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Blade Master
![]() Join Date: Jan 2002
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All credit for the following goes to the relevant individuals within Ubisoft and the SHIII Dev Team.
[MEDALS_CREW] DecreaseFatigueMax=0.1 <== For “Wound Badge” – max level of wearer decrease with 10% IncreaseMoraleMin=0.1 <== Minimum morale level of wearer increased by 10% - pt U-Boat Badge HpStep=5 <== Add 5 hit points to the wearer of “U-Boat Front Clasp” - permanent HpStep1stClass=10 <== Add 10 hit points to the wearer of “Iron Cross 1st Class” - permanent Experience=1.25 <== Gained experience multiplied by 1.25 for the wearer of “Iron Cross 2nd Class” StepForMorale=0 <== For “German Cross” and “Knight’s Cross” the morale should be on maximum all the time - this means step 0 StepForFatigue=0 <== For “German Cross” and “Knight’s Cross” the fatigue should be on maximum all the time - this means step 0 The min/max values for morale and fatigue where given accordingly with the rank of the officer/seaman. ======================================== [CREW_0] ;SEAMAN MoraleMin=0.30 <== minumum that moral can go. Effects ability to perform. Nothing negatively affects moral besides the wounded and dead MoraleMax=0.60 <== maximum and starting moral MoraleStep=0.05 <== how quickly moral is recovered when in the rest quarters FatigueMin=0 <== equals no fatigue i.e. 100% endurance FatigueMax=0.5 <== maximum % from 100% i.e. in this case 50% is maxed fatigue FatigueStep=0.2 <== how quickly fatigue is recovered when in the rest quarters CoefMorale=0.4 <== used in the equations CoefFatigue=0.2 <== used in the equations QualEffect=1 <== multiplies base effect of a qualification by # Hp=10 <== the amount of hit points for a entity i.e Resilience equals life/health. Rank dependent Wounded=-0.02 <== The % hit to moral when someone gets wounded. Affects only the morale Dead=-0.05 <== The % hit to moral when someone gets killed. Affects only the morale SunkShips=0.1 <== the amount of moral added when a ship is sunk TorpedoHit=0.05 <== ?? Does not appear to have any effect – Does not appear to work. Experience=0 <== As per the experience for achieving promotion/s ======================================== If the damage in a compartment is > 50% the fatigue is not increased if is < 50% is increased with FatigueSpecificTime. FatigueSpecificTime depends of the U-Boat position - surfaced/underwater. ======================================== [FATIGUE_COEF] RegularFactor#0 <== One off hit being placed into compartment RegularFactor#1: <== ??? SpecificFactor#0 <== Continuous loss while within compartment while surfaced SpecificFactor#1 <== Continuous loss while within compartment while submerged Badweather <== surfaced and submerged ======================================== [SUBMARINE0] TimeRecovery01=# <== Corespond with DaysRecovery inside code and this means how much time should be added in base if some subsystems are damaged. [SUBMARINE2] … Comp0=0; Tower Watch Nb0=5 Subs00=AttackPeriscope AttackPeriscope=0; E_AttackPeriscope TimeRecovery00=1 e.g. The AttackPeriscope will take 1 day to be replaced/repaired in base ======================================== The formula used to calculate compartment efficiency is: - if the compartment is not destroyed or flooded and all the men inside are healthy: Moral *(10fCoefMorale_per_grad) + fCoefMoral_per_grad*(1-fatigue*(1-CoefFatigue_per_grad) - if there is a petty officer and has the right qualification for that compartment (e.g. if is a PO with Torpedo man qualification inside the Bow Torpedo Room) Moral *(10fCoefMorale_per_grad) + fCoefMoral_per_grad*(1-fatigue*(1-CoefFatigue_per_grad)* QualEffect - if there is a superior officer - the officers have 3 qualifications (similar with petty officer only that is good in other two critical situations than a petty – the officers are your jolly jokers) ======================================== Interval1_0=7.1 Interval2_0=9.6 Interval3_0=19.7 Those intervals are used to establish when the compartment efficiency is: - 33% - means < 7.1 - > 33% but < 66% - means < 9.6 - Maximum - means > 19.7 |
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