View Full Version : [REL] Longer Repair Times v2.0 Final
Zen Master Caine
05-01-08, 01:32 PM
**Released**
Longer Repair Times v2.0 Final mod and LRT Final 2.0 Lite for use with GWX v2.1 mod
*Also included is a compatibility patch for OLCE2*
modded by Nvdrifter, aka Zen Master Caine
-----------------------------------------------------------------------------------------
What's new in this version of Longer Repair Times Mod v2.0:
-updated and merged all LRT files to be used with GWX 2.1
-shortened U-boat repair times by half
-U-boat equipment and compartments will now be more easily damaged, especially by surface combat
-repair times are as follows:
compartment:
1-2 Hours (Light)
2-4 Hours (Moderate)
4-8 Hours (Serious)
8-12 Hours (Very Serious)
12-16+ Hours (Critical)
equipment:
1-8 Hours (Damaged)
8-16+ Hours (Heavy Damage)
Please remember that these times are estimates only for when a full repair crew is working in a compartment. Do not use these estimates if the repair crew is not in that compartment doing repairs!! Also, repair times may vary greatly depending on number of crew in each compartment and their fatigue level.
-added my own custom depth charge interior sound effects. Now when the interior camera shakes from depth charges, there will be a rattling. hull groaning sound. The closer the depth charge explosion, the louder the rattling sound. No camera shaking, then no hull sound. Also, when depth charges explode really close to the U-boat, there will be crew screaming and heavy breathing. I came up with this idea from when I used to mod SH4 a while back. Recently I was watching the movie Das Boot , and it inspired me to figure out a way to implement this effect. Hopefully it will add to the immersion, atmosphere, and terror of being depth charged. Have fun. ;)
-added my Depth Charge Shake mod
I tried to make all interior cameras shake, but unfortunately ran into too many technical problems. So that feature won't be included in this final release.
With Special thanks to the following playtesters for all their help, feedback and support:
Rango :rock:
The Bad Wolf :rock:
Samwolf :rock:
anzacmick :rock:
Philipp_Thomsen :rock:
Uber Gruber :rock:
And of course thanks to all members on the Subsim message board for your ideas, comments and support over the years. :rock::rock:
One final note. I have finally decided to move on in life, so I will be permanently retiring from modding SH3. Sadly this will be the final version of LRT. But thanks everyone for using LRT these past few years! :up: But I will stick around here for a few days to see if any problems arise with this last release. Any major file errors, please let me know. :arrgh!:
Download here: http://www.mediafire.com/?y1wlz4sfyon
Sailor Steve
05-01-08, 01:42 PM
Well, so long and thanks for all the fis...er, mods.
Really, your hard work and time spent are very much appreciated. I hope you do as well in your future endeavours.:sunny:
Zen Master Caine
05-01-08, 01:44 PM
Well, so long and thanks for all the fis...er, mods.
Really, your hard work and time spent are very much appreciated. I hope you do as well in your future endeavours.:sunny:
Thanks! I'll stop by here from time to time to check and see if Ubisoft ever released the SDK... Lol. I know, I know. I'm dreaming. :p
Samwolf
05-01-08, 01:58 PM
Thanks for the Final version of LRT Sorry to see you move on but I know how that goes. :cry:
Again thanks for giving us, what IMHO, is one of the "Must have mods" :up:
ViperU48
05-01-08, 02:44 PM
Zen Master Caine, you've left us with a very definative mod! Just like the older versions! And we thank you.
I wish you the best with your other endeavours, happy hunting!:arrgh!:
Laffertytig
05-01-08, 03:32 PM
yeah good effort mate comin back to give us a final version of this excellent mod!:up:
Hartmann
05-01-08, 03:33 PM
There is another mod released by Thomsen that try to reduce or delay the aparition of the death screen,
i supose that both mods are not compatible, but is this feature integrated in your mod?
great work!
downloading for testing in my next patrol, (i´m in the caribbean in a "pleasure" cruise:arrgh!:)
Kudos for your newest baby! Gonna take it for a spinn!
