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Old 08-02-06, 01:47 PM   #16
bigboywooly
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oh my

Great stuff Nv
Cant wait for current patrol to end now to install this
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Old 08-02-06, 01:53 PM   #17
^SG^
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I have a question. It seems that at least for some equipment repair times are a bit strange. E.g. my limited understanding of batteries arrays construction suggest that if some cells are damaged they can not be repaired, just some new connections could be made to utilize undamaged ones. Definitely it should not take 100-120 hours. Is it possible to tweak time/some coeffs for each existing type of equipment?
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Old 08-02-06, 02:01 PM   #18
enaceo
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Indeed i was thinking about the same thing ,but in the confined tube-like space of the sub i doubt that it would be a fast job and i don't even think that re-wiring could be done there,to sacrifice much-needed power.I'll ask my grandfather about this,since i have found out that he actually worked as a mechanic for the germans in the war.When i asked him some time ago he said he worked on aircraft,but maybe he knows something about U-boats
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Old 08-02-06, 02:07 PM   #19
mr chris
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Quote:
Originally Posted by enaceo
Here's the readme with the steampipe sound
This file replaces the loud (and extrmemely annoying) default broken steam pipe sound with a quieter, more soothing sound.

To install, just place this file into C:\Program Files\Ubisoft\SilentHunterIII\data\Sound

Tweak created by Nvdrifter

And for the other one :

This optional file removes the repeating and totally annoying 'We have flooding' voice from the chief officer. The chief officer will still show his back and forth movement animation sometimes, but there will be no repeating flood report voice now.

**Make a backup of Message_CH.cfg file first!**


To install, just place Message_CH.cfg file into:

C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg


Tweak created by Nvdrifter

**Special thanks to Bigboywooly who posted this idea fix on the Subsim forum**

And i'm also interested ,if you could tell us,the full changes made to NYGM or GW when using this.I haven't been able to fully use the mod just yet since i'm in the middle of a patrol and i don't want to bust it.
Thanks very much for your help enaceo, very much apecatied.
Happy hunting
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Old 08-02-06, 02:14 PM   #20
StalkingPanther
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Hi nvdrifter,

a great mod, thanks a lot! Using it with GW 1.1a.

Two tips from my first experience:

1. The mod seems unrealistically hard to me now (compared to the last LRT version). I lost great amouts of hull integrity for small incidents, e.g. about 40-50% for a single (or pair) DC hit in one case or 65% for a few gun hits (just in the short time before crash dive) in another try. This makes it unrealisticly difficult to survive after being hit just slightly once or twice (crush depth decreases rapidly and so on). Also the repair times seem unrealistically long, full losses of systems (non-repairable) occur too fast in my opinion. No room left for ''Das Boot"-Stories - you will just die in most cases after taking damage once!
I'm normally a fan of 'hardcore-realism', but this now just eliminates the chance to experience what real-world sub drivers experienced in history - the exciting challenge to get out alive even after taking a serious amount of damage.
I'd be very happy if you release a new version which is more balanced!

2. Please place the non-optional core files in the correct subfolders in your zip file ('JSGME-compatible' version), this would save a lot of work to modders.

Kind Regards
StalkingPanther
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Old 08-02-06, 03:02 PM   #21
Myxale
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First off: Kudos to your new baby drifter!
But i gotta say it's little to hard, and i gotta line up with panther (welcome here) on that regard!:hmm:

And why the renaming! LRT was quite a dashing name!

But new mod is too final. What i mean You (more like "I") hardly have a decend chance to made it out of a heavy DC punding! To fast the batteries are fried or to fast one essential machine is broken for good!

Maybe i suck a being a good Kaleun! I better stich to ver. 1.1!:hmm:
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Old 08-02-06, 03:44 PM   #22
enaceo
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Quote:
Originally Posted by mr chris
Quote:
Originally Posted by enaceo
Here's the readme with the steampipe sound
This file replaces the loud (and extrmemely annoying) default broken steam pipe sound with a quieter, more soothing sound.

To install, just place this file into C:\Program Files\Ubisoft\SilentHunterIII\data\Sound

Tweak created by Nvdrifter

And for the other one :

This optional file removes the repeating and totally annoying 'We have flooding' voice from the chief officer. The chief officer will still show his back and forth movement animation sometimes, but there will be no repeating flood report voice now.

