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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: Fri Apr 21, 2006 3:25 pm    Post subject: Reply with quote

Good Questions, I will add these to the Q&A later

To be safe and because you played with the beta I would do the following.

Uninstall the game if you had a beta version installed. The beta placed a zones cfg in your backup folder so even if you roll back it will still be in your system and will be set on that damage model and not the GW model. (that was my fault sorry. Jscones has advised me since)

You then install Sh3, 1.4 patch, GW, then GW1.1 update. After this install SH3 commander.

After you have installed commander just copy the chaos settings from my blog http://hollywoodchaos.blogspot.com/2006/04/hollywood-chaos-v100.html into your randomised events file. Paste it over the exixting text.

When changing something in the chaos file, just exit game and go in and change it. You do not have to rollback or do anything else except save when exiting.

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.

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 64 special effects the same as the one you liked etc etc.

does this help?. Thumbs Up

Just to refresh

You do not have to roll back sh3 commander each time you make a change in the randomised events file.
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Georg_Unterberg



Joined: 29 Apr 2005
Posts: 46
Location: Germany

PostPosted: Fri Apr 21, 2006 4:11 pm    Post subject: Reply with quote

gouldjg wrote:

You do not have to roll back sh3 commander each time you make a change in the randomised events file.


that's a good thing, I'll go back to a fresh setup and install the randomised events.cfg in SH3commander then.

I really like this idea of randomization - it adds a lot to the level of uncertainty!
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gouldjg



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

PostPosted: Fri Apr 21, 2006 7:37 pm    Post subject: Reply with quote

Georg_Unterberg

I am now presuming you are getting a feel for it after seeing your responce regarding the thermal layer part Thumbs Up

It has taken me the best part of the evening setting up the blog site to make things easier. It was hard at first because it did not post the text correctly but this has now been resolved.

Do you prefer the blog method? I like it Smug Low maintenance and less dependance on hosters and multiple files.

It is late now so I will have to do planes and crew protection tommorow.

After it is all on the file, I will be tidying it up and then doing v1.1 and expanding on the tutorials. I may also use the blog site for the tutorials and then just use this thread as a changelog/feedback.

After this I am looking into the DD sensors after I get some help of jscones. He has shown me how but I am still a bit confused. I will see if Jscones can do a simple working example and then I will understand the method. I think jscones thinks I am clever but I am not lol.

I forgot who suggested the blog but thanks for the suggestion. It was a bit awkward at first but will be essential from now on.
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JScones



Joined: 21 Apr 2005
Posts: 1129
Location: Australia

PostPosted: Sat Apr 22, 2006 1:03 am    Post subject: Reply with quote

Georg_Unterberg wrote:
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

Just change the file whenever you like - nothing fancy is required.

The next time you launch SH3 via SH3Cmdr an automatic rollback will remove the older settings from the game and copy in the new ones.
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gouldjg



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

PostPosted: Sat Apr 22, 2006 7:02 am    Post subject: Reply with quote

Just a update to folks to share my excitement Rock Rock Rock

After some teaching and guidance from jscones, I have successfully tested how I can go about creating a Hollywood Chaos DD tweaker template.

This will eventually, when all sections have been completed, allow me to set random DD abilities based on a probability principle. If you look at a section jscones showed me how to do, you will see how it can be done.

[1_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x044D=200 ;MinRange AI Hydrophone
1_x044D=201 ;MinRange AI Hydrophone
2_x044D=202 ;MinRange AI Hydrophone
3_x044D=203 ;MinRange AI Hydrophone
4_x044D=204 ;MinRange AI Hydrophone
5_x044D=205 ;MinRange AI Hydrophone
6_x044D=206 ;MinRange AI Hydrophone
7_x044D=207 ;MinRange AI Hydrophone
8_x044D=208 ;MinRange AI Hydrophone
9_x044D=209 ;MinRange AI Hydrophone
10_x044D=210 ;MinRange AI Hydrophone
11_x044D=220 ;MinRange AI Hydrophone
12_x044D=230 ;MinRange AI Hydrophone
13_x044D=240 ;MinRange AI Hydrophone
14_x044D=250 ;MinRange AI Hydrophone
15_x044D=260 ;MinRange AI Hydrophone
16_x044D=270 ;MinRange AI Hydrophone
17_x044D=280 ;MinRange AI Hydrophone
18_x044D=290 ;MinRange AI Hydrophone
19_x044D=295 ;MinRange AI Hydrophone

