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Old 06-20-06, 10:22 AM   #1
kevtherev
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Default NYGM / SH3 Cmndr crew handling etc.

It is possible, in SH3 Commander, to allocate qualifications to ordinary seamen and also to double the qualifications for Warrants, and triple them for Officers.Whilst I think that I am correct saying that the "multi qualifications" for officers plays a role on the related departments efficiency, how does NYGM handle the other qualified crew-members when applied to a particular department. For example would a Machinist qualified seaman improve the efficiency of the engine room when he is allocated there. Same applies to "Multi" qualified Warrants.
Having read your excellent NYGM Manual I am a little puzzled as to your description concerning the Visual Sensor mod. as to the meaning of mps when applied to the BOW ON / BOW OFF statements (Page 49), what does mps stand for. Also is the statement correct:-
For BOW ON on a clear night with:
0 mps you will get detected at around 1200.
10 mps you will NOT get detected.
as in all other cases of 10 mps the detection range is substancially less than those at 0 mps.
Mentioned elswhere in the forum is:-
When selecting PORTUGAL in the MUSEUM menu I also get a CTD.
I also cannot see which NYGM version, after applying updates, I have as the only scrolling message is the one concerning 'Launched by SH3 Commander'
Otherwise, as you have been informed many times before, NYGM mod and SH3 Commander are 'Absolutely Fab'
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Old 06-20-06, 10:32 AM   #2
U-Bones
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Quote:
Originally Posted by kevtherev
It is possible, in SH3 Commander, to allocate qualifications to ordinary seamen and also to double the qualifications for Warrants, and triple them for Officers.Whilst I think that I am correct saying that the "multi qualifications" for officers plays a role on the related departments efficiency, how does NYGM handle the other qualified crew-members when applied to a particular department. For example would a Machinist qualified seaman improve the efficiency of the engine room when he is allocated there. Same applies to "Multi" qualified Warrants.
Having read your excellent NYGM Manual I am a little puzzled as to your description concerning the Visual Sensor mod. as to the meaning of mps when applied to the BOW ON / BOW OFF statements (Page 49), what does mps stand for. Also is the statement correct:-
For BOW ON on a clear night with:
0 mps you will get detected at around 1200.
10 mps you will NOT get detected.
as in all other cases of 10 mps the detection range is substancially less than those at 0 mps.
Mentioned elswhere in the forum is:-
When selecting PORTUGAL in the MUSEUM menu I also get a CTD.
I also cannot see which NYGM version, after applying updates, I have as the only scrolling message is the one concerning 'Launched by SH3 Commander'
Otherwise, as you have been informed many times before, NYGM mod and SH3 Commander are 'Absolutely Fab'
Qualification bonus is controled for each rating by QualEffect in /cfg/basic.cfg - for example

[CREW_0] ;SEAMAN
QualEffect=1.2

Here a rated Seaman is 20% more efficient than an unrated. Note that the rating only applies to appropriate compartments. Additional ratings have no effect, the only thing that matters is the rating for the assigned compartment.

Note that the example is not a stock number, and I do not give ratings to sailors.
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Old 06-21-06, 02:43 AM   #3
JScones
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From the SH3Cmdr readme file...

A Crew Manager component. By selecting the 'Manage your crew' action, players can:
- promote and demote within type (ie Officers, Petty Officers and Sailors);
- change crewmen names;
- give and remove medals based on historic criteria;
- give and remove badges based on historic criteria;
- give, adjust and remove qualifications (3 for officers and senior petty officers, 1 for petty officers and 1 for sailors);
- create a crew list for viewing (html format) and printing.

The Crew Manager warns if certain conditions are met, such as a crewman receiving medals before they are historically available, or if a crewman might be entitled to specific medals or badges and allows a "one click" auto fix.

To use the Crew Manager, just select a crewman and click-and-drag medals, badges or qualifications; promote or demote by choosing from the ranks in the scroll list; or click on the RN button to randomise his name. Clicking 'Apply' saves the changes. You can also build a crew list, saving the details of your crew and their accomplishments to an html file.

Note that if you award medals using Crew Manager some medals may accumulate in the game that can't be awarded. Either ignore these, or make sure to award medals in the game before doing so in Crew Manager.

A common question raised through forums has been "will my Crew Manager changes be recognised within Silent Hunter III?". To answer this question:
-awarding *any* qualifications to officers impacts compartment efficiency as if they were awarded via Silent Hunter III;
-awarding the *first* qualification to a Chief Warrant Officer impacts compartment efficiency as if awarded via Silent Hunter III;
-awarding subsequent qualifications to a Chief Warrant Officer, whilst being recognised in Silent Hunter III, has no effect in Silent Hunter III;
-awarding a qualification to a Petty Officer impacts compartment efficiency as if awarded via Silent Hunter III;
-awarding a qualification to a seamen, whilst being recognised in Silent Hunter III, has no effect in Silent Hunter III;
-awarding any medal or badge has the same effect as if awarded via Silent Hunter III;
-promoting/demoting has the same effect as if awarded via Silent Hunter III (although there is no demotion via Silent Hunter III);

So, only qualifications awarded to seamen or extra qualifications awarded to Chief Warrant Officers are, despite being recognised in the game, not effective in the game.

Now, whilst these qualifications are not effective in Silent Hunter III, they are still handy "markers". Also, I know of some people who believe that despite not being recognised towards compartment efficiency, Silent Hunter III tends to align these qualified seamen to their respective compartments, but I haven't tested that myself.


No mod overcomes these apparent SH3 limitations.
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