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nvdrifter
12-18-06, 04:41 AM
***UPDATE***

Check this thread for latest version 1.31:

http://www.subsim.com/radioroom/showthread.php?t=102438

------------------------------------------------------------------------------------------------------

**RELEASED** Longer U-boat Repair Times Mod v1.3 for use with GWX v1.0 :lol:



The goal of this mod is to hopefully make SH3 more realistic, challenging, and dangerous.



Main features of this mod include:


a) Much longer U-boat repair times than vanilla SH3-

This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base due to heavy damage, just like it was in real life.



b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.



c) Removed the cheat message saying 'We may have been detected.'-

This is an obvious cheat that had to be removed for realism reasons.



d) Much slower compartment flooding times-

This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With LRT, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen. So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.



e) Less instant death (game over) screens from 0% Hull Integrity-

I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally.

-----------------------------------------------------------------------------------------------------------


I am excited about this mod and have put a lot of time into it. Hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments. ;)



**Unfortunately, using Longer Repair Times v1.3 mod makes some major changes or disables major features in the GWX mod (some examples: the Long Range Gunnery feature disabled, U-boat hit points changed, faster U-boat crush speeds, and much longer U-boat flooding times). GWX AI ship flooding and damage is not changed by LRT v1.3**

**And finally, the GWX programming team in no way connected with or support any versions of the LRT or DRM mods. And they are in no way responsible for any gameplay problems or changes that affect GWX, which you may encounter when using Longer Repair Times v1.3 and GWX at the same time. PLEASE DO NOT BOTHER THE GWX TEAM IF YOU ARE HAVING GAMEPLAY PROBLEMS DUE TO USING LONGER REPAIR TIMES V1.3 MOD! ALSO, PLEASE USE LONGER REPAIR TIMES V1.3 MOD AT YOUR OWN RISK!**


And of course... A HUGE THANK YOU TO KPT. LEHMANN AND THE GWX TEAM. YOU GUYS ARE THE BEST. :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

Prientje
12-18-06, 10:31 AM
Great mod Thx you !

but one think i observe in the moment is that point c) dont work




**RELEASED** Longer U-boat Repair Times Mod v1.3 for use with GWX v1.0 :lol:



The goal of this mod is to hopefully make SH3 more realistic, challenging, and dangerous.



Main features of this mod include:


a) Much longer U-boat repair times than vanilla SH3-

This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base due to heavy damage, just like it was in real life.



b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.



c) Removed the cheat message saying 'We may have been detected.'-

This is an obvious cheat that had to be removed for realism reasons.



d) Much slower compartment flooding times-

This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With LRT, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen. So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.



e) Less instant death (game over) screens from 0% Hull Integrity-

I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally.

-----------------------------------------------------------------------------------------------------------


I am excited about this mod and have put a lot of time into it. Hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments. ;)



**Unfortunately, using Longer Repair Times v1.3 mod makes some major changes or disables major features in the GWX mod (some examples: the Long Range Gunnery feature disabled, U-boat hit points changed, faster U-boat crush speeds, and much longer U-boat flooding times). GWX AI ship flooding and damage is not changed by LRT v1.3**

**And finally, the GWX programming team in no way connected with or support any versions of the LRT or DRM mods. And they are in no way responsible for any gameplay problems or changes that affect GWX, which you may encounter when using Longer Repair Times v1.3 and GWX at the same time. PLEASE DO NOT BOTHER THE GWX TEAM IF YOU ARE HAVING GAMEPLAY PROBLEMS DUE TO USING LONGER REPAIR TIMES V1.3 MOD! ALSO, PLEASE USE LONGER REPAIR TIMES V1.3 MOD AT YOUR OWN RISK!**


Download here:

http://fileplace.co.nr/download.php?file=427692 :D


And of course... A HUGE THANK YOU TO KPT. LEHMANN AND THE GWX TEAM. YOU GUYS ARE THE BEST. :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

nvdrifter
12-18-06, 07:37 PM
Point c is also included in the release of GWX. I had previously included this feature in the last version of DRM. I decided to still include this feature in the read me file for this release. And yes, it does work (I double checked it).

