will come soon enough.

I tested these settings with the damage control team. You will need them! I know this this tweak isn't perfect and needs some fine-tuning, but it makes for really long repair times now. Hello Das Boot.

I will soon send a text file of this mod to the SubSim library for posting after some more fine-tuning.


FWIW, the Interval*_* sets the values of the compartment efficiency. Compartment efficiency is defined as the sum of the individual crew member efficiencies modified by any officers present in the space. Furthermore, the Interval*_* sets the values which are used to display the green bar across the top of a compartment. When the sum of the individual crew member efficiencies is greater than the Interval1_* value the green bar will be 1/3 filled. When greater than the Interval2_* it will be 2/3 filled and when greater than or equal to the Interval3_* it will be all green.

For the NYGM Crew Management Mod I built a computer model to predict the correct values for each of the
Interval*_* settings in each compartment. For the bow compartment (and the damage control room) I set the Interval3_* value high (45 is the highest for the 14 man bow torpedo room) too, but not to the extreme you did. Interestingly I noticed, for the damage control room, longer repair times, but I never connected this to the the Interval3_* value. Some of this may be due to the fact I was using the compartment + the DC room, which has a multiplicative effect on repair times.

Be careful with this value since in order for a compartment to function, you need to have the sum of the crew member efficiences greater than the
Interval1_* value, and this is a number between 0 (the min) and Interval3_* (the max) for each compartment. This makes setting CoefMorale and CoefFatigue tricky. In addition, you've effectively nullified any changes to morale or efficiency because of the large value you've used for QualEffect. By the way, here's a paper I wrote on the subject of morale with the relevant equations and theories. I have more papers on the subject if you'd like to read those too. Let me know.

http://rapidshare.de/files/22498380/morale.doc.html

You're also welcome to use my computer model to help solve for the correct compartment values. Let me know and I'll upload it since it's too big to send in email.

Good find and good luck.
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Old 06-07-06, 11:54 PM   #55
nvdrifter
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Here is another tweak I made to use in conjuction with repair time tweak:

Basic.cfg-

[DAMAGE]
OpenComp=1
PartiallyOpenComp=0.8
EnclosedComp=0.5

I increased the enclosed and partially enclosed compartment numbers. This way, personell and equipment inside the sub are more vulnerable to damage and death (creating more need for repairs and such) before hull integrity reaches zero. Makes for some serious Das Boot moments.
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Old 06-08-06, 12:28 AM   #56
Der Teddy Bar
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Quote:
Originally Posted by nvdrifter
Here is another tweak I made to use in conjuction with repair time tweak:

Basic.cfg-

[DAMAGE]
OpenComp=1
PartiallyOpenComp=0.8
EnclosedComp=0.5

I increased the enclosed and partially enclosed compartment numbers. This way, personell and equipment inside the sub are more vulnerable to damage and death (creating more need for repairs and such) before hull integrity reaches zero. Makes for some serious Das Boot moments.
I am certain that it only effects the crew.

These are the NYGM values...
[DAMAGE]
OpenComp=10 ; was 1
PartiallyOpenComp=6 ; was 0.5
EnclosedComp=0.1 ; no change

With these values your deck gun and non shielded AA crew are very suseptable to 20mm canon fire.

The coning tower are suseptable to canon fire.
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Old 06-08-06, 12:49 AM   #57
nvdrifter
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Quote:
Originally Posted by Der Teddy Bar
I am certain that it only effects the crew.

These are the NYGM values...
[DAMAGE]
OpenComp=10 ; was 1
PartiallyOpenComp=6 ; was 0.5
EnclosedComp=0.1 ; no change

With these values your deck gun and non shielded AA crew are very suseptable to 20mm canon fire.

The coning tower are suseptable to canon fire.
I see. Thanks for the info.
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Old 06-08-06, 06:10 AM   #58
The Noob
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*Falls from the Seat*
*Goes Get a Coke*
*Holds His Breath*

I...can't...blink...i...have to...be...the......first one to....DL this!

Finally the damadge model is Fixed! YAY!

Can't wait to have this included into NYGM!

Quote:
Originally Posted by nvdrifter
I think the flooding rates might need to be tweaked, too.
That needs to be done in the Zones.cfg file. Ask Gouldjg about it. Work together Damnit! This will get...i don't even know what to say here.
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Old 06-08-06, 08:41 AM   #59
nvdrifter
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I've been playing around with the zones flooding settings. Still haven't got it quite right yet, but almost.

Balancing this all out will be the real challenge now. The one setting really affects a lot of other crew settings. But I think we are heading in the right direction now.

Last edited by nvdrifter; 06-08-06 at 08:53 AM.
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Old 06-08-06, 08:57 AM   #60
CB..
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drifter..what happens if you just add- for example-
10 to ALL the figures

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=17.1
Interval2_0=19.6
Interval3_0=29.7

and the same with all the

CoefMorale=10.4
CoefFatigue=10.2
QualEffect=11

does this just result in exaclty the same repair times as normal or do the repair times increase along with it--that might be use-full

if you get really stuck a compromise beta test might be to only mod certain compartments not them all--leave the torp compartments as stock but increase the deislel engine room and command room and maybe the bridge- flak gun deck gun

leaving the electric engines etc and torp rooms alone might allow for less problems when submerged controlling the qual effect--the long repair times only really hitting home when you realise that your dead in the water when surfaced for many hours--which would be critical if your low on batterys and or there are a lot of aiircraft around--
this way only certain quals would need to be boosted to compensate and you would still be left with long repair times for the critical systems needed to recharge batterys escape and defend your self on the surface
__________________
the world's tinyiest sh3 supermod-
and other SH3/SH2 stuff

http://www.ebort2.co.uk/


The best lack all conviction, while the worst
Are full of passionate intensity.

W.B.Yeats
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