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nvdrifter
11-26-07, 09:33 AM
**New Version Released** See end of post- Longer Repair Times v1.35, Longer Repair Times Hardcore v1.35, and Longer Repair Times Lite v1.35 for use with GWX v1.03


from the readme.txt:


Longer Repair Times v1.34 mod 'LRT' for use with GWX v1.03 mod

modded by Nvdrifter
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The goal of this mod is to 'hopefully' make SH3 more realistic, challenging, and fun.


Main features of Longer Repair Times v1.34 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 16 hours (or more) to repair. Also expect to abort more often back to base due to unrepairable equipment, 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 LRT v1.34, 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 hit points 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.


f) (Hardcore version only- please see Hardcore readme.txt for more detailed description and changes.)

A more dangerous and (hopefully) realistic playing experience. I based this hadcore version on several U-boat books I have read. This hardcore version is based more on reality than the original LRT version. 2 or 3 very close depth charge or bomb explosions and you are probably sunk. Just like it was in real life.


g) -*New Feature*- Uncertainty of repair and flood recovery times -

I removed all flood and repair timers for realism reasons. This was just too arcadish in my opinion. Now you will only have a basic estimate of repair and flooding recovery times, just like a real U-boat captain would. As the captain of a U-boat, you will have to use your own best judgement. Hopefully this new feature will add a bit of realism, uncertainty, and fun to your SH3 experience.

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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. ;)

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What's new in this version of Longer Repair Times Mod v1.34:


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

-longer repair times than last version (expect up to 24 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)

-decreased armor ratings of all compartments

-increased diesel engine hitpoints (for playability reasons)

-adjusted other various equipment hitpoints and armor ratings (for playability reasons)

-created compartment armor ratings that are no longer dependent on hull hitpoints 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'

-added smaller font text on U-boat repair screen


-*New Feature*- removed all flood and damage repair timers from the repair screen for realism reasons. Knowing exact time until repairs and flooding is finished just isn't realistic. Now you, as a U-boat captain, will have to use your judgement as to how long you think you have until your flooded compartments compeletely fills up or how long until your repairs are completed. Use 'Time Until Flooding recovery' text timer at the bottom of the repair screen to help you out. If the recovery timer is increasing, then the flood waters are rising faster than you can repair and pump the water out of the compartment. I felt the flood recovery timers were just too arcadish and precise. Hopefully guessing the flooding recovery and equipment repair times by estimation will bring more uncertainty, realism and fun to your SH3 life.



**LRT v1.34.1 patch update**

Longer Repair Times and Longer Repair Times Hardcore v1.34.1 update

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

What's new in v1.34.1:

-added average repair time estimates on repair screen in place of damage designations


Compartment status designations-

1-4 hours (was 'Light')
4-8 hours (was 'Moderate')
8-16 hours (was 'Serious')
16-24 hours ('Very Serious')
24+ hours (was 'Critical')


Equipment status designations-

1-12 hours (was 'Damaged')
12-24+ hours (was 'Heavy Dmg')


The times listed above are your repair crew's best estimates. They are doing the best they can, but they are only human and there is always the chance their guesses will be wrong. Please remember that the times listed above are only very basic guidelines. Your repair and flood recovery times may vary GREATLY depending on many factors such as repair crew fatigue, morale, repair qualifications, etc. All of the above repair estimate times are based on an average repair crew that is fully rested (with the repair officer specialized in repairs) and also with as many other crew members as possible helping out in the compartment where the damage is. If your repair crew is tired or your main pump is damaged, the repairs might take much, much, much longer than shown above. If your main pump is destroyed, you may have very little chance of flood recovery. It is also advisable to write down the dates and times of damage taken as to better estimate and track recovery and repair dates and times. Good luck.

A repair screen screenshot of LRT v1.34.1

http://img256.imageshack.us/img256/202/sh3img2911200722851843qq8.png



Update #2

**Released**

Longer Repair Times Hardcore v1.35, Longer Repair Times Hardcore v1.35, and Longer Repair Times Lite v1.35 mod for use with GWX v1.03


What's new in this version of Longer Repair Times Hardcore Mod v1.35:

-fixed a problem with minimum crew efficiencies to run compartments (credit goes to The Bad Wolf)

-adjusted compartment repair time estimates to be more accurate

-capitalized the letters 'H' and 'S' on the repair screen for the text 'Hours' and 'Stunden'

-decreased depth charge blast damage radius for realism and playability reasons

-* Hardcore version only*- greatly increased depth charge and bomb blast damage. Decreased U-boat compartment armor ratings. Now, 1-3 very close depth charges really might sink your U-boat. This was done for realism reasons based on several U-boat books I have researched.

Unless someone discovers a major problem or error I missed, this will be the last update of LRT for a while because I am tired. :doh: Hope everyone enjoys it. Would like to hear some war patrol stories from anyone using LRT 1.35 in a GWX campaign. :sunny:


Hope everyone enjoys it. :arrgh!:


Download all 3 versions of v1.35 here:

http://files.filefront.com/Longer+Repair+Times+v135zip/;9162064;/fileinfo.html

Wilcke
11-26-07, 10:50 AM
Thank you sir! Always a pleasure to run your mods! Thanks for the update.

Wilcke

Paco
11-26-07, 10:54 AM
Thank You for the new version.
Downloading now :up:


Paco

Samwolf
11-26-07, 11:22 AM
Thanks. Still one of the best mods out there.

Hate to bring it up ,but is there gonna be a Late War Senors portion?

nvdrifter
11-26-07, 11:51 AM
Thanks. Still one of the best mods out there.

Hate to bring it up ,but is there gonna be a Late War Senors portion?
Thanks. :) Yes, there will be a compatible patch for Late War Senors mod soon.

nvdrifter
11-26-07, 11:52 AM
Thank you sir! Always a pleasure to run your mods! Thanks for the update.

Wilcke
Thanks for downloading. Hope you enjoy it!

Everyone... just so you know, playing this version of LRT is a whole lot different than previous versions because I removed the flood and repair timers. This totally changes the way to play SH3. Now you will have to be more cautious because you won't be able to precisely estimate flooding recoveries and damage repairs like before. You will still be able to get a basic idea of the times, but not down to the exact hour or minute. I hope this makes your gameplay more realistic and uncertain. Always be sure to keep the compartment full of men to speed up repairs (except the crew's quarters of course). Be especially careful if your repair crew is tired or your main pump is damaged because it will be much harder to estimate repair and flood recovery times under these circumstances. Pretty cool, huh? ;)

I was worried that a lot of players wouldn't like me removing the flood and repair timers in v1.34, but it really does add a lot to gameplay (in my humble opinion). You might find yourself aborting back to port early if you sustain heavy damage because it will now be much harder to estimates repair and flood recovery times. I find that I am much more cautious now when playing LRT 1.34 than before. I don't take too many stupid risks anymore. I guess my whole point in adding this feature to LRT 1.34 is that in real life when mechanics, technicians, or whoever are making repairs, usually they cannot correctly estimate the exact time when the repairs will be finished. They give their best guess- time estimate. That's all they can give. I hope this feature models that.

Samwolf
11-26-07, 12:45 PM
Sounds like an interesting addition, "fog of war", now you'll have to try and figure which compartment needs to be worked on first. Could get interesting.

Rubini
11-26-07, 01:15 PM
Thanks again Nvdrifter!
You know that I can't play SH3 without LRT since the first release!:up:

It's a must!

Samwolf
11-26-07, 02:54 PM
Samwolf, I just uploaded a Late War Sensors mod compatibility patch for LRT v1.34 :lol:

You can download it here:

http://files.filefront.com/Late+War+Sensors+mod+patc4zip/;9127674;/fileinfo.html

Thanks.:up: :rock:

Trefoil
11-26-07, 03:04 PM
Congratulations on completing your new version. I like the idea of having no flood or damage repair timers, very much. More uncertainty = More realism.

I'm glad you were able to find the lines you were searching for, in the menu_1024_768.ini. I was so keen to assist you with a speedy release, I actually had a look for them, myself. I was just a bit over-ambitious.:o

Glad you didn't need my help or everyone would have been waiting much...much...longer.;)

Borgneface
11-26-07, 03:42 PM
S! nvdrifter,
This is really a great idea......How could one ever know for sure how long any repair would take! One of the repair crew could just dro a tool or brake the thread od od bolt....;)
Estimated repair time.....8 hours .....real time 10 hours...oops!

thanks for this mod adding a good touch of realism to the game :up:

Good hunt!

Paco
11-26-07, 03:54 PM
Hi,

the mod doesn't work to me, I get menu-errors.:damn:
I only found the en_menu.txt in your mod, but I'm german native speaker and play the game in german.:D

Can You please help me with that error?

Thanks,
Paco

nvdrifter
11-26-07, 08:46 PM
Hi,

the mod doesn't work to me, I get menu-errors.:damn:
I only found the en_menu.txt in your mod, but I'm german native speaker and play the game in german.:D

Can You please help me with that error?

Thanks,
Paco

Ooops. Sorry about that. :oops: Will be fixed very soon.

nvdrifter
11-26-07, 11:14 PM
Thanks again Nvdrifter!
You know that I can't play SH3 without LRT since the first release!:up:

It's a must!

Hi Rubini. Good to see you are still around! :D

nvdrifter
11-27-07, 12:08 AM
Everyone please note that the repair and recovery times listed in the readme in the first post are only very basic guidelines. Your repair and flood recovery times may vary greatly depending on many factors. It is also advisable to write down the dates and times of damage taken as to better estimate and track flood recovery and equipment repair dates and times. :yep:

nvdrifter
11-27-07, 12:18 AM
Hi,

the mod doesn't work to me, I get menu-errors.:damn:
I only found the en_menu.txt in your mod, but I'm german native speaker and play the game in german.:D

Can You please help me with that error?

Thanks,
Paco

Paco, I fixed and added the German menu file to LRT 1.34 and re-uploaded again. Should be ok now. You can download here:

http://files.filefront.com/Longer+Repair+Times+v134szip/;9131266;/fileinfo.html

nvdrifter
11-27-07, 12:37 AM
Oh yeah, and I would like to hear some after action reports if anyone has the time to post them!

Paco
11-27-07, 02:14 AM
Paco, I fixed and added the German menu file to LRT 1.34 and re-uploaded again. Should be ok now. You can download here:

http://files.filefront.com/Longer+Repair+Times+v134szip/;9131266;/fileinfo.html

Moin,

thank you for your quick fix, I'll try it as soon as possible and give you an after action report :up:

Paco.

nvdrifter
11-27-07, 04:40 AM
Everyone, I found a mistake in the included Depth Charge Shake v1.04 mod that is included in the LRT v1.34 download and fixed it. I also included a patch that makes LRT 1.34 and Late War Sensors compatible with Repair Team Fatigue Only mod. New complete download is here:

http://files.filefront.com/Longer+Repair+Times+v134szip/;9132285;/fileinfo.html

Myxale
11-27-07, 05:42 AM
Ta drifter!:up:

On a side note: Has anyone tried the Hardcore LRT already!:hmm:
Please reoprt your nightmares here!:lol:

nvdrifter
11-27-07, 06:49 AM
Ta drifter!:up:

On a side note: Has anyone tried the Hardcore LRT already!:hmm:
Please reoprt your nightmares here!:lol:
Well, maybe I'll be the first to report in on my official first non-playtesting GWX career patrol using LRT Hardcore v1.34. Here is my patrol report:

It was the spring of 1944. We set out from Brest in our brand new type IXC U-boat. Our patrol area was off the coast of S. America near Natal. We were attacked by a single aircraft and then a single escort near the island of Kapverdische. Very slight damage taken to bow torpedo room. Was repaired in a few minutes. Escaped the escort no problem. On the way to our patrol grid we made a refueling stop at our stationed Milk Cow U-boat. We had a hard time finding the Milk Cow to refuel due to a heavy storm at night. But we finally found her. After refueling and loading fresh supplies, we departed. A few days later we arrived near the port of Natal. We decided to try and sneak into port at night. We dove to periscope depth and ran on batteries. As we neared the port, we spotted several docked ships- a large tanker, small tanker, and a small freighter. We also spotted one armed trawler nearby, but we decided to risk it because our whole patrol so far had yielded no sinkings. As we approached the large tanker, the armed trawler detected us and pounced. We dove and tried to evade, but it was no use. We were heavily depth charged for about an 1 1/2 hours. We could not evade no matter what we tried. I soon realized the big mistake I had made trying to sneak into the harbor, but it was too late. Every compartment eventually started to flood. Much equipment was either damaged or destroyed. We couldn't maintain depth any longer due to our damaged electric motors and flooding. We started to sink faster and decided to blow ballast and abandon ship. Two armed trawlers were waiting for us as we surfaced. Most of our crew made it into the water and were picked up, but I as captain decided to go down with the ship. :dead:


Anyone else? :ping:

Einsman
11-27-07, 08:50 AM
Longer Repair Times it's very, very hardcore. I like.
Great job :up:

The Bad Wolf
11-27-07, 02:57 PM
Grrreat mod.
Found problem when unzipping Longer_Repair_Times_v1.34s. The folder "Nvdrifter's recommended mods and compatibility patches" was empty. Got an error file names too long for system please help!

Myxale
11-27-07, 04:41 PM
Try to re-download.

I had it once! Worked after! Windows should have no problems!:hmm:

The Bad Wolf
11-27-07, 05:09 PM
Already have downloaded again. Still same problem.

The Bad Wolf
11-27-07, 05:23 PM
This is the error I am getting. Tried different unzippers, Downloaded again still same problem.

Help would be most appreciated as I consider this to be a really good and realistic mod.

! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04 OLC GUI 1.1.4 compatible for use with GWX v1.03
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04 OLC GUI 1.1.4 compatible for use with GWX v1.03\Depth Charge Shake v1.04 OLC GUI 1.1.4 compatible for use with GWX v1.03
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04 OLC GUI 1.1.4 compatible for use with GWX v1.03\Depth Charge Shake v1.04 OLC GUI 1.1.4 compatible for use with GWX v1.03 readme.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04 OLC GUI 1.1.4 compatible for use with GWX v1.03\Depth Charge Shake v1.04 OLC GUI 1.1.4 compatible for use with GWX v1.03\data
! The filename or extension is too long.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04 OLC GUI 1.1.4 compatible for use with GWX v1.03\Depth Charge Shake v1.04 OLC GUI 1.1.4 compatible for use with GWX v1.03\data\library
! The filename or extension is too long.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04\data
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04\data\library
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04\data\library\Bombs.sim
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04\data\library\Cameras.dat
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04\data\library\DC_X_H.sim
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04\data\library\DepthCharges.sim
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Depth Charge Shake v1.04\Depth Charge Shake v1.04 readme.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Late War Sensors mod patch for LRT v1.34
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Late War Sensors mod patch for LRT v1.34\data
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Late War Sensors mod patch for LRT v1.34\data\cfg
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Late War Sensors mod patch for LRT v1.34\data\cfg\Basic.cfg
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Late War Sensors mod patch for LRT v1.34\LRT v1.34 Late War Sensors patch readme.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Longer Torpedo Wakes v1.02
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Longer Torpedo Wakes v1.02\data
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Longer Torpedo Wakes v1.02\data\library
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Longer Torpedo Wakes v1.02\data\library\Torpedo.dat
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Longer Torpedo Wakes v1.02\Longer Torpedo Wakes v1.02 readme.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \LWS mod patch for LRT v1.34 with Repair Fatigue Only v1.0
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \LWS mod patch for LRT v1.34 with Repair Fatigue Only v1.0\data
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \LWS mod patch for LRT v1.34 with Repair Fatigue Only v1.0\data\cfg
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \LWS mod patch for LRT v1.34 with Repair Fatigue Only v1.0\data\cfg\Basic.cfg
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \LWS mod patch for LRT v1.34 with Repair Fatigue Only v1.0\Late War Sensors mod patch for LRT v1.34 with Repair Fatigue Only v1.0readme.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \No teleporting; no unlimited fuel
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \No teleporting; no unlimited fuel\data
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \No teleporting; no unlimited fuel\data\cfg
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \No teleporting; no unlimited fuel\data\cfg\GameplaySettings.cfg
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \No teleporting; no unlimited fuel\No Teleporting; No Unlimited Fuel readme.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Quieter broken steam pipe sound
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Quieter broken steam pipe sound\data
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Quieter broken steam pipe sound\data\sound
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Quieter broken steam pipe sound\data\sound\Steam burst.wav
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Quieter broken steam pipe sound\Quieter Broken Steam Pipe Sound readme.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \READ ME FIRST!!!.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Repair Team Fatigue Only v1.0 for LRT v1.34
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Repair Team Fatigue Only v1.0 for LRT v1.34\data
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Repair Team Fatigue Only v1.0 for LRT v1.34\data\library
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Repair Team Fatigue Only v1.0 for LRT v1.34\data\library\Basic.cfg
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Repair Team Fatigue Only v1.0 for LRT v1.34\Repair Team Fatigue Only v1.0 readme.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Repeating flooding voice removed
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Repeating flooding voice removed\data
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Repeating flooding voice removed\data\cfg
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Repeating flooding voice removed\data\cfg\Message_CH.cfg
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Repeating flooding voice removed\Rpeating Flood Voice Removed readme.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create folder Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Role-play Rescue v1.0
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Role-play Rescue v1.0\GameplaySettings.cfg
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Role-play Rescue v1.0\installation.txt
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Role-play Rescue v1.0\Role-play Rescue v1.0 readme.doc
! The system cannot find the path specified.
! C:\Longer_Repair_Times_v1.34s.zip: Cannot create Longer Repair Times v1.34 (all versions)\Nvdrifter's recommended mods and compatibility patches \Role-play Rescue v1.0\Role-play Rescue v1.0 readme.txt
! The system cannot find the path specified.

Samwolf
11-27-07, 05:33 PM
Grrreat mod.
Found problem when unzipping Longer_Repair_Times_v1.34s. The folder "Nvdrifter's recommended mods and compatibility patches" was empty. Got an error file names too long for system please help!

Same problem unzipping with the latest version, none of the others had any problems unzipping.

nvdrifter
11-27-07, 07:21 PM
Ok. I found the problem. It was one of the folder names- too long or something. Not sure what happened. Will upload again soon.

Badger Finn
11-28-07, 02:27 AM
Grrreat mod.
Found problem when unzipping Longer_Repair_Times_v1.34s. The folder "Nvdrifter's recommended mods and compatibility patches" was empty. Got an error file names too long for system please help!

Same problem unzipping with the latest version, none of the others had any problems unzipping.

It still unzips ok with that error msg. Had it as well but it still unzipped ok!

Paco
11-28-07, 03:08 AM
Back in St. Nazaire for 1st report:

1WO got problems with installation of the mod:

We use the OLC-Gui and Your fix with the de_menu.txt does not work. The 1WO took a workaround and installed OLC-Gui after LRT and the the men can steer the boat.

Ok, after that we left port heading to mission target.
Attacked a conwoy at night and - oh surprise, they had searchlights - gr#%$§ - got 3 hits from corvettes deckguns. We escaped, but there was much damage to repair.

See the report below:

http://pinguin.selfhost.de/linked_pics/lrt_1.jpg



Thanks from my crew for the mod, it is a pleasure to play with it :yep::yep:


Paco.

nvdrifter
11-28-07, 07:21 AM
Back in St. Nazaire for 1st report:

1WO got problems with installation of the mod:

We use the OLC-Gui and Your fix with the de_menu.txt does not work. The 1WO took a workaround and installed OLC-Gui after LRT and the the men can steer the boat.

Ok, after that we left port heading to mission target.
Attacked a conwoy at night and - oh surprise, they had searchlights - gr#%$§ - got 3 hits from corvettes deckguns. We escaped, but there was much damage to repair.

See the report below:

Thanks from my crew for the mod, it is a pleasure to play with it :yep::yep:

Paco.

Paco, I didn't realize you were using OLC GUI. LRT 1.34 wasn't released to be compatible with that mod. A lot of other mods share the same files. That's why they don't work together. I can try and throw together a patch that makes LRT 1.34 compatible with OLC GUI. Should be released later today with the main download (main download of LRT 1.34 is currently unavailable).

KapiteinP
11-28-07, 08:07 AM
Paco, I didn't realize you were using OLC GUI. LRT 1.34 wasn't released to be compatible with that mod. A lot of other mods share the same files. That's why they don't work together. I can try and throw together a patch that makes LRT 1.34 compatible with OLC GUI.

That would be great! Your mod works now (that is I'm not getting menu-errors anymore) after installing it prior to OLC's GUI ... But it could be that some elements of your mod don't work anymore now that they are overwritten by files of OLC's mod.

nvdrifter
11-28-07, 08:17 AM
Paco, I didn't realize you were using OLC GUI. LRT 1.34 wasn't released to be compatible with that mod. A lot of other mods share the same files. That's why they don't work together. I can try and throw together a patch that makes LRT 1.34 compatible with OLC GUI.
That would be great! Your mod works now (that is I'm not getting menu-errors anymore) after installing it prior to OLC's GUI ... But it could be that some elements of your mod don't work anymore now that they are overwritten by files of OLC's mod.
I am about to upload the new LRT 1.34 file set. If you are using OLC GUI, please install OLC GUI and LRT 1.34 first. Then install the LRT patch afterwards to make it all compatible. It can get confusing. I included several patches trying to make my mods compatible with each other and also compatible with Late War Sensors mod and OLC GUI mod.

Trefoil
11-28-07, 09:12 AM
nvdrifter - I also use OLC's GUI. Many thanks for your efforts in producing the patch - Very much appreciated.:up:

A folder with a long name caused me a problem recently - I couldn't delete it from my hard drive. After a lot of frustration,:damn: I managed to remove it by giving it a shorter name with a dos command.

nvdrifter
11-28-07, 09:17 AM
nvdrifter - I also use OLC's GUI. Many thanks for your efforts in producing the patch - Very much appreciated.:up:

A folder with a long name caused me a problem recently - I couldn't delete it from my hard drive. After a lot of frustration,:damn: I managed to remove it by giving it a shorter name with a dos command.

I also couldn't delete it or rename it. Not sure what happened. But all is well now. :D

nvdrifter
11-28-07, 09:27 AM
Ok everyone. I think I got it all straightened out now. I tested the zip file and it seems ok. Also checked all folders for errors or missing files. All seems to be ok. If anyone finds any errors or missing files, please let me know. I also included a patch to make LRT 1.34 compatible with OLC GUI 1.1.4. :sunny:


Paco, the German version should work now. Please let me know.


Any war patrol stories from captains using LRT 1.34 would be appreciated. I always like to hear feedback or patrol stories so I can try to improve LRT. :arrgh!:


Download here:

http://files.filefront.com/Longer+Repair+Times+v134szip/;9140491;/fileinfo.html

KapiteinP
11-28-07, 09:29 AM
Any war patrol stories from captains using LRT 1.34 would be appreciated. I always like to hear feedback or patrol stories so I can try to improve LRT. :arrgh!:


Thanks a lot. I will start a patrol with your mod this night. I will make some screenies and a short story.

nvdrifter
11-28-07, 12:43 PM
Attention on deck.. attention on deck..

This is a small update. Update already! you say. Yes already. This is a little feature I wanted to include in the original release of LRT 1.34, but just didn't get it in. Well, here it is:


**LRT v1.34.1 patch update**

Longer Repair Times and Longer Repair Times Hardcore v1.34.1 update

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

What's new in v1.34.1:

-added average repair time estimates on repair screen in place of damage designations


Compartment status designations-

1-4 hours (was 'Light')
4-8 hours (was 'Moderate')
8-16 hours (was 'Serious')
16-24 hours ('Very Serious')
24+ hours (was 'Critical')


Equipment status designations-

1-12 hours (was 'Damaged')
12-24+ hours (was 'Heavy Dmg')


The times listed above are your repair crew's best estimates. They are doing the best they can, but they are only human and there is always the chance their guesses will be wrong. Please remember that the times listed above are only very basic guidelines. Your repair and flood recovery times may vary GREATLY depending on many factors such as repair crew fatigue, morale, repair qualifications, etc. All of the above repair estimate times are based on an average repair crew that is fully rested (with the repair officer specialized in repairs) and also with as many other crew members as possible helping out in the compartment where the damage is. If your repair crew is tired or your main pump is damaged, the repairs might take much, much, much longer than shown above. If your main pump is destroyed, you may have very little chance of flood recovery. It is also advisable to write down the dates and times of damage taken as to better estimate and track recovery and repair dates and times. Good luck .


A repair screen screenshot of LRT v1.34.1

http://img256.imageshack.us/img256/202/sh3img2911200722851843qq8.png


I like this feature better than having to try and remember the hour estimates for each damage status. What does everyone think? Like it? :ping:

And Paco, I updated the German menu files to to say 'stunden'. ;)


Download LRT v1.34.1 update patch here:
http://files.filefront.com/LRT+v1341+all+versions+ezip/;9141727;/fileinfo.html

Samwolf
11-28-07, 01:03 PM
I like it.:lol:

Einsman
11-28-07, 02:45 PM
I like it too :up:

The Bad Wolf
11-28-07, 04:22 PM
First of all Nvdrifter a BIG thankyou for sorting out download problem, much appreciated (I owe you one).

Noticed when updating your mod something doesn't look right in the 2 basic.cfg.

as follows>

Early war - Basic.cfg (Longer Repair Times v1.34 (all versions))

[COMPARTMENT]

NumberOfCrew0=15
Interval1_0=.0001 <---
Interval2_0=9.6
Interval3_0=8000

NumberOfCrew1=6
Interval1_1=.0001 <---
Interval2_1=54.1 <---
Interval3_1=8000

etc

Late war - Basic.cfg (Late War Sensors mod patch for LRT v1.34}

[COMPARTMENT]

NumberOfCrew0=15
Interval1_0=7.1 <---
Interval2_0=9.6
Interval3_0=8000

NumberOfCrew1=6
Interval1_1=3.0 <---
Interval2_1=4.1 <---
Interval3_1=8000

etc

I assume this adjusts the crews repair rate, and would expect them to be the same as each other.

Please excuse me if I am wrong, as I admit I do not understand fully the commands.

The Bad Wolf
11-28-07, 05:03 PM
Forgot to mention. Updated the 2 basic.cfg as follows.

Copied section from [ Longer Repair Times v1.34 (all versions) {version used} ] - Basic.cfg - between [COMPARTMENT] and [SUBMARINE0]

Pasted over section in [ Late War Sensors mod patch for LRT v1.34 ] - Basic.cfg - between [COMPARTMENT] and [SUBMARINE0]

Could you please confirm this is correct.

Another BIG thankyou.

Paco
11-28-07, 07:17 PM
Hello nvdrifter,

I like Your work very much. Thank You for Your patience at this mod, he is awesome :up::up::up:

The mod works with the de_menu and OLC, etc. thanks for that :up:

On a little tour to gibraltar, we got trouble from air....
See the result:

http://pinguin.selfhost.de/linked_pics/lrt_2.jpg

Looks good for the german players. Perhaps in the next Bugfix/Release you could change "stunden" to "Stunden" :cool:


Thank You very much,
Paco.

nvdrifter
11-28-07, 08:17 PM
Hello nvdrifter,

I like Your work very much. Thank You for Your patience at this mod, he is awesome :up::up::up:

The mod works with the de_menu and OLC, etc. thanks for that :up:

On a little tour to gibraltar, we got trouble from air....
See the result:

Looks good for the german players. Perhaps in the next Bugfix/Release you could change "stunden" to "Stunden" :cool:


Thank You very much,
Paco.
I'm happy it's working for you. Will add the capital 'S' in the next patch. ;)

nvdrifter
11-28-07, 08:21 PM
First of all Nvdrifter a BIG thankyou for sorting out download problem, much appreciated (I owe you one).

Noticed when updating your mod something doesn't look right in the 2 basic.cfg.

as follows>

Early war - Basic.cfg (Longer Repair Times v1.34 (all versions))

[COMPARTMENT]

NumberOfCrew0=15
Interval1_0=.0001 <---
Interval2_0=9.6
Interval3_0=8000

NumberOfCrew1=6
Interval1_1=.0001 <---
Interval2_1=54.1 <---
Interval3_1=8000

etc

Late war - Basic.cfg (Late War Sensors mod patch for LRT v1.34}

[COMPARTMENT]

NumberOfCrew0=15
Interval1_0=7.1 <---
Interval2_0=9.6
Interval3_0=8000

NumberOfCrew1=6
Interval1_1=3.0 <---
Interval2_1=4.1 <---
Interval3_1=8000

etc

I assume this adjusts the crews repair rate, and would expect them to be the same as each other.

Please excuse me if I am wrong, as I admit I do not understand fully the commands.
I believe interval 1 adjusts the minimum efficiency (number of crew) needed to run the compartment. Interval 3 is the big one that makes longer repair times possible. Interval 2 I have no idea. Could never figure that one out, so that interval was never changed in any versions of LRT. Are you experiencing any problems so far?

The Bad Wolf
11-28-07, 10:03 PM
LRT Mods Used

LRT Hardcore v1.34
Depth Charge Shake v1.03 (without submarine folder)

Depth Charge Shake v1.04 system lock up (Don't know if this was due to the error you found in 1st release), unable to update correction{filename length error}.

I was using OLC's GUI. so to get both mods compatible, I had to tweak the Cameras.dat (MechShocksPendulum). Plus other minor tweaks. No Problems

All the above you have now sorted. Unable to test yet, as re-organising the Mods folder and installing latest mods.

