PDA

View Full Version : **Released** Longer Repair Times v1.32 for use with GWX v1.02


nvdrifter
03-06-07, 02:53 AM
**UPDATE**

There are now 4 different versions of LRT 1.32 released (including one for NYGM). Please visit my download link at bottom of this post to get all versions.



**Released** Longer Repair Times v1.32 for use with GWX v1.02



Longer Repair Times v1.32 mod 'LRT' for use with GWX v1.02 mod

modded by Nvdrifter
--------------------------------------------------------------------------------------------------------------



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




Main features of Longer Repair Times v1.32 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 18 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 U-boat crew compartment deaths below deck, 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) Much slower U-boat 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 DRM, 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.



d) Less U-boat 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.


e) Much deadlier aircraft, and more frequent aircraft encounters-

This was implemented to simulate the true deadliness of enemy aircraft the U-boat captains had to face during WW2. Most allied U-boat kills were made by aircraft, which really increased after 1943. Hopefully this feature of LRT will bring SH3 one step higher in realism. Now, aircraft bombs, air depth charges, and cannons will be much deadlier. Do not underestimate an enemy aircraft's ability to cripple your boat with one close bomb or air depth charge. Also, there will now be a much higher risk of being spotted and attacked by aircraft, because there will now be more enemy air missions. Plus, the the skill modifier of all enemy air bases has been increased. They will be more accurate and deadly now. It is highly recommended that you do not cruise on the surface during daylight after 1942.


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


I am excited about this mod and have put a lot of time and effort 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 and live to tell about it. ;)

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

What's new in this version of Longer Repair Times Mod v1.32:



-updated all LRT files to be compatible with GWX v1.02

-much shorter repair times than previous version due to playability concerns. Expect heavily damaged equipment to be repaired in about 12-15 hours instead of the previous 24-48 hours. This was calculated with a fully rested repair crew.

-most U-boat equipment is now much more vulnerable to damage (lower armor ratings). Can be destroyed sooner. This was done to balance out the much faster repair times. If equipment is listed as 'destroyed', this may not mean it was totally destroyed, it could also mean that the equipment is too damaged to be repaired at sea. This is realistic and was quite common.

-greater chance of U-boat crew deaths topside

-compartment flooding will now start at 5% damage instead of 10%

-much more bomb blast damage (for realism reasons)

-wider bomb blast radius (for realism reasons)

-much more damage from 20mm and 37mm AP cannon shells (for realism reasons)

-all U-boat rudders are now invulnerable (due to crew message bug and for playability reasons)

-increased hitpoints for diesel engines, electric motors, batteries, flak guns, and fuel tanks (for playability reasons)

-increased U-boat watch tower and flak tower hitpoints, decreased armor ratings

-greatly increased chance of enemy aircraft encounters (for realism reasons)

-increased 20mm and 37mm u-boat AA shell damage**




Message changes:

'The enemy is pinging us.' changed to 'The enemy is pinging for us'. Simply means enemy is searching for U-boat. Clarifies that just because enemy is using active sonar, it doesn't mean that U-boat has been detected.




Menu changes:


compartment damages:

-Normal
-Light
-Moderate
-Serious
-Heavy
-Critical



equipment damages:

-Functional
-Damaged
-Heavy Dmg
-Destroyed



compartment names (some changed for clarification):

-bridge
-sonar/radio room
-command room
-diesel engine room
-electric motor room
-bow torpedo room
-bow quarters
-stern quarters
-stern torpedo room
-deck casing
-flak gun tower
-damage control team



repair times will now show as:

hr/min

(meaning estimated hours OR minutes until repairs are complete. DON'T add both together)

I will release a LITE version of LRT 1.32 sometime soon. Hope everyone enjoys. ;)


Download here:

http://hosted.filefront.com/aragorn155/
(http://files.filefront.com//;6869866;;/)

nvdrifter
03-06-07, 03:52 AM
LRT LITE v1.32 is now also available for download. :cool:


Main features of Longer Repair Times LITE v1.32 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 72 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 U-boat crew compartment deaths below deck, 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) Much slower U-boat 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 DRM, 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.



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


What's new in this version of Longer Repair Times LITE Mod v1.32 :


-updated all LRT files to be compatible with GWX v1.02

-much shorter repair times than previous version due to playability concerns. Expect heavily damaged equipment to be repaired in about 12-15 hours instead of the previous 24-48 hours. This was calculated with a fully rested repair crew.

-most U-boat equipment is now much more vulnerable to damage (lower armor ratings). Can be destroyed sooner. This was done to balance out the much faster repair times. If equipment is listed as 'destroyed', this may not mean it was totally destroyed, it could also mean that the equipment is too damaged to be repaired at sea. This is realistic and was quite common.

-greater chance of U-boat crew deaths topside

-compartment flooding will now start at 5% damage instead of 10%

-all U-boat rudders are now invulnerable (due to crew message bug and for playability reasons)

-increased hitpoints for diesel engines, electric motors, batteries, flak guns, and fuel tanks (for playability reasons)

-increased U-boat watch tower and flak tower hitpoints, decreased armor ratings



Download here:

http://hosted.filefront.com/aragorn155/

Inkblot
03-06-07, 04:04 AM
For someone who has recently joined this game, can anyone explain in words of one syllable, or simple English, what advantage if any, does GWX mod give to the game? I had recently downloaded this file, but ended up with a BIN file. No one explains exactly into what folder these files go as most posters on these forums talk about two foot above my head. It would help newer members to these forums if posters were to avoid using abbreviations, or if they do, then put exactly what they are talking about in brackets. Sorry if I've upset anyone, but not much point in reading these forums if I cannot understand what people are on about. Thanks.

poor sailor
03-06-07, 04:28 AM
Can You give a direct link to LRT Lite v.1.32 because I don't see it in your download section of FileFront.:up:

poor sailor
03-06-07, 04:46 AM
Forget It. I refresh my page and then It's appear.

