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HEMISENT
12-17-06, 10:03 PM
Don't know if this has been covered yet-haven't found it so here goes.

I really liked using NVDrifters longer repair times mod but it was not really compatible with NYGM. Has this been included in GWX or is the LRT mod compatible. I know it was compatible with GW and it worked great.

To the GWX - Team Great Job Guys!
To Kpt Lehman - I resonded to your PM-Merry Xmas!

fredbass
12-17-06, 10:23 PM
Don't know if this has been covered yet-haven't found it so here goes.

I really liked using NVDrifters longer repair times mod but it was not really compatible with NYGM. Has this been included in GWX or is the LRT mod compatible. I know it was compatible with GW and it worked great.

To the GWX - Team Great Job Guys!
To Kpt Lehman - I resonded to your PM-Merry Xmas!

Maybe the Kpt. should explain, but NVDrifters mod is not compatible. There are negative side-effects with GWX, but repair times have been extended somewhat.

On a personal note, considering the increased amount of damage that many of you will be encountering, you probably wouldn't want longer repair times. ;)

nvdrifter
12-17-06, 11:52 PM
HEMISENT, hi. Thanks for the interest in my mod. I am currently working on a version of LRT that can be used with GWX. Not sure when it will be released, though. GWX is already much more challenging than the original GW release, so please be aware, LRT for GWX will make playing GWX SH3 MUCH harder (but hopefully slightly more realistic).

On a side note, I have to say that I am totally amazed at all the work and testing that went into making GWX. I know what it's like to watch that $%#& loading screen over and over while playtesting and tweaking. The GWX team really deserves our thanks and praise. Well done. :up:

VonHelsching
12-18-06, 01:01 AM
Don't know if this has been covered yet-haven't found it so here goes.

I really liked using NVDrifters longer repair times mod but it was not really compatible with NYGM. Has this been included in GWX or is the LRT mod compatible. I know it was compatible with GW and it worked great.

To the GWX - Team Great Job Guys!
To Kpt Lehman - I resonded to your PM-Merry Xmas!

Sadly, the fine LRT Mod is not compartible with GWX. We wanted to integrate it in GWX, but one of the *major* features of GWX, the LRG Mod (Long Range Gunnery) is affected by the LRT.:cry:

Von

sbelanoff
12-18-06, 01:16 AM
I find that the repair times in GWX are almost instantaneaous with the giving of the order to repair. Any one else seen this?

nvdrifter
12-18-06, 01:59 AM
I find that the repair times in GWX are almost instantaneaous with the giving of the order to repair. Any one else seen this?
I will be releasing Longer Repair Times v1.3 very soon (have to do a little more playtesting). No need to worry. ;)

nvdrifter
12-18-06, 02:02 AM
Don't know if this has been covered yet-haven't found it so here goes.

I really liked using NVDrifters longer repair times mod but it was not really compatible with NYGM. Has this been included in GWX or is the LRT mod compatible. I know it was compatible with GW and it worked great.

To the GWX - Team Great Job Guys!
To Kpt Lehman - I resonded to your PM-Merry Xmas!
Sadly, the fine LRT Mod is not compartible with GWX. We wanted to integrate it in GWX, but one of the *major* features of GWX, the LRG Mod (Long Range Gunnery) is affected by the LRT.:cry:

Von
Yes, it's hard to make LRT compatible without changing some main features in GWX. But I guess the tradeoff is worth it to some players. :lol:

Pants
12-18-06, 06:13 AM
However matey it will screw up a major part of GWX, just got the message from Cdre_Gibs Here's the main part of said PM

If people try make a LRT GWX version. As soon as any changes to the crew ratings from true to false, there goes one of the major elements of GWX, the LRG Mod. If the Crew ratings are NOT at TRUE, the LRG Mod will not work as designed.

danlisa
12-18-06, 06:18 AM
My personal opinion, I'll keep the LRG mod, it's too much fun.:p

It's a shame that the two can't be used together but you make's your choice and go with it.

Pants
12-18-06, 06:23 AM
I think Gibs may find a work around..but please don't quote me

Jimbuna
12-18-06, 06:39 AM
I think Gibs may find a work around..but please don't quote me

"I think Gibs may find a work around..but please don't quote me" lol :rotfl: :rotfl: :up:

Pants
12-18-06, 06:40 AM
@jim..you cheeky barstool ;)

mikaelanderlund
12-18-06, 06:43 AM
I find that the repair times in GWX are almost instantaneaous with the giving of the order to repair. Any one else seen this?
I will be releasing Longer Repair Times v1.3 very soon (have to do a little more playtesting). No need to worry. ;)

Cool:up:

Mikael

nvdrifter
12-18-06, 07:28 AM
However matey it will screw up a major part of GWX, just got the message from Cdre_Gibs Here's the main part of said PM

If people try make a LRT GWX version. As soon as any changes to the crew ratings from true to false, there goes one of the major elements of GWX, the LRG Mod. If the Crew ratings are NOT at TRUE, the LRG Mod will not work as designed.

