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Old 09-01-08, 02:38 PM   #1
h.sie
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Default LLRT - Little longer repair times

Moin!

for my personal use, i have modified the great LRT (longer repair times) mod from nvdrifter

http://www.subsim.com/radioroom/showthread.php?t=136136

to fit my personal taste. the repair times now are a compromise between stock SH3 and the original LRT mod. light damage will take 1 - 20 minutes time and heavy damage will take some hours to repair. for me that sounds okay.

nvdrifter realised longer repair times by drastically reducing crew efficiency. the major disadvantage of that method is, that flooding-times of the u-boat-compartments have to be enlarged just as well drastically, so that the balance between the crew efficiency and the flooding water is still the same.

that means: even in the case of a direct hit and a huge leak, the water is flowing very slowly into the boat, but the weak crew needs hours to stop the water. or the boat sinks many hours later after the hit, if the crew is too weak. so there are no more dramatic minutes fighting against the flooding water as in stock SH3.

in my modification, the efficiency is not reduced as much as in the original LRT mod, so that the flooding times can be much shorter. in the case of a huge leak, a compartment is now filled in 30-45 minutes, game over. okay, that is still not realistic but much better than in LRT, and with a little bit of phantasy, one can say, that the big leakage couldn't be repaired completely.....

i am happy with that, but i'm still testing it and now i want to know, if people here are interested to use it. if yes, i will share my modification with you.

one last word: it will NOT be an JSGME-ready mod, because the basic.cfg file looks different for every user, depending on his individual mod configuration. instead of that, i will post an easy DO-IT-YOURSELF-manual.

the manual can be found on my filefront-page
http://hosted.filefront.com/hennings

or on Bts-Mods
http://www.bts-mods.com/?page=sh3user=h.sie


Greetings,
h.sie

Last edited by h.sie; 01-03-10 at 06:09 AM.
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Old 09-01-08, 08:36 PM   #2
wdq4587
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I am now using NYGM 3.0 for I can not suffer 7 minutes loading time of GWX in my old 1G RAM PC.

I just ask can I add Long Repair Time in NYGM for most part have being trying make realism, no Long Repair Time seems really strange.
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Old 09-02-08, 01:48 AM   #3
h.sie
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Quote:
Originally Posted by wdq4587
I am now using NYGM 3.0 for I can not suffer 7 minutes loading time of GWX in my old 1G RAM PC.

I just ask can I add Long Repair Time in NYGM for most part have being trying make realism, no Long Repair Time seems really strange.
if i'm informed correctly, NYGM has included the LRT mod from nvdrifter....just activate it......
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Old 09-02-08, 02:08 AM   #4
wdq4587
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Quote:
Originally Posted by h.sie
if i'm informed correctly, NYGM has included the LRT mod from nvdrifter....just activate it......
Thanks! I will check it after I be home. Still do not have enough time to read manual more.

I am also interesting on your tutorial if possibile. I agree compromise to get a balance since there are some parameters are hard coded you can not adjust.
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Old 09-02-08, 07:45 PM   #5
wdq4587
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I have readed the NYGM manual and it seems Long Repair Time in NYGM is just like your idea. Not as long as original MOD.
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Old 09-03-08, 05:51 AM   #6
jean74
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Hi, H.Sie

First, many thanks for your work.

I am very interested to test your MOD.
Please, could you give me your "do it yourself" manual ?

Thanks for your reply

Best regards,

Jean

PS : I'm French, (so please excuse too my bad english),
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Old 09-03-08, 09:40 AM   #7
h.sie
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Quote:
Originally Posted by jean74
Hi, H.Sie

First, many thanks for your work.

I am very interested to test your MOD.
Please, could you give me your "do it yourself" manual ?

Thanks for your reply

Best regards,

Jean

PS : I'm French, (so please excuse too my bad english),

hi jean,

you have to thank nvdrifter - he did the work. i only modified his mod for my personal taste. i will start to translate my manual into english, so you have to wait a little bit.......

greetings!
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Old 09-03-08, 11:50 AM   #8
jean74
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Good afternoon H.Sie

Many Thanks for your reply.

Ok, no problems, I can wait. Take your time to do it !

Greetings

Jean
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Old 09-04-08, 01:50 AM   #9
h.sie
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Quote:
Originally Posted by jean74
Good afternoon H.Sie

Many Thanks for your reply.

Ok, no problems, I can wait. Take your time to do it !

Greetings

Jean

hi jean,

translating takes time, but in the meantime i can build an test LLRT mod for you, based on your individual mod configuration.

activate all your desired JSGME-mods and after that, please mail me your Basic.cfg and Zones.cfg files. i will modify them and build an JSGME-ready mod of that. i do that because i am interested in the opinion of others, how it works for them.

greetings!
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Old 10-07-08, 12:01 PM   #10
h.sie
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Quote:
Originally Posted by jean74
Good afternoon H.Sie

Many Thanks for your reply.

Ok, no problems, I can wait. Take your time to do it !

Greetings

Jean
Hi Jean,

sorry for the late response. you can find the manual in english language on my filefront-page

http://hosted.filefront.com/hennings/

gretings, h.sie
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Old 02-27-09, 06:37 AM   #11
Uber Gruber
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Hi Hsie,

I just found this and am now using it to manually include LRT in my GWX setup for WolvesAtWar. I tried to get LRT-Lite 2.03 working with Enhanced Damage Effects, Open Hatch and Mikhayl's ACM (based on OLC) but for some reason I keep getting a CTD if I start in the 7th Flotilla.

So thanks big time for your manual, it should solve my problem and allow me to have more realistic repair times.

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Old 02-27-09, 10:31 AM   #12
h.sie
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Quote:
Originally Posted by Uber Gruber
Hi Hsie,

I just found this and am now using it to manually include LRT in my GWX setup for WolvesAtWar. I tried to get LRT-Lite 2.03 working with Enhanced Damage Effects, Open Hatch and Mikhayl's ACM (based on OLC) but for some reason I keep getting a CTD if I start in the 7th Flotilla.

So thanks big time for your manual, it should solve my problem and allow me to have more realistic repair times.

Hi UberGruber,

thanks for the reply.

Have fun!
H.Sie
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Old 03-05-09, 11:21 PM   #13
Otto Heinzmeir
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I am using this as well. Thanks fro the manual how to add it. I like the 20 minute repair time. Nice compromise. I havn't taken any damage yet since using it. Playing in the Happy time still
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Old 03-06-09, 02:36 AM   #14
h.sie
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I'm glad about the replies. Perhaps it is worth to be published on the SH3 Mods & Utilities list......
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Old 03-06-09, 02:18 PM   #15
RoaldLarsen
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H.sie,

Your Mod has piqued my interest in the whole issue of damage control, as modelled in SHIII.

First I read your manual, then I had a look in Zones.cfg for the first time. It seems that everything that can be listed as damaged on the <F7> screen has its own section in zones.cfg and in each section is a parameter labelled FloodingTime. Some of the sections are compartments, and tht rest are items such as snorkel, radio, compressor, etc. In stock, each submarine compartment has a FloodingTime of 120 and all other items on a submarine have a FloodingTime of 59.9999996.

The approach taken in LRT is to reduce the speed at which the crew can make repairs, by changing the values of Interval3_<compartment#> in Basic.cfg, and then reducing the speed at which compartments flood, by increasing the values of FloodingTime for compartments.

Why not use a different approach? What happens if you leave the Interval3_<compartment#> and compartment FloodingTime values unchanged and instead increase the FloodingTime values for items that are not compartments? Does this not work? Does changing the FloodingTime parameter for non-compartments have any effect?
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