NiKuTa
03-06-07, 06:08 AM
THx for mod. I made my own version of your mod (LRT 1.31) and there is no a big difference between our mods :) - LRT 1.32 and my version. But i have a one question, what did you change in submarine zone files? I ask becouse i use some other sabmarine zone files.

nvdrifter
03-06-07, 06:59 AM
THx for mod. I made my own version of your mod (LRT 1.31) and there is no a big difference between our mods :) - LRT 1.32 and my version. But i have a one question, what did you change in submarine zone files? I ask becouse i use some other sabmarine zone files.
Hi NiKuTa. The submarine zone files were changed to greatly increase U-boat hull points and to increase crush speeds to compensate for this.

Here's a quote from the readme that explains why this was done:

d) Less U-boat 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.

Samwolf
03-06-07, 07:18 AM
Thanks nvdrifter, much appreciated:up:

NiKuTa
03-06-07, 07:45 AM
Thx for quick answer, but i foud something. Depth Charge Shake v1.03 have a some buq. When you float on high wave you have some strange cut of the smooth moves of camera. When boat move to left or right. This looks very weird :/

nvdrifter
03-06-07, 08:01 AM
Thx for quick answer, but i foud something. Depth Charge Shake v1.03 have a some buq. When you float on high wave you have some strange cut of the smooth moves of camera. When boat move to left or right. This looks very weird :/

I'll look into the problem, but I need to know what version of Depth Charge Shake you are using (weak, medium, strong... regular version or no positive bouyancy version).

NiKuTa
03-06-07, 08:28 AM
I use a weak. Medium and strong dont look good for me.

It762
03-06-07, 08:37 AM
Small question about the "rudder invulnerability" - Could you describe the related bug a little more detailed? I find it very sad that a part of the boat is invulnerable :)

nvdrifter
03-06-07, 09:00 AM
Small question about the "rudder invulnerability" - Could you describe the related bug a little more detailed? I find it very sad that a part of the boat is invulnerable :)
When rudders get damaged, the message spams over and over and over that 'rudder is damaged'. Unfortunately, it's a bug and there really isn't a way to fix it. But in this version of LRT, looks like rudders still get damaged. Might have to increase armor rating even more.

nvdrifter
03-06-07, 09:01 AM
I use a weak. Medium and strong dont look good for me.
Regular version or no positive bouyancy version?

NiKuTa
03-06-07, 09:31 AM
regular

Kumando
03-06-07, 09:46 AM
Thanks ndrifter mate, i was looking for 1.32 with very enthusiasm:rock:

nvdrifter
03-06-07, 09:57 AM
Thanks ndrifter mate, i was looking for 1.32 with very enthusiasm:rock:

Kumando, happy to hear you were looking forward to it. If you are using the full version of LRT 1.32, watch out for enemy aircraft. They are much more frequent and way deadlier now.

nvdrifter
03-06-07, 10:05 AM
Hmm. Looks like most people are downloading the LITE version so far. I wish more people would try out the full version. A lot of cool things were changed, repeatedly tested, and balanced to try and give a more realistic, nail-biting experience. But LRT 1.32 full version really isn't for the casual gamer. :)

NiKuTa
03-06-07, 10:06 AM
I use a full version :)

nvdrifter could you do a new version of longer wakes?? but not too long - the old version of your mod is not good (the wakes are too long). Maybe you can do a 2x, 4 x and 6x longer tham the orginal wakes.

nvdrifter
03-06-07, 10:09 AM
I use a full version :)

nvdrifter could you do a new version of longer wakes?? but not too long - the old version of your mod is not good (the wakes are too long). Maybe you can do a 2x, 4 x and 6x longer tham the orginal wakes.

I would consider it, but that's a lot of files to mod. I'm just not up to it right now. Maybe later. :-?

jaxa
03-06-07, 10:15 AM
Thanks a lot, nvdrifter.
I hope v1.31 bug (flooding time doesn't stop) are fixed now.

nvdrifter
03-06-07, 10:20 AM
Thanks a lot, nvdrifter.
I hope v1.31 bug (flooding time doesn't stop) are fixed now.
I do too. I never did figure out what caused it. Might have had something to do with equipment armor ratings being set too high in v1.31 (who knows). During playtesting v1.32, I didn't experience the flood timer bug. But if you or anyone else here experiences this bug in v1.32, please let me know.

jaxa
03-06-07, 10:23 AM
Thanks a lot, nvdrifter.
I hope v1.31 bug (flooding time doesn't stop) are fixed now.
I do too. I never did figure out what caused it. Might have had something to do with equipment armor ratings being set too high in v1.31 (who knows). During playtesting v1.32, I didn't experience the flood timer bug. But if you or anyone else here experiences this bug in v1.32, please let me know.

OK, I must check it. Thanks Kaleun :up:

nvdrifter
03-06-07, 10:30 AM
I am also considering releasing a Super LITE stripper :p version of LRT 1.32 that only includes longer repair times and slower flooding times, but nothing else. I like to give players choices. How does everyone feel about that? :hmm:

Samwolf
03-06-07, 10:53 AM
I am also considering releasing a Super LITE stripper :p version of LRT 1.32 that only includes longer repair times and slower flooding times, but nothing else. I like to give players choices. How does everyone feel about that? :hmm:

Sounds good to me:up:

Lanzfeld
03-06-07, 10:57 AM
I am a full version nut! Nothing else will do.:rock:

Thanks for your work.

BTW: The lengths in the wake mod are perfect to me. Just wish we could squish the main bug of strange wakes when you turn the sub sometimes. You know the one I mean. The wake that "pivots"?

Not a deal breaker. I love the wakes.

nvdrifter
03-06-07, 11:01 AM
I am a full version nut! Nothing else will do.:rock:

Thanks for your work.

BTW: The lengths in the wake mod are perfect to me. Just wish we could squish the main bug of strange wakes when you turn the sub sometimes. You know the one I mean. The wake that "pivots"?

Not a deal breaker. I love the wakes.

Hey Lanzfeld, thanks for the compliment. Happy to know at least a couple of people are using the full version. ;)

As far as the strange wake from the sub that pivots... I might be able to fix that. I'm not positive, but hopefully.

nvdrifter
03-06-07, 11:08 AM
**Released**

Longer Repair Times Super LITE v1.32 mod 'LRT' for use with GWX v1.02 mod

modded by Nvdrifter
--------------------------------------------------------------------------------------------------------------



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



Main features of Longer Repair Times Super LITE v1.32 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 15 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) Much slower U-boat 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 DRM, 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.