Please let's not start another modder's war regarding mod compatibilities. I created LRT to give people a choice. Having choices is good, and using my mod with GWX is voluntary only. People do not have to use my LRT mod if they don't want to disable or change some main features of GWX. I totally understand the concern about features of GWX being disabled in my mod. But there are warnings included in the readme file.

So I will say this... Anyone who doesn't want to use Longer Repair Times with GWX, then please don't. No one is forcing you to. Thank you. :p

Pants
12-18-06, 07:30 AM
do want to offend you matey i for one like the sound of your mod..i just passed on the PM, i also agree with you Anyone who doesn't want to use Longer Repair Times with GWX, then please don't. No one is forcing you to. Thank you

nvdrifter
12-18-06, 07:35 AM
do want to offend you matey i for one like the sound of your mod..i just passed on the PM, i also agree with you Anyone who doesn't want to use Longer Repair Times with GWX, then please don't. No one is forcing you to. Thank you
No offense taken. :cool:

Believe me, I wish there was a way to get longer repair times without screwing with the crew efficiency ratings . But that's the only way to do it (that I know) without the damn cource code. :damn:

Notewire
12-18-06, 03:09 PM
Wow, what an incredibly useful thread. It actually shows pro's, con's and others for optioning a Mod. I wish every mod could have such open and objective discussion as to what the relative plusses and minuses were without all the emotional "Who shot john".

That said, what exactly do I loose if I go with LRT instead of LRG - am I just loosing some accuracy of surface ships (I spend most my time underwater!) - or is there a lot more. There will still be merchants with machineguns, I hope, if I go with LRT? Does Cdr Gibs have time to answer such inane questions?

_Seth_
12-18-06, 03:15 PM
Wow, what an incredibly useful thread. It actually shows pro's, con's and others for optioning a Mod. I wish every mod could have such open and objective discussion as to what the relative plusses and minuses were without all the emotional "Who shot john".

Well, its the Subsim forums...!:up:

LeafsFan
12-18-06, 03:17 PM
I intend to avoid the problem entirely!! Aviod escorted ships at all costs!!

HB

danlisa
12-18-06, 03:21 PM
Wow, what an incredibly useful thread. It actually shows pro's, con's and others for optioning a Mod. I wish every mod could have such open and objective discussion as to what the relative plusses and minuses were without all the emotional "Who shot john".

That said, what exactly do I loose if I go with LRT instead of LRG - am I just loosing some accuracy of surface ships (I spend most my time underwater!) - or is there a lot more. There will still be merchants with machineguns, I hope, if I go with LRT? Does Cdr Gibs have time to answer such inane questions?

Long Range Gunnery Mod is what it is. An excellent addition, not only affect ships but aircraft too.

My advice is not to mess with the default setup of GWX as only the Dev's know what will break if LRT is added. My hunch is that alot will change or become deactivated as a result of adding LRT.

nvdrifter
12-18-06, 08:01 PM
Wow, what an incredibly useful thread. It actually shows pro's, con's and others for optioning a Mod. I wish every mod could have such open and objective discussion as to what the relative plusses and minuses were without all the emotional "Who shot john".

That said, what exactly do I loose if I go with LRT instead of LRG - am I just loosing some accuracy of surface ships (I spend most my time underwater!) - or is there a lot more. There will still be merchants with machineguns, I hope, if I go with LRT? Does Cdr Gibs have time to answer such inane questions?
Long Range Gunnery Mod is what it is. An excellent addition, not only affect ships but aircraft too.

My advice is not to mess with the default setup of GWX as only the Dev's know what will break if LRT is added. My hunch is that alot will change or become deactivated as a result of adding LRT.
You are right to some degree. But also think about this- what has more affect on gameplay? Having a Long Range Gun feature and 2 or 3 minute U-boat repair times (every time). Or not having the Long Range Gun feature and having much more realistic U-boat repair times (up to 24 hours or more for heavy damage)? Both choices will affect gameplay, of course. But it is my opinion that using LRT adds much more realism and challenge to gameplay than does having the Long Range Guns feature. If there was a way to have longer repair times without changing crew efficiency settings, then I would do it in a second. Unfortunately, there is no other way (without the code). To me (and maybe other players out there), the trade off is more than worth it. I still don't understand how players can play SH3 with only 2 or 3 minute repair times. I just can't. :hmm:

And I am in no way trying to put down the GWX team for the deicisions they made when developing GWX. They did an awesome job. :up: All I am doing is trying to give players other choices.

Kpt. Lehmann
12-18-06, 08:13 PM
No worries Nvdrifter.

Your disclaimer is good enough for me. That statement isn't an easy one to place on your mod to be sure.

I just wish things were simpler, and we could all have the cake and eat it too.:-?

nvdrifter
12-18-06, 08:16 PM
Wow, what an incredibly useful thread. It actually shows pro's, con's and others for optioning a Mod. I wish every mod could have such open and objective discussion as to what the relative plusses and minuses were without all the emotional "Who shot john".