Great mod Thx you !

but one think i observe in the moment is that point c) dont work




**RELEASED** Longer U-boat Repair Times Mod v1.3 for use with GWX v1.0 :lol:



The goal of this mod is to hopefully make SH3 more realistic, challenging, and dangerous.



Main features of this mod include:


a) Much longer U-boat repair times than vanilla SH3-

This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base due to heavy damage, just like it was in real life.



b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.



c) Removed the cheat message saying 'We may have been detected.'-

This is an obvious cheat that had to be removed for realism reasons.



d) Much slower compartment flooding times-

This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With LRT, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen. So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.



e) Less instant death (game over) screens from 0% Hull Integrity-

I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally.

-----------------------------------------------------------------------------------------------------------


I am excited about this mod and have put a lot of time into it. Hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments. ;)



**Unfortunately, using Longer Repair Times v1.3 mod makes some major changes or disables major features in the GWX mod (some examples: the Long Range Gunnery feature disabled, U-boat hit points changed, faster U-boat crush speeds, and much longer U-boat flooding times). GWX AI ship flooding and damage is not changed by LRT v1.3**

**And finally, the GWX programming team in no way connected with or support any versions of the LRT or DRM mods. And they are in no way responsible for any gameplay problems or changes that affect GWX, which you may encounter when using Longer Repair Times v1.3 and GWX at the same time. PLEASE DO NOT BOTHER THE GWX TEAM IF YOU ARE HAVING GAMEPLAY PROBLEMS DUE TO USING LONGER REPAIR TIMES V1.3 MOD! ALSO, PLEASE USE LONGER REPAIR TIMES V1.3 MOD AT YOUR OWN RISK!**


Download here:

http://fileplace.co.nr/download.php?file=427692 :D


And of course... A HUGE THANK YOU TO KPT. LEHMANN AND THE GWX TEAM. YOU GUYS ARE THE BEST. :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

Lanzfeld
12-18-06, 08:17 PM
Does your mod just effect the Long range gun battles of GWX? Not a big deal because I am a sub.

What will your mod do exactly to the aircraft?

nvdrifter
12-18-06, 08:32 PM
Does your mod just effect the Long range gun battles of GWX? Not a big deal because I am a sub.

What will your mod do exactly to the aircraft?
LRT doesn't affect aircraft, other than aircraft long range guns (according to other members here). Check out the other thread for the list I posted.

Here: http://www.subsim.com/radioroom/showthread.php?t=102207

VonHelsching
12-19-06, 01:09 AM
Does your mod just effect the Long range gun battles of GWX? Not a big deal because I am a sub.

What will your mod do exactly to the aircraft?

The Long Range Gunnery is not all about surface battles. It is the deepest change in GWX. This becomes more evident as merchant ships start to install deck guns and AA cannons in 1940.

The entire AI Ships and Planes effectiveness with regards to the Sensors, Visual Spotting and Rating is affected.

Von

Prientje
12-19-06, 01:43 AM
Hmmm have you or i another game ??

I have installed GWX, your mod with the optional mods too and i have every
time this cheat message " We may have been detected"

How can it be ?



Point c is also included in the release of GWX. I had previously included this feature in the last version of DRM. I decided to still include this feature in the read me file for this release. And yes, it does work (I double checked it).

Great mod Thx you !

but one think i observe in the moment is that point c) dont work




**RELEASED** Longer U-boat Repair Times Mod v1.3 for use with GWX v1.0 :lol:



The goal of this mod is to hopefully make SH3 more realistic, challenging, and dangerous.



Main features of this mod include:


a) Much longer U-boat repair times than vanilla SH3-

This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base due to heavy damage, just like it was in real life.



b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.



c) Removed the cheat message saying 'We may have been detected.'-

This is an obvious cheat that had to be removed for realism reasons.



d) Much slower compartment flooding times-

This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With LRT, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen. So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.



e) Less instant death (game over) screens from 0% Hull Integrity-

I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally.