I am using 32x max acceleration as this keeps fatigue on (can't cheat reloading torpedoes now without fatigue)

Have noticed I could run the engine rooms with 3 crew (didn't try less), even when they are totally knackered. I think this is to do with LRT changes to the Basic.cfg. That's why I was asking about it. This is what I will investigate when I'm up and running.

p.s
Your mod makes being depth charged really awesome. A MUST Mod for anybody!!!

Thanks a bunch.

nvdrifter
11-29-07, 04:26 AM
LRT Mods Used

LRT Hardcore v1.34
Depth Charge Shake v1.03 (without submarine folder)

Depth Charge Shake v1.04 system lock up (Don't know if this was due to the error you found in 1st release), unable to update correction{filename length error}.

I was using OLC's GUI. so to get both mods compatible, I had to tweak the Cameras.dat (MechShocksPendulum). Plus other minor tweaks. No Problems

All the above you have now sorted. Unable to test yet, as re-organising the Mods folder and installing latest mods.

I am using 32x max acceleration as this keeps fatigue on (can't cheat reloading torpedoes now without fatigue)

Have noticed I could run the engine rooms with 3 crew (didn't try less), even when they are totally knackered. I think this is to do with LRT changes to the Basic.cfg. That's why I was asking about it. This is what I will investigate when I'm up and running.

p.s
Your mod makes being depth charged really awesome. A MUST Mod for anybody!!!

Thanks a bunch.
I'm glad you are enjoying the Depth Charge Shake mod. Great for immersion I think! You might want to upgrade to DCS v1.04 because I made a slight change to the camera and depth charge files. Personally I think it's better than v1.03

Trefoil
11-29-07, 04:21 PM
Have noticed I could run the engine rooms with 3 crew (didn't try less), even when they are totally knackered. I think this is to do with LRT changes to the Basic.cfg. That's why I was asking about it. This is what I will investigate when I'm up and running.

Hi, nvdrifter - I have a similar question, concerning the crew. I believe, in earlier versions of your mod, you made changes to the Sensors.cfg & other files which resulted in maximum crew efficiency in the compartments, at all times, no matter what the level of fatigue was. Is this still the case?:hmm:

For example - I use Rubini's 'Stay Alert - crew fix' Mod. In daylight, with no fog, the watchcrew would be able to see a ship at 7400m-8100m. This would only be the case, if they were fully rested. How would LRT affect their ability, as they get more fatigued?

Apologies, if this question has been asked & answered before. I know your Mod has evolved over time. One of the reasons I ask is that I am considering using your 'Repair Team Fatigue Only' mod. I am also enjoying your Depth Charge Shake mod.:up: It greatly adds to the atmosphere when beng attacked.

nvdrifter
11-29-07, 07:23 PM
Have noticed I could run the engine rooms with 3 crew (didn't try less), even when they are totally knackered. I think this is to do with LRT changes to the Basic.cfg. That's why I was asking about it. This is what I will investigate when I'm up and running.
Hi, nvdrifter - I have a similar question, concerning the crew. I believe, in earlier versions of your mod, you made changes to the Sensors.cfg & other files which resulted in maximum crew efficiency in the compartments, at all times, no matter what the level of fatigue was. Is this still the case?:hmm:

For example - I use Rubini's 'Stay Alert - crew fix' Mod. In daylight, with no fog, the watchcrew would be able to see a ship at 7400m-8100m. This would only be the case, if they were fully rested. How would LRT affect their ability, as they get more fatigued?

Apologies, if this question has been asked & answered before. I know your Mod has evolved over time. One of the reasons I ask is that I am considering using your 'Repair Team Fatigue Only' mod. I am also enjoying your Depth Charge Shake mod.:up: It greatly adds to the atmosphere when beng attacked.

No problem asking any questions, of course. The earliest versions of LRT did change the Sensors.cfg. But later versions, including LRT v1.34 made no changes to Sensors.cfg or other files affecting crew effciencies with sensors or whatever. But of course compartment efficiencies has always been changed in every version to get the longer repair times. But this change does not affect crew sensor abilities. The 'Repair Team Fatigue Only' mod changes fatigue settings for each compartment located in the basic.cfg file, but nothing else.

The Bad Wolf
11-29-07, 08:08 PM
Found the problem.

Tested LRT Hardcore v1.34 and found I could run the engine room with only 1 crewman.

CHANGES TO BASIC.CFG
Changed all NumberOfCrewXX=XX Interval1 and Interval2 to original GWX 1-3 settings. Left all Interval3_XX=8000.

Re-tested, now I could only run engine room with minimum of 5 crewmen.

LRT Super LITE v1.34 and LRT v1.34 basic.cfg need changing also.


The Late War Sensors mod patch is o.k. and will work. Haven't tried it, as I haven't got that far in the game.

P.S.
Thanks NVdrifter for your reply, it helped me sort out the problem.

The Bad Wolf
11-29-07, 08:22 PM
See my previous note.

The Bad Wolf
11-29-07, 08:57 PM
What I think is happening is that the basic.cfg Interval1_1=.0001 etc is so low that fatigue makes no difference, also 1 man can operate any compartment efficiently even when max fatigue. When fixed (see comment 51) Rubini's 'Stay Alert - crew fix' Mod should have no problems running. But wait for NVdrifter reply as he's the man.

note for NVdrifter
I'm up and running again with DCS v1.04 OLC GUI 1.1.4 installed, as you recommended. Have not changed anything except for basic.cfg. Started mission and have had no problems with other mods (over 20 of them).

I'm looking forward to being dc again, the noise, confusion (especially when blind due to damage) not daring to repair in case your heard and when you do repair, will it be fast enough to to save the boat, and all the time the water is getting higher and higher- what AM I talking about, we nearly got killed?!?

nvdrifter
11-29-07, 09:46 PM
What I think is happening is that the basic.cfg Interval1_1=.0001 etc is so low that fatigue makes no difference, also 1 man can operate any compartment efficiently even when max fatigue. When fixed (see comment 51) Rubini's 'Stay Alert - crew fix' Mod should have no problems running. But wait for NVdrifter reply as he's the man.

note for NVdrifter
I'm up and running again with DCS v1.04 OLC GUI 1.1.4 installed, as you recommended. Have not changed anything except for basic.cfg. Started mission and have had no problems with other mods (over 20 of them).

I'm looking forward to being dc again, the noise, confusion (especially when blind due to damage) not daring to repair in case your heard and when you do repair, will it be fast enough to to save the boat, and all the time the water is getting higher and higher- what AM I talking about, we nearly got killed?!?

Thanks for finding that problem. I will release another update soon with the fixes you mentioned- and credit you. Helps me a lot.

Also, what's wrong with you? You want to be depth charged? :p Hehe. Can't really blame you. I also enjoy being depth charged with DCS 1.04 mod installed. I must be a sadomasochist. ;)

The Bad Wolf
11-29-07, 11:14 PM
Glad to be of help, my addition is nothing to the hard work you put in.

2 more notes:-

I think you may need a seperate Late War Sensors mod compatibility patch for LRT Super LITE v1.34 for use with GWX v1.03 as Interval3 is different. The other 2 are the same.

DO NOT DOWNLOAD Late War Sensors mod compatibility patch for LRT v1.34 from PAGE 8 as this is completely wrong. The one in the Longer Repair Times v1.34 (all versions) is ok for all but the LITE version. Better still wait for Nvdrifter's update.

The Bad Wolf
11-30-07, 12:36 AM
SORRY IGNORE 2ND comment about PAGE 8. RECHECKED file it is OK the same as the one in the folder "Longer Repair Times v1.34 (all versions)"

Somehow I got hold of v1.32 sensor update, which IS totally wrong. Must have been when sorting out my Mods folder.

I think I'll have a rest now and do something less intensive, like getting Depth Charged(smirk).

The Bad Wolf
11-30-07, 03:05 AM
DON'T USE THIS UNTIL IT IS CONFIRMED by Nvdrifter
---------------------------------------------------

Hi Nvdrifter its me again.

I noticed that there is 3 new changes to the LRT menu_1024_768, so if OLCs Mod is used they could be lost on latter update.

If these are important LRT changes, then I recommend the following:-

Delete the LRT 1.34 menu_1024_768 use the GUI one. Then paste the following over the sections in the GUI menu_1024_768

;***Nvdrifters LRT v1.34 Mod Start***

[G67 I608]
Type=1040;Scroll text
ItemID=0x67000389
ParentID=0x67000000
Pos=290,316,240,167
Color=0xFF
Materials=8
Display=4;All directions
Mat 0=DATA/Menu/Data/back.tga
Mat 1=DATA/Menu/Data/back.tga
Mat 2=DATA/Menu/Data/back.tga
Mat 3=DATA/Menu/Data/back.tga
Mat 4=DATA/Menu/Data/scarr0.tga
Mat 5=DATA/Menu/Data/scarr1.tga
Mat 6=DATA/Menu/Data/scarr2.tga
Mat 7=DATA/Menu/Data/scarr3.tga
MatFlags=0x1
TexFmt=0x9
Font=14;LRT 1.34 mod - original Font=5
Text=0
TextFlags=0x10
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G67 I609]
Type=1040;Scroll text
ItemID=0x6700038A
ParentID=0x67000000
Pos=537,316,110,167
Color=0xFF
Materials=8
Display=4;All directions
Mat 0=DATA/Menu/Data/back.tga
Mat 1=DATA/Menu/Data/back.tga
Mat 2=DATA/Menu/Data/back.tga
Mat 3=DATA/Menu/Data/back.tga
Mat 4=DATA/Menu/Data/scarr0.tga
Mat 5=DATA/Menu/Data/scarr1.tga
Mat 6=DATA/Menu/Data/scarr2.tga
Mat 7=DATA/Menu/Data/scarr3.tga
MatFlags=0x1
TexFmt=0x9
Font=14;LRT 1.34 mod - original Font=5
Text=0
TextFlags=0x10
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G67 I610]
Type=1040;Scroll text
ItemID=0x6700038B
ParentID=0x67000000
Pos=675,316,34,34;LRT 1.34 mod - original Pos=644,316,75,167
Color=0xFF
Materials=8
Display=4;All directions
Mat 0=DATA/Menu/Data/back.tga
Mat 1=DATA/Menu/Data/back.tga
Mat 2=DATA/Menu/Data/back.tga
Mat 3=DATA/Menu/Data/back.tga
Mat 4=DATA/Menu/Data/scarr0.tga
Mat 5=DATA/Menu/Data/scarr1.tga
Mat 6=DATA/Menu/Data/scarr2.tga
Mat 7=DATA/Menu/Data/scarr3.tga
MatFlags=0x1
TexFmt=0x9
Font=5
Text=0
TextFlags=0x10
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

;***Nvdrifters LRT v1.34 Mod End***

Perhaps most have figured this out, but this could help some people.

nvdrifter
11-30-07, 05:06 AM
DON'T USE THIS UNTIL IT IS CONFIRMED by Nvdrifter
---------------------------------------------------

Hi Nvdrifter its me again.

I noticed that there is 3 new changes to the LRT menu_1024_768, so if OLCs Mod is used they could be lost on latter update.

If these are important LRT changes, then I recommend the following:-

Delete the LRT 1.34 menu_1024_768 use the GUI one. Then paste the following over the sections in the GUI menu_1024_768

;***Nvdrifters LRT v1.34 Mod Start***

[G67 I608]
Type=1040;Scroll text
ItemID=0x67000389
ParentID=0x67000000
Pos=290,316,240,167
Color=0xFF
Materials=8
Display=4;All directions
Mat 0=DATA/Menu/Data/back.tga
Mat 1=DATA/Menu/Data/back.tga
Mat 2=DATA/Menu/Data/back.tga
Mat 3=DATA/Menu/Data/back.tga
Mat 4=DATA/Menu/Data/scarr0.tga
Mat 5=DATA/Menu/Data/scarr1.tga
Mat 6=DATA/Menu/Data/scarr2.tga
Mat 7=DATA/Menu/Data/scarr3.tga
MatFlags=0x1
TexFmt=0x9
Font=14;LRT 1.34 mod - original Font=5
Text=0
TextFlags=0x10
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G67 I609]
Type=1040;Scroll text
ItemID=0x6700038A
ParentID=0x67000000
Pos=537,316,110,167
Color=0xFF
Materials=8
Display=4;All directions
Mat 0=DATA/Menu/Data/back.tga
Mat 1=DATA/Menu/Data/back.tga
Mat 2=DATA/Menu/Data/back.tga
Mat 3=DATA/Menu/Data/back.tga
Mat 4=DATA/Menu/Data/scarr0.tga
Mat 5=DATA/Menu/Data/scarr1.tga
Mat 6=DATA/Menu/Data/scarr2.tga
Mat 7=DATA/Menu/Data/scarr3.tga
MatFlags=0x1
TexFmt=0x9
Font=14;LRT 1.34 mod - original Font=5
Text=0
TextFlags=0x10
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G67 I610]
Type=1040;Scroll text
ItemID=0x6700038B
ParentID=0x67000000
Pos=675,316,34,34;LRT 1.34 mod - original Pos=644,316,75,167
Color=0xFF
Materials=8
Display=4;All directions
Mat 0=DATA/Menu/Data/back.tga
Mat 1=DATA/Menu/Data/back.tga
Mat 2=DATA/Menu/Data/back.tga
Mat 3=DATA/Menu/Data/back.tga
Mat 4=DATA/Menu/Data/scarr0.tga
Mat 5=DATA/Menu/Data/scarr1.tga
Mat 6=DATA/Menu/Data/scarr2.tga
Mat 7=DATA/Menu/Data/scarr3.tga
MatFlags=0x1
TexFmt=0x9
Font=5
Text=0
TextFlags=0x10
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

;***Nvdrifters LRT v1.34 Mod End***

Perhaps most have figured this out, but this could help some people.
No worries. I am about to release LRT v1.35 soon. Will be a complete update for all 3 versions including the fix you suggested. Also included will be the updated 1.35 compatibility mods/patches. ;)

nvdrifter
11-30-07, 12:37 PM
**Released**

Longer Repair Times v1.35, Longer Repair Times Hardcore v1.35, and Longer Repair Times Lite v1.35 mod for use with GWX v1.03

*Please note that v1.35 is not a patch, but a whole new version. Please completely uninstall all previous versions of LRT and LRT patches before installing this version.


What's new in this version of Longer Repair Times Hardcore Mod v1.35:

-fixed a problem with minimum crew efficiencies to run compartments (credit goes to The Bad Wolf)

-adjusted compartment repair time estimates to be more accurate

-capitalized the letters 'H' and 'S' on the repair screen for the text 'Hours' and 'Stunden'

-decreased depth charge blast damage radius for realism and playability reasons

-* Hardcore version only*- greatly increased depth charge and bomb blast damage. Decreased U-boat compartment armor ratings. Now, 1-3 very close depth charges really might sink your U-boat. This was done for realism reasons based on several U-boat books I have researched.