That said, what exactly do I loose if I go with LRT instead of LRG - am I just loosing some accuracy of surface ships (I spend most my time underwater!) - or is there a lot more. There will still be merchants with machineguns, I hope, if I go with LRT? Does Cdr Gibs have time to answer such inane questions?
Notewire, I'll make a quick list for you of the changes that I made in LRT which will affect or change features in GWX:

-shorter range guns for ai ships and aircraft (according to GWX team members)

-much higher U-boat hit points

-much faster U-boat crush speeds

-much, much longer U-boat repair times

-tougher U-boat equipment

-set crew efficiencies (skills no longer dependent on crew efficiency ratings)

-much slower U-boat compartment flooding times

-much more vulnerable U-boat crew on topside

-much less vulnerable U-boat crew below deck

-each compartment has it's own armor rating (no longer dependent on hull integrity)

I really think some people here like to criticize my mod without even trying it. :nope: But the only way to know if you will like this mod is to just try it. If after trying it you decide that you don't like it, all you have to do is uninstall it. Just be sure to back up your old files first. Good luck. :D

nvdrifter
12-18-06, 08:20 PM
No worries Nvdrifter.

Your disclaimer is good enough for me. That statement isn't an easy one to place on your mod to be sure.

I just wish things were simpler, and we could all have the cake and eat it too.:-?
Kpt. Lehmann, I wasn't trying to rain on your parade by releasing my LRT mod to work with GWX. No at all. I do apologize for the changes it (unavoidably) makes to GWX. :oops: But I'll say it again. You guys are the best. I do (try to) understand how much unpaid time and work you all put into the outstanding GWX mod. I just couldn't play SH3 without GWX installed. Actually, I reinstalled SH3 onto my computer just because of your spectacular GWX release. My hat's off to the GWX team. :rock:

Kpt. Lehmann
12-18-06, 08:46 PM
No worries Nvdrifter.

Your disclaimer is good enough for me. That statement isn't an easy one to place on your mod to be sure.

I just wish things were simpler, and we could all have the cake and eat it too.:-?
Kpt. Lehmann, I wasn't trying to rain on your parade by releasing my LRT mod to work with GWX. No at all. I do apologize for the changes it (unavoidably) makes to GWX. :oops: But I'll say it again. You guys are the best. I do (try to) understand how much unpaid time and work you all put into the outstanding GWX mod. I just couldn't play SH3 without GWX installed. Actually, I reinstalled SH3 onto my computer just because of your spectacular GWX release. My hat's off to the GWX team. :rock:

Well mate, no one can tell another how to go about playing or modding their personal game.

Its just that thanks to a few... who LOUDLY COUNT THE RIVETS our modifications AND yours, collectively and/or independantly, come under the microscope. You've given credit where credit is due and have stayed constant and honest in an interesting field.

More power to you.

I hope you enjoy GWX... We put alot of good stuff in there.:arrgh!:

KL

Notewire
12-18-06, 11:25 PM
Well, I love both these mods - soo much. I love the rangefinding radar, and I love sitting at the bottom for 2 days until my diesels get repaired. I really can't make up my mind.

I did some playtesting tonight, did the Bismark mission about 8 times, here's what I found (hopefully not to be interpreted as loud rivet counting).

In each test, I would surface, take some damage, and crash dive to see what happens.

In GWX-LRG, I surfaced, died instantly, 3 times. Seems pretty realistic to me I suppose. The combination of the rangefinding radars and GWX's more rapid Hull Integrity = 0 death made for a nearly instant (I mean, less than 20 seconds) appearance above the surface before death screen.

In GWX w/LRT, I surfaced, drove around for about 2 minutes, with bullets zinging all over the place, my ship slowly turned red. All the men in two compartments died and the sub started flooding all about - and then dead screen.

What's it worth? I am still heartwrenchingly torn between two mods I love. I am not sure a U-Boat could stand a 5 inch round, or two, like I received with nvDrifters, before I went down. On the other hand, the 2 min repair times are just wierd for me, being a big Das Boot fan. It seems if I play on the surface at all, GW will give me a more accurate picture of how foolish that would be. If I play underwater, LRT will model the suspense of flooding and repair better. But if I use LRT, I will be more apt to surface and try to run at flank - knowing they don't have rangefinding radar.

That's it, it must be a double install. Sorry for the Rant. I will just have to alternate patrols.

Cheers guys, two great, great additions to the community.

By the way, it was Bismark 2, Nelson 6.

Rubini
12-19-06, 11:07 AM
Well, well...I'm a big fan of the LRT mod.
And I will put my best to help Nvdrifter (if needed lol) to achieve the best balance to use it with GWX.
All ppl on the GWX team already knows my opinion about this.

I just want to say that stock GWX already have a excelent work on the Uboat damage issue. The best one from any mod until now. Kudos to Kaptain Lehmann for this.

But I yet like and prefer LRT mod. In truth I will only mess with it in next january because i will go in a family trip for the next 25 days.

And the best of this is that we will have more options on the way to play SH3!:up:


Rubini.