-----------------------------------------------------------------------------------------------------------


I am excited about this mod and have put a lot of time into it. Hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments. ;)



**Unfortunately, using Longer Repair Times v1.3 mod makes some major changes or disables major features in the GWX mod (some examples: the Long Range Gunnery feature disabled, U-boat hit points changed, faster U-boat crush speeds, and much longer U-boat flooding times). GWX AI ship flooding and damage is not changed by LRT v1.3**

**And finally, the GWX programming team in no way connected with or support any versions of the LRT or DRM mods. And they are in no way responsible for any gameplay problems or changes that affect GWX, which you may encounter when using Longer Repair Times v1.3 and GWX at the same time. PLEASE DO NOT BOTHER THE GWX TEAM IF YOU ARE HAVING GAMEPLAY PROBLEMS DUE TO USING LONGER REPAIR TIMES V1.3 MOD! ALSO, PLEASE USE LONGER REPAIR TIMES V1.3 MOD AT YOUR OWN RISK!**


Download here:

http://fileplace.co.nr/download.php?file=427692 :D


And of course... A HUGE THANK YOU TO KPT. LEHMANN AND THE GWX TEAM. YOU GUYS ARE THE BEST. :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

nvdrifter
12-19-06, 01:54 AM
I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?

sergbuto
12-19-06, 03:55 AM
Does your mod just effect the Long range gun battles of GWX? Not a big deal because I am a sub.

What will your mod do exactly to the aircraft?
LRT doesn't affect aircraft, other than aircraft long range guns (according to other members here). Check out the other thread for the list I posted.

Here: http://www.subsim.com/radioroom/showthread.php?t=102207

Long range guns for aircrafts? How realistic is that? Considering limited ammo in RL, pilots would try to get reasonably close before opening fire. I was actually struggling how to make aircrafts not to fire from a unreasonably long distance in my Air-attacks mod.

Pants
12-19-06, 04:03 AM
Does your mod just effect the Long range gun battles of GWX? Not a big deal because I am a sub.

What will your mod do exactly to the aircraft?
LRT doesn't affect aircraft, other than aircraft long range guns (according to other members here). Check out the other thread for the list I posted.

Here: http://www.subsim.com/radioroom/showthread.php?t=102207
Long range guns for aircrafts? How realistic is that? Considering limited ammo in RL, pilots would try to get reasonably close before opening fire. I was actually struggling how to make aircrafts not to fire from a long distance in my Air-attacks mod.
To serg
This does not mean long range gunnery for aircraft, what it actually means is it affects the actual guns EG:- 20mm opens fire sooner at a longer range than the .50 cal and again for the rockets. The LRG mod is not all about long range gunnery, you have ALL the offical ranges for the guns, so the 16" has a longer range than a 14" and so on all the way down to the .50 cal

To Nvdrifter... nice one matey, it's a shame GWX did'nt have you onboard.so you could of developed it together

Prientje
12-19-06, 05:47 AM
no other mods but im running Sh3 Commander




I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?

Martin1813
12-19-06, 06:16 AM
it looks very interesting :up:

nvdrifter
12-19-06, 07:19 AM
no other mods but im running Sh3 Commander




I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
Prientje, your en_menu.txt file might be getting changed when running SH3 Commander. Open your en_menu.txt file and look for this section:

590=Meediiiiiic!!!
591=Men down on the deck!
;592=We have flooding, sir!
593=We have heavy flooding, sir!
594=We have critical flooding, sir!
595=Hull damaged, sir!
;596=We may have been detected, sir!
597=Torpedo Impact!
598=Enemy is pinging us, sir!
599=Enemy ship engaging us, sir!
600=Enemy aircraft engaging us, sir!
;601=We may have been detected, sir!
602=We're under attack, sir!
603=Depth charges in the water, sir!
604=We're taking damage, sir!
605=Enemy ship on collision course, sir!
606=Enemy ship is ramming us, sir!
607=Destroyer in attack run!

Lines 592, 596, and 601 must have the ';' in front of the number. If not, just add the ';' before the numbers 592, 596, and 601. That will fix it for sure. :yep:

JScones
12-19-06, 07:49 AM
no other mods but im running Sh3 Commander




I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
Prientje, your en_menu.txt file might be getting changed when running SH3 Commander.
No, not SH3Cmdr I'm afraid (I'm getting a sense of de ja vu here - didn't we have this same conversation with your original release? :hmm: ;))

SH3Cmdr doesn't change these entries.