[2_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x045E=6001 ;MaxrangeAI Hydrophone
1_x045E=6020 ;MaxrangeAI Hydrophone
2_x045E=6002 ;MaxrangeAI Hydrophone
3_x045E=6030 ;MaxrangeAI Hydrophone
4_x045E=6003 ;MaxrangeAI Hydrophone
5_x045E=6040 ;MaxrangeAI Hydrophone
6_x045E=6002 ;MaxrangeAI Hydrophone
7_x045E=6010 ;MaxrangeAI Hydrophone
8_x045E=6004 ;MaxrangeAI Hydrophone
9_x045E=6020 ;MaxrangeAI Hydrophone
10_x045E=6005 ;MaxrangeAI Hydrophone
11_x045E=6050 ;MaxrangeAI Hydrophone
12_x045E=6006 ;MaxrangeAI Hydrophone
13_x045E=6070 ;MaxrangeAI Hydrophone
14_x045E=6008 ;MaxrangeAI Hydrophone
15_x045E=6090 ;MaxrangeAI Hydrophone
16_x045E=6010 ;MaxrangeAI Hydrophone
17_x045E=6050 ;MaxrangeAI Hydrophone
18_x045E=6009 ;MaxrangeAI Hydrophone
19_x045E=6080 ;MaxrangeAI Hydrophone

Ignore the actual figures as these were test numbers to ensure it did in fact do what I wanted it to.

I will get to work on setting up a template which will allow players or modders to fiddle with each sensor.

This will be a great tool as we will eventually find settings for each item that stick to history values without the uber effect all of the time. Add a bit of random and kaboom, you will be in the shoes of a real captain of the times whom only has a rough idea of what to expect.

For me personally, I know work on the DD has been done but it just don’t feel right.

I am just wondering if anyone wants to help me input the sections as it will take some time to get it all down. Jscones has kindly already provided me with a list of what each x045E value is for each piece of equipment. PM me if you have time spare to help complete the template or be patient as it will take me some time to do it on my own die to study and work commitments.

Once again

Thanks jscones, you are a true :know: :know: :know: :know:

p.s. Can anyone manage to post the vanilla ai_sensor.dat and the vanilla sim file.


Last edited by gouldjg on Sat Apr 22, 2006 7:23 am; edited 1 time in total
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gouldjg



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

PostPosted: Sat Apr 22, 2006 7:22 am    Post subject: Reply with quote

As well as the above,

Here is a glimpse of the crew protection data,

;Hollywood chaos crew protection tweaker template v1.00 by gouldjg
[0_data\Cfg\Basic.cfg]
FileType=T
ChooseFrom=10
RndMidPat=1
0_DAMAGE|OpenComp=1.0
1_DAMAGE|OpenComp=1.0
2_DAMAGE|OpenComp=1.0
3_DAMAGE|OpenComp=1.0
4_DAMAGE|OpenComp=1.0
5_DAMAGE|OpenComp=1.0
6_DAMAGE|OpenComp=1.0
7_DAMAGE|OpenComp=1.0
8_DAMAGE|OpenComp=1.0
9_DAMAGE|OpenComp=1.0