Unless someone discovers a major problem or error I missed, this will be the last update of LRT for a quite a while because I am tired and need a long break. :dead: Hope everyone enjoys it. Would like to hear some war patrol stories from anyone using LRT 1.35 in a GWX campaign. :sunny:

Download here: http://files.filefront.com/Longer+Repair+Times+v135zip/;9162064;/fileinfo.html


(http://files.filefront.com/Longer+Repair+Times+v135zip/;9159349;/fileinfo.html)

Vermin
11-30-07, 10:39 PM
Hi,

Thanks, I've been looking forward to playing this for ages - but most of my time has been spent flying on the Eastern front (actually as the Russians!).

Finally my transfer to to the Kriegsmarine has arrived. I'm really looking forward to being depth charged (but not too much!)!

Hope my squadron mates will understand :lol:

Vermin

Subtype Zero
11-30-07, 11:16 PM
Nvdrifter,
Sorry to be a bother, mate, but the same too-long-file-name problem is occuring with several of your readme files in your latest release. Could you shorten the names so I can open them to see the info and instructions? BTW, can I load this mod while at sea or only in port? Thanks, I can't wait to try out your mod!

nvdrifter
12-01-07, 12:20 AM
Nvdrifter,
Sorry to be a bother, mate, but the same too-long-file-name problem is occuring with several of your readme files in your latest release. Could you shorten the names so I can open them to see the info and instructions? BTW, can I load this mod while at sea or only in port? Thanks, I can't wait to try out your mod!

Hmm. I tested unzipping all the files in v1.35 and had no problems at all. No errors. Are you trying to unzip v1.35?

Just to be safe, you should probably wait until you get back to port before uninstalling the old version of LRT and installing the new one.

nvdrifter
12-01-07, 02:23 AM
I think I might go ahead and release one more compatibility patch to make Tomi_99's incredible Type VII U-boats compatible with LRT v1.35. :hmm: Anyone interested?

Trefoil
12-01-07, 09:25 AM
I think I might go ahead and release one more compatibility patch to make Tomi_99's incredible Type VII U-boats compatible with LRT v1.35. :hmm: Anyone interested?

Yes, please.:yep: I've been following the thread on Tomi_99's Type VII-D. He's got a lot of talent & determination. Another entry in the U-Boat Ace Modder's Hall of Fame.

What happened to the long break you were going to take from LRT? You're definitely proving the theory that modding is addictive.;)

nvdrifter
12-01-07, 10:45 AM
I think I might go ahead and release one more compatibility patch to make Tomi_99's incredible Type VII U-boats compatible with LRT v1.35. :hmm: Anyone interested?
Yes, please.:yep: I've been following the thread on Tomi_99's Type VII-D. He's got a lot of talent & determination. Another entry in the U-Boat Ace Modder's Hall of Fame.

What happened to the long break you were going to take from LRT? You're definitely proving the theory that modding is addictive.;)

Trefoil, I think you are right. I can't stop. Someone please help me. :lol:

nvdrifter
12-01-07, 11:58 AM
**Released**

Patch to make Tomi's Type VIIc and Type VIIc41 U-boats compatible with LRT v1.35.

These patches make Tomi's awesome Type VIIc and Type VIIc41 U-boats compatible with LRT v1.35 mod. Tomi's Type VIID is already compatible with LRT v1.35, therefore no patch is needed.

Install either Tomi's Type VIIc or Type VIIc41 U-boat first before installing this LRT v1.35
compatibility patch.

*A BIG thank you to Tomi_099 for all your hard work making such incredibly detailed Type VII U-boats. They are much appreciated. Salut!!!*


Download patch here: http://files.filefront.com/LRTv135+patch+TomiU+boatszip/;9166493;/fileinfo.html

Vermin
12-01-07, 08:23 PM
Hi,

When I unpacked the 1.35 mod I fgot one error message - about the length of the filename:

"LWS mod patch for LRT v1.35 with Repair Fatigue Only v1.0"

Everything else seemed to work though - and even in 1939 I'm being hounded by Ansons and Hurricanes! In a type IIA! :lol:

Thanks

Vermin

DC2Sal
12-01-07, 10:44 PM
Can this mod be compatible with GWX my favorite dials mod? It does not work for me when I have this mod enabled, thanks

Vermin
12-03-07, 02:27 AM
Hi,

I have been playing the plain 1.35 version of your mod with SH# 1.4b/GWX 1.03.

Although the air activity certainly seems to have increased, there was no change to the damage/repair time. There were no errors noted in installation and everything else seems to work perfectly.

The damage and repairs however appears to be stock GWX 1.03.

Any ideas?

Regards

Vermin

nvdrifter
12-03-07, 04:50 AM
Hi,

I have been playing the plain 1.35 version of your mod with SH# 1.4b/GWX 1.03.

Although the air activity certainly seems to have increased, there was no change to the damage/repair time. There were no errors noted in installation and everything else seems to work perfectly.

The damage and repairs however appears to be stock GWX 1.03.

Any ideas?

Regards

Vermin

Did you install LRT 1.35 last after all other mods? It sounds like your basic.cfg file got overwritten by something else.

Vermin
12-03-07, 09:44 AM
Ah! That be it! I just changed the order I installed some mods via JSGME making sure LRT 1.35 was last and everything works perfectly now.

Thanks! :up:

Vermin

The Bad Wolf
12-04-07, 03:50 AM
Hi Captain,

I've joined the club. I'm a true sadomasochist!?!

All I need now is something to automatically clout me on the head when being depth charged, for the physical realism.

Downloaded, installed, all compatibles. No problems (Strange about the long filename again).

LRT Hardcore v1.35
DCS v1.04 OLC GUI 1.1.4

Looks like where going to have to watch fatigue closely, now nothing shows repair progress.

But don't change a thing the programs perfect. Well Done!!!

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

Tested on 2 aircraft attacks.

1. Light damage (bow torpedo) Fixed in 30 mins.

2. Light damage back 3 compartments
Stern Dive planes (moderate damage) repairs took quite a while.

Was cruising at 1/3 both times, went to flank 10 degree turn, dived, thought I'd got away. Nope, but the effects where brilliant.

Looks like I'll be submerged a bit more, until I get a new tactic.

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

On my first mission now. Type IIa (Playing 32x max speed - Fatigue on always)

Reached 40 km North of Holland, when the war broke out with Britain & France.

Opened Orders (Sh3Gen)
Special Important Mission - Force your way into Calais and sink everything you can. H.Q. will offer assistance wherever possible.

Then comes a message don't fire on the French.

So will now have to sink everything British or Polish, until the French become a threat.

Have completed Patrol. Got a Medium freighter on sonar. But turned it down due to change in weather 11 mtr/sec wind, heavy cloud, rain & fog. Got to conserve torpedoes and fuel for Calais.

What a trip! Had to risk travelled on the surface (150 km) in the bad weather. Took 11 crew/1 machinest to keep the diesel engines going - everyone spare on lookout.

I am know 70 km NNE off Calais. Crew resting. Picked up patrol 90 deg distant.

Hours Later.

Have re-surfaced to check weather 1mtr/sec No cloud or rain & light fog - Light just breaking.

Will have to sneek in submerged.

Will keep you Posted.

nvdrifter
12-04-07, 12:45 PM
Thanks for posting your mission reports Bad Wolf. I always love reading those. I am happy you are enjoying LRT 1.35. Just be really careful, because taking any heavy damage will most likely kill you because recovery takes so long now. Good luck and keep us posted! :yep:

Hi Captain,

I've joined the club. I'm a true sadomasochist!?!

All I need now is something to automatically clout me on the head when being depth charged, for the physical realism.

Downloaded, installed, all compatibles. No problems (Strange about the long filename again).

LRT Hardcore v1.35
DCS v1.04 OLC GUI 1.1.4

Looks like where going to have to watch fatigue closely, now nothing shows repair progress.

But don't change a thing the programs perfect. Well Done!!!

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

Tested on 2 aircraft attacks.

1. Light damage (bow torpedo) Fixed in 30 mins.

2. Light damage back 3 compartments
Stern Dive planes (moderate damage) repairs took quite a while.

Was cruising at 1/3 both times, went to flank 10 degree turn, dived, thought I'd got away. Nope, but the effects where brilliant.

Looks like I'll be submerged a bit more, until I get a new tactic.

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

On my first mission now. Type IIa (Playing 32x max speed - Fatigue on always)

Reached 40 km North of Holland, when the war broke out with Britain & France.

Opened Orders (Sh3Gen)
Special Important Mission - Force your way into Calais and sink everything you can. H.Q. will offer assistance wherever possible.

Then comes a message don't fire on the French.

So will now have to sink everything British or Polish, until the French become a threat.

Have completed Patrol. Got a Medium freighter on sonar. But turned it down due to change in weather 11 mtr/sec wind, heavy cloud, rain & fog. Got to conserve torpedoes and fuel for Calais.

What a trip! Had to risk travelled on the surface (150 km) in the bad weather. Took 11 crew/1 machinest to keep the diesel engines going - everyone spare on lookout.

I am know 70 km NNE off Calais. Crew resting. Picked up patrol 90 deg distant.

Hours Later.

Have re-surfaced to check weather 1mtr/sec No cloud or rain & light fog - Light just breaking.

Will have to sneek in submerged.

Will keep you Posted.

HEMISENT
12-05-07, 11:57 AM
nvdrifter need some help/advice

I've plugged in your latest LRT 1.35 (standard-not hardcore)at the end of all my mods(running GWX 1.03) I've been doing some testing getting ready for my next WAW patrol and I'm running into something odd. I've put myself in positions intending to suffer damage and your right it takes a loooong time to repair, with the vague referance to estimated times it definately is a lot more immersive. Here's two problems I'm noticing:
1. Flood recovery times gradually show a descending number as the flooding is being repaired however once the times get to zero (with the faint blue flood bar down to the very bottom) no matter how long I leave the crew working as soon as I leave that compartment it starts to refill as though never fixed. I can "NEVER" send the repair team elsewhere as my "recovered" compartment refills.

2. Repair times. A component may show 1-6 hours for repair but twelve hours or more later it still shows 1-6. I used time compression to get an idea for how this new system feels. Some compartments/systems do repair but for the most part damaged systems are not being repaired regardless of the fatigue level or quals of the crew in that compartment.

What am I doing wrong here? This mod is fantastic and I need to make this work.

*update*
Uninstalled /reinstalled mod.
1. Just got damaged by two strafing spitfires. Incurred damage to deck gun/fwd casing 1-6 hours-with normal crew on station after 24 hours repairs(at tc) not accomplished, after full repair team plus normal crew it took it over 24 hours to repair. Something doesn't seem right here.

2. Took bomb damage (near miss) from Kingfisher sustained damage to nearly all compartments, sustained minor flooding to all compartments aft of control room-this time flood recovery time counted down slowly to zero and compartments remained dry. Apparently prior scenario had compartments recovered but NOT repaired and still able to re-flood(is this possible?)

3. All compartments aft of CR damaged with numerous individual systems most showing 1-6 hours repair-I find that if I have 4 systems showing 1-6 hours they tend to be cumulative meaning 4 systems times 6 hrs = 24 hours repair time-is this right?

I'm finding that the estimated time for repairs starting with 1-6 and getting longer seems to be grossly inaccurate. I'm assuming this has a lot to do with an inexperienced crew vs experienced and rated.
.

The Bad Wolf
12-06-07, 05:58 AM
First Mission (cont) [all had to be played in real time]
---------------------------------------------------------

On the surface recharging the batteries (5-10 mins).
I used the time to re-check my options.

I looked up at the moon. Surface dash at night was out of the question. Also not enough fuel for sustained high speed. May be forced to dive, ending up at Calais at daybreak, low on air.

No, it had to be submerged.

Now to formulate a plan of attack.

Needed to arrive 11 km NNW of Calais, deepest water, about 21-00 hrs to take on fresh air supply. Would give maximum time of darkness for the final push, no time to recharge batteries. Must have key crewman rested, will need to reload topedoes after first attack plus any damage repairs.

Air. Thats the crucial factor. I went below deck and consulted the documents. I decided that the maximum range was 37 km. Would also give 75% battery level at calais.

That meant the first 33 km on the surface. We would be vunerable from the air. It was highly risky, but would greatly reduce the odds against us, if successful. Better to fail early than later.

The only protection against air attack we had, was speed. Could dive quickly and the momentum would help to escape the depth-charge while changing over engines. Checked fuel. Enough for Ahead Full.

I gave the order, We Were away. I went up on lookout to search the sky.

Had travelled 30 km when the alarm was raised. We had been spotted by a fighter. As we dived, it passed overhead.

We had given our position away.

Checked Sonar, 2 warships distant, but closing.

Went to periscope depth, and checked the sky. All clear.

SURFACE, I ordered. Straight into Ahead Full as the diesels kicked in. We had to get away from the area.
On seeing a warship. we dived deep and silent, trying to sneak away.

I went to sonar, 5 warships 20 to 90 degrees starboard. Steaming in FAST.

The first warship reached its reported position. Looked around for 5 mins and sulked back to its patrol. The others also returned round at the same time.
I noted their course. And changed our route to keep us 15 km offshore from France.

We was on our penultimate leg, submerge, Ahead Slow. The patrol net was closing around us. Warships passed very close causing us to sometimes stop altogether. I constantly went to sonar to check our way forward. Progress was slow and tiring, but we were on schedule. 10 km to go.

I MADE MY FIRST MISTAKE.

Went to check sub status. Ping, Ping
Tiredness had made me lapse in concentration.

Our stealth was blown. Warships were homing in from all directions.
Went into silent running, but the pinging told me they had us.
I searched around with my eyes, trying to focus my ears to were the attack was coming first.
The boat was turning hard at Ahead Slow to avoid their contacts, but we where surrounded.

A warship from astern coming right over us.
Waited for the right moment AHEAD FLANK, 10 degree to port.
We wanted speed urgently and a hard turn would slow us down.

The boat shuddered violenty from the depth charges.
All we could do was hang-on tightly, as we were shook about like rag dolls.
Damage Report. No damage to report sir.
I couldn't believe our luck.
Two more attacks in quick succession. Same tactics. But not the violent shake like the first. No damage.

Went to 1 km/hr - 3 degree turn starboard.
We had broken their contact.
Ordered sonar to report closest contact constantly.

We avoided there pinging. Warships passed over us constantly, but we kept silent creeping away. We could hear loud depth charges exploding, but they were far enough to not even move the boat. We kept on creeping away.

They had realise their quarry had slipped the net. They extended their search.
Ping ping
They had found us.