Perhaps a rollback problem? Prientje, did you rollback SH3Cmdr prior to installing GWX?

nvdrifter
12-19-06, 08:18 AM
no other mods but im running Sh3 Commander




I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
Prientje, your en_menu.txt file might be getting changed when running SH3 Commander. No, not SH3Cmdr I'm afraid (I'm getting a sense of de ja vu here - didn't we have this same conversation with your original release? :hmm: ;))

SH3Cmdr doesn't change these entries.

Perhaps a rollback problem? Prientje, did you rollback SH3Cmdr prior to installing GWX?
Notice I said 'might', because I wasn't sure if the problem was related to using SH3 Commander. Touchy touchy. ;)

Notewire
12-19-06, 08:21 AM
nvdrifter,

First, let me say I am a big fan of LRT.

I was trying to figure out my crew efficiency and fatigue ratings, and as I recall this mod has some effect on those - at least, there are no green bars anymore.

I tested the mod with the Type II, and you can load torpedos just fine (a problem I had with an earlier release.)

Does LRT still allow for more or less crew efficiency in compartments, ie, will my rested sonar crew still pick up more than my fatigued sonar crew? Or did you have to reduce the compartment efficiencies in order to get the (excellent) repair times to work properly?

If you have a moment, could you explain the mods affect on crew and compartment efficiency?

Thanks,
Notewire.

JScones
12-19-06, 08:27 AM
Notice I said 'might', because I wasn't sure if the problem was related to using SH3 Commander. Touchy touchy. ;)
Yep, I did notice. That's why I chipped in to clarify for you and remove all doubt. ;)

nvdrifter
12-19-06, 09:02 AM
nvdrifter,

First, let me say I am a big fan of LRT.

I was trying to figure out my crew efficiency and fatigue ratings, and as I recall this mod has some effect on those - at least, there are no green bars anymore.

I tested the mod with the Type II, and you can load torpedos just fine (a problem I had with an earlier release.)

Does LRT still allow for more or less crew efficiency in compartments, ie, will my rested sonar crew still pick up more than my fatigued sonar crew? Or did you have to reduce the compartment efficiencies in order to get the (excellent) repair times to work properly?

If you have a moment, could you explain the mods affect on crew and compartment efficiency?

Thanks,
Notewire.

All crew efficiency settings had to be set to false because the compartment efficiencies were greatly reduced to get the much longer repair times (it was the only way, sorry). But I did notice that a fatigued crew does seem to repair slower than a rested crew (maybe my imagination?). Here is a list of the crew sensor efficiencies that were set to false:

Visual uses crew efficiency=false
Radar uses crew efficiency=false
Hydrophone uses crew efficiency=false
Sonar uses crew efficiency=false
Radar Warning uses crew efficiency=false
Radio DF uses crew efficiency=false

As far as fatigue efficiency, I think that is different than compartment efficiency. But honestly, I really don't know how the different efficiencies (morale, fatigue, experience, etc.) are interconnected. All I do know is that compartment efficiencies had to be changed in order to get the longer repair times. I hope this at least answers some of your questions.

Rubini
12-19-06, 10:47 AM
Hi mates,
Hi Nvdrifter,

The LRT mod will disable some new features on GWX...BUT I also prefer the LRT mod than some others features on these big mods (GWX or NYGM). In truth I yet don't play GWX a lot to really have a good personal opinion about...then I will return to this thread soon with my impressions and perhaps with some "help" to LRT mod to make it yet better to GWX, perhaps without disable some of its new features!:up:

@Nvdrifter,
I guess that you have my email (or PM at least lol). If you want any info in GWX structure or other info just contact me.

Cheers,

Rubini.

AndyW
12-19-06, 10:47 AM
Hi,

I am very interested in using your mod. The stock damage repair system is a joke.

First, forgive me my ignorance, but I didn’t participate in this forum lately: Is your LRT 1.3 mod compatible with JonZ’s Improved UBoat (IUB) 1.3? I can’t run GWX / NYGM 2.2 (low hardware), so I need to get the best out of it by using single mods instead of compilations.

Second, does your mod make changes to the hull integrity in the DATA/Submarine/'subname'/'subname.zon like Jungman’s “Die Hard” mod (see http://www.subsim.com/radioroom/showthread.php?t=85453) does?