[1_data\Cfg\Basic.cfg]
FileType=T
ChooseFrom=10
RndMidPat=1
0_DAMAGE|PartiallyOpenComp=0.5
1_DAMAGE|PartiallyOpenComp=0.5
2_DAMAGE|PartiallyOpenComp=0.5
3_DAMAGE|PartiallyOpenComp=0.5
4_DAMAGE|PartiallyOpenComp=0.5
5_DAMAGE|PartiallyOpenComp=0.5
6_DAMAGE|PartiallyOpenComp=0.5
7_DAMAGE|PartiallyOpenComp=0.5
8_DAMAGE|PartiallyOpenComp=0.5
9_DAMAGE|PartiallyOpenComp=0.5

[2_data\Cfg\Basic.cfg]
FileType=T
ChooseFrom=10
RndMidPat=1
0_DAMAGE|EnclosedComp=0.3
1_DAMAGE|EnclosedComp=0.3
2_DAMAGE|EnclosedComp=0.3
3_DAMAGE|EnclosedComp=0.3
4_DAMAGE|EnclosedComp=0.3
5_DAMAGE|EnclosedComp=0.3
6_DAMAGE|EnclosedComp=0.3
7_DAMAGE|EnclosedComp=0.3
8_DAMAGE|EnclosedComp=0.3
9_DAMAGE|EnclosedComp=0.3

I can now fiddle with the way crew are protected on each patrol. I may extend the number to my usual 20 as it allows that one off 5% chance instead of the 10% which some may consider too frequent when making changes.
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Georg_Unterberg



Joined: 29 Apr 2005
Posts: 46
Location: Germany

PostPosted: Sat Apr 22, 2006 7:58 am    Post subject: Reply with quote

gouldjg wrote:
Georg_Unterberg
..........
Do you prefer the blog method? I like it Smug Low maintenance and less dependance on hosters and multiple files.

It is late now so I will have to do planes and crew protection tommorow.


.........

p.s. Can anyone manage to post the vanilla ai_sensor.dat and the vanilla sim file.


this blog-method works fine for copy&paste - much better than the forum posts here which seem to limit the text amount you can post.
(Didn't know about blogs either - it's the first time I see one).

regarding "vanilla ai_sensor.dat" - what do you mean by that, is that the stock 1.4b SH3 version of this file or is this another mod??
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gouldjg



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

PostPosted: Sat Apr 22, 2006 8:44 am    Post subject: Reply with quote

stock 1.4b version of ai_sensors.dat in the libary as well as stock sim and sensors cfg files.

No rush though as I am quite busy setting up the sensors template just using the GW settings.

Later down the line and for me personally, I will want to fiddle and experiment to get better sensors etc for my on taste.

At the moment I just want all sensors included, I will discuss with Hemisent about merging the thermal layers into the template to ease later confusion or if he wishes, I will just avoid what he has changed which is only the height values.

Hemisent is creating a sabotage template that will add that exrta buzz. I am aiming for a master file for the time being and then I personally can look at the actual tweaking and setting of numbers.

I look at this tool as a potential mini sdk for the game. There will eventually be 4 master files. One for each major mod and one for vanilla players. Modders and users can then use the master file to tweak and set random in each of their mods to suit their player market.

That way I do not have to play each major mod for weeks at a time :know:

I will just concentrate on master file and tutorial and update the Blog. I may even get to play the game lol.

What I need to know is if community members are actually understanding this or is my usual irratic way of explanation too confusing?

I do not want to be accused of spamming. I want to build the master file but at the same time explain how folks can start tweaking each part to get their game desires.

Maybe I should just stay quiet and wait till I am all done Sad
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lurker_hlb3



Joined: 09 Apr 2005
Posts: 32

PostPosted: Sat Apr 22, 2006 9:20 am    Post subject: Reply with quote

Gouldjg

There appears to be a limit to how much you can put in a block of data in the randomized events file. In your [0_data\Zones.cfg] section, the data from “DieselEngine2” to “UhydrophReceivers” is not modified when SH3Cmdr is launched. What I did to fix the problem is to cut out the “uboat” section of [0_data\Zones.cfg] and create a new section [29_data\Zones.cfg], and then all entries are used.
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gouldjg



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

PostPosted: Sat Apr 22, 2006 9:32 am    Post subject: Reply with quote

Well spotted Thumbs Up

I was thinking about that just for simplicity but now it seems to be essential.