Two more attacks, same tactics. We escaped the violent shaking both times. No damage.
Again We crept away. warships passing overhead, on there way to drop their deadly load. But not near us.

They spread out again sniffing for our scent.
Ping ping
The dogs were on our heels again.

The first attack came in, we kept the tactics that had saved us.

THIS TIME OUR LUCK RAN OUT.

The boat shook violently, much worse than the first time. The lights flickered dimmed many times.
The sound of pipes bursting, air jets rushing out,smashing glass, water fountains were everywhere.
We was in a mess.

Damage report captain. No need I know.

Sinking to the bottom (27 mtr), we flipped reverse engines to kill all speed.

Then we heard them. Closing in for the kill.

They rained their deadly load on us.
The boat errupted violently, nearly doing a complete somersault.
Inside men wore shouting. Being tossed about from piller to post the lights where popping. Cables snapped and sparks were everywhere. The inside was turned into a complete wreck.
The agony seemed ages.

Rivets and bolts burst out like bullits bouncing off the hull killing 13 crew, 3 wounded, the first casualties.

We were put out of our misery.
The hull finally gave in.

nvdrifter
12-06-07, 10:06 PM
Hi. I'll try to answer these questions as best I can.

First of all, what fatigue model are you using fatigue? Because the repair times can as much as double for a fatigued or low morale crew. I have extensively tested the repair times with the timers installed, and they are fairly accurate. But of course fatigue can really, really prolong repair times. But with a fully rested repair crew that is continuously rotated with fresh men, the repair times for that specific compartment and equipment they are focused working on are fairly accurate. When I estimated repair times, they are based on a fully rested crew. As the crew works on repairs, of course they fatigue. The longer the repair times, the more the fatigue of course. Fresh repair crew rotations are very important. I guess what I am trying to say is that there are so many variables that the repair times are a very rough estimate, but the estimates are based on a fresh repair crew and other crew members for that on compartment they are working on.

*Also, the repair time estimates for each compartment and the equipment in that compartment are estimated with the repair team focused on that compartment. All the other compartments and equipment not being worked on by the repair team at that time cannot apply those estimates. Again, those estimates are for the stuff the repair team and men in that one compartment are working on. All other estimated repair times in other compartments can be ignored (they will be much, much longer without the repair team working on them) until the repair team starts working in that specific compartment and equipment.*

I have noticed the compartment flooding problem with no water in it and am still trying to figure out the problem. My guess is it has something to do with compartment armor ratings. Still trying to fix that one.

nvdrifter need some help/advice

I've plugged in your latest LRT 1.35 (standard-not hardcore)at the end of all my mods(running GWX 1.03) I've been doing some testing getting ready for my next WAW patrol and I'm running into something odd. I've put myself in positions intending to suffer damage and your right it takes a loooong time to repair, with the vague referance to estimated times it definately is a lot more immersive. Here's two problems I'm noticing:
1. Flood recovery times gradually show a descending number as the flooding is being repaired however once the times get to zero (with the faint blue flood bar down to the very bottom) no matter how long I leave the crew working as soon as I leave that compartment it starts to refill as though never fixed. I can "NEVER" send the repair team elsewhere as my "recovered" compartment refills.

2. Repair times. A component may show 1-6 hours for repair but twelve hours or more later it still shows 1-6. I used time compression to get an idea for how this new system feels. Some compartments/systems do repair but for the most part damaged systems are not being repaired regardless of the fatigue level or quals of the crew in that compartment.

What am I doing wrong here? This mod is fantastic and I need to make this work.

*update*
Uninstalled /reinstalled mod.
1. Just got damaged by two strafing spitfires. Incurred damage to deck gun/fwd casing 1-6 hours-with normal crew on station after 24 hours repairs(at tc) not accomplished, after full repair team plus normal crew it took it over 24 hours to repair. Something doesn't seem right here.

2. Took bomb damage (near miss) from Kingfisher sustained damage to nearly all compartments, sustained minor flooding to all compartments aft of control room-this time flood recovery time counted down slowly to zero and compartments remained dry. Apparently prior scenario had compartments recovered but NOT repaired and still able to re-flood(is this possible?)

3. All compartments aft of CR damaged with numerous individual systems most showing 1-6 hours repair-I find that if I have 4 systems showing 1-6 hours they tend to be cumulative meaning 4 systems times 6 hrs = 24 hours repair time-is this right?

I'm finding that the estimated time for repairs starting with 1-6 and getting longer seems to be grossly inaccurate. I'm assuming this has a lot to do with an inexperienced crew vs experienced and rated.
.

nvdrifter
12-06-07, 10:15 PM
Wow Bad Wolf. Great story. :yep: Sorry to hear about your loss. Sounds like it's time to comission a new U-boat. :arrgh!:

The Bad Wolf
12-07-07, 02:12 AM
Hi NVdrifter

I hope you've had that well earned rest.

The modification which increases your final demise, is very cinematic. Needs an adults only certificate.
I can't explain the feelings it gave, it was so unexpected.

For me, its a different game altogether. These 2 mods LRT & DCS, have made realistic changes to so many different aspects of the game. The realism and danger has completely changed the way I plan my career and tactics.

This now is more realistic than "Das Boot".

I really thank you for these astounding mods.

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

Thankyou NVdrifter for your comment on the "First Mission". I learn't a lot fom it.
Couldn't wait to start a new career.
I'll try and keep notes on repair times etc.

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

Noticed an added bonus in the new mod.

Using U-Boat IIa in the old mods, I was always struggling with fuel range, but not in the new mod. This is corrected. I have a theory on what caused that. Didn't realise until I installed the new mod.

Looked up repairs in GWX & Original manual. Not much information.

Have been looking into how to run your U-boat efficiently. have come up with some suprising results.

Having no problems with repairs, in fact can do a single light damage 1-6 hrs in less than 40 min.
Not had flooding yet though. Hope you can fix it without having to lose some other effects.

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

If it's O.K. by NVdrifter, I'd be more than willing to give anyone struggling, who wants a run down on how I tackle repairs.

nvdrifter
12-07-07, 06:06 AM
Hi NVdrifter

I hope you've had that well earned rest.

The modification which increases your final demise, is very cinematic. Needs an adults only certificate.
I can't explain the feelings it gave, it was so unexpected.

For me, its a different game altogether. These 2 mods LRT & DCS, have made realistic changes to so many different aspects of the game. The realism and danger has completely changed the way I plan my career and tactics.

This now is more realistic than "Das Boot".

I really thank you for these astounding mods.

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

Thankyou NVdrifter for your comment on the "First Mission". I learn't a lot fom it.
Couldn't wait to start a new career.
I'll try and keep notes on repair times etc.

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

Noticed an added bonus in the new mod.

Using U-Boat IIa in the old mods, I was always struggling with fuel range, but not in the new mod. This is corrected. I have a theory on what caused that. Didn't realise until I installed the new mod.

Looked up repairs in GWX & Original manual. Not much information.

Have been looking into how to run your U-boat efficiently. have come up with some suprising results.

Having no problems with repairs, in fact can do a single light damage 1-6 hrs in less than 40 min.
Not had flooding yet though. Hope you can fix it without having to lose some other effects.

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

If it's O.K. by NVdrifter, I'd be more than willing to give anyone struggling, who wants a run down on how I tackle repairs.
The original goal of this mod was to make more Das Boot-like helpless feelings and uncertainty. Whether you (the captain) and the crew will live or die. From reading your post, it sure sounds like I have achieved that. As far as the flooding bug, I might be able to fix it. I think I know what caused the problem. Hopefully I can correct it without changing gameplay too much. And you are correct, sometimes a repair estimate of 1-6 hours can be repaired in less than an hour. It all depends on many variables. I'm happy you are enjoying the mod. :arrgh!:

HEMISENT
12-07-07, 03:17 PM
nvdrifter
I'm using graywolves 8 hour setting in SH3 Commander. Ok, now I understand that the listed repair times are for when the repair team AND the compartment crewmen are working on it. That makes sense now.

Badwolf
Great idea, I for one would welcome any hints or advice on making this awesome mod work.

I'm heading out now on a WAW patrol with the new LRT version-wish me luck. Will report my findings if you like.

nvdrifter
12-07-07, 11:26 PM
nvdrifter
I'm using graywolves 8 hour setting in SH3 Commander. Ok, now I understand that the listed repair times are for when the repair team AND the compartment crewmen are working on it. That makes sense now.

Badwolf
Great idea, I for one would welcome any hints or advice on making this awesome mod work.

I'm heading out now on a WAW patrol with the new LRT version-wish me luck. Will report my findings if you like.
Good luck and please report in! :yep:

(And sorry about using bold text in my last post to you. It was more for the benefit of anyone else reading it, too)

The Bad Wolf
12-07-07, 11:39 PM
Hi again, NVdrifter

I read somewhere a modification that made you sink while on the surface. I was sure it was to do with LRT but couldn't find anything on it. Is this in the new mod. I have asked because it makes changes to tactics used.

With the new GWX 2.0 do you think you will have to make many changes to make it compatible.

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

Hi HEMISENT

Take note of the advice NVdrifter has given you. and remember you now won't be able to make repairs while engaging the enemy.

If the bottom isn't too deep. make sure you have enough air if possible, before doing dangerous attacks you might be down there repairing a long time.

Rest all repair qualified men while finding a safe place to do repairs. An officer with repair skills in the repair team slot doubles your repair speed. Also strip out surplus men from undamaged compartments.

Once you have controlled flooding use your engine crew to assist repairs.

Put in as many men as you can in the damaged compartment especially skilled i.e. torpedo men in torpedo room they increase the compartments efficiency, thus releasing men from duty to repairs in that compartment. i.e. A warrant officer with compartment skills is worth 3 unskilled crewmen.

Doesn't matter whether unskilled men are in the repair team or damage focused compartment they repair at the same rate, so pack men in the compartment.

Rotate the crew. keep fatigue as low as possible.

If a rest compartment is damage use this to your advantage. Put fatigued crew in there, they will repair the compartment while recovering.

Just a few tips, and GOOD LUCK on your patrol. Be careful. The dangers now are as close to reality as they can be. One mistake could kill you, even if you only take damage.

nvdrifter
12-08-07, 12:31 AM
Hi again, NVdrifter

I read somewhere a modification that made you sink while on the surface. I was sure it was to do with LRT but couldn't find anything on it. Is this in the new mod. I have asked because it makes changes to tactics used.

With the new GWX 2.0 do you think you will have to make many changes to make it compatible.

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

Hi HEMISENT

Take note of the advice NVdrifter has given you. and remember you now won't be able to make repairs while engaging the enemy.

If the bottom isn't too deep. make sure you have enough air if possible, before doing dangerous attacks you might be down there repairing a long time.

Rest all repair qualified men while finding a safe place to do repairs. An officer with repair skills in the repair team slot doubles your repair speed. Also strip out surplus men from undamaged compartments.

Once you have controlled flooding use your engine crew to assist repairs.

Put in as many men as you can in the damaged compartment especially skilled i.e. torpedo men in torpedo room they increase the compartments efficiency, thus releasing men from duty to repairs in that compartment. i.e. A warrant officer with compartment skills is worth 3 unskilled crewmen.

Doesn't matter whether unskilled men are in the repair team or damage focused compartment they repair at the same rate, so pack men in the compartment.

Rotate the crew. keep fatigue as low as possible.

If a rest compartment is damage use this to your advantage. Put fatigued crew in there, they will repair the compartment while recovering.

Just a few tips, and GOOD LUCK on your patrol. Be careful. The dangers now are as close to reality as they can be. One mistake could kill you, even if you only take damage.


Another great post. Very informative! :up:

Vermin
12-08-07, 01:38 AM
Hi Nvdrifter,

A funny thing happened on the way across the North Sea...

I was attacked by a single escort (whilst away getting a cup of coffee! :oops: ).

Relatively minor damage - some flooding in a number of compartments and the main pump damaged. Hull integrity down to 86%.

Repair crew to work!

I encountered the bug reported above where when I got the flooding time to zero, I couldn't remove the damage control party without the flooding restarting.

Even though I quickly repaired the main pump, it seemed to have absolutley no effect on the flooding in any of the compartments.

So I decided to bottom the boat (104m) and fix everthing up.

Unfortunately, even when completely stationary on the bottom, I continuously took damage about every 2-3 minutes. The hull damage was insignificant but the systems got damaged and my crew started getting killed.

And the escort had long since given up and gone home!

Regards

Vermin



theI couldn't

The Bad Wolf
12-08-07, 05:19 AM
Hi Vermin

NVdrifter's working on the flooding problem. See previous posts.

As far as being completely stationary, it is very, very difficult. Try it when docking and line your sight with something on land. Even though your speed is 0 you are still creeping. It also takes ages to completely stop.
If your taking damage at the bottom you can only guess which direction your creeping and so will have to flick the engine on forward/reverse until you stop damage, but it is possible I've managed it.

The Bad Wolf
12-08-07, 06:01 AM
I forgot to mention

If you do get completely stationary and complete repairs then blow ballast first. Don't start engines until clear of the bottom. Might seem obvious but it is so easy to forget.

The Bad Wolf
12-08-07, 06:53 AM
One last tip

If it seems inevitable that you are going to the bottom. Then zero your speed as early as possible with engines Back Slow. The earlier you do this the longer time you will have to naturately reduce the creep and settle on the bottom motionleless.

nvdrifter
12-08-07, 09:29 AM
Hi Vermin. I am fully aware of the damage the U-boat takes when sitting stationary on the bottom. For several years I have tried everything imaginable to fix the problem the with the collision damage the U-boat takes in that situation. I think it is a hard-coded bug and there might be no way to fix it. SH3 was never originally designed to have longer repair times. That is why they never fixed the time compression collision damage with the sea floor. Unfortunately, the problem was never corrected in SH4 either. Hopefully someday we can find a fix for this problem. But for now, no way. Sorry.

BUT... fixing this problem is still my number one goal for SH3. I haven't given up yet.

nvdrifter
12-08-07, 01:37 PM
Well, great news everyone. It appears (still testing) that I found a way to turn off the terrain collider damage model in the collisions.act file. Now when the U-boat has flooding and sits on the bottom of the sea floor, there is no more accumilated collision damage or crew deaths... even with heavy flooding on high time compression! :rock: The only problem is that there won't be any collision damage when running aground or whatever (but it appears that collisions with other ships still works). But I think this is a small tradeoff to get the effect I was originally looking for. Now there truly can be 'Das Boot' moments in my mod.

I am really happy about this because this has been one of the biggest gameplay killers for me in SH3 since the beginning. I remember playing Aces of the Deep a long time ago and being stuck on the botton of the ocean, trying to repair before I ran out of oxygen. It looks like this awesome feature will soon be a reality in SH3. :sunny:

The Bad Wolf
12-08-07, 04:42 PM
Thats great news.

