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HOLLYWOOD CHAOS Completed template available (1st post)
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:31 pm    Post subject: HOLLYWOOD CHAOS Completed template available (1st post) Reply with quote

Hollywood Chaos Tweaking V1.10 Blank Template

DD sensors Blank Template

My Filled template is named my current settings and this is a complete file

http://hollywoodchaos.blogspot.com/2006/04/hollywood-chaos-v110.html

Click on Hollywood title and other threads will become available as you look down the right hand side.

Welcome to the Hollywood Chaos thread. The whole purpose of my work here, is to make the game as dynamic as possible. This mod currenlty is based on GW as updated to 1.1. This is now a blog based mod where players can just copy the text from the Blogsite and paste into their randomised events file. I will update the Blog site over time so keep checking it. This means players will always have access to the latest version without having to download files

NEW
Have added my current complete template with randomisation.

Have randomised Ship sinking times, Health and special effects as well as possible upper deck damage contribution to the NYGM system. NYGM ship damage is still basically the same but no longer always set on the same rules i.e. where it used to have a fixed 600 sinking time it could now be anything from 450 to 600 and where it is 2160 hp it could be anything between 1700 to 2160 hp. Where it says 240 hp for each componet it can now be anything between 200-240 etc etc. I have not messed with floatability of the ships as of yet as it may become unstable and is best to work the way it was intended.

Have randomised the DD sensors to give more of a challenge as now the same DD will vary in capability to represent different captains, sonar conditions and human error.

Have randomised the sub health settings so treat her with care or pay the price,

Have randomised the plane damage system so you may get lucky if you decide to stick it out with a plane, then again you may not lol.

Have randomised the health protection of the men so in some cases you may get more injuries. This is just a small changes.

Have just added a few text randomisations

Have changed DD search time to 15-30 minutes.

Have randomised crew aiming skills so sometimes they will be good and sometimes not.

Manually changed my sim.cfg so it looks like this for sonar and Hydrophone

[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.5 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=1.0 ;[>=0]


[Sonar]
Detection time=5 ;[s] 20 default
Sensitivity=0.03 ;(0..1)
Waves factor=0.5 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=0 ;[m2]
Lose time=30 ;[s]






Changelog for V1.10

Have now added every passive and active sensor for the DDs. You can now either randomise the settings or create probability based settings. I have blocked the min height values at the moment so Hemisents thermal layers still works however this can be merged if you know what you are doing.

I have set everything to its default value as shown in GW 1.1. This is not exactly a mod but more of a chaos template. I will be creating my own settings to suit my sence of realism. I do not really want to post it as a mod but will share my settings on my blog site.

Added crew damage randomiser template.

Added plane damage template.

Shortened the special effects blocks for easier randomisation.

Fixed a issue with half the sub settings not being read. Thanks lurker.

Double checked the ship template.


Changelog for V1.00

Now added a blog to host the file as it changes instead of lots of threads

AI detection lost contact is anywhere between 15 and 45 minutes By Jscones

AI Cannons Max error angle is anywhere between 1 and 4 accuracy By gouldjg

AI AA guns Max error angle is anywhere between 1 and 5 accuracy By gouldjg

Various random thermal layers added by Hemisent (useful in late war)

Unmodified template of all ship components by gouldjg based on NYGM model

Random upper deck special effects by gouldjg (will be refined as testing shows what is best)

Random SUB damage based on Hollywoods (will be refined as testing shows what is best)



Expected work to be added over time

Awaiting suggestions

Absolute Requirements

GW updated to 1.1
SH3 Commander

Knowledge requirements

As long as you can copy text and paste it into the correct place, it should not be hard at all if you read the tutorial closely. PLEASE READ THE TUTORIAL, IT IS IMPORTANT TO GET THE BEST FROM THIS.

Installation

You only need copy the white text from this blog site http://hollywoodchaos.blogspot.com/2006/04/hollywood-chaos-v110.html
and then paste it into your program files/SH3 commander/cfg/randomised events file. That’s it. No downloading, no files, no waiting. With this setup, all updates will be posted on the blog site in text format. I will now set up a change log and deal with it from my end.

The purpose of this file is so that modders and experienced players can create randomisation within the game.

Next time you start via commander, it will read the file and your changes and start the game with what it decides as to be a random figure from the ranges we have defined. Every other time you load through sh3 commander, it will randomise till you tell it to stop as shown in tutorial.

When you find a setting you like, proceed like this to stop it randomising.

1. Open you sh3 data zones.cfg file.

2. Look at what the setting was in the thing or things you liked.

3. Rememebr that/those settings

4. open up randomised events file and set it so it always randomises to the number you like in the appropriate places as you see fit.

5. If it is a special effect you prefere more than the rest just make all the 20 special effects the same as the one you liked etc etc.