Thanx and farewell old pirate! :arrgh!:
Hope you poke your head in here every one in a while!:lurk:
Uber Gruber
05-01-08, 04:30 PM
Forgive me for asking but are they both compatible with GWX 2.1....I mean LRT and LRT Light ?
Forgive me for asking but are they both compatible with GWX 2.1....I mean LRT and LRT Light ?
They work together! Compatible isn't the word the GWX Dev's would use!
++++++++++++++++++++++++++++++++++++++
Ok here a few words!
I enjoyed it! The few missions i tested were cool! The Repair time extimation works great...no more numbers mumbo-jumbo.
The new sounds are killer! The shakin and groaning was great! (Tad to strong for my taste...but totally "Das Boot":up:
The damage-sub and hull ration seems to be cool! Nothing to complain. I think it's an improvement over 1.35 Lite i was using!
Here a few hitches; Those apply for the full version! (Not the lite) :
The (2.01) is surely a Typo from Drifter! (i hope):hmm:
The PAtch that is included is not for OLCE2 (Envoirment); But rather for the OLCU (GUI)
Anyone who doesn't use the GUI but uses the patch will get bugger all of an Interface!:hmm:
It doesn't work properly with the GWX Integratet orders!
You hafta disable IO! Or you will get the Big screwy Icons syndrome!:yep:
I don't know if the sh3.sdl from LRT2.0 Final is ok with Rubinis latest mojo...the Lifeboats:hmm: (It has an updated sh3.sdl too)
And i've no idea how it works withe RB'S SH4 Effets for SH3 re-imagined by asanovic!
Bha, i gotta go...Sonar-Guy says the DD is closing in!:shifty:
Zen Master Caine
05-01-08, 09:45 PM
Forgive me for asking but are they both compatible with GWX 2.1....I mean LRT and LRT Light ?
They work together! Compatible isn't the word the GWX Dev's would use!
++++++++++++++++++++++++++++++++++++++
Ok here a few words!
I enjoyed it! The few missions i tested were cool! The Repair time extimation works great...no more numbers mumbo-jumbo.
The new sounds are killer! The shakin and groaning was great! (Tad to strong for my taste...but totally "Das Boot":up:
The damage-sub and hull ration seems to be cool! Nothing to complain. I think it's an improvement over 1.35 Lite i was using!
Here a few hitches; Those apply for the full version! (Not the lite) :
The (2.01) is surely a Typo from Drifter! (i hope):hmm:
The PAtch that is included is not for OLCE2 (Envoirment); But rather for the OLCU (GUI)
Anyone who doesn't use the GUI but uses the patch will get bugger all of an Interface!:hmm:
It doesn't work properly with the GWX Integratet orders!
You hafta disable IO! Or you will get the Big screwy Icons syndrome!:yep:
I don't know if the sh3.sdl from LRT2.0 Final is ok with Rubinis latest mojo...the Lifeboats:hmm: (It has an updated sh3.sdl too)
And i've no idea how it works withe RB'S SH4 Effets for SH3 re-imagined by asanovic!
Bha, i gotta go...Sonar-Guy says the DD is closing in!:shifty:
Thanks for the heads up! Yeah, the 2.01 was a typo. Ooops. Actually, the patch is for OLCU GUI only (got those two mixed up).After double checking, LRT is already fully compatible with OLCE 2. I will try to make a compatible version patch for Integrated Orders and Rubini's life boats mod.
Also, if everyone thinks that the new depth charge sound effects are a little bit too loud, I can tone them down in a quick patch. Opinions?
Zen Master Caine
05-01-08, 11:02 PM
Ok, I have uploaded LRT v2.01 Final :sunny:
Changes in v2.01 Final:
-slightly lowered some of the special depth charge sound effects volume
-made LRT 2.01 Final compatible with Rubini's Life Boat mod (install Life Boat mod first before installing LRT 2.01)
I also included LRT 2.01 compatibility patches for OLCU Special GUI mod and GWX 2.1 Integrated Orders mod. LRT v2.01 Final is already compatible with OLCE2 mod.