I suppose we could make our own rules on colliding with terrain or the bottom when crash diving, like return to base for repairs.

Subtype Zero
12-08-07, 09:51 PM
Great news, Nvdrifter! Methinks you and Racerboy deserve to be nominated to the SH3 modder's hall of fame!

nvdrifter
12-09-07, 07:35 AM
Great news, Nvdrifter! Methinks you and Racerboy deserve to be nominated to the SH3 modder's hall of fame!

Hehe. Thanks. You're too kind. :p

nvdrifter
12-09-07, 07:42 AM
Well, it appears that I figured out what was causing the false compartment flood recovery. Also, there is a workaround for the compartment destroyed message when trying to move an officer into a damaged compartment. This message is a bug caused by increasing compartment hitpoints (such as LRT does). Anyways, the workaround is to left click on the supposed 'destroyed' compartment. Then right click on the officer or crewman to move him into that compartment. It really works. :yep:

I have been playtesting this new version with the terrain collision damage disabled and heavier compartment flood settings. I was heavily depth charged, and sunk to the bottom sea bed. After hours and hours of trying to control the flooding and pump out the water, we ran out off oxygen and died before we could lift her off the ocean floor. She was still too heavy from all that sea water in the compartments. Talk about a Das Boot moment. :rock:

Subtype Zero
12-09-07, 09:31 PM
Very cool! Sounds like we (you) are very close to the Promised Land!

nvdrifter
12-09-07, 11:12 PM
*Released for testing*

LRT v1.35a test (For GWX 1.03 only)

This LRT alpha test version disables the terrain collision damage, increases compartment flood weight, and slows compartment flood times. The false repaired compartment flooding was also *hopefully* fixed. All testers please post your comments and opinions in this thread after playing. Thanks!

To install, just install this over your current LRT v1.35

Download here:
http://files.filefront.com/LRT+v135a+test7z/;9228376;/fileinfo.html

Pat42
12-09-07, 11:12 PM
So will this mod work with GWX 2.0?

nvdrifter
12-10-07, 12:44 AM
So will this mod work with GWX 2.0?

No, not compatible with GWX 2. v1.35x is only compatible with GWX v1.03.

I do plan on releasing an LRT compatible with GWX 2 in the next few weeks.

Badger Finn
12-11-07, 02:36 AM
.
I have been playtesting this new version with the terrain collision damage disabled and heavier compartment flood settings. I was heavily depth charged, and sunk to the bottom sea bed. After hours and hours of trying to control the flooding and pump out the water, we ran out off oxygen and died before we could lift her off the ocean floor. She was still too heavy from all that sea water in the compartments. Talk about a Das Boot moment. :rock:

I to played alot of AOD was still playing it untill about 4 years ago. That sim/game for some reason really captured those type of events. Super challenging to survive!:D

LRT mod is a definite winner in my mind Id let ya know how the LRT's work but I dont get much game time these days to mod &/or test.... any how...

Cheers nvdrifter!

:up:

Vermin
12-11-07, 09:36 AM
Hi Nvdrifter,

Thanks for making the changes. I quick question - does SHIII allow you to clear all the water in the boat my blowing the ballast tanks (ie using the compressed air to blow out the bilges and trim tanks which you could pump or drain water into?).

IIRC this could be done in AOD and if could be implemented (if not already done) via the LRT mod that would be truly Das Boot! :)

Thanks again

Vermin

Wilcke
12-12-07, 03:09 PM
_BUMP_:up:
Bump_again

Sakura551
12-15-07, 11:31 PM
*Released for testing*

LRT v1.35a test (For GWX 1.03 only)

This LRT alpha test version disables the terrain collision damage, increases compartment flood weight, and slows compartment flood times. The false repaired compartment flooding was also *hopefully* fixed. All testers please post your comments and opinions in this thread after playing. Thanks!

To install, just install this over your current LRT v1.35

Download here:
http://files.filefront.com/LRT+v135a+test7z/;9228376;/fileinfo.html

Does anyone have this version of LRT (1.35a test)? I tried to download, but the link is dead. I would appreciate if anyone could upload it or share it with me. Thank you.

Badger Finn
12-16-07, 12:40 AM
*Released for testing*

LRT v1.35a test (For GWX 1.03 only)

This LRT alpha test version disables the terrain collision damage, increases compartment flood weight, and slows compartment flood times. The false repaired compartment flooding was also *hopefully* fixed. All testers please post your comments and opinions in this thread after playing. Thanks!

To install, just install this over your current LRT v1.35

Download here:
http://files.filefront.com/LRT+v135a+test7z/;9228376;/fileinfo.html

Does anyone have this version of LRT (1.35a test)? I tried to download, but the link is dead. I would appreciate if anyone could upload it or share it with me. Thank you.


Indeed This link is MIA.

How has the 1.35 version working out anyway?


:hmm:

Sakura551
12-16-07, 02:53 AM
Got it. Thanks Subtype Zero!

Jochem
12-16-07, 03:09 AM
So will this mod work with GWX 2.0?

No, not compatible with GWX 2. v1.35x is only compatible with GWX v1.03.

I do plan on releasing an LRT compatible with GWX 2 in the next few weeks.



Very nice , thank you a lot mate ! :up:

kiwikapitan
12-16-07, 03:19 AM
Er I use LRT 1.32 but I have recently patched GWX to 1.03 so I think this would be incompatible. Can anyone send me the LRT 1.34 or 1.35 versions please? Filefront link is down again. :damn:

Jochem
12-16-07, 03:26 AM
And yes, i'm too interesting to get 1.35 but i can't find it ;)

Gammel
12-16-07, 05:17 AM
And yes, i'm too interesting to get 1.35 but i can't find it ;) I was looking for this one as well after have reinstalled SH3 yesterday.
look for the actual threads in SH3 modding forum nvdrifter wrote in.
You'll find the answer there cause of the files are no longer available.

Seems many things have changed - at least since my last visit here...

Hartmann
12-16-07, 12:42 PM
I don´t have it in my addons collection :damn: . and the link is death :dead:

But i´m still with GWX 1.2 and i don´t have any problem with it, no crashes yet, and very good gameplay.I have a very good custom setup so i will wait some more time. i never use the bigs packs without personal modifications.

i have to see the evolution of GWX 2.0 and compatible mods before install the new pack.

kiwikapitan
12-18-07, 07:43 PM
Bumpity-Bump!! :up:

Jochem
12-22-07, 08:33 AM
cant' wait for this mod :rock: ( compatibility gwx 2.0 must have ! )

HEMISENT
12-29-07, 10:26 AM
Now that the holidays are nearly over, just wondering if any work has been done to make this compatible with GWX 2.0.

Badger Finn
12-30-07, 12:00 AM
Now that the holidays are nearly over, just wondering if any work has been done to make this compatible with GWX 2.0.

Yep a must have mod

You may want to check out some posts by "Sakura"

:yep:

;)

FredEx
01-05-08, 07:17 AM
Hi guys,

I would really like to try out this mod, but the link is not working..

Can anyone send it to me, or is there somewhere else I can download it from..?

SquareSteelBar
01-05-08, 08:38 AM
Hi FredEx,

try this one:

LRT (http://www.mediafire.com/?3g4zis24g91)

Greeting,
SquareSteelBar ;)

Storabrun
01-05-08, 08:52 AM
How will this mod affect efficiency in the compartments? I mean for everything else BUT repairs. From the screenshots in this thread there seems to be zero, or close to that, efficiency by looking at the bars above compartments. Doesn't that mean that your sonar/radar will be worse and that it takes much longer to reload torpedoes?

FredEx
01-05-08, 09:09 AM
Thanks for the link ...

The Bad Wolf
01-05-08, 10:25 AM
Originally Posted by Storabrun
How will this mod affect efficiency in the compartments? I mean for everything else BUT repairs. From the screenshots in this thread there seems to be zero, or close to that, efficiency by looking at the bars above compartments. Doesn't that mean that your sonar/radar will be worse and that it takes much longer to reload torpedoes?
LRT 1.35 makes the efficiency bar redundant, but apart from repairs the efficiencies are the same as GWX 1.3. Just have to watch crews fatigue more closely.

brotebjo
01-05-08, 02:54 PM
how do I go about and downloading either an older released version of LRT or else a beta version?

Thanks!

NiKuTa
01-05-08, 06:41 PM
When will be avaible a LRT for GWX 2.0 ?? :D

Badger Finn
01-05-08, 10:20 PM
When will be avaible a LRT for GWX 2.0 ?? :D

Going off some other posts about LRTimes etc etc it dosnt sound good

Then again never say never

Unfortunatly LRT 1.35 dosnt work with GWX 2.0

I tried a dozen ways but SH-GWX 2.0 just ctd :doh:

Reverse engineer could be a possibility but the .ZON files are above my knowledge base.

:hmm:

Progrocker
02-03-08, 12:38 PM
Anything new with GWX 2.0 compatibilty? :hmm:

mikaelanderlund
02-03-08, 01:28 PM
I think the super lite version 1.35 works with GWX 2.0. I have no CTD.

Mikael

Yoriyn
02-05-08, 11:03 AM
Please, do another version to GWX2.0!!!!:damn:

ryanwigginton
02-10-08, 03:01 AM
Please, do another version to GWX2.0!!!!:damn:

Yes, please do! Just found this mod, looks very good. One for the realism junkies.

Uber Gruber
02-19-08, 03:42 PM
BUMP

Steel_Tomb
02-19-08, 03:58 PM
Is the compatible with GWX 2.0?

Dolfo91
03-04-08, 01:38 PM
Please anyone knows if this mod is compatible with GWX 2.0???????
I love this mod

Voyd
03-07-08, 08:39 AM
So will this mod work with GWX 2.0?
No, not compatible with GWX 2. v1.35x is only compatible with GWX v1.03.

I do plan on releasing an LRT compatible with GWX 2 in the next few weeks.
...

Umfuld
03-07-08, 09:04 AM
I never used this mod because of the changes in allied air attacks. Seemed rather seperate from repair times.

It's a shame though because it seems incredible on so many levels.

Rubini
03-08-08, 10:38 AM
Mates,

Please can someone put a link for LRT 1.35? (all links dead on this thread). The unique that is working is the LRT from SquareSteelBar but only have an old 1.34 and the new (only a patch 1.35a).

Thanks!:up:

mikaelanderlund
03-08-08, 10:46 AM
Mates,

Please can someone put a link for LRT 1.35? (all links dead on this thread). The unique that is working is the LRT from SquareSteelBar but only have an old 1.34 and the new (only a patch 1.35a).

Thanks!:up:

http://files.filefront.com/LRT7z/;9777721;/fileinf (http://files.filefront.com/LRT7z/;9777721;/fileinf)

http://files.filefront.com/LRT+Super+LITE+v135+for (http://files.filefront.com/LRT+Super+LITE+v135+for+3rar/;9777757;/fileinfo.html)

Rubini
03-08-08, 10:56 AM
@mikaelanderlund: the first link is the same above(LRT - only the 1.35a patch, not the complete 1.35). The second is just the 1.35 lite (not again the complete 1.35 package).:hmm:

@Mikhayl: your link is also only about 1.35lite, not the complete package.

Thanks anyway!:up:

Let´s wait to see if someone have the original complete 1.35 package. I also put a PM for Nvdrifter but seems that he is out from a while.:hmm:

mikaelanderlund
03-08-08, 02:31 PM
@mikaelanderlund: the first link is the same above(LRT - only the 1.35a patch, not the complete 1.35). The second is just the 1.35 lite (not again the complete 1.35 package).:hmm:

@Mikhayl: your link is also only about 1.35lite, not the complete package.

Thanks anyway!:up:

Let´s wait to see if someone have the original complete 1.35 package. I also put a PM for Nvdrifter but seems that he is out from a while.:hmm:

Hi Rubini,

do you know if the super LITE mod 1.35 is compatible with GWX 2.0? I have no CTD when using it with GWX 2.0.

Mikael

Rubini
03-08-08, 03:13 PM
@mikaelanderlund: the first link is the same above(LRT - only the 1.35a patch, not the complete 1.35). The second is just the 1.35 lite (not again the complete 1.35 package).:hmm:

@Mikhayl: your link is also only about 1.35lite, not the complete package.

Thanks anyway!:up:

Let´s wait to see if someone have the original complete 1.35 package. I also put a PM for Nvdrifter but seems that he is out from a while.:hmm:

Hi Rubini,

do you know if the super LITE mod 1.35 is compatible with GWX 2.0? I have no CTD when using it with GWX 2.0.

Mikael
I will look at it now. Just a moment...

Rubini
03-08-08, 04:45 PM
Me again ...sorry:oops:

First of all thanks for Nvdrifter by all his work and by this great mod. I just made the below because he is really absent from the foruns from some time. Perhaps he will appears again after the GWX 2.1 release?

Here the links to the adjusted LRT 1.35_lite (the unique that I have until now) to GWX 2.0.
Nothing was changed from the original Nvdrifter release, just a check with the files from GWX2.0 and I also provided a optional zones.cfg to be used with GWX - Enhance Damage Effects.

http://rapidshare.com/files/98061658/LRT_Super_LITE_v1.35_for_GWX_v2.0.rar.html
http://www.mediafire.com/?nwwajhpmjjy

(A small note: I also update the GWX - Enhanced Damage Effects zones.cfg with some fix that will be on the GWX2.1 (just few ones) )

When i have the complete package I try to update it too to GWX2.0.

Myxale
03-08-08, 06:34 PM
Muchas gracias Mate! Will give it a test tomorrow!:up:

Philipp_Thomsen
03-08-08, 07:47 PM
Me again ...sorry:oops:

First of all thanks for Nvdrifter by all his work and by this great mod. I just made the below because he is really absent from the foruns from some time. Perhaps he will appears again after the GWX 2.1 release?

Here the links to the adjusted LRT 1.35_lite (the unique that I have until now) to GWX 2.0.
Nothing was changed from the original Nvdrifter release, just a check with the files from GWX2.0 and I also provided a optional zones.cfg to be used with GWX - Enhance Damage Effects.

http://rapidshare.com/files/98061658/LRT_Super_LITE_v1.35_for_GWX_v2.0.rar.html
http://www.mediafire.com/?nwwajhpmjjy

(As a small note I also update the GWX - Enhanced Damage Effects zones.cfg with some fix that will be on the GWX2.1 (just few ones) )

When i have the complete package I try to update it too to GWX2.0.

Eu estava pensando em ajustar o LRT pra usar com o GWX 2.0, mas tava numa correria danada nos ultimos cinco dias pra terminar de ajustar os outros dois mods que eu tava trabalhando, mas fico feliz de ver que alguém estava trabalhando nisso também, ainda mais alguém habilidoso como voce! :up:

Valeu mesmo o esforço, Rubini, este mod é um dos mais importantes e necessários pro jogo. :rock:

Já deu uma olhada no sound pack que eu lancei agora pouco? Recomendo!