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

What's new in this version of Longer Repair Times Super LITE Mod v1.32 :


-updated all LRT files to be compatible with GWX v1.02

-much shorter repair times than previous version due to playability concerns. Expect heavily damaged equipment to be repaired in about 12-16 hours instead of the previous 48-72 hours. This was calculated with a fully rested repair crew.


This version only contains longer repair times and slower compartment flood times. It changes nothing else. It's less filling. :lol:



Download here:

http://hosted.filefront.com/aragorn155

Steppenwolf
03-06-07, 02:44 PM
nvdrifter,
Thank you for the Super-lite version of the mod. It's nice to have so many choices of how to implement it:) .

I do have one question. The readme says "The crew efficiency bars will not show green on the U-boat repair screen". If, without your mod, having 10 rested men in the bow torpedo compartment took 5 minutes to load a torpedo. Does this mean, with your mod installed, that:

A.) It will still take 10 rested men, 5 minutes to load a torpedo and that the green bar will simply not reflect the decrease in efficiency as they tire (i.e. The crew's efficiency at normal tasks like firing guns and loading torpedoes is unchanged, it's just not reflected in the length of the green bar anymore).
OR
B.) It will take 10 rested men, much longer to load the torpedo (i.e Their efficiency at normal tasks is now much worse than it used to be. Worse gun accuracy, longer torpedo reload times etc.)

ReallyDedPoet
03-06-07, 02:47 PM
Thanks for this, having played the previous light version, it does add to the immersion of the game:up:

Von Taticus
03-06-07, 03:55 PM
Is this mod suitable for NYGM 2.4?

I know that there is some implimentation in NYGM of this type, but your changes interest me.

Kumando
03-06-07, 05:13 PM
Thanks ndrifter mate, i was looking for 1.32 with very enthusiasm:rock:

Kumando, happy to hear you were looking forward to it. If you are using the full version of LRT 1.32, watch out for enemy aircraft. They are much more frequent and way deadlier now.

Im a realism freak so 1.32 full will be:yep: .Bring on the aircrafts:arrgh!: .

LukeFF
03-06-07, 06:16 PM
Does this have any negative effect on the "GWX Late War Sensors Snorkel Antennas" mod? JSGME says LRT is in conflict with it.

Steppenwolf
03-06-07, 06:49 PM
Yes, this mod and the "Late War Sensors Snorkel Antennas" mod both change the Basic.cfg file. You will need to copy the [COMPARTMENTS] section from this mod's Basic.cfg and replace that section in the "Late War Sensors Snorkel Antennas" mod's Basic.cfg file.

nvdrifter
03-06-07, 08:03 PM
nvdrifter,
Thank you for the Super-lite version of the mod. It's nice to have so many choices of how to implement it:) .

I do have one question. The readme says "The crew efficiency bars will not show green on the U-boat repair screen". If, without your mod, having 10 rested men in the bow torpedo compartment took 5 minutes to load a torpedo. Does this mean, with your mod installed, that:

A.) It will still take 10 rested men, 5 minutes to load a torpedo and that the green bar will simply not reflect the decrease in efficiency as they tire (i.e. The crew's efficiency at normal tasks like firing guns and loading torpedoes is unchanged, it's just not reflected in the length of the green bar anymore).
OR
B.) It will take 10 rested men, much longer to load the torpedo (i.e Their efficiency at normal tasks is now much worse than it used to be. Worse gun accuracy, longer torpedo reload times etc.)

The answer is..... B! :D The efficiency will still decrease over time if the crew is fatigued. BUT the lower base crew efficiency in LRT doesn't affect gun accuracy, torpedo loading, etc. Only repairs are slower, even for a fully rested crew.

nvdrifter
03-06-07, 08:06 PM
Yes, this mod and the "Late War Sensors Snorkel Antennas" mod both change the Basic.cfg file. You will need to copy the [COMPARTMENTS] section from this mod's Basic.cfg and replace that section in the "Late War Sensors Snorkel Antennas" mod's Basic.cfg file.

Thanks Steppenwolf for answering his question. I haven't made LRT v1.32 compatible with "Late War Sensors Snorkel Antennas" mod, but I will soon.

nvdrifter
03-06-07, 08:09 PM
Is this mod suitable for NYGM 2.4?

I know that there is some implimentation in NYGM of this type, but your changes interest me.
No, I'm afraid that LRT 1.32 is only compatible with GWX v1.02. But I am thinking about uploading simple intructions on how to modify a few NYGM files to make LRT Super LITE 1.32 compatible with NYGM. It's not very hard to do. Anyone want this?

**Edit**

Nevermind, see below

nvdrifter
03-06-07, 08:53 PM
**Released**

Longer Repair Times Super LITE v1.32 mod 'LRT' for use with NYGM 2.2 mod

modded by Nvdrifter
--------------------------------------------------------------------------------------------------------------



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



Main features of Longer Repair Times Super LITE v1.32 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 15 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) Much slower U-boat 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 DRM, 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.




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

What's new in this version of Longer Repair Times Super LITE Mod v1.32 :


-updated all LRT files to be compatible with NYGM v2.2

-much shorter repair times than previous version due to playability concerns. Expect heavily damaged equipment to be repaired in about 12-16 hours instead of the previous 48-72 hours. This was calculated with a fully rested repair crew.


I'm really not a big fan of NYGM, but I went ahead and released a light version of LRT 1.32 for it. I know there's still a lot of players out there who use NYGM. ;)

This version only contains longer repair times and slower compartment flood times. It changes nothing else. It's less filling. :lol:



Download here:

http://hosted.filefront.com/aragorn155

Venatore
03-06-07, 11:35 PM
Thankyou :up:

Von Taticus
03-07-07, 03:12 AM
Many thanks for that :up:

may your torps' be straight and true... (and not duds)

Vermin
03-07-07, 07:44 AM
Hi Nvdrifter,

Thanks for this - been waiting eagerly for this (for GWX 1.02). :up:

Now can I be really picky? :p

Would you be so kind as to give me/us a medium LITE?

One with options A to D but not E?

Or one with more deadly aircraft but not more numerous aircraft?

Just a thought....

And thanks for all the hard work - much appreciated by this non-modder!