For safety’s sake, make a quick back up of the original file so you can revert should not like my work or it is too complicated for you.

In the next thread you will find the tutorial


Last edited by gouldjg on Thu Apr 27, 2006 8:06 am; edited 32 times in total
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:31 pm    Post subject: Reply with quote

The Basic Tutorial

Part 1

TUTORIAL FOR BASIC RANDOMISATION AND TWEAKING

So we have NYGM ship damage which has increased the hit points of the ships to allow for more realistic sinking. Specially aimed shots will strike critical areas and the flooding times have been increased. Please take a moment to read the NYGM notes to get a better understanding.

It also states that firing at the water line will sink the ship unless you want to fire loads and loads of shells on the upper decks until the extremely high hit points run out. Firing on the upper decks does not help sinking but eventually the hit points will reach zero and the ship will blow up. Some players do not like this part so what can be done?. I will explain.

I will be posting the main of the file but I will be updating with optional expansion settings and explanations of those settings. An example of this is when I post the crew injury randomiser. I think it is best this way as you can then decide whether or not to let it activate or to close it off to have no effect. At least you will not be waiting weeks for an updated mod.


Ship Damage basic randomisation.

Lets look at the escort, as it is set out in the randomisation file block 1. Currently I have not yet applied any randomized settings that deviate from the NYGM model. I cannot force my settings on you folks yet until you understand the full concept. Then you can either choose my settings or make your own which I am sure you will do eventually.

Example 1

NEEngineRoom|Flotability=I|30|30|Y ;NEW ESCORT--
NEEngineRoom|HitPoints=I|240|240|Y
NEEngineRoom|FloodingTime=I|300|300|Y
NEEngineRoom|Multiplier=I|2|2|Y

As you can see I have not yet applied any changes to this.

Looking at the data you can determine that the floatability of the engine room is 30 and it has 240 hit points. The flooding time is 300 and the multiplier which multiplies the cargo explosion is set at 2 = double the strength shall we say for ease. The Y on the end means that it will randomise on every load through sh3 commander. I now want to tweak it as follows: -

Example 2

NEEngineRoom|Flotability=I|25|35|Y ;NEW ESCORT--
NEEngineRoom|HitPoints=I|220|260|Y
NEEngineRoom|FloodingTime=I|250|350|Y
NEEngineRoom|Multiplier=I|1|4|Y

I have tweaked it so now we can have the floatability at anything between 25% to 35%, you will not know what the number is. This can mean that either the torpedo hit a solid surface and never caused that much effect or it can mean that it did more damage than expected. The same goes with the rest. The multiplier can mean that there were no explosive substances in there or in fact, there was a lot. Can you see where the unknown comes in? There are other factors such as cargo etc but I have left this for the updates. I would not set too steep a number on the floatability unless there was problems noted in the game that I wanted to resolve (my next step). Small changes is the safest way to go. If you like a new setting and want to keep it that way, all you have to do is to look at what your zones.cfg in your SH3 data directory numbers are and then set your lines so that they are the same.

Example 3

I have tweaked the engine room and my last game looked cool in this area. I have opened the zones cfg and found that that actual floatability on my last game was 33 etc etc. I want it to stay like that now so here is what I do. I go to my randomization file and apply the following

NEEngineRoom|Flotability=I|34|34|Y ;NEW ESCORT--
NEEngineRoom|HitPoints=I|236|236|Y
NEEngineRoom|FloodingTime=I|288|288|Y
NEEngineRoom|Multiplier=I|2|2|Y

I have literally told it to stop randomizing and stay on those chosen numbers because they were good for my gameplay.

There you have it. You can either do it your self or wait until I or any other tweakers post our settings on this thread. Always check post 1 as it will be used to highlight the updates. In the next section I am going to talk about special effect randomization and how to get a better damage effect on upper decks with the deck gun. I hope you have understood this part and feel free to post questions.

Part 2

The special effects block

If you scroll right down the text, you will find lines like this

0_PLATFORM|Effect1=#Splinter_explosion, 10
1_PLATFORM|Effect1=#Splinter_explosion, 10
2_PLATFORM|Effect1=#Splinter_explosion, 20
3_PLATFORM|Effect1=#Splinter_explosion, 20
4_PLATFORM|Effect1=#Splinter_explosion, 10
5_PLATFORM|Effect1=#Splinter_explosion, 10
6_PLATFORM|Effect1=#Splinter_explosion, 10
7_PLATFORM|Effect1=#Fire_small, 10
8_PLATFORM|Effect1=#Fire_small, 10
9_PLATFORM|Effect1=#Fire_small, 20
10_PLATFORM|Effect1=#Fire_small, 20
11_PLATFORM|Effect1=#Fire_small, 30
12_PLATFORM|Effect1=#Fire_small, 40
13_PLATFORM|Effect1=#Fire_small, 10
14_PLATFORM|Effect1=#Fire_big, 10
15_PLATFORM|Effect1=#Fire_big, 40
16_PLATFORM|Effect1=#Fire_big, 30

This is the special effects randomizer. Each of the upper deck items can hold two special effects. Effect 1 represents a partially damage effect and effect two controls the effect when the item is destroyed. The number at the end of the effect is the percentage of damage needed before effect happens. I have applied a number of different effects on each of the upper deck items. SH3 commander will choose one and it will then be applied. If you study the setup for a few moments, you will see how it works and you can either let it randomise for eye candy or edit it to be more realistic. This is pretty much a each to their own thing but is easy enough to do.