Abraço! :up:

Progrocker
03-08-08, 09:42 PM
Here the links to the adjusted LRT 1.35_lite (the unique that I have until now) to GWX 2.0.
Nothing was changed from the original Nvdrifter release, just a check with the files from GWX2.0 and I also provided a optional zones.cfg to be used with GWX - Enhance Damage Effects.


So when i use Enhanced damage effects, should i use the zones.cfg file from the folder "For use with GWX ..." in the pack?

Rubini
03-08-08, 10:20 PM
Here the links to the adjusted LRT 1.35_lite (the unique that I have until now) to GWX 2.0.
Nothing was changed from the original Nvdrifter release, just a check with the files from GWX2.0 and I also provided a optional zones.cfg to be used with GWX - Enhance Damage Effects.


So when i use Enhanced damage effects, should i use the zones.cfg file from the folder "For use with GWX ..." in the pack?
Yes, exactly. That folder only contains the zones.cfg from GWX Enhanced Damage Effects with nvdrifters settings for LRT 1.35! After install the mod using JSGME just copy this zones.cfg replacing the one on the \data folder.

Rubini
03-08-08, 10:32 PM
Me again ...sorry:oops:

First of all thanks for Nvdrifter by all his work and by this great mod. I just made the below because he is really absent from the foruns from some time. Perhaps he will appears again after the GWX 2.1 release?

Here the links to the adjusted LRT 1.35_lite (the unique that I have until now) to GWX 2.0.
Nothing was changed from the original Nvdrifter release, just a check with the files from GWX2.0 and I also provided a optional zones.cfg to be used with GWX - Enhance Damage Effects.

http://rapidshare.com/files/98061658/LRT_Super_LITE_v1.35_for_GWX_v2.0.rar.html
http://www.mediafire.com/?nwwajhpmjjy

(As a small note I also update the GWX - Enhanced Damage Effects zones.cfg with some fix that will be on the GWX2.1 (just few ones) )

When i have the complete package I try to update it too to GWX2.0.

Eu estava pensando em ajustar o LRT pra usar com o GWX 2.0, mas tava numa correria danada nos ultimos cinco dias pra terminar de ajustar os outros dois mods que eu tava trabalhando, mas fico feliz de ver que alguém estava trabalhando nisso também, ainda mais alguém habilidoso como voce! :up:

Valeu mesmo o esforço, Rubini, este mod é um dos mais importantes e necessários pro jogo. :rock:

Já deu uma olhada no sound pack que eu lancei agora pouco? Recomendo!

Abraço! :up:

Oi colega, como vai? Tirando o Lula...:D

Hi mate, how are you!
I'm in truth returning to Sh3 after 4months playing others games just tasting my new rig like i said to you some time ago.:up:

I'm an old fan/user from LRT mod (you know that!) and as I will change my GWX1.03 self modded installation to GWX 2.0 soon i then start to look at mods again. Yesterday I tried also your "no more dath screen mod" and it worked very well too! I just prefer LRT by the obvious differences about long repair times, what I liked very much.

I also took a look on your new "junkyard" thread and the sound mod is one that i will use/test too! Great mods mate! :rock:

Philipp_Thomsen
03-08-08, 10:58 PM
Me again ...sorry:oops:

First of all thanks for Nvdrifter by all his work and by this great mod. I just made the below because he is really absent from the foruns from some time. Perhaps he will appears again after the GWX 2.1 release?

Here the links to the adjusted LRT 1.35_lite (the unique that I have until now) to GWX 2.0.
Nothing was changed from the original Nvdrifter release, just a check with the files from GWX2.0 and I also provided a optional zones.cfg to be used with GWX - Enhance Damage Effects.

http://rapidshare.com/files/98061658/LRT_Super_LITE_v1.35_for_GWX_v2.0.rar.html
http://www.mediafire.com/?nwwajhpmjjy

(As a small note I also update the GWX - Enhanced Damage Effects zones.cfg with some fix that will be on the GWX2.1 (just few ones) )

When i have the complete package I try to update it too to GWX2.0.

Eu estava pensando em ajustar o LRT pra usar com o GWX 2.0, mas tava numa correria danada nos ultimos cinco dias pra terminar de ajustar os outros dois mods que eu tava trabalhando, mas fico feliz de ver que alguém estava trabalhando nisso também, ainda mais alguém habilidoso como voce! :up:

Valeu mesmo o esforço, Rubini, este mod é um dos mais importantes e necessários pro jogo. :rock:

Já deu uma olhada no sound pack que eu lancei agora pouco? Recomendo!

Abraço! :up:

Oi colega, como vai? Tirando o Lula...:D

Hi mate, how are you!
I'm in truth returning to Sh3 after 4months playing others games just tasting my new rig like i said to you some time ago.:up:

I'm an old fan/user from LRT mod (you know that!) and as I will change my GWX1.03 self modded installation to GWX 2.0 soon i then start to look at mods again. Yesterday I tried also your "no more dath screen mod" and it worked very well too! I just prefer LRT by the obvious differences about long repair times, what I liked very much.

I also took a look on your new "junkyard" thread and the sound mod is one that i will use/test too! Great mods mate! :rock:

Some people asked some time ago to mix the LRT with NO DEATH SCREEN, I think it would be very good.
Já que você está meio por dentro dos arquivos do LRT, não quer dar uma misturada nos dois? Isso se você tiver tempo e paciência, claro.
Abraço! :up:

Rubini
03-08-08, 11:19 PM
Me again ...sorry:oops:

First of all thanks for Nvdrifter by all his work and by this great mod. I just made the below because he is really absent from the foruns from some time. Perhaps he will appears again after the GWX 2.1 release?

Here the links to the adjusted LRT 1.35_lite (the unique that I have until now) to GWX 2.0.
Nothing was changed from the original Nvdrifter release, just a check with the files from GWX2.0 and I also provided a optional zones.cfg to be used with GWX - Enhance Damage Effects.

http://rapidshare.com/files/98061658/LRT_Super_LITE_v1.35_for_GWX_v2.0.rar.html
http://www.mediafire.com/?nwwajhpmjjy

(As a small note I also update the GWX - Enhanced Damage Effects zones.cfg with some fix that will be on the GWX2.1 (just few ones) )

When i have the complete package I try to update it too to GWX2.0.

Eu estava pensando em ajustar o LRT pra usar com o GWX 2.0, mas tava numa correria danada nos ultimos cinco dias pra terminar de ajustar os outros dois mods que eu tava trabalhando, mas fico feliz de ver que alguém estava trabalhando nisso também, ainda mais alguém habilidoso como voce! :up:

Valeu mesmo o esforço, Rubini, este mod é um dos mais importantes e necessários pro jogo. :rock:

Já deu uma olhada no sound pack que eu lancei agora pouco? Recomendo!

Abraço! :up:

Oi colega, como vai? Tirando o Lula...:D

Hi mate, how are you!
I'm in truth returning to Sh3 after 4months playing others games just tasting my new rig like i said to you some time ago.:up:

I'm an old fan/user from LRT mod (you know that!) and as I will change my GWX1.03 self modded installation to GWX 2.0 soon i then start to look at mods again. Yesterday I tried also your "no more dath screen mod" and it worked very well too! I just prefer LRT by the obvious differences about long repair times, what I liked very much.

I also took a look on your new "junkyard" thread and the sound mod is one that i will use/test too! Great mods mate! :rock:

Some people asked some time ago to mix the LRT with NO DEATH SCREEN, I think it would be very good.
Já que você está meio por dentro dos arquivos do LRT, não quer dar uma misturada nos dois? Isso se você tiver tempo e paciência, claro.
Abraço! :up:


Yes, it´s easy do be done when "you" are over the files and this is the moment on this matter to me (or never more LOL). I already had the curiosity to take a look on the idea...but don´t forget that LRT already have your solution on it since 2 years ago like i said to you (Bigger uboat hit points and "big" crash speed). So I don´t know if something more can be done. Look at your PM in some minutes.:up:

Progrocker
03-09-08, 04:42 AM
Some people asked some time ago to mix the LRT with NO DEATH SCREEN, I think it would be very good.


Arent these mods compatible? Im using No instant death screen mod and want to use 1.35 longer repair times mod too.

Rubini
03-09-08, 09:30 AM
Some people asked some time ago to mix the LRT with NO DEATH SCREEN, I think it would be very good.


Arent these mods compatible? Im using No instant death screen mod and want to use 1.35 longer repair times mod too.


Well, first sorry to hijack the thread again...but i guess that this info needs to be write in some place...

No they aren´t, but have its similarities. Look, Thomsen's "No More Death Screen" (prolonged death in true, in the end the death screen will appears anyway) is like complete LRT without long repair times. So it´s indicated for ppl that want more prolonged death but without mess with anything more. Complete LRT mod have the same plus much long repair times and others few modifications (like planes planes more danger etc) but also mess with something more on game like your crew efficience bar that will disappear. LRT also have a lite version that have mainly only the long repair times.

So they are both good additions and now you have more choices.:up:

Trefoil
03-09-08, 11:23 AM
Mates,

Please can someone put a link for LRT 1.35? (all links dead on this thread). The unique that is working is the LRT from SquareSteelBar but only have an old 1.34 and the new (only a patch 1.35a).

Thanks!:up:

If you still need the complete LRT v1.35 package which contains the Vanilla, Hardcore & Lite versions of LRT 1.35, here is a link -

http://files.filefront.com/Longer+Repair+Times+v135szip/;9784425;/fileinfo.html

Hope you can adapt them for use with GWX 2.0.

Philipp_Thomsen
03-09-08, 01:34 PM
Some people asked some time ago to mix the LRT with NO DEATH SCREEN, I think it would be very good.


Arent these mods compatible? Im using No instant death screen mod and want to use 1.35 longer repair times mod too.

No, they are not compatible, but you wont get any problems running them together, as they have pretty good similarities in the files they overwrite.

If you enable No death screen first, you are actually running only LRT, as the files will be replaced. If you enable LRT first, you will have longer repair times, plus some other effects from No death screen, but I seriously doubt that it will cause CTDs or errors, based on the files. :up:

Rubini
03-09-08, 02:40 PM
Mates,

Please can someone put a link for LRT 1.35? (all links dead on this thread). The unique that is working is the LRT from SquareSteelBar but only have an old 1.34 and the new (only a patch 1.35a).

Thanks!:up:

If you still need the complete LRT v1.35 package which contains the Vanilla, Hardcore & Lite versions of LRT 1.35, here is a link -

http://files.filefront.com/Longer+Repair+Times+v135szip/;9784425;/fileinfo.html

Hope you can adapt them for use with GWX 2.0.

Thanks mate!:up:

swuboo
03-23-08, 06:44 AM
I just installed Rubini's version of the superlite, activated via JGSME, replaced the zones.cfg.

I loaded up the flak academy mission to see if everything was hunky dory (can you think of a better way to guarantee damage?)

Everything seems to be working fine, except... instead of text descriptions of the amount of time before repairs are complete, I just get impossible numbers, like "Forward Batteries: 114:2574".

Any thoughts on what might be causing this? An SH3Commander option, maybe?

(GWX 2.0, 16km atmosphere, Enhanced Damage Effects, Greener Atlantic.)

Edit: A concrete example:

http://img148.imageshack.us/my.php?image=shot1206272699gs0.jpg

Provided as a link to save bandwidth for the uninterested, does not pop.

P.S. Crud, I'm Popeye now?

swuboo
03-23-08, 07:20 AM
PS: your signature kinda stinks :-?
Thoughtless on my part, and fixed. Apologies.

The first number is the number of hours needed to repair, the second one is the same but in minutes :up:


I thought the mod was supposed to replace concrete numbers with text descriptors?

Rubini
03-23-08, 05:36 PM
PS: your signature kinda stinks :-?
Thoughtless on my part, and fixed. Apologies.

The first number is the number of hours needed to repair, the second one is the same but in minutes :up:


I thought the mod was supposed to replace concrete numbers with text descriptors?
All others, but not the superlite version.;)

Philipp_Thomsen
03-24-08, 12:54 PM
what happens to manning the flak gun and the deck gun with LRT activated?

Wartzay
03-25-08, 10:45 AM
I have been using the NYGM super mod. I liked what I saw with LRT 1.35 but the readme in it says it will not (or wasnt designed to) work with any other supermod besides GWX.

Is there anything I can do about this?

Myxale
03-25-08, 11:12 AM
If someone can provide you with an older version of the mod...you might find one for NYGM.

NVDrifter used to support NYGM for a while!

:hmm:

Gezur(Arbeit)
03-27-08, 04:36 PM
Rubini, the mod does not work together with "late war snorkels sensors antennas" but i dont want to leave one uninstalled ^^

Rubini
03-27-08, 07:19 PM
Rubini, the mod does not work together with "late war snorkels sensors antennas" but i dont want to leave one uninstalled ^^

Oh yes, we need a special basic.cfg. Sorry, I´m too inside the Water Stream for Uboats! mod...I will work on this (LRT) again after GWX2.1 release ...if Nvdrifter himself didn´t appears again in time!:up:

Gezur(Arbeit)
03-27-08, 07:44 PM
Rubini, the mod does not work together with "late war snorkels sensors antennas" but i dont want to leave one uninstalled ^^
Oh yes, we need a special basic.cfg. Sorry, I´m too inside the Water Stream for Uboats! mod...I will work on this (LRT) again after GWX2.1 release ...if Nvdrifter himself didn´t appears again in time!:up:

YAy! Thank you :up:

mikaelanderlund
03-27-08, 11:27 PM
Rubini, the mod does not work together with "late war snorkels sensors antennas" but i dont want to leave one uninstalled ^^
Oh yes, we need a special basic.cfg. Sorry, I´m too inside the Water Stream for Uboats! mod...I will work on this (LRT) again after GWX2.1 release ...if Nvdrifter himself didn´t appears again in time!:up:

YAy! Thank you :up:

Yes, we need a quick update of the super lite LRT mod after the release of GWX 2.1. I will be very happy if you do it Rubini:up: .

Mikael

Laffertytig
04-18-08, 08:11 AM
i made a post about this is the gwx thread but maybe its better bein here.
the last time i played gwx a few months ago i found the damage repair times to be far to quick. i found this mod which solved the problem

are damage repair times still the same as they were when gwx 2 was first released or has there been work done on repair time with the later updates?

if not, does anyone know if the LRT mod works with gwx2.1?

Myxale
04-18-08, 11:10 AM
Yeah we need to have a closer look at LRT now that GWX2.1 is out!