Vermin

nvdrifter
03-07-07, 08:15 AM
Hi Nvdrifter,

Thanks for this - been waiting eagerly for this (for GWX 1.02). :up:

Now can I be really picky? :p

Would you be so kind as to give me/us a medium LITE?

One with options A to D but not E?

Or one with more deadly aircraft but not more numerous aircraft?

Just a thought....

And thanks for all the hard work - much appreciated by this non-modder!

Vermin

I'm not planning on releasing another lite version of LRT, but what I will do is release several mini mods in one download to let players pick and choose what they want to install. Such as: improved repair screen menu, deadlier aircraft, etc.

Lanzfeld
03-07-07, 01:09 PM
Any idea how long for the "Snorkel" compatible version. (no rush....just let me know).

nvdrifter
03-08-07, 12:06 AM
Any idea how long for the "Snorkel" compatible version. (no rush....just let me know).

Do you mean the Late War Sensors mod?

nvdrifter
03-08-07, 12:27 AM
I have taken several features of the full version Longer Repair Times v1.32 and made them into separate mods. Here they are:



Deadlier Aircraft v1.0 mod

modded by Nvdrifter
--------------------------------------------------------------------------------------------------------------



Main features of Deadlier Aircraft v1.0 mod include:



a) Much deadlier aircraft, and more frequent aircraft encounters-

This was implemented to simulate the true deadliness of enemy aircraft the U-boat captains had to face during WW2. Most allied U-boat kills were made by aircraft, which really increased after 1943. Hopefully this feature of LRT will bring SH3 one step higher in realism. Now, aircraft bombs, air depth charges, and cannons will be much deadlier. Do not underestimate an enemy aircraft's ability to cripple your boat with one close bomb or air depth charge. Also, there will now be a much higher risk of being spotted and attacked by aircraft, because there will now be more enemy air missions. Plus, the the skill modifier of all enemy air bases has been increased. They will be more accurate and deadly now. It is highly recommended that you do not cruise on the surface during daylight after 1942.



b) More effective U-boat AA guns-

U-boat AA guns are now more effective against enemy aircraft. Enemy aircraft won't drop like flies from your AA guns, but you will have a better chance at downing enemy aircraft. This will give you fighting chance on the surface.... until the first bomb drops on your boat. ;)


This mod should work properly even without GWX, but it was based on GWX files.

**Please note that this feature is already included in the full version of LRT 1.32 and you don't need to install it again if you are using that version.**

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



Improved Repair Screen Menu v1.0 mod

modded by Nvdrifter
--------------------------------------------------------------------------------------------------------------


Main features of this mod include:



Message changes:

'The enemy is pinging us.' changed to 'The enemy is pinging for us'. Simply means enemy is searching for U-boat. Clarifies that just because enemy is using active sonar, it doesn't mean that U-boat has been detected.



Menu changes:


compartment damages:

-Normal
-Light
-Moderate
-Serious
-Heavy
-Critical



equipment damages:

-Functional
-Damaged
-Heavy Dmg
-Destroyed



compartment names (some changed for clarification):

-bridge
-sonar/radio room
-command room
-diesel engine room
-electric motor room
-bow torpedo room
-bow quarters
-stern quarters
-stern torpedo room
-deck casing
-flak gun tower
-damage control team



repair times will now show as:

hr:mn

(meaning estimated hours OR minutes until repairs are complete. DON'T add both together)



This mod should work properly even without GWX, but it was based on GWX files.

**Please note that this feature is already included in the full version of LRT 1.32 and you don't need to install it again if you are using that version.**



Plus, I have uploaded a mod pack called Nvdrifter's mod pack. It contains the following separate mods:

-Depth Charge Shake v1.03

-Longer Torpedo Wakes v1.02

-No Teleporting- No Unlimited Fuel

-No U-boat Positive Bouyancy (for GWX)

-Deadlier Aircraft v1.0

Improved Repair Screen Menu v1.0

Role-play Rescue v1.0 (not really a mod, but dice rules instead)


GWX is not required for these mods, but all of the files in these mods were based on GWX files. They may or may not work properly without GWX.


Download everything here:

http://hosted.filefront.com/aragorn155

LukeFF
03-08-07, 02:03 AM
nvdrifter, is there any way to show the efficiency bars without losing the effect of the mod? As the readme says, there's no bar for the damage repair team, but this also extends to all the other stations.

nvdrifter
03-08-07, 02:55 AM
nvdrifter, is there any way to show the efficiency bars without losing the effect of the mod? As the readme says, there's no bar for the damage repair team, but this also extends to all the other stations.
I'm sorry, but there is no other way. I got longer repair times to work by doing some major compromises... sort of like putting a band-aid on a gunshot wound. I had to break one thing to fix another. It's the best I could do without the SDK. :damn:

LukeFF
03-08-07, 06:42 PM
I'm sorry, but there is no other way. I got longer repair times to work by doing some major compromises... sort of like putting a band-aid on a gunshot wound. I had to break one thing to fix another. It's the best I could do without the SDK. :damn:

Bummer. Thanks for the work you did on this mod, though!

Vermin
03-11-07, 06:39 AM
Thanks nvdrifter!

Actually I think I'll give the 1.32 full mod a go, for some reason I actually enjoy being attacked by aircraft! :hmm:

Vermin

mikaelanderlund
03-27-07, 11:39 AM
Hi nvdrifter,

Is your latest LRT compatible with GW 1.03?

Mikael

nvdrifter
03-28-07, 12:53 PM
Hi nvdrifter,

Is your latest LRT compatible with GW 1.03?

Mikael

Probably not. But I will try to release a new version. :yep:

JohnnyBlaze
04-09-07, 04:45 PM
Hi nvdrifter,

Is your latest LRT compatible with GW 1.03?

Mikael
Probably not. But I will try to release a new version. :yep:

When should we be expecting a version of the LRT mod compatible with GW 1.03 to be released?

Thank You

I havent been able to experience your mod yet, since I've been at sea the last two months. Now that I'm back in port there's a newer version of the GWX out so..

Guess I'll just go AWOL :smug:

JohnnyBlaze
04-09-07, 05:02 PM
One other thing came to my mind.

Can I use the current version of the LRT with my GWX 1.00 installation?