Hmmm I will just do as you suggest and on next update I will tidy things up and shorten the lenghy blocks as well as re setting the sub back to defaults as this is supposed to be a template master file and not a actual mod. The modding can come when the master file is done and is stable.

I will tidy up the special effects also. I do not feel a choice of 64 is really needed. A bit of over enthusiasm on my part Rotfl Rotfl Rotfl .

Yep balancing will be done.


Thanks lurker Thumbs Up
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gouldjg



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

PostPosted: Sat Apr 22, 2006 11:08 am    Post subject: Reply with quote

Update

I have managed to complete one section of the Hollywould Chaos DD tweaker in the way I want it. Now it is just a matter of copying and pasting the other settings and names with find and replace in a seperate document. (could do with some help here to save time and get things up and running quicker so potential DD modders can maybe start to work on a new DD behaviour Rock Rock Rock )

Please do not paste this into your file as I have not yet discussed with Hemisent about how to best to apply his thermal layers which shares a same value for minheight. I was thinking he may allow me to merge his thermals into my blocks. If however he or jscones has reason to require them left as they are, I can always take out my minheight setting so no problems my end. However I can see great potential if thermal is combined into this sesor setup

Here is how a sensor will look in the template, I only have another 36 or something to do. Does anyone want to help? let me know, I would really appraciate it if you have understood the method and can do a few sections for me. Just think, we will soon have a DD tweaker. I am pretty sure that new and better DD setting will be developed once this is done as it is easier to control instead of opening the file each time. As well as that, this will allow variation anyway Rock , Thats what I want.

Anyway folks back to work for me

[1_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x044D=200 ;MinRange AI Hydrophone
1_x044D=200
2_x044D=200
3_x044D=200
4_x044D=200
5_x044D=200
6_x044D=200
7_x044D=200
8_x044D=200
9_x044D=200
10_x044D=200
11_x044D=200
12_x044D=200
13_x044D=200
14_x044D=200
15_x044D=200
16_x044D=200
17_x044D=200
18_x044D=200
19_x044D=200

[2_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x045E=6000 ;Maxrange AI Hydrophone
1_x045E=6000
2_x045E=6000
3_x045E=6000
4_x045E=6000
5_x045E=6000
6_x045E=6000
7_x045E=6000
8_x045E=6000
9_x045E=6000
10_x045E=6000
11_x045E=6000
12_x045E=6000
13_x045E=6000
14_x045E=6000
15_x045E=6000
16_x045E=6000
17_x045E=6000
18_x045E=6000
19_x045E=6000

[3_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x0470=-180 ;Minheight AI Hydrophone
1_x0470=-180
2_x0470=-180
3_x0470=-180
4_x0470=-180
5_x0470=-180
6_x0470=-180
7_x0470=-180
8_x0470=-180
9_x0470=-180
10_x0470=-180
11_x0470=-180
12_x0470=-180
13_x0470=-180
14_x0470=-180
15_x0470=-180
16_x0470=-180
17_x0470=-180
18_x0470=-180
19_x0470=-180

[4_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x0482=0 ;Maxheight AI Hydrophone
1_x0482=0
2_x0482=0
3_x0482=0
4_x0482=0
5_x0482=0
6_x0482=0
7_x0482=0
8_x0482=0
9_x0482=0
10_x0482=0
11_x0482=0
12_x0482=0
13_x0482=0
14_x0482=0
15_x0482=0
16_x0482=0
17_x0482=0
18_x0482=0
19_x0482=0

[5_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x0495=0 ;Minbearing AI Hydrophone
1_x0495=0
2_x0495=0
3_x0495=0
4_x0495=0
5_x0495=0
6_x0495=0
7_x0495=0
8_x0495=0
9_x0495=0
10_x0495=0
11_x0495=0
12_x0495=0
13_x0495=0
14_x0495=0
15_x0495=0
16_x0495=0
17_x0495=0
18_x0495=0
19_x0495=0

