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Old 06-08-06, 09:45 AM   #61
nvdrifter
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Quote:
Originally Posted by CB..
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
CB, I haven't tried those settings yet. Good idea, though.
What I did was change all compartment flood times to 250, then I doubled the armor amount for all entries, plus I halved all hit points. It is totally awesome. It's now possible to fight flooding for hours while also trying to repair things for hours, and at the same time you might be hiding from the enemy. Das Boot all the way.

Last edited by nvdrifter; 06-08-06 at 10:50 AM.
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Old 06-08-06, 10:42 AM   #62
CB..
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Cheers drifter --sorry to admit i can't really help with the testing--i'm in the middle of something else and it'll confuse the heck out of me if try to test other things at the same time--it wouldn't give fair results anyway the one mod would conflict with the other all the time making it hard to say anything for sure--my apologies for this--

i reckon the idea of adding 10 to all the entrys seems a good place to try to figure out exactly the best and easiest way to control it all--if every thing stays the same repair wise-- then you can learn something from that
if the repair times do go up then all you need do is keep adding to all the entrys untill you get the times required

i think it may be a good idea to increase all the entrys in some way as this should (in theory) help maintain some sort of balance--

or perhaps

just the

Interval2_0=19.6
Interval3_0=29.7

???

meaning that the
Interval1_0=9.6

is stock if as observer says this interval1 entry controls how much crew is needed to hold the green bar at one third-then one third is usally enough for the compartment to operate normaly--lessing the need for an ubered qual effect fro that compartment but making it extremely hard if not impossible to get the effeciency bar any higher than that-

i dunno i get the feeling there something else going on with this other just it being a matter of how far the green effeciency bar goes across at certain crew settings-numbers quals etc--

you only altered

Interval3_0=329.7

in your first run at it ---so the compartment should have operated at normal effeciency just that it was impossible without modding the quals to get the bar full--

mind you Observer did mention something about the game taking an average of the interval1 and interval2 figures as a measure of effeciency for the compartment--

now if that is so (and ive no reason to suppose it isnt)
then why have the three interval settings to start of with?
all you would need is interval1 and interval3
the game then averages out the rest of the effeciency as being some where between these two figures--

so there's summat else going on as well--
and that summat else is what you have discovered--

really it should make no difference at all
to repair times ---if the green effeciency bar is full then the repair should take exactly the same time no mattter what interval qual levels you use--

the bar is full max effeciency-- max effeciency is max effeciency etc

as this isnt the case?

summat else is going on---the repair times are not concretely tied to the effeciency rating

perhaps thats what observer meant ...i dunno lol..

if the repair times are related to the difference between the interval1 and interval3 entrys
then in this case

NumberOfCrew0=15
Interval1_0=17.1
Interval2_0=19.6
Interval3_0=29.7


the maximum time for any repair would be

12.6 seconds

29.7 minus 17.1 =12.6 seconds

shot in the dark here of course--

but here goes

the maximum time for any repair in that compartment is
interval3
minus
interval1

so you could reduce interval1 and increase interval3
lessing the need for such a huge qual effect---
im going for a lie down now lol
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Old 06-08-06, 11:16 AM   #63
nvdrifter
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Quote:
Originally Posted by CB..
Cheers drifter --sorry to admit i can't really help with the testing--i'm in the middle of something else and it'll confuse the heck out of me if try to test other things at the same time--it wouldn't give fair results anyway the one mod would conflict with the other all the time making it hard to say anything for sure--my apologies for this--

i reckon the idea of adding 10 to all the entrys seems a good place to try to figure out exactly the best and easiest way to control it all--if every thing stays the same repair wise-- then you can learn something from that
if the repair times do go up then all you need do is keep adding to all the entrys untill you get the times required

i think it may be a good idea to increase all the entrys in some way as this should (in theory) help maintain some sort of balance--

or perhaps

just the

Interval2_0=19.6
Interval3_0=29.7

???