I'm not in a hurry to update my GWM install since I havent had any problems with it..

Thanks

poor sailor
04-19-07, 11:21 AM
Is there any news about version compatible with GWX v.1.03 ?

Laffertytig
04-23-07, 04:23 PM
just gonna add my voice to this thread as well, gwx is great but the super fast repair time arent.

Kpt. Lehmann
04-23-07, 06:31 PM
just gonna add my voice to this thread as well, gwx is great but the super fast repair time arent.

This will change and increase in the 1.04 update. (Still a fair ways away.) We didn't include it earlier due to deep file/mod conflicts that appear to be resolved. (Pending further testing.)

Warning to everyone who thinks GWX is "too hard"... longer repair times will probably increase simulated player mortality. We may include the current repair times as an optional mod for those who are best suited to more casual gameplay.

JohnnyBlaze
04-23-07, 07:43 PM
Sounds great, Kaptain!

While waiting for the patch I'm sticking with GWX 1.02 so I can use the LRT mod.

Thanks

Laffertytig
04-24-07, 01:14 AM
yep i look forward to gwx bein updated then but as u say thats a long way off.
in the meantime how hard would it be to update this mod for gwx 1.03? or has anyone tried this mod version with gwx 1.03?

nvdrifter
04-26-07, 01:30 AM
Everyone, I am still planning on releasing an LRT version fairly soon that is compatible with GWX v1.03, but I just haven't gotten around to doing it yet. Also, the final release of GWX will have longer repair times implemented into it (as Kpt. Lehmann already stated). :arrgh!:

Kaleun Cook
04-26-07, 02:05 AM
Great news!

Auf den fleissigen Modder ein dreifaches Hiphip...

poor sailor
04-26-07, 02:18 AM
Yes, the great news!:rock:

Maraz
04-26-07, 03:28 AM
Everyone, I am still planning on releasing an LRT version fairly soon that is compatible with GWX v1.03, but I just haven't gotten around to doing it yet. Also, the final release of GWX will have longer repair times implemented into it (as Kpt. Lehmann already stated). :arrgh!:

Both are great news! :up:

It's amazing how much new life modders are still bringing to a piece of unfinished stuff like SH III !!!

Maraz

bruschi sauro
04-26-07, 03:40 AM
SOUNDS GOOD ...:lol:
WHILE I AM WAITING FOR THE PATCH 1.04 I PLAY SH4 FOR THE FIRST TIME.
MMMMH....... I DON'T LIKE IT.:nope:
SH3 WITH GWX FOR EVER...:rock: :rock: :rock: :rock:

melnibonian
04-26-07, 04:41 AM
SOUNDS GOOD ...:lol:
WHILE I AM WAITING FOR THE PATCH 1.04 I PLAY SH4 FOR THE FIRST TIME.
MMMMH....... I DON'T LIKE IT.:nope:
SH3 WITH GWX FOR EVER...:rock: :rock: :rock: :rock:
Trust me you're not the only one who is unhappy with SH4. Thankfully GWX is here to stay ;) :up:

Jimbuna
04-26-07, 05:32 AM
SOUNDS GOOD ...:lol:
WHILE I AM WAITING FOR THE PATCH 1.04 I PLAY SH4 FOR THE FIRST TIME.
MMMMH....... I DON'T LIKE IT.:nope:
SH3 WITH GWX FOR EVER...:rock: :rock: :rock: :rock:
Sounds good to me :arrgh!:
http://img87.imageshack.us/img87/14/ddssh404xa0pc2.gif (http://imageshack.us)

Kpt. Lehmann
04-26-07, 02:35 PM
SOUNDS GOOD ...:lol:
WHILE I AM WAITING FOR THE PATCH 1.04 I PLAY SH4 FOR THE FIRST TIME.
MMMMH....... I DON'T LIKE IT.:nope:
SH3 WITH GWX FOR EVER...:rock: :rock: :rock: :rock:
Trust me you're not the only one who is unhappy with SH4. Thankfully GWX is here to stay ;) :up:

Yup, I do believe they are stuck with us.:arrgh!: Some things just have a life of their own.

Myxale
04-29-07, 07:30 AM
Glad you still kickin it rifter. Cant wait to test this one! Kudos!:up:

Samwolf
05-04-07, 08:11 AM
Any updates? Bump

poor sailor
05-04-07, 08:39 AM
Probably not. I think that nvdrifter don't have a time to do a version for v.1.03, but v.1.04 will already consist LRT as Kpt. Lehmann said. We must to be patient and wait for the next major update of GWX.;)

Henri II
05-05-07, 04:49 AM
Probably not. I think that nvdrifter don't have a time to do a version for v.1.03, but v.1.04 will already consist LRT as Kpt. Lehmann said. We must to be patient and wait for the next major update of GWX.;)

Actually I think LRT 1.32 can be used with GWX 1.03. As far as I can tell it does not change any files that are new between 1.02 and 1.03. Anyone can confirm this?

poor sailor
05-05-07, 05:14 AM
Actually I think LRT 1.32 can be used with GWX 1.03. As far as I can tell it does not change any files that are new between 1.02 and 1.03. Anyone can confirm this?
Hi nvdrifter,

Is your latest LRT compatible with GW 1.03?

Mikael

Probably not. But I will try to release a new version. :yep:
I don't know in this we may see that nvdrifter said that It's probably not compatible.

Notewire
05-10-07, 03:30 PM
Mighty NvDrifter, if you are trolling lately -

Do you know if this will work with GWX 1.03? I am DYING to sail again with LRT - and it doesn't seem the file changes anything that isn't 1.02/1.03 specific.

And a Bump -

Anybody know if this works with 1.03?

Thanks for your patience.
Notewire

Samwolf
05-10-07, 06:50 PM
Mighty NvDrifter, if you are trolling lately -

Do you know if this will work with GWX 1.03? I am DYING to sail again with LRT - and it doesn't seem the file changes anything that isn't 1.02/1.03 specific.

And a Bump -

Anybody know if this works with 1.03?

Thanks for your patience.
Notewire

I've been using LRT with GWX 1.03 for two careers now and haven't noticed any problems.