[6_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x04A8=120 ;MAXbearing AI Hydrophone
1_x04A8=120
2_x04A8=120
3_x04A8=120
4_x04A8=120
5_x04A8=120
6_x04A8=120
7_x04A8=120
8_x04A8=120
9_x04A8=120
10_x04A8=120
11_x04A8=120
12_x04A8=120
13_x04A8=120
14_x04A8=120
15_x04A8=120
16_x04A8=120
17_x04A8=120
18_x04A8=120
19_x04A8=120

[7_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x04BD=80 ;min elevation AI Hydrophone
1_x04BD=80
2_x04BD=80
3_x04BD=80
4_x04BD=80
5_x04BD=80
6_x04BD=80
7_x04BD=80
8_x04BD=80
9_x04BD=80
10_x04BD=80
11_x04BD=80
12_x04BD=80
13_x04BD=80
14_x04BD=80
15_x04BD=80
16_x04BD=80
17_x04BD=80
18_x04BD=80
19_x04D2=80

[8_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x04D2=115 ;Max elevation AI Hydrophone
1_x04D2=115
2_x04D2=115
3_x04D2=115
4_x04D2=115
5_x04D2=115
6_x04D2=115
7_x04D2=115
8_x04D2=115
9_x04D2=115
10_x04D2=115
11_x04D2=115
12_x04D2=115
13_x04D2=115
14_x04D2=115
15_x04D2=115
16_x04D2=115
17_x04D2=115
18_x04D2=115
19_x04D2=115

[9_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x04E5=0;Min Surface AI Hydrophone
1_x04E5=0
2_x04E5=0
3_x04E5=0
4_x04E5=0
5_x04E5=0
6_x04E5=0
7_x04E5=0
8_x04E5=0
9_x04E5=0
10_x04E5=0
11_x04E5=0
12_x04E5=0
13_x04E5=0
14_x04E5=0
15_x04E5=0
16_x04E5=0
17_x04E5=0
18_x04E5=0
19_x04E5=0

[10_data\Library\AI_Sensors.dat]
;allows you to adjusts device values to allow ever changing DD abilities - by Gouldjg
FileType=B
ChooseFrom=20
RndMidPat=1

0_x04F9=0;Sensitivity AI Hydrophone
1_x04F9=0
2_x04F9=0
3_x04F9=0
4_x04F9=0
5_x04F9=0
6_x04F9=0
7_x04F9=0
8_x04F9=0
9_x04F9=0
10_x04F9=0
11_x04F9=0
12_x04F9=0
13_x04F9=0
14_x04F9=0
15_x04F9=0
16_x04F9=0
17_x04F9=0
18_x04F9=0
19_x04F9=0
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Georg_Unterberg



Joined: 29 Apr 2005
Posts: 46
Location: Germany

PostPosted: Sat Apr 22, 2006 12:30 pm    Post subject: Reply with quote

hey gouldjg, here's the stock 1.4b AI_Sensors.dat, Sensors.cfg, Sensors.Sim:

http://rapidshare.de/files/18667599/sh3_14b_stock_sensors.7z.html

3 points - just to clarify:
1. A new randomization of all these parameters is generated when SH3 is launched via SH3Commander.
2. All corresponding units in SH3 are affected (For example, if lost_contact_time is randomized to 20min then this will affect ALL escorts - there will be no exception like a destroyer who looks for you longer than 20min.)
3. For a new set of randoms you must exit SH3 and reload via SH3Commander. This can be done when on patrol (maybe after every engagement to get more variety)

Is this correct?
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gouldjg



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

PostPosted: Sat Apr 22, 2006 1:02 pm    Post subject: Reply with quote

Thanks for file Thumbs Up

With regards to your questions

YES

As long as you play with the usual SH3 commander rules that is the way it will work.