Thanks & Cheers,

AndyW
currently in port [SH3 + IUB 1.03 @ 79% realism]
8th career, 37 active sailings, 834 days at sea, 502,208 tons sunk

nvdrifter
12-19-06, 10:56 AM
Hi,

I am very interested in using your mod. The stock damage repair system is a joke.

First, forgive me my ignorance, but I didn’t participate in this forum lately: Is your LRT 1.3 mod compatible with JonZ’s Improved UBoat (IUB) 1.3? I can’t run GWX / NYGM 2.2 (low hardware), so I need to get the best out of it by using single mods instead of compilations.

Second, does your mod make changes to the hull integrity in the DATA/Submarine/'subname'/'subname.zon like Jungman’s “Die Hard” mod (see http://www.subsim.com/radioroom/showthread.php?t=85453) does?

Thanks & Cheers,

AndyW
currently in port [SH3 + IUB 1.03 @ 79% realism]
8th career, 37 active sailings, 834 days at sea, 502,208 tons sunk

AndyW, thanks for the interest in my LRT mod. I never did release or test a version of LRT that was designed to work with IUB. Also, the submarine .zon files were changed in current and previous versions of LRT. The changes made in the .zon files were hull crush speeds and hull hitpoints. Your best bet would be to copy and paste certain sections of the basic.cfg and zones.cfg files that I changed into the current basic.cfg and zones.cfg files you are using. Unfortunately, I don't have the time right now to make a detailed list of the file changes I made.

nvdrifter
12-19-06, 10:59 AM
Hi mates,
Hi Nvdrifter,

The LRT mod will disable some new features on GWX...BUT I also prefer the LRT mod than some others features on these big mods (GWX or NYGM). In truth I yet don't play GWX a lot to really have a good personal opinion about...then I will return to this thread soon with my impressions and perhaps with some "help" to LRT mod to make it yet better to GWX, perhaps without disable some of its new features!:up:

@Nvdrifter,
I guess that you have my email (or PM at least lol). If you want any info in GWX structure or other info just contact me.

Cheers,

Rubini.
Rubini, as always... thanks for the positive comments. I wish there was a way to smoothly integrate LRT into GWX. Anways, I am looking forward to your comments or suggestions. :cool:

Rubini
12-19-06, 11:14 AM
Nvdrifter,
I post on your other thread that I will go in a family trip for the next 25 days. So, I will only mess with this after my return.:-?
I also intend to work on an optional AI sensors mod that will include LRT for GWX.
Anyway If I have any free time before, I will start the work immediately. And please contact me if you need any help for now.;)
See you soon mate!

Rubini.

nvdrifter
12-19-06, 11:17 AM
Nvdrifter,
I post on your other thread that I will go in a family trip for the next 25 days. So, I will only mess with this after my return.:-?
I also intend to work on an optional AI sensors mod that will include LRT for GWX.
Anyway If I have any free time before, I will start the work immediately. And please contact me if you need any help for now.;)
See you soon mate!

Rubini.
Rubini,

Of course, feel free to mess around with and tweak any LRT files. I look forward to seeing your results.
I hope you and your family have a nice trip. And Merry Christmas. :sunny:

sergbuto
12-19-06, 11:42 AM
This does not mean long range gunnery for aircraft, what it actually means is it affects the actual guns EG:- 20mm opens fire sooner at a longer range than the .50 cal and again for the rockets. The LRG mod is not all about long range gunnery, you have ALL the offical ranges for the guns, so the 16" has a longer range than a 14" and so on all the way down to the .50 cal

Yes, I understand the essense of the LRG mod (at least I think I do without looking at the files) and the concept of "freeing" ranges of the guns up to their characteristic ones. However, the particular Lanzfeld's question was about aircrafts and the prior comment (I think by danlisa) was that LRT would break something for aircrafts.

