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Old 06-08-06, 10:25 PM   #1
nvdrifter
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Default Longer U-boat Repair Times mod ready for download

***New version Drifter's Realism Mod v1.02a available now!***

Download here:

http://rapidshare.de/files/35719512/...1.02a.zip.html

Last edited by nvdrifter; 10-06-06 at 10:15 AM.
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Old 06-08-06, 11:17 PM   #2
Gizzmoe
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Also available here:
http://home.arcor.de/gizzmoe/files/L...Times_v1.1.zip

Last edited by Gizzmoe; 06-15-06 at 03:35 AM.
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Old 06-09-06, 12:06 AM   #3
Salvadoreno
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how does this interact with NYGM??
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Old 06-09-06, 12:09 AM   #4
U-Bones
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Quote:
Originally Posted by nvdrifter
Download for Longer U-Boat Repair Times (beta) mod v1.0 is now available here:

http://rapidshare.de/files/22590203/...times.zip.html
1. Definately needs a lot of "depends on crew efficiency=false" in sensors.cfg I played with all true and visual spotting was definately an issue - I was the suprised party almost every time, I spotted well within the visual circles of everything.

2. I assume everyone is seeing completely empty compartment effiency bars ?

3. Torp load times are slow but ok imo

4. I will never play without unmodified flooding again.

5. It *may* play better with standard Damage Control - not being able to help on other compartments felt very limiting. Dunno, I am sticking in NYGM for a bit before I switch to try this.

6 VERY Das Boot !!!! Played career patrol with sensor crew effeciency on, (no damage), then played mission with Revenge - sank it and had 8 DD J Class on me for two hours.... 22% - yello, orange, red, and blue everywhere.

7. Total blast. Definately has problems and issues, but My oh My does it have promise.

If I werent leaving town this weekend, I would get no sleep
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Old 06-09-06, 01:17 AM   #5
nvdrifter
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Quote:
Originally Posted by U-Bones
Quote:
Originally Posted by nvdrifter
Download for Longer U-Boat Repair Times (beta) mod v1.0 is now available here:

http://rapidshare.de/files/22590203/...times.zip.html
1. Definately needs a lot of "depends on crew efficiency=false" in sensors.cfg I played with all true and visual spotting was definately an issue - I was the suprised party almost every time, I spotted well within the visual circles of everything.

2. I assume everyone is seeing completely empty compartment effiency bars ?

3. Torp load times are slow but ok imo

4. I will never play without unmodified flooding again.

5. It *may* play better with standard Damage Control - not being able to help on other compartments felt very limiting. Dunno, I am sticking in NYGM for a bit before I switch to try this.

6 VERY Das Boot !!!! Played career patrol with sensor crew effeciency on, (no damage), then played mission with Revenge - sank it and had 8 DD J Class on me for two hours.... 22% - yello, orange, red, and blue everywhere.

7. Total blast. Definately has problems and issues, but My oh My does it have promise.

If I werent leaving town this weekend, I would get no sleep
Thanks for that tip on the crew efficiency setting for sensors.cfg. Will change those settings to false and include the file in an new upload.

I am aware of the empty efficiency bar, but it seems crew efficiency is directly tied to repair times. Maybe it will be possible to change settings in other files as a workaround for this.

Last edited by nvdrifter; 06-09-06 at 01:59 AM.
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Old 06-09-06, 01:37 AM   #6
Myxale
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I just took my Boot for a spin this morning testing this promissing package!
Anyway here's what i have to say so far:

Put the PAck in my NYGM 2.0 Install and gave it a go! Use the Custom WAW mission (Evading).
I let them Shoot my Boot up some and ordered CD moments later.
The first flooding and damage was amazing. The boot was damaged and the flooding started, but not overly so. The damaged compartment and equipment indicated a good repair time (around 32 min)! I moved enough crew to the damaged compartment in cool NYGM 2.0 fashion and saw how a few man more in a compartmen did improved the time for flooding to stop.