Part 3

Adding random cargo

In this part, I will show how you can add ammo in upper deck items so that when they are destroyed there is a chance for further damage.

0_COMMAND DECK|CargoType=None
1_COMMAND DECK|CargoType=None
2_COMMAND DECK|CargoType=None
3_COMMAND DECK|CargoType=None
4_COMMAND DECK|CargoType=None
5_COMMAND DECK|CargoType=None
6_COMMAND DECK|CargoType=None
7_COMMAND DECK|CargoType=None
8_COMMAND DECK|CargoType=None
9_COMMAND DECK|CargoType=None
10_COMMAND DECK|CargoType=None
11_COMMAND DECK|CargoType=None
12_COMMAND DECK|CargoType=None
13_COMMAND DECK|CargoType=None
14_COMMAND DECK|CargoType=None
15_COMMAND DECK|CargoType=None
16_COMMAND DECK|CargoType=None
17_COMMAND DECK|CargoType=None
18_COMMAND DECK|CargoType=None
19_COMMAND DECK|CargoType=None
20_COMMAND DECK|CargoType=None

As you can see, I have not yet added a cargo. If I add ammo as a cargo in one section, I will have 5% chance that by destroying that item, It will cause an after explosion and further lower hit points or effect nearby items. If I add ammo 10 times = 50% etc etc.

Example

I replace line 20 with this setup

20_COMMAND DECK|CargoType=Ammo



Part 4

Making a critical chance

Now lets say I want a chance to get a good chance for the ship to blow up. Here is how it can be done. Taking the command deck which NYGM made 300 points, I have done the following

0_COMMAND DECK|Critical=No
1_COMMAND DECK|Critical=No
2_COMMAND DECK|Critical=No
3_COMMAND DECK|Critical=No
4_COMMAND DECK|Critical=No
5_COMMAND DECK|Critical=No
6_COMMAND DECK|Critical=No
7_COMMAND DECK|Critical=No
8_COMMAND DECK|Critical=No
9_COMMAND DECK|Critical=No
10_COMMAND DECK|Critical=No
11_COMMAND DECK|Critical=No
12_COMMAND DECK|Critical=No
13_COMMAND DECK|Critical=No
14_COMMAND DECK|Critical=No
15_COMMAND DECK|Critical=No
16_COMMAND DECK|Critical=No
17_COMMAND DECK|Critical=No
18_COMMAND DECK|Critical=No
19_COMMAND DECK|Critical=No
20_COMMAND DECK|Critical=No

etc etc. The same rule applies. I can set one to =yes and now have a 5% chance of a critical explosions. This rule can be tailored for any area of the ship. Well That’s the quick guide and I await your questions. Remember that this file will be growing.


Last edited by gouldjg on Thu Apr 20, 2006 9:50 pm; edited 4 times in total
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:31 pm    Post subject: Reply with quote

Reserved

Last edited by gouldjg on Fri Apr 21, 2006 2:15 pm; edited 10 times in total
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:32 pm    Post subject: Reply with quote

Reserved for tutorials

Last edited by gouldjg on Fri Apr 21, 2006 2:08 pm; edited 4 times in total
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:32 pm    Post subject: Reply with quote

deleted

Last edited by gouldjg on Fri Apr 21, 2006 12:44 pm; edited 2 times in total
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:32 pm    Post subject: Reply with quote

Reserved for Hollywood Mod
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:32 pm    Post subject: Reply with quote

Reserved for Hollywood Mod
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:32 pm    Post subject: Reply with quote

Reserved for Hollywood Mod
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:32 pm    Post subject: Reply with quote

Reserved for Hollywood Mod
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:32 pm    Post subject: Reply with quote

Reserved for Hollywood Mod
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 8:33 pm    Post subject: Reply with quote

Feel free to post your questions and I will start a Q&A section here
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Georg_Unterberg



Joined: 29 Apr 2005
Posts: 46
Location: Germany

PostPosted: Fri Apr 21, 2006 9:14 am    Post subject: Reply with quote

gouldjg, help please:
the text at the bottom of your *beta* Randomised events.cfg looks like this. Do I have to delete the lines under [28-data\Zones.cfg] and replace it with the text above? (it seems all fighter related randomizations are then gone).