Please download here: http://www.mediafire.com/?y1wlz4sfyon
Many thanks, excellent mod!:up:
Hi Zen Master Caine
"LRT v2.00 is the last version":D
I thank you for your great work. :up:
Your mod is one of my favorites.
and for your translator:
"Viel Erfolg und alles Gute für deine weitere Zukunft. Bleibe nicht so lange weg." ;)
Greeting Rango
Laffertytig
05-02-08, 09:00 AM
not had a chance to play sh3 for a few days but i intend to play it this weekend.
is see that you have toned down the depth charge special effects. i actually prefere them as loud as can be.
what method did u use to make it quieter as i would like to increase it back to your initial louder settings?
not had a chance to play sh3 for a few days but i intend to play it this weekend.
is see that you have toned down the depth charge special effects. i actually prefere them as loud as can be.
what method did u use to make it quieter as i would like to increase it back to your initial louder settings?
I'm afraid this was my doing! When i posted that they were a "tad strong" i meant the shaking not the sound!
I too prefer it painfully loud!:rock: I wan't my skull to rattle when the DC's goes Boom!:arrgh!:
Anyway..don't change anything Drifter! :stare:
Thank you and take care! Always a treat to use your good work.
Zen Master Caine
05-02-08, 11:19 AM
Thanks everyone for the replies! :up: I only toned down the sound effects a just little bit. Not much really. If you feel they are too quiet now, I can re-upload the originals. Do you still have the link for LRT 2.0?
If not, I can upload the original louder 2.0 dc sound effects again. Please reply. :ping:
Zen Master Caine
05-02-08, 11:20 AM
Thank you and take care! Always a treat to use your good work.Thanks for the support, Wilcke. :rock:
Zen Master Caine
05-02-08, 11:23 AM
not had a chance to play sh3 for a few days but i intend to play it this weekend.
is see that you have toned down the depth charge special effects. i actually prefere them as loud as can be.
what method did u use to make it quieter as i would like to increase it back to your initial louder settings?
I'm afraid this was my doing! When i posted that they were a "tad strong" i meant the shaking not the sound!
I too prefer it painfully loud!:rock: I wan't my skull to rattle when the DC's goes Boom!:arrgh!:
Anyway..don't change anything Drifter! :stare:
Whoah. Now I understand. Sorry for my misunderstanding. The shaking is too strong for your taste. Maybe I can tone it down a bit in an alternate version if you wish. Maybe a shake 'lite' version. :hmm:
Laffertytig
05-02-08, 11:59 AM
hey zen can u post a link your mod with sound and shake effects full on as i never got a chance to download it?
mikaelanderlund
05-02-08, 01:41 PM
not had a chance to play sh3 for a few days but i intend to play it this weekend.
is see that you have toned down the depth charge special effects. i actually prefere them as loud as can be.
what method did u use to make it quieter as i would like to increase it back to your initial louder settings?
I'm afraid this was my doing! When i posted that they were a "tad strong" i meant the shaking not the sound!
I too prefer it painfully loud!:rock: I wan't my skull to rattle when the DC's goes Boom!:arrgh!:
Anyway..don't change anything Drifter! :stare:
Whoah. Now I understand. Sorry for my misunderstanding. The shaking is too strong for your taste. Maybe I can tone it down a bit in an alternate version if you wish. Maybe a shake 'lite' version. :hmm:
Yes, I would like a "lite" shake version:yep: .
Mikael
Drifter don't feel obliged!:yep: Youre the maestro!
:smug:
BUT a very pleasing side-effect of the stronger shake is the way the Boot (interior cam) behaves in heavy seas.
The cool shuddering every once in a while when a big wave hits the boat is just like "Das Boot" I like it!
When you watch the movie...you can see that the Boot doesnt sway evenly.
It depends how it takes the current wave!
So it's a big Realsim pill!
So cool!:up:
Progrocker
05-02-08, 04:23 PM
Excellent mod, makes the game much more realistic and adds atmosphere too. :up: :arrgh!:
Thanks for great work.
Tomcattwo
05-02-08, 07:30 PM
ZMC/NVDrifter:
Thanks for updating a GREAT mod...makes things much more realistic. One question:
I use OLC GUI V1.2.3 (rather than OLC GUI Special from the Ubermod). To use LRT, should I use the camera.