meaning that the
Interval1_0=9.6

is stock if as observer says this interval1 entry controls how much crew is needed to hold the green bar at one third-then one third is usally enough for the compartment to operate normaly--lessing the need for an ubered qual effect fro that compartment but making it extremely hard if not impossible to get the effeciency bar any higher than that-

i dunno i get the feeling there something else going on with this other just it being a matter of how far the green effeciency bar goes across at certain crew settings-numbers quals etc--

you only altered

Interval3_0=329.7

in your first run at it ---so the compartment should have operated at normal effeciency just that it was impossible without modding the quals to get the bar full--

mind you Observer did mention something about the game taking an average of the interval1 and interval2 figures as a measure of effeciency for the compartment--

now if that is so (and ive no reason to suppose it isnt)
then why have the three interval settings to start of with?
all you would need is interval1 and interval3
the game then averages out the rest of the effeciency as being some where between these two figures--

so there's summat else going on as well--
and that summat else is what you have discovered--

really it should make no difference at all
to repair times ---if the green effeciency bar is full then the repair should take exactly the same time no mattter what interval qual levels you use--

the bar is full max effeciency-- max effeciency is max effeciency etc

as this isnt the case?

summat else is going on---the repair times are not concretely tied to the effeciency rating

perhaps thats what observer meant ...i dunno lol..

if the repair times are related to the difference between the interval1 and interval3 entrys
then in this case

NumberOfCrew0=15
Interval1_0=17.1
Interval2_0=19.6
Interval3_0=29.7


the maximum time for any repair would be

12.6 seconds

29.7 minus 17.1 =12.6 seconds

shot in the dark here of course--

but here goes

the maximum time for any repair in that compartment is
interval3
minus
interval1

so you could reduce interval1 and increase interval3
lessing the need for such a huge qual effect---
im going for a lie down now lol
Yep, you were right again. I tweaked interval numbers 1 and 3. I made 1 much less, and I made 3 much larger. A rough example: 1= .001 and 3= 550. I was getting close to the same (much longer) repair times as before, but without changing any of the crew's numbers. Now is it possible for you to figure out the opposite fractions for 1 and 3 based on what I have told you (I am setting interval 3 in the 800 range)? Sorry, my math sucks.

Last edited by nvdrifter; 06-08-06 at 11:22 AM.
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Old 06-08-06, 11:28 AM   #64
CB..
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Quote:
Originally Posted by nvdrifter
Yep, you were right again. I tweaked interval numbers 1 and 3. I made 1 much less, and I made 3 much larger. A rough example: 1= .001 and 3= 550. I was getting close to the same (much longer) repair times as before, but without changing any of the crew's numbers. Now is it possible for you to figure out the opposite fractions for 1 and 3 based on what I have told you (I am setting interval 3 in the 800 range)? Sorry, my math sucks.
Oh Hell dont ask me to do fractions lol!!!!!

i dont think you need to be that precise

if you able to now use the stock crewmen quals settings (is that what you meant?) then all is fine

if not then i reckon that you can reduce the interval3 entry as it's usuall for more than one item to be damaged by an attack especailly in the torp compartments the rear doubly so--with the rudders and props

so if you set it at 180 (3 minutes)
and you had to repair the rudders both of them one of the props and two top tubes your looking at 15 minutes repair time for the lot wihout there being any additional flooding to cope with and with the compartment running at max effeciency
you can experiment with different repair times for different compartments--
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Old 06-08-06, 11:54 AM   #65
nvdrifter
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Ok, here is a list of the files I changed which had great results:

Basic.cfg-

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=.001
Interval2_0=9.6
Interval3_0=1869.7