this was in your beta:

[28_data\Zones.cfg]
FileType=T
; GW Hollywood Chaos Damage Model by gouldjg

F_WingsBack|HitPoints=I|50|80|Y ;Fighters----------------------------------------------------------------------------------------
F_WingsBack|FloodingTime=I|60|60|Y


F_WingsFront|Flotability=I|0|0|Y
F_WingsFront|HitPoints=I|20|50|Y


F_PlaneEngine|HitPoints=I|40|60|Y
F_PlaneEngine|FloodingTime=I|0|0|Y
F_PlaneEngine|Armor Level=I|5|15|Y
F_PlaneEngine|Multiplier=I|4|6|Y

F_PlaneFuelBunker|HitPoints=I|25|40|Y
F_PlaneFuelBunker|Armor Level=I|0|0|Y
F_PlaneFuelBunker|Multiplier=I|4|7|Y


LB_WingsBack|HitPoints=I|55|80|Y ;Light Bombers--------------------------------------------------------------------------------
LB_WingsBack|Multiplier=I|1|1|Y

LB_WingsFront|HitPoints=I|40|65|Y
LB_WingsFront|Multiplier=I|1|1|Y

LB_PlaneEngine|HitPoints=I|40|70|Y
LB_PlaneEngine|Armor Level=I|5|10|Y
LB_PlaneEngine|Multiplier=I|4|6|Y

LB_PlaneFuelBunker|HitPoints=I|30|50|Y
LB_PlaneFuelBunker|Armor Level=I|2|3|Y
LB_PlaneFuelBunker|Multiplier=I|4|6|Y


MB_WingsBack|HitPoints=I|80|100|Y ;Medium Bombers---------------------------------------------------------------------------
MB_WingsBack|Multiplier=I|1|1|Y

MB_WingsFront|HitPoints=I|70|100|Y
MB_WingsFront|Multiplier=I|1|1|Y


MB_PlaneEngine|HitPoints=I|50|60|Y
MB_PlaneEngine|Armor Level=I|5|10|Y
MB_PlaneEngine|Multiplier=I|3|6|Y


MB_PlanePropeller|HitPoints=I|30|45|Y
MB_PlanePropeller|Multiplier=I|3|6|Y


HB_WingsBack|HitPoints=I|160|190|Y ;Heavy Bombers-------------------------------------------------------------------------------
HB_WingsBack|Multiplier=I|1|1|Y


HB_WingsFront|HitPoints=I|160|190|Y


HB_PlaneEngine|HitPoints=I|80|110|Y
HB_PlaneEngine|Multiplier=I|4|6|Y


HB_PlanePropeller|HitPoints=I|40|60|Y
HB_PlanePropeller|Multiplier=I|4|6|Y


PlaneRudder|HitPoints=I|25|35|Y ;Common items-----------------------------------------------------------------------------------
PlaneRudder|Multiplier=I|1|1|Y
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Fri Apr 21, 2006 12:24 pm    Post subject: Reply with quote

SORRY ABOUT THE CONFUSION

I am trying to host the full file so that people can just copy and paste it. Please bear with me a little here as I am quite unskilled in this area.

I do not want to be putting files for download as it will change often so am setting up a blog site (would be great if I can just host the text in one thread or on a website as this blogging is not showing the text as it should do).

The whole beta version should be removed as it had different ship zones from vanilla game etc and now you only need the text file,sh3 commander and GW.

This new version is strictly for GW as it stands updated to 1.1. You only need to create the text in sequence as above. I thought this would be best but the forum does not let me post all in one thread which now makes it a bit awkward unless you are used to this type of stuff.

The plane files will be re-written tonight and posted here and these can then go on the bottom. I just need to add xtra tools to the plane settings.

Just ensure you are not using the beta files or problems will occurr. To be safe I would reinstall the game as noted in the beta thread. I know it is a bit awkward at the moment but this will change as I may just host my file to get people started.

In the end it will be worth it I assure you
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gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Fri Apr 21, 2006 12:38 pm    Post subject: Reply with quote

Here is link to my blog for further updates

Just now a case of copy and paste.

http://hollywoodchaos.blogspot.com/2006/04/hollywood-chaos-v100.html

Hope this helps
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Georg_Unterberg



Joined: 29 Apr 2005
Posts: 46
Location: Germany

PostPosted: Fri Apr 21, 2006 2:55 pm    Post subject: Reply with quote

got it, I will delete the beta stuff - thanks gouldjg.

One important question: What do we need to do before changing something in the randomized events.cfg?
Just rollback SH3commander - change .cfg and continue playing or do we need to do more?
And can it be done while on patrol or only in port?

(oh - that were two important questions - doh! Laughing
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