After i got a full pack of DC on my boot the damage was worse. The Commando Room showed a repairtime of 23:35 hours! With my LenzPump broken (repair time 20.min) the flooding will kill me in 14 min. Das Boot all the way!
And it was for the first time in ages that Someone shouted Medic in my boot!

Haven't tested more work is waiting, but i will take a look at a normal Kareer patrol!
Soon.

****, this is so promising!
Kudos to you Guys!
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Old 06-09-06, 01:51 AM   #7
nvdrifter
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Quote:
Originally Posted by Myxale
I just took my Boot for a spin this morning testing this promissing package!
Anyway here's what i have to say so far:

Put the PAck in my NYGM 2.0 Install and gave it a go! Use the Custom WAW mission (Evading).
I let them Shoot my Boot up some and ordered CD moments later.
The first flooding and damage was amazing. The boot was damaged and the flooding started, but not overly so. The damaged compartment and equipment indicated a good repair time (around 32 min)! I moved enough crew to the damaged compartment in cool NYGM 2.0 fashion and saw how a few man more in a compartmen did improved the time for flooding to stop.

After i got a full pack of DC on my boot the damage was worse. The Commando Room showed a repairtime of 23:35 hours! With my LenzPump broken (repair time 20.min) the flooding will kill me in 14 min. Das Boot all the way!
And it was for the first time in ages that Someone shouted Medic in my boot!

Haven't tested more work is waiting, but i will take a look at a normal Kareer patrol!
Soon.

****, this is so promising!
Kudos to you Guys!
Myxale, thanks for sharing your experiences. Be careful out there.
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Old 06-09-06, 02:14 AM   #8
Gizzmoe
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You should add a warning that your mod can seriously mess up other major mods. Your mod replaces the very important basic.cfg and sensors.cfg. The NYGM team for example has made changes to these files that are important for gameplay, like the visual sensor part of sensors.cfg. It looks like you´ve added your changes to the stock 1.4 files.

Last edited by Gizzmoe; 06-09-06 at 02:18 AM.
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Old 06-09-06, 02:18 AM   #9
CB..
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Quote:
Originally Posted by Gizzmoe
You should add a warning that your mod can seriously mess up other major mods. Your mod replaces the very important basic.cfg and sensors.cfg. The NYGM team for example has made changes to these files that are important for gameplay. It looks like you´ve added your changes to the stock 1.4 files.
bit of a catch 22 that one Gizz'
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Old 06-09-06, 02:18 AM   #10
nvdrifter
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Quote:
Originally Posted by Gizzmoe
You should add a warning that your mod can seriously mess up other major mods. Your mod replaces the very important basic.cfg and sensors.cfg. The NYGM team for example has made changes to these files that are very important for gameplay. It looks like you´ve added your changes to the stock 1.4 files.
Yes, I modded the stock 1.4 files. Maybe I could get permission from NYGM team and upload a NYGM version of those files. Do I even need permission?

Last edited by nvdrifter; 06-09-06 at 02:24 AM.
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Old 06-09-06, 02:22 AM   #11
Gizzmoe
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Quote:
Originally Posted by nvdrifter
Do I even need permission?
No, just don´t forget to credit them.
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Old 06-09-06, 02:56 AM   #12
Highbury
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A version for Grey Wolves would be greatly appreciated as well nvdrifter!

Thanks for keeing SH3 modding goin'
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Old 06-09-06, 03:07 AM   #13
Gizzmoe
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Done.
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Old 06-09-06, 03:09 AM   #14
nvdrifter
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Quote:
Originally Posted by Gizzmoe
Done.
Quick. Thanks!
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Old 06-09-06, 03:15 AM   #15
Gizzmoe
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Quote:
Originally Posted by nvdrifter
I have uploaded a version of the Longer U-Boat Repair Times mod that is compatible with NYGM Tonnage War mod v1.03.
But TW 2.0 is already out!?! You also need the 2.0 cfg´s?

Edit: I sent you the three TW 2.0 files.

Last edited by Gizzmoe; 06-09-06 at 03:20 AM.
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