NumberOfCrew1=6
Interval1_1=.001
Interval2_1=54.1
Interval3_1=1858.5

NumberOfCrew2=9
Interval1_2=.006
Interval2_2=6
Interval3_2=1862.1

NumberOfCrew3=12
Interval1_3=.001
Interval2_3=7.8
Interval3_3=1876

NumberOfCrew4=8
Interval1_4=.001
Interval2_4=5.3
Interval3_4=1861

NumberOfCrew5=10
Interval1_5=.001
Interval2_5=6.5
Interval3_5=1863.7

NumberOfCrew6=7
Interval1_6=.007
Interval2_6=44.7
Interval3_6=1859.7

NumberOfCrew7=5
Interval1_7=.007
Interval2_7=3.5
Interval3_7=1877.3

NumberOfCrew8=3
Interval1_8=.006
Interval2_8=2.3
Interval3_8=1874.65

NumberOfCrew9=4
Interval1_9=.002
Interval2_9=22.9
Interval3_9=1856.1

NumberOfCrew10=14
Interval1_10=.005
Interval2_10=8.2
Interval3_10=1864.3

NumberOfCrew11=2
Interval1_11=.001
Interval2_11=.7
Interval3_11=1854.1

NumberOfCrew12=1
Interval1_12=0.005
Interval2_12=0.7
Interval3_12=1851.1

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

and

Zones.cfg-

I doubled all equipment and compartment u-boat armor ratings. I also halved all equipment and compartment hit points. Finally, I set all compartment flooding times to 250.

That's it. The game is much more exciting and intense now with longer flooding times and much longer repair times. Woohoo! Thanks CB for all of the help.


Last edited by nvdrifter; 06-08-06 at 11:56 AM.
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Old 06-08-06, 12:09 PM   #66
bigboywooly
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All you need to do now is package it up so we can all have a go :rotfl: hehe
only joking - nice one
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Old 06-08-06, 01:09 PM   #67
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Bloody right!
HAnd over to package! and let us test!:hmm:
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Old 06-08-06, 08:16 PM   #68
nvdrifter
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I will try to upload a completed Zones.cfg and Basic.cfg.

Last edited by nvdrifter; 06-08-06 at 08:55 PM.
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Old 06-09-06, 03:47 AM   #69
nvdrifter
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Whew.

I have made the Longer U-boat Repair Times mod compatible with the following mods:

Grey Wolves v1.1
NYGM Tonnage War mod v1.03
NYGM Tonnage War mod v2.0

All versions are included in one download. Available here:

http://rapidshare.de/files/22603475/..._pack.zip.html
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Old 06-09-06, 04:00 AM   #70
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Quote:
Originally Posted by nvdrifter
Whew.

I have made the Longer U-boat Repair Times mod compatible with the following mods:

Grey Wolves v1.1
NYGM Tonnage War mod v1.03
NYGM Tonnage War mod v2.0

All versions are included in one download. Available here:

http://rapidshare.de/files/22603475/..._pack.zip.html
I am asking nicely, not to be contrewed as anything other than a harmless enquiry :rotfl:

Have you tested the effects on crew fatigue, fatigue times and compartment effeciency?
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Old 06-09-06, 04:13 AM   #71
nvdrifter
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by nvdrifter
Whew.

I have made the Longer U-boat Repair Times mod compatible with the following mods:

Grey Wolves v1.1
NYGM Tonnage War mod v1.03
NYGM Tonnage War mod v2.0

All versions are included in one download. Available here:

http://rapidshare.de/files/22603475/..._pack.zip.html
I am asking nicely, not to be contrewed as anything other than a harmless enquiry :rotfl:

Have you tested the effects on crew fatigue, fatigue times and compartment effeciency?
As far as I know, crew fatigue and fatigue times are not affected (but don't quote me on this). And I usually play with crew fatigue turned off anyways. This mod does not change any crew settings (only compartment efficiency). As far as compartment efficiency, it appears that compartment efficiency and repair times are directly connected.

Last edited by nvdrifter; 06-09-06 at 04:19 AM.
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Old 06-09-06, 10:35 AM   #72
The Noob
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Quote:
Originally Posted by nvdrifter
Whew.

I have made the Longer U-boat Repair Times mod compatible with the following mods:

Grey Wolves v1.1
NYGM Tonnage War mod v1.03
NYGM Tonnage War mod v2.0

All versions are included in one download. Available here:

http://rapidshare.de/files/22603475/..._pack.zip.html
Holy Sheep! Time to Fire up the U-505 Mission Again...:p!

THANKS SO MUCH! Gracias! Danke! Thank You!

You Rock!
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