Henri II
05-11-07, 01:34 AM
I just finished my first patrol with LRT 1.32 and GWX 1.03. Seems to work as advertised, no observable problems.

poor sailor
05-14-07, 10:03 AM
I've just looked at list of changes from GWX v.1.02 to v.1.03 and found that LRT v.1.32 is compatible with GWX v.1.03. Files which LRT using is not changed in v.1.03. Interesting that I haven't seen this before, maybe I been lazy but now I will start a new patrol with LRT v.1.32 but still waiting of course for new upcoming update patch GWX v.1.04 which already consist the LRT.

Ubåtskapten
06-02-07, 09:14 AM
Yes, this mod and the "Late War Sensors Snorkel Antennas" mod both change the Basic.cfg file. You will need to copy the [COMPARTMENTS] section from this mod's Basic.cfg and replace that section in the "Late War Sensors Snorkel Antennas" mod's Basic.cfg file.
Does anyone know if this still works with GWX 1.03? At least on my installation JSGME still complains about Basic.cfg after I've done as described above.:hmm:

Salvadoreno
06-05-07, 10:23 PM
ya i was just going to ask if GWX 1.03 was compatible with LRT 1.02.... Im going to try it out after i finish my career. I also had another question tho for NVDRIFTER

For the Depth Charge Shake latest version i noticed it changes the bouyancy components of the uboat that GWX had fiddled with. What exactlly changes?? I was going to install DCS and the file it came with it "No U-boat Positive Bouyancy" but i really like the current configuration GWX has. I love my boat tossing and turning everywhere. Also does the crew fatigue in heavy weather uneffected by Depth Charge Shake and No Uboat Positive Bouyancy? Anyway a response would be appreciated.

abel29a
06-06-07, 07:49 AM
Cheers for this Drifter - been missing this mod for my last couple of campaigns.

Salvadoreno
06-08-07, 10:29 PM
bump. any1 wanna answer? :oops:

Keelbuster
06-13-07, 04:05 PM
I really want this mod, but couldn't find it posted at

http://hosted.filefront.com/aragorn155/

(the place listed on the first post).

Has it been moved? Anyone know where i can get it?

Henri II
06-14-07, 02:28 AM
I can still see and download it under this link. Look in File Directories/SH3_Mods.

Keelbuster
06-14-07, 02:15 PM
wow....har...i had a senior's moment there. Got it now - thx.

Hadrys
07-03-07, 11:55 AM
This mod is great, a missing piece in my immersive collection. Now it is really hard. But can't use it with GWX3... I want start my campaign for the 4th time. When reloading a game there is a problem with a damaged boat. For a long time it was simulating damage (braking glass etc) but it was ok than (surface). Everything repaired as it was a scratch. When I ordered crash dive... good bye at 30m... Don't even think about loading underwater!

Don't know how to adapt it to GWX3. As I compared cfg's there are a lot of changes not only to damage related things. Don't know which are from GWX2. I'd love to use it but sorry. Same thing with real battery life. U boat behavior is bad, wakes are bad etc. So I'm sentenced for stock gwx for now.

Kaleun Cook
07-08-07, 06:56 AM
Somehow it doesn't seem to have changed anything on my 1.03 installation. A freighter shot at my deck gun the other day - the crew was gone but the gun only had "yellow" damage and was repaired within minutes.

Hadrys
07-09-07, 03:29 AM
Somehow it doesn't seem to have changed anything on my 1.03 installation. A freighter shot at my deck gun the other day - the crew was gone but the gun only had "yellow" damage and was repaired within minutes.

You can't allow sh3commander to change any crew and damage behavior in basic.cfg

ichso
07-09-07, 04:38 AM
Which is too bad because SH3Com. changes many nice things ;).
I will try this mod and see what I like more, LRT without SH3Com. or the other way around.
:D

Kaleun Cook
07-09-07, 10:42 AM
You can't allow sh3commander to change any crew and damage behavior in basic.cfg

Does that mean I would have to unroll SH3com to use LRT? Would that kill the running careers?

ichso
07-09-07, 12:30 PM
No pressing 'unroll' in SH3Com does no harm to your saved careers. In fact it is recommended to unroll SH3Com everytime you quit SH3.
In fact in fact I think SH3Com unrolls by itself when you load up SH3 the next time without having unrolled since the last SH3-shutdown.

Kaleun Cook
07-09-07, 01:42 PM
Sry, I ment "rollback", of course. ;) I'll have a try tonight, thanks a lot.

Kaleun Cook
07-09-07, 03:35 PM
Ah, worked very well: One destroyer shell now caused enough damage to keep the crew busy for 40 hours. Thanks a lot for the hint. :up:

edit: [ignore]But: Now the green stripe above the compartments, showing how effective the men in it are, is missing.[ignore]

I guess it's not missing but just low - due to the reduced effency to make the longer repair times possible. :damn:

Jimbuna
07-09-07, 04:20 PM
SH3 Commander reminds you to rollback the game after you exit it....but you have to carry out the operation yourself :yep: It won't do it automatically :nope:

ichso
07-09-07, 05:37 PM
SH3 Commander reminds you to rollback the game after you exit it....but you have to carry out the operation yourself :yep: It won't do it automatically :nope:

No. But what I recognized is that if you don't roll it back manually and start SH3 again by SH3Com. then you can see in a very short moment that it rolls everything back before it starts to copy files again :yep:

Hadrys
07-10-07, 04:03 AM
This is the thing I don't understand. First I thought the problem was with flooding in .zon files of submarines but no. They work fine. Problem is when using sh3cmd and saves. If you have damages and exit the game sometimes it works and sometimes not and I can't remember why. But in general I would say sh3cmd and basic.cfg which is crucial for this mod. If you don't rollback than you can continue your prev game without sh3cmd. I never rollback. Crew model is a part of LRT and fatigue is ok, with RuB real model it would probably make it impossible but requires manual editing of basic.cfg.

Go for it, LRT is a challenge! Maybe will work it out what is the problem. I just keep two saves. One undamaged to rollback to it if something glitches.