Laffertytig
04-19-08, 05:41 AM
some comments from people who are playin gwx would be nice:) my memory of playin gwx when it was released in december were that most repairs were completed in a matter or minutes which for me took away a lot of the immersion, there was no fear of bein damaged cos i knew it would almost never be fatal.

whereas using the lrt mod there were lots of das boat moments were i was fightin to keep the sub from sinkin. dunno how realistic that is but to be honest who cares if its fun right!

so what are gwx players thoughts on this? and is there anymore work bein done with lrt?

i would load it up now but my copy of SH3 doesnt work and im waiting for another copy to be delivered

The Bad Wolf
04-19-08, 09:42 AM
For me, this mod is such an improvement I won't play without it. When I upgrade to GWX 2.1 I'll make this dam mod work. I did it for OLC's GUI, before the compatable version came out.

LRT Hardcore v1.35 for use with GWX v1.03
Depth Charge Shake v1.04

Zen Master Caine
04-19-08, 10:09 AM
For me, this mod is such an improvement I won't play without it. When I upgrade to GWX 2.1 I'll make this dam mod work. I did it for OLC's GUI, before the compatable version came out.

LRT Hardcore v1.35 for use with GWX v1.03
Depth Charge Shake v1.04
I heard that Nvdrifter is lurking here under a different user name. Due to the unexpected popularity of LRT and it's users' loyalty, he is thinking about coming out of retirement to perhaps release one last version of LRT compatible with GWX 2.1. He is seriously looking into it. ;)

Philipp_Thomsen
04-19-08, 10:52 AM
For me, this mod is such an improvement I won't play without it. When I upgrade to GWX 2.1 I'll make this dam mod work. I did it for OLC's GUI, before the compatable version came out.

LRT Hardcore v1.35 for use with GWX v1.03
Depth Charge Shake v1.04
I heard that Nvdrifter is lurking here under a different user name. Due to the unexpected popularity of LRT and it's users' loyalty, he is thinking about coming out of retirement to perhaps release one last version of LRT compatible with GWX 2.1. He is seriously looking into it. ;)

Great news, Nvdrifter! :up:

Myxale
04-19-08, 10:52 AM
:shifty: To hell with Drifter, if the mystery surounding his persona keeps going like that, it'll become like those Elvis and Bruce Lees sightings :damn:

Everyone will see him somewhere on Havaii with Lee and the King drinkin something cool, but none will ever be able to bring hard-proof!

:rotfl:
I just hope he'S alright!:arrgh!:;)

Laffertytig
04-19-08, 11:56 AM
so im assumin that repairs most repairs still take a matter of minutes with the latest gwx or am i wrong about that?

and why has nvdrifter changed his profile name??? or is that a dodgy question

Myxale
04-19-08, 02:54 PM
The repairs with GWX are longer than Stock game ones...but still not anywhere near LRT!

As for drifter himslef...that'll have to remain a mystery!:hmm:

Laffertytig
04-19-08, 06:30 PM
so has anyone tries the latest version of lrt with the latest version of gwx?

hell i would mod it myself if i knew how, does anyone know what files to mod etc?

Zen Master Caine
04-19-08, 11:10 PM
so im assumin that repairs most repairs still take a matter of minutes with the latest gwx or am i wrong about that?

and why has nvdrifter changed his profile name??? or is that a dodgy question
Not a dodgy question. I am posting under a new name because honestly I wasn't planning on posting here any more and forgot my old password and changed my email address a while back (I can't retrieve my old password). That's all. :-?

Zen Master Caine
04-19-08, 11:11 PM
:shifty: To hell with Drifter, if the mystery surounding his persona keeps going like that, it'll become like those Elvis and Bruce Lees sightings :damn:

Everyone will see him somewhere on Havaii with Lee and the King drinkin something cool, but none will ever be able to bring hard-proof!

:rotfl:
I just hope he'S alright!:arrgh!:;)

Elvis... UFO... :p

Zen Master Caine
04-19-08, 11:55 PM
Regardless of past controversies regarding this mod, I have finally decided to release one final version of LRT that will work with GWX v2.1. Over the next few weeks I will be working on and releasing a final lite and regular version of LRT.

Since this will be the final version of LRT (and I do mean final), I want all user's opinions, ideas and feedback regarding the previous LRT v1.35. Do you feel that the repair times were too long? Too short? Flood times too long? Too short? How do you feel about no flood timers? Are the U-boats and equipment too tough? Too weak? I will be looking at the feedback this week and decide what to implement and tweak based on that feedback. I won't be able to please everyone with this final version, but I'll do the best I can. :D

And I just wanna say thanks to everyone for the continued support and interest in the LRT mod. :up:

Sailor Steve
04-20-08, 12:11 AM
Awesome news!:rock: Since GWX 2.1 is the last final insult...er, I mean version of that one, your last version will fit right in.

I can't comment, since I've only had my computer back for a few months and that time has been spent fiddling rather than playing, but I'm looking forward to it.:sunny:

Philipp_Thomsen
04-20-08, 12:13 AM
Regardless of past controversies regarding this mod, I have finally decided to release one final version of LRT that will work with GWX v2.1. Over the next few weeks I will be working on and releasing a final lite and regular version of LRT.

Since this will be the final version of LRT (and I do mean final), I want all user's opinions, ideas and feedback regarding the previous LRT v1.35. Do you feel that the repair times were too long? Too short? Flood times too long? Too short? How do you feel about no flood timers? Are the U-boats and equipment too tough? Too weak? I will be looking at the feedback this week and decide what to implement and tweak based on that feedback. I won't be able to please everyone with this final version, but I'll do the best I can. :D

And I just wanna say thanks to everyone for the continued support and interest in the LRT mod. :up:

I'm willing to help you as much as I can about flooding times, equipment hitpoints and overall delaying of death screen.

You can count me in to help you building this, its a MUST HAVE! :up:

Zen Master Caine
04-20-08, 12:20 AM
Awesome news!:rock: Since GWX 2.1 is the last final insult...er, I mean version of that one, your last version will fit right in.

I can't comment, since I've only had my computer back for a few months and that time has been spent fiddling rather than playing, but I'm looking forward to it.:sunny:

Thanks for the support Sailor Steve. :up:

All I really want is to avoid any controversies or arguments regarding the final version of LRT 'breaking' GWX. Please everyone, no controversy! I'll keep my mouth shut, too. :D

Zen Master Caine
04-20-08, 12:22 AM
Regardless of past controversies regarding this mod, I have finally decided to release one final version of LRT that will work with GWX v2.1. Over the next few weeks I will be working on and releasing a final lite and regular version of LRT.

Since this will be the final version of LRT (and I do mean final), I want all user's opinions, ideas and feedback regarding the previous LRT v1.35. Do you feel that the repair times were too long? Too short? Flood times too long? Too short? How do you feel about no flood timers? Are the U-boats and equipment too tough? Too weak? I will be looking at the feedback this week and decide what to implement and tweak based on that feedback. I won't be able to please everyone with this final version, but I'll do the best I can. :D

And I just wanna say thanks to everyone for the continued support and interest in the LRT mod. :up:
I'm willing to help you as much as I can about flooding times, equipment hitpoints and overall delaying of death screen.

You can count me in to help you building this, its a MUST HAVE! :up:
Thanks for the support Philipp. As you know, you are the first beta tester so far. If anyone else wants to beta test LRT before the final version is released, please pm me. The more testers, the better. I would appreciate the help. :sunny:

Philipp_Thomsen
04-20-08, 12:46 AM
you are the first beta tester

So I'm the alpha beta tester? :lol:

Zen Master Caine
04-20-08, 01:01 AM
you are the first beta tester
So I'm the alpha beta tester? :lol:

Correct. Alpha beta tester. :D

Myxale
04-20-08, 04:36 AM
Any plans of updating the other mods like the DC-Shake or the Effects mod before reiring:hmm:

Samwolf
04-20-08, 06:43 AM
Looking forward to a "Final" release. I'm using a version of LRT Lite 1.35 with 2.0 and now 2.1 IMHO repair time length needs to be toned down just a little bit. I seem to get 1+ days repair time for most damage, It'd be great if minor systems could be repaired in less than 24 hours.

Also, did you ever find a way to have the crew put stopping flooding as a priority? Seem ridiculous to repair the scope while the compartment is flooding.

pkl75
04-20-08, 06:56 AM
The "light" version of LRT can be added easily enough, it has some side effects but IMO hardly noticeable. Try to find LRT light 1.34 or was it 1.35.

Make a mod folder like "LRT-GWX", and copy basic.cfg & zones.cfg from GWX to your new mod folder.
Then open your copied basic.cfg & the basic.cfg from LRT light. scroll down to the [COMPARTMENT]. You'll notice that the LRT values are much higher, copy the whole compartment text block from LRT file, leave the rest of the file as it is, save & exit.

Then open your copied zones.cfg & the one from LRT light. Scroll down to "uboat parts" in both file. there you have all the uboat subparts and more important the compartments. You'll notice that LRT has much higher values for the flooding times. Replace the GWX values with the LRT values, save & exit.

Enable your new mod with JSGME and set a test mission with only one armed merchant to punch holes in your sub & check the effect :up:

Hello Mikhayl. I made this and thanks for your guide. However, the "uboat parts" is actually "uboat items" title.

Zen Master Caine
04-20-08, 06:09 PM
Looking forward to a "Final" release. I'm using a version of LRT Lite 1.35 with 2.0 and now 2.1 IMHO repair time length needs to be toned down just a little bit. I seem to get 1+ days repair time for most damage, It'd be great if minor systems could be repaired in less than 24 hours.

Also, did you ever find a way to have the crew put stopping flooding as a priority? Seem ridiculous to repair the scope while the compartment is flooding.

Thanks for the input. Will seriously consider toning down the repair times some.

I don't know of any way to make the crew put flood repairs as a top priority. Maybe hard-coded?

Uber Gruber
04-20-08, 06:16 PM
I had a very damaging encounter with a couple of escorts at the tail end of my last WaW patrol, an encounter which was also a very very exciting and rewarding experience due to LRT Lite.

So please add one more dedicated user to the growing list of this great mod. :up:

Zen Master Caine
04-20-08, 07:44 PM
I had a very damaging encounter with a couple of escorts at the tail end of my last WaW patrol, an encounter which was also a very very exciting and rewarding experience due to LRT Lite.

So please add one more dedicated user to the growing list of this great mod. :up:

Thanks! Do you have any suggestions or opinions about improving LRT?

Samwolf
04-20-08, 07:47 PM
Looking forward to a "Final" release. I'm using a version of LRT Lite 1.35 with 2.0 and now 2.1 IMHO repair time length needs to be toned down just a little bit. I seem to get 1+ days repair time for most damage, It'd be great if minor systems could be repaired in less than 24 hours.

Also, did you ever find a way to have the crew put stopping flooding as a priority? Seem ridiculous to repair the scope while the compartment is flooding.

Thanks for the input. Will seriously consider toning down the repair times some.

I don't know of any way to make the crew put flood repairs as a top priority. Maybe hard-coded?

Yeah, I know it was brought up before but no one has been able to prioritize damage control. Oh well, thought I'd ask.

Sailor Steve
04-20-08, 07:48 PM
I've used it some since I became able to play again. I also think some of the times seem too long, though I really don't know what an accurate repair time should be.

I just wish I could see the status bars again. I like knowing just how efficient my crew is.

Zen Master Caine
04-20-08, 07:57 PM
I've used it some since I became able to play again. I also think some of the times seem too long, though I really don't know what an accurate repair time should be.

I just wish I could see the status bars again. I like knowing just how efficient my crew is.
I agree about the efficiency status bars missing. I know it's pain not knowing the exact crew efficiency. I wish there was a way to have both the efficiency bars showing and much longer repair times, but unfortunately there isn't (that I know of). :-?

Zen Master Caine
04-20-08, 07:59 PM
Hey Philipp, your inbox is full. I can't pm you. :dead:

Sailor Steve
04-20-08, 10:01 PM
I've used it some since I became able to play again. I also think some of the times seem too long, though I really don't know what an accurate repair time should be.

I just wish I could see the status bars again. I like knowing just how efficient my crew is.
I agree about the efficiency status bars missing. I know it's pain not knowing the exact crew efficiency. I wish there was a way to have both the efficiency bars showing and much longer repair times, but unfortunately there isn't (that I know of). :-?
Oh, I understood that from reading your posts all along. I wasn't suggesting or asking, just recognizing the problem and wishing a little.:sunny:

Like everyone else I'll just have to get used to it, because the realism of this mod is too much to pass up.

Zen Master Caine
04-20-08, 10:13 PM
I've used it some since I became able to play again. I also think some of the times seem too long, though I really don't know what an accurate repair time should be.

I just wish I could see the status bars again. I like knowing just how efficient my crew is.
I agree about the efficiency status bars missing. I know it's pain not knowing the exact crew efficiency. I wish there was a way to have both the efficiency bars showing and much longer repair times, but unfortunately there isn't (that I know of). :-? Oh, I understood that from reading your posts all along. I wasn't suggesting or asking, just recognizing the problem and wishing a little.:sunny:

Like everyone else I'll just have to get used to it, because the realism of this mod is too much to pass up.

Thanks! By the way, I'm still trying to hack SH3 to stop the death screen when the compartment fills up with water. Maybe someday...

The Bad Wolf
04-21-08, 04:23 AM
Hi drifter, good to see you back,

Wow! this thread has really got moving.

Due to this mod I have avoided damage best I can and taken a lot less risks. I've not found any problems with the repair times but It does take intensive crew management, but then I always play at the most difficult level 101%

Will assist you in anyway if needed i.e. compatability with other small popular mods, error checking a fresh pair of eyes are always useful, Testing (I must install my new graph card & GWX 2.1)

It's against my nature, to willingly be a sitting duck, but if duty calls I'll do it for the mod.

Is it time we had a newly named thread.

Zen Master Caine
04-21-08, 04:34 AM
Hi drifter, good to see you back,

Wow! this thread has really got moving.

Due to this mod I have avoided damage best I can and taken a lot less risks. I've not found any problems with the repair times but It does take intensive crew management, but then I always play at the most difficult level 101%

Will assist you in anyway if needed i.e. compatability with other small popular mods, error checking a fresh pair of eyes are always useful, Testing (I must install my new graph card & GWX 2.1)

It's against my nature, to willingly be a sitting duck, but if duty calls I'll do it for the mod.

Is it time we had a newly named thread.

Thanks for the support. :D I will pm you the link of the first beta when it's released for testing.

Uber Gruber
04-21-08, 07:12 AM
As you asked Mr Drifter le Zen person, here are a few of my favourite thoughts on the matter:

1. The time left to stop flooding and minutes left until the compartment is beyond saving could be better displayed. I would in in fact just display the hours to the nearest half hour thus adding a bit of uncertainty.

2. If noone is in a flooding compartment and the damage team are also not assigned to it then there is no flooding info displayed when clicking on the compartment.

Thats it so far...hope the wrenches help:up: