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#1 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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Hollywood Advanced Readme
Hi Folks Get it here but please read through the readme Non Special Effects Version http://rapidshare.de/files/7350596/H...rsion.rar.html With Special Effects Version http://rapidshare.de/files/7402522/H...rsion.rar.html Quote:
Well I think it is time to release the first version in the New Hollywood advanced series. Can I take this opportunity to thank all Modders who have been involved in this Mods creation both past and present including CCIP and the RUB team and the creator of Airpower mod etc etc. I would like to especially like thank Jungmann for his past and continuing work on all aspects of the damage modelling and his never ending advice and good tips. Finally, I would like to thank all Modders and beta testers for their continuing devotion to a great game. Without the testers, I know all my mods would have been failures for they help by giving feedback on important points and keep me in line as I tend to wonder. This version is only for those who use either RUB or IUB and use Sh3 Commander you can also use HT on top of these mods. I just feel that not many people play with Vanilla game but I am open-minded on the subject. It is that RUB and IUB have changed weapon values that are best suited to the current setting I have done. You say “Hollywood is a stupid name for a Damage Mod & Multiple Crew Mod” I say “Well yes it is somewhat stupid but do not let it fool you as you will find out. The whole purpose of calling it Hollywood was the fact that it aims to give players more Immersion and Intense moments both while doing a career and when getting attacked. I think of it as a Hollywood version of the U-boat wars and the fact that each player will have a different experience than the next, a bit like your own storybook. You say “What is it all about then?” I say This mod has made changes to the Sub Damage model, which aims to give players a completely new experience when being attacked. It awards good management and evasive manoeuvres but punishes those who just dally to hit the repair buttons. Sometimes during an attack, you will find that you have to juggle men around from compartment to compartment just to get the bet repair squad in to control that flooding. Remember that the men in all compartments except the crew quarters will fix their own but at times will also need the assistance from the repair crew. The repair crew are the only ones who can repair the Rest Quarter’s compartments so always set this as a priority when you get heavy flooding. Sometimes you will find that you have to add better-qualified men or less fatigued men to get the best results. It all adds to the immersion factor as it all depends on the state of your men and there qualifications. Sometimes you will find flooding so minor that you will not want to come out of silent running until the DD has passed and is out of contact, then you whip out of silent and get those problems fixed ASAP. You will notice the ability to sustain some more damage without actually crushing immediately, this gives the rare but possible chances of coming out of a dive due to flooding. It is all quite complicated but I guarantee it is better than the stock model or any previous Hollywood mods and will only get better. This Mod now uses SH3 commander to let the player chooses which fatigue model to go with his new damage model so I have created a file that can be placed in Sh3 commander to offer more crew models.. I will explain each here I have added a file in this mod that should be placed into your Sh3 commander folder in the relevant place. This file lets you choose one of the following fatigue models. The key here is that should you wish to use the new damage mod, it is recommended to pick a fatigue model with Holl at the end as this changes the qualifications effects of crew members. You Say There are some new Crew Models in SH3 Commander, what are they all about then? I say Well everyone has different taste concerning how the crew should be managed and behave. This games original crew model has some limitations but due to recent discoveries, it has been possible to add new crew models based on real-time yet can be used when in high time compression. I am just trying to give players more choice. I added a few of these, the latest being the Living crew model. The rules are similar for all versions so I will give an overview of the critical points to each. Living Crew This model lets you set your own crew times for up to 16-20 hours depending on rank qualifications etc. After 16-18 hour, you will find the men are shattered and need rest. This model lets you put the men to rest but they will need up to 8-9 hours to recover from full fatigue. Now should you wish to be historic and change crew in e.g. every 8 hours you obviously will require less rest and sustain a more controlled crew status. As with the other real-time crew mods, you should avoid the combat/repair stations until battle and always remember not to leave them on duty when not needed. The none operating engine room can be used for excess crew and depending on what version you use, they will either not fatigue or fatigue very slowly to represent light duties. E.g. the living crew will fatigue at a much slower rate in the none operating engine room. In the 8-hour and 24-hour versions, they will not fatigue at all. Another thing to mention about the Living crew compared to the other versions is the fact that men last longer in combat positions than the other two versions but never the less they will still be affected by combat readiness and weather. It may all take a little getting used to but once you do, you will see the benefit like me. An important note on these crew models is as follow. Players must select a 3drender time that they wish this to continue. Look below for examples. Problem 1. I like to play all the time in real-time but want to time compress to every crew change over because I plot the times on nav map. Solution is as follows Set your 3d render to 1024 or whatever the highest time you use and then note that you will fatigue right the way whether or not in time compression. Problem 2. I like to play real-time but do not want to have to do all the micromanagement when leaving port and travelling to patrol points. Solution is as follows Set your 3d render to say 512 so that should you want to hyperspeed to enemy waters, anything over 512 will pause the fatigue model. When you are then in enemy waters you can travel 512 and under and still be fatigued. Other questions You say Why is the RUB crew model not catered for by Hollywood Advanced? I say The RUB model is an ever-declining model with no chance of recovery. It relies on qualifications and represents long-term effects. The RUB model will always have a varying crew level simply by the way it is set, so in its case, your men will be better at repairs early in the journey but after some weeks when stress takes effect, they will become shabby and hence the player will have a varying degree of repair handling automatically built into the model. It is also not my place to change another person’s creation and if I did, and people were not happy, they would start moaning at Beery for something not related to him. So, overall, if you use the RUB crew model with Hollywood advanced, please direct problems to me before bashing his ear. Thanks. I have set this up to my liking but should players feel that they want simple changes i.e. stronger or weaker compartments, equipment or crew etc, please contact me and I will see if anything what can be done. People should understand that me and other people have spent 100,s of hours working out what is best and we as normal people will make mistakes. If you spot an error or simply want to make a recommendation, again please contact me via the thread this is posted in. I am tired now so will wrap up for now until questions/comments come rolling in. Have a great game all Jason p.s. please post if you wish a special effects version like the older Hollywood mods included where crew go flying from planes and ships.
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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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#2 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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Great job Jason, will try this when I get home!
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#3 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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I had to make a few last minute changes due to the new capabilities in sh3 commander.
I can deal with some change requests from players over the next few days apart from tonight as I am out resting from this modding lark. At least I now have a decent framwork set in Sh3 commander and updating this mod should be very easy and only require tiny changes most of which can be posted on the board as instructions. It is getting there slowly but surely and I am twitching to play a full campaign with the living crew and Hollywood. I have started looking at morale and am currently testing if any changes can be done to add more to the new crew models. Please rememebr to post any probs, suggestions or any discoveries you make as these make this mod get better by the day.
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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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#4 | |
A-ganger
![]() Join Date: Oct 2005
Posts: 74
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Again... I have to try this!!!
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![]() By the way: Can I keep my career save files when installing this mod and Rub1.45? |
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#5 | ||
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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As far as this is concerned. It makes no changes to careers etc. It just changes damage and fatigue files. The fatigue files have been set to work in SH3 commander and eah one will be an available option shown in the options of Sh3 commander. nder crew models. As usual though, back up files if you are unsure. I hope you enjoy and remember, from tommorow on, I will be available to advice and arrange personal tweaks as prefered by the players.
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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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#6 | |
Seaman
![]() Join Date: Apr 2005
Location: Germany
Posts: 35
Downloads: 19
Uploads: 0
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First of all, thanks for the big improvement and your hard work on the Mod.
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I love your Hollywood 2.3 Mod. Is there a way to support my SH3-Vanilla-Style (without fatigue models) with the new Hollywood version? ![]() Sorry for my bad english. ![]() |
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#7 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
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Great job gouldjg
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#8 | ||
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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Are you comfortable in opening files i.e. the zones.cfg or basic cfg in your game directory. If so give me a shout and I will advise what I know about the special effects. I know that there is a way to get better damage in vannilla and can explain this thread as long as you are ok at doing this. If not, I will have a look and will report back ASAP. I need to know if you use stock fatigue or no fatigue. I also need to know if you keep the stock DC or use the realistic DC.
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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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#9 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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For all those interested
I have now added the special effects version. If you have previous Hollywood Advanced version you just need to copy the zones.cfg to where it goes. http://rapidshare.de/files/7402522/H...rsion.rar.html Enjoy
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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 |
GWX Project Director
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Thanks Gouldjg!
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#11 |
Sailor man
![]() Join Date: Jan 2002
Posts: 49
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just wanna say thanks again gouldjg. Your mods are already a must for the serious uboot kapitän! :-)
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#12 | ||||
Seaman
![]() Join Date: Apr 2005
Location: Germany
Posts: 35
Downloads: 19
Uploads: 0
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Hey Jason
Quote:
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Now I changed TC-3Drender from 32 to 1024 in the Main.cfg. Therefore I play with no fatigue. Quote:
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#13 | |
Seaman
![]() Join Date: Apr 2005
Location: Germany
Posts: 35
Downloads: 19
Uploads: 0
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Wow!
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![]() Impressive!!! ![]() Thanks Jason. I try the new zones.cfg. downloading ... |
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#14 | ||
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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The vannilla game DC radius is a staggering 40mtrs and thus will devastate your uboat from much longer ranges than the DC in IUB or RUB which are set at 15mtrs. I set the damage to work with those Mods as I did not suspect many people play at Vannilla DC levels. However If you are familiar with opening the cfg files with notepad, you can tweak the files to suit whatever DC level you wish to use. Because you use a No fatigue model, your men will always be in top shape and I have created a No fatigue option in this mod which only changes the Qualification Effects. In the medal_Crew file, you will see that I added some interval changes. The only thing at the moment is the changes to the following line. NumberOfCrew5=10 Interval1_5=35 Interval2_5=35 Interval3_5=35 This reduces the effect of your repair team and the higher you put the numer the less efficient your repair team will be. e.g. NumberOfCrew5=10 Interval1_5=99 Interval2_5=99 Interval3_5=99 all mean you now have a useless repair team. The only problem with stock DC in my eyes is that later in the War, you will face more elite Destroyers and even if you are skilled at evasion, the 40mtrs radius will allways get you when facing elite crew. Hope this helps a little and if any further questions pleae ask. As you can appreciate, the maths in all this is so varied that there are millions of variations to attend to. And with the fact that discoveries about 3d render were only recently made, everything moves super fast ![]() ![]() ![]() ![]() Please bear with me, in my confused responces
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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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#15 |
Navy Dude
![]() Join Date: Aug 2004
Location: Holland.
Posts: 175
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I Say
This mod kick butt. ![]()
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