Morts
07-10-07, 08:24 AM
will LRT be available for GWX 1.03 any time soon?

ichso
07-10-07, 08:36 AM
It already works fine with GWX, SH3Commander seems to be a problem because it makes changes to some files like basic.cfg.
Or you know something I don't know :)

Ubåtskapten
07-19-07, 03:42 PM
Yes, this mod and the "Late War Sensors Snorkel Antennas" mod both change the Basic.cfg file. You will need to copy the [COMPARTMENTS] section from this mod's Basic.cfg and replace that section in the "Late War Sensors Snorkel Antennas" mod's Basic.cfg file. Does anyone know if this still works with GWX 1.03? At least on my installation JSGME still complains about Basic.cfg after I've done as described above.:hmm: Bump.

Is there anyone who is successfully using LRT with Late War Sensors enabled in JSGME, or can clarify if there are any more sections that needs to be changed?

Hadrys
07-20-07, 03:21 AM
War Sensors enabled in JSGME, or can clarify if there are any more sections that needs to be changed?

I'm using it but without SH3Cmd just not to start the game 1000 times reloading basic.cfg etc. Works very fine. Can't remember about late ware sensors patch cause I have all in one mod dir but adding section to basic.cfg will do the trick.

Ubåtskapten
07-28-07, 07:36 PM
War Sensors enabled in JSGME, or can clarify if there are any more sections that needs to be changed?
I'm using it but without SH3Cmd just not to start the game 1000 times reloading basic.cfg etc. Works very fine. Can't remember about late ware sensors patch cause I have all in one mod dir but adding section to basic.cfg will do the trick.
Ah, I didn't notice nvdrifters fix for this until recently.;)
Here's the link for anyone else that's interested.
http://files.filefront.com/GWX++Late+War+Sensor+Mod+1zip/;6598881;;/fileinfo.html

nvdrifter
11-19-07, 11:33 PM
Hi everyone. I am in the process of updating LRT to be compatible with GWX v1.03. Also making some minor adjustments. Is anyone interested?

onelifecrisis
11-20-07, 01:02 AM
Hi everyone. I am in the process of updating LRT to be compatible with GWX v1.03. Also making some minor adjustments. Is anyone interested?

Yes please :yep: :up: :up:

kys2000
11-20-07, 01:57 AM
Hi everyone. I am in the process of updating LRT to be compatible with GWX v1.03. Also making some minor adjustments. Is anyone interested?

I wait your mod for GWX1.03 too longer times!
when do you finish it?

Badger Finn
11-20-07, 05:54 AM
Hi everyone. I am in the process of updating LRT to be compatible with GWX v1.03. Also making some minor adjustments. Is anyone interested?



Absolutly :yep:

Paco
11-20-07, 06:04 AM
Hi everyone. I am in the process of updating LRT to be compatible with GWX v1.03. Also making some minor adjustments. Is anyone interested?

jepp :yep:

Samwolf
11-20-07, 06:43 AM
Hi everyone. I am in the process of updating LRT to be compatible with GWX v1.03. Also making some minor adjustments. Is anyone interested?

Fer shur, fer shur!!

Trefoil
11-20-07, 09:25 AM
That would be great - I had to stop using LRT with GWX v1.03 because it wouldn't play nice with SH3 Commander. :cry:

Your LRT + SH3 Commander + OLC's new GUI would be U-boat heaven.:up:

messenger42
11-20-07, 11:01 AM
Yes, definitely been waiting and waiting....where did you drift to?

thx

nvdrifter
11-20-07, 11:07 AM
Yes, definitely been waiting and waiting....where did you drift to?

thx

Hehe. :D I took a long break from modding. Still not going to do too much more modding from now on. But I wanted to update this mod. Want to actually play the game instead of just modding.

nvdrifter
11-20-07, 02:01 PM
LRT v1.33 should be released in a day or two. Right now I'm am play testing LRT 1.33 in a career game. Attacked large convoy. Sunk 2 ships and one escort. Was heavily depth charged. Lost all four bow tubes, both periscopes, and radio antenna. Could not be repaired at sea. But luckily recovered from flooding and snuck away. Repairs to other equipment took many hours. Blind as a bat and trying to make it back across the English channel to France. Never even reached my patrol grid. :doh:

Samwolf
11-20-07, 02:29 PM
Looking forward to your upgrade.:up:

gimpy117
11-20-07, 08:17 PM
can I add it to stock as well???

nvdrifter
11-21-07, 12:12 AM
can I add it to stock as well???
You could use it with stock, but I don't recommend it. It might cause problems. The files included are from GWX v1.03. Therefore, LRT was designed to be specifically used with GWX. The main reason I didn't release a vanilla SH3 version is because most people don't play vanilla SH3. And I just don't have the time to make a bunch of different versions. If there was an outpouring of requests for a vanilla compatible LRT, then I might consider it.

Samwolf
11-21-07, 06:36 AM
Speaking of LRT Lite. Will you be doing one of those too, like you have for 1.02?

nvdrifter
11-21-07, 08:17 AM
Speaking of LRT Lite. Will you be doing one of those too, like you have for 1.02?
Yes, of course. A super lite LRT v1.33 will also be released. Only repair and flood times will be changed in that version. Nothing else will be affected.

Samwolf
11-21-07, 08:25 AM
Speaking of LRT Lite. Will you be doing one of those too, like you have for 1.02?
Yes, of course. A super lite LRT v1.33 will also be released. Only repair and flood times will be changed in that version. Nothing else will be affected.

Thanks. Now that GWX 2.0 has been announced, any chance that you'll be able to mod a LRT for it?

GOZO
11-21-07, 09:29 AM
Speaking of LRT Lite. Will you be doing one of those too, like you have for 1.02?
Yes, of course. A super lite LRT v1.33 will also be released. Only repair and flood times will be changed in that version. Nothing else will be affected.

Thanks. Now that GWX 2.0 has been announced, any chance that you'll be able to mod a LRT for it?

:lol:

Beat me to that question did you not! But it´s a good one.:up:

/Per

nvdrifter
11-21-07, 10:03 AM
Speaking of LRT Lite. Will you be doing one of those too, like you have for 1.02?
Yes, of course. A super lite LRT v1.33 will also be released. Only repair and flood times will be changed in that version. Nothing else will be affected.
Thanks. Now that GWX 2.0 has been announced, any chance that you'll be able to mod a LRT for it?

I probably will. I was originally going to work with the GWX team to help implement LRT into GWX 2. But I just didn't have the time or motivation. And don't really want to devote so much time to modding SH3 anymore. But I will try to release a separate LRT mod for GWX 2.0 once it is released. But there is a good chance that the GWX team will implement some type of longer repair times into GWX 2.0, but I'm not exactly sure what. :hmm:

Samwolf
11-21-07, 11:17 AM
Speaking of LRT Lite. Will you be doing one of those too, like you have for 1.02?
Yes, of course. A super lite LRT v1.33 will also be released. Only repair and flood times will be changed in that version. Nothing else will be affected.
Thanks. Now that GWX 2.0 has been announced, any chance that you'll be able to mod a LRT for it?

I probably will. I was originally going to work with the GWX team to help implement LRT into GWX 2. But I just didn't have the time or motivation. And don't really want to devote so much time to modding SH3 anymore. But I will try to release a separate LRT mod for GWX 2.0 once it is released. But there is a good chance that the GWX team will implement some type of longer repair times into GWX 2.0, but I'm not exactly sure what. :hmm:

I guess it's just gonna have to be a "wait and see" thing. It's all gonna depend on what GWX 2.0 has included.

nvdrifter
11-22-07, 04:06 AM
Oh, and another thing... I am including a new feature in the full version of LRT 1.33. I finally figured out how to implement this into SH3. This will cause the U-boot to be affected by the weight of flooding compartment water when surfaced same as when it is submerged. This means no more popping to the surface to save your ass when the weight of the flood waters is dragging you down submerged. The weight of the flooded compartments will be almost the same on the surface or submerged. Hopefully this feature will make a more realistic SH3. :lol:

Alex
11-22-07, 07:30 AM
:hmm: ... :rock: !

Good luck mate :|\\ (just in case you need it ! :up:)

Respect ! :arrgh!:

nvdrifter
11-22-07, 12:22 PM
Hey everyone, here is a sneakpeak at the next release of LRT 1.33 (full version). There will also be a Super Lite version of LRT too. They should be finished in a few more days. I will start another thread when it is released. :arrgh!:


What's new in this version of Longer Repair Times Mod v1.33:


-checked and updated LRT files to be compatible with GWX v1.03


-implemented a new feature where flooded compartments will drag your U-boat below from the surface if too heavy. Now the flooding weight will affect the U-boat the same whether submerged or on the surface. Hopefully this new feature will better simulate a flooding, surfaced U-boat.Originally when playing SH3, no matter how much flooding your U-boat had, you could almost always just blow ballast tanks and pop to the surface like a cork. Not anymore. Now in LRT v1.33 when you have heavy compartment flooding and it is pulling you down while submerged (stationary), if you blow tanks and surface, that flooding weight will still be with you (unlike before). And it will drag you back down below the surface to the crushing
depths if it is too heavy. Usually one half of a flooded compartment in LRT v1.33 will be enough to prevent you from staying on the surface while stationary (remember, it takes many hours for a compartment to fill up half way in LRT). It may be possible to stay on the surface if you run your engines. For example, if the flooding is in some rear compartments, then running at forward speed might allow you to stay on the surface. And if the flooding is in some forward compartments, then you might be able to run one the surface in reverse. If you are dragged below the surface while your last order was 'surface' or 'blow tanks', then your watch crew will still be on deck- even while under water. I couldn't find a workaround for this, because SH3 wasn't designed to have flooding drag the boat down from the surface like this. If you order persicope depth (or whatever), then your watch crew will come back inside the boat. But remember that the main ballast tanks will then be flooded- adding more weight to your sub. This will drag you down even faster, so be careful. If you have flooding in all compartments at the same time, you have very little chance of recovery and are probably toast. Time to think about abandoning ship.. or going down with her. ;)


-slightly lowered all compartment armor ratings

-longer repair times (expect up to 30 hours or more for heavily damaged equipment to be repaired by repair team)

-increased flood speeds. Compartments will now fill up faster than before

-increased the armor rating of all bow torpedo tubes, periscopes, and antennas (were being destroyed much too easily)

-increased diesel engine hitpoints (for playability reasons)

-increased all U-boat armor ratings in the submarine.zon files by hex editing. The game will now only end when the total hull integrity reaches zero or total compartment is flooded or totally destroyed. This was done to make for a more long, drawn out death due to flooding or pressure hull failure.


Repair Menu Changes-

-equipment damages: 'Unrepairable' (was previously listed as 'Destroyed')

-'Electric Engines' designation now changed to a more correct 'Electric Motors'


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


Some LRT 1.33 screenshots of a heavily flooded Type VII U-boat foundering on the surface:



Sir, we have heavy flooding! We are being dragged under! I can't keep her on the surface much longer. Maybe for just a few more hours at the most.....
http://img146.imageshack.us/img146/9329/sh3img22112007201720843la5.png

http://img135.imageshack.us/img135/5029/sh3img2211200719163915wv6.png

Samwolf
11-22-07, 12:26 PM
Looks good. Now another RL worry to contend with. :o

Badger Finn
11-22-07, 10:17 PM
That would be great - I had to stop using LRT with GWX v1.03 because it wouldn't play nice with SH3 Commander. :cry:

Your LRT + SH3 Commander + OLC's new GUI would be U-boat heaven.:up:

What was your problem encountered with SH3 Commander?

Im using SH3 Commander OLC gui and LRT and although files have been over written I seem to have had a stable playable sim
:hmm:

nvdrifter
11-23-07, 07:51 AM
This version of LRT is no longer supported. Check here for latest version of LRT:

http://www.subsim.com/radioroom/showthread.php?t=125575

Trefoil
11-23-07, 10:00 AM
That would be great - I had to stop using LRT with GWX v1.03 because it wouldn't play nice with SH3 Commander. :cry:

Your LRT + SH3 Commander + OLC's new GUI would be U-boat heaven.:up:

What was your problem encountered with SH3 Commander?

Im using SH3 Commander OLC gui and LRT and although files have been over written I seem to have had a stable playable sim
:hmm:

I think it's only some of SH3 Commander's features that alter LRT, by overwriting the basic.cfg, so the options you are using may not be 'breaking' anything important.

I use quite a few of SH3 Commander's features, affecting the crew, which may be what caused me problems -fatigue model, 'realistic' crew configuration, awarding qualifications. etc.