**Make a backup of Message_CH.cfg file first!**


To install, just place Message_CH.cfg file into:

C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg


Tweak created by Nvdrifter

**Special thanks to Bigboywooly who posted this idea fix on the Subsim forum**

And i'm also interested ,if you could tell us,the full changes made to NYGM or GW when using this.I haven't been able to fully use the mod just yet since i'm in the middle of a patrol and i don't want to bust it.
Thanks very much for your help enaceo, very much apecatied.
Happy hunting
No problems mate!Just helping a fellow Klauen
And now on-topic.I also agree...in some cases the damage seems kind of "over-realistic" if you will.But i got sick of the imediate repairs in the old sh.Never had the excitement of going down twards crush depth while the crew was repairing too often...and also when a DC would hit you dead-on ,the only thing blown-up would be the coning-tower,and your radio/sonar crew would die,sometimes even people in the bow/stern quarters.Looking forward to a 1.3 version,with a bit more balanced damage,but not too much.And also,you should put the files in the format that will work with the mod enabler.Thanks for a gr8 mod
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Old 08-02-06, 08:12 PM   #23
nvdrifter
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Thanks for the feedback, everyone. I may have gone a little bit overboard on the equipment damage. But I am still happy with the really long repair times, though. I feel this is totally realistic by having to abort back to base after taking very heavy, unrepairable (too long) damage. But what I will probably do is increase the armor ratings of all equipment again so they can withstand much more pounding before taking damage. I also plan on decreasing the compartment floatability numbers back down again, so the boat won't start sinking quite so soon after flooding starts. I can't really decrease repair times individually for batteries, because all repair times are connected. But I could decrease battery hitpoints so they would be destroyed quicker (which might be more realistic). Maybe I'll change the name back to LRT. Does everyone like the old name better?

Look for another updated version soon.

Last edited by nvdrifter; 08-02-06 at 08:16 PM.
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Old 08-02-06, 11:09 PM   #24
kapitanfred
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Excellent stuff but it would well be worth making it a JSGME file for each compatible mod versions for easy installing.
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Old 08-02-06, 11:23 PM   #25
nvdrifter
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Quote:
Originally Posted by kapitanfred
Excellent stuff but it would well be worth making it a JSGME file for each compatible mod versions for easy installing.
Will do.
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Old 08-03-06, 02:43 AM   #26
enaceo
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The name doesn't count as long as the mods does it's job
Glad to hear about the "more hitpoints" thing .Also,you said you will reduce the floatability-will you reduce it to the "original" values ?
Can't wait for the "patch" .Good work on the mod.
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Old 08-03-06, 04:05 AM   #27
Stiebler
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Note to all users of NYGM:

This mod is compatible with NYGM 2.0 only in the sense that it overwrites several key NYGM components, such as the 'Anti-humming-bird' (inability to hover underwater at 0 kts).

The NYGM team is unable to endorse either the 'Realism Mod' or the 'Longer Repair Times Mod'. Apologies to all concerned.

Stiebler.

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Old 08-03-06, 04:08 AM   #28
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Thankls Steibler. So it only disables the anti-hummingbird mod.. hmm thats not TOO bad. After my WaW campaign ill definately try this out. NVDRIFTER has done a great job. Maybe someday ::sigh:: all will be peaceful in the mod world and these will be implemented in NYGM fully compatible.
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Old 08-03-06, 04:12 AM   #29
Stiebler
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Quote:
So it only disables the anti-hummingbird mod.. hmm thats not TOO bad.
It also breaks the NYGM Damage Control Mod.

Stiebler.
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Old 08-03-06, 04:37 AM   #30
nvdrifter
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Quote:
Originally Posted by Stiebler
Note to all users of NYGM:

This mod is compatible with NYGM 2.0 only in the sense that it overwrites several key NYGM components, such as the 'Anti-humming-bird' (inability to hover underwater at 0 kts).

The NYGM team is unable to endorse either the 'Realism Mod' or the 'Longer Repair Times Mod'. Apologies to all concerned.

Stiebler.

NYGM Tonnage War Mod - Leading Edge Realism
'Breaks'? I prefer 'disables'. NYGM team, don't even get me started. We've been through all of this before. Im just about to stop all support of trying to make my mods compatible with NYGM, and then everyone can blame YOU. The warning is in the included readme files. And I don't really care if you endorse my mods or not.

Last edited by nvdrifter; 08-03-06 at 05:02 AM.
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