I have saved mid-game and ended up with a new set of figures upon reload every time. As a golden rule I usually only save when clear of traffic anyway to avoid the usual vanilla bugs.

The lost contact time applies to all DD's as far as I know unless something else controls how long they hang around that has not yet been discovered.

Rember that if you find a setting you like, you can just stop the random by making all options the same as you favorite setting.

e.g.

I play with AI Detection|Lost contact time=I|15|45|Y and have a good game. I can nip into the data\Cfg\SIM.CFG and find out what the actual setting was.

lets say it was 38. And I want to stop randomising

AI Detection|Lost contact time=I|38|38|Y

it will now stay on 38 on every re-load.

Hope this helps and does not sound like I am telling you how to suck eggs Thumbs Up .

Bye the way, have you been tweaking etc or just waiting impatiantly for me to finnish Rotfl Rotfl

Hope you appreciate this is a long boring process before I can even reccomend settings. As long as i get the template up and in a decent layout which also addresses the limit lurker noticed, then we can all sit back and look at what is possible and how it will benefit the game.

In the meantime, if you want to try and do a block or section that I have not thought about, let me know and I will include it to the master file.

There are loads and loads of possibles here. The sensor one I am doing now will take some time but will be worth it for me and those whom wish to later play with the DD settings. Others can just be as simple as the crew damage setup yet have a ever changing effect in the game to keep one on his toes.
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Georg_Unterberg



Joined: 29 Apr 2005
Posts: 46
Location: Germany

PostPosted: Sat Apr 22, 2006 3:52 pm    Post subject: Reply with quote

gouldjg wrote:


Bye the way, have you been tweaking etc or just waiting impatiantly for me to finnish Rotfl Rotfl
......

In the meantime, if you want to try and do a block or section that I have not thought about, let me know and I will include it to the master file.


I'm waiting patiently for you to finish! Laughing

no really, the difficult part is: What range of settings is a good choice for something like for example a DD-sensor? What should I set as lower limit and what as upper limit to get a reasonable and fair gameplay?

I dare to tweak something, unless I know what my settings will effect in the game. I hope some expert (like gouldjg Smile) will do a good basis.

This is a tough job! I really appreciate that you put a lot of work in it, and I'm absolutely sure it will improve this game a LOT! Thumbs Up
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gouldjg



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

PostPosted: Sat Apr 22, 2006 4:39 pm    Post subject: Reply with quote

There is a 765 post long thread concerning the DD behaviour.

The various contributers discovered loads of stuff relating to the dangers and limitations of DD tweaking however that was before thermal layers and random/probability files came into play Laughing .

Due to the fact that I was busy and people started to lean towards IMHO too many unrealistic settings just to get a challenge, I decided to quietly drop out as my original aims were drifting away and I started to feel alone in my hopes Sad

I will be revisiting this area after I have the master tweaking file up and running. The master file will allow faster testing to determine what settings seem realistic or not. Not only this but I will also gain control of other areas of the game to find that balance (I hear some saying this is mission immpossible lol I say nothing is impossible) 3 months ago we would have laughed someone out of the forum if he suggested thermal layers can be added to the game yet Hemisent has succeded in that.

As for my plan,

I will probably go back to original sensor settings and work up from there, however this time I will keep the crew levels to veterern from the begining. I am thinking that thermal layer is well implemented for possible escapes and relief, next will be the pin point DC drop but this will vary with the random.

I like the later modded sonar arc settings but will be tempted to add a little spice to them.

In my original test, I was getting good Hydrophone results which made charging in on a convoy quite difficult and stalking required more. At the moment I do not like the way I am able to steam in.

I am not fussed as long as it feels a little more historical based and adds a random factor of good/bad luck.

I do however, have little knowledge history on each piece of equipment and DC survivability.

All in all, I may not get the great solution but at least I would have tried my way. Either way, the master file will allow others to add slight variations to their models or better still try new methods. Even with a slight variation, the game will be better.

Damn I just realised I may be turning into a geek :8Cool
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