Now if we have one of the two aircraft guns you mentioned (btw, not the best example because technically some 0.5 cal guns had larger maximum range than 20 mm ones) is free to fire/starts firing at range of around 4000(!) m and the other gun starts to fire at 100 m closer to the U-boat how it would be important for the performance of the aircraft and its efficiency in attacking U-boats and how this case would be related to realism of aircraft attacks on U-boats? It is certainly up to you guys but I would definitely like to have a mod in my installation which would "break" the AIRCRAFT gunnery so that planes start to fire only at a few hundrid meters to the target. :D But where to find one? ;)

Rubini
12-19-06, 12:41 PM
Hi Sergei,

I and Ref made and test the adaptation of your Air mod to GWX.
Our main problem was exactly this: How to adjust only the planes guns without brake the LRG mod. IIRC Ref put a not convencional approach to solve this, messing a bit with the planes guns angles. The result is quite good, but not perfect. I tried your original mod on an stock installation and i can say that in GWX the behaviour is slight different but yet very good. I guess that we don't have better solution for this until now.

Probably you will want to adjust them for your like as I did in my GWX installation!;)

Ref can reply you better than I in this matter. Let's wait his reply!

And nice to "see" you again mate!
PS: I couldn't try your tree and land mod yet. Any chance to make the land also be render at the same distance than the objects on SH3/GWX?

Rubini.

mikaelanderlund
12-19-06, 01:47 PM
Hi,

What's the different between Drifter's realism Mod v1.03 and Longer repair times v 1.03? Both are included in your LRT mod:hmm: .

Mikael

sergbuto
12-19-06, 01:54 PM
IIRC Ref put a not convencional approach to solve this, messing a bit with the planes guns angles.
Nowdays, this is conventional method. That is what I did in my Air-attacks mod. :) The main aim was that aircrafts would be able to strafe and to use significant number of rounds upon any kind of approach onto U-boat but at the same time would not fire from the large distance. Another requirement was that the guns should fire simultaneously, as it was in RL. It is not easy to find optimum settings which can be aircraft-type dependent. Requires testing in different situations.

PS: I couldn't try your tree and land mod yet. Any chance to make the land also be render at the same distance than the objects on SH3/GWX?

Yes, I think it can be done the same way for land versus other objects. But that requires testing and I did not have time to do that.

Notewire
12-19-06, 06:24 PM
nvdrifter,

First, let me say I am a big fan of LRT.

I was trying to figure out my crew efficiency and fatigue ratings, and as I recall this mod has some effect on those - at least, there are no green bars anymore.

I tested the mod with the Type II, and you can load torpedos just fine (a problem I had with an earlier release.)

Does LRT still allow for more or less crew efficiency in compartments, ie, will my rested sonar crew still pick up more than my fatigued sonar crew? Or did you have to reduce the compartment efficiencies in order to get the (excellent) repair times to work properly?

If you have a moment, could you explain the mods affect on crew and compartment efficiency?

Thanks,
Notewire.

All crew efficiency settings had to be set to false because the compartment efficiencies were greatly reduced to get the much longer repair times (it was the only way, sorry). But I did notice that a fatigued crew does seem to repair slower than a rested crew (maybe my imagination?). Here is a list of the crew sensor efficiencies that were set to false:

Visual uses crew efficiency=false
Radar uses crew efficiency=false
Hydrophone uses crew efficiency=false
Sonar uses crew efficiency=false
Radar Warning uses crew efficiency=false
Radio DF uses crew efficiency=false

As far as fatigue efficiency, I think that is different than compartment efficiency. But honestly, I really don't know how the different efficiencies (morale, fatigue, experience, etc.) are interconnected. All I do know is that compartment efficiencies had to be changed in order to get the longer repair times. I hope this at least answers some of your questions.

Thanks for the rapid and thorough response. I am a huge fan of your Mod. None of that seems to be too detrimental to the game, actually, and like you, I am not all that sure how the different compartment efficiencies affect crew efficiency. I guess the above then, does affect the AI in some way? Is that why the LRG won't work properly? Anyway , I am going to stop bugging you worthy modders and go try a spin in the North Atlantic, thanks for all you do!

Tchuss,
Notewire

nvdrifter
12-19-06, 08:35 PM
Hi,

What's the different between Drifter's realism Mod v1.03 and Longer repair times v 1.03? Both are included in your LRT mod:hmm: .

Mikael
All files in both folders are the same. I was renaming it from the old name to the new one, and somehow I forgot to delete the folder with the older name before uploading to Filefront. You can use either folder (you only need to use one- not both), because they are both the new GWX version. Yesterday I uploaded the files with the correct name on the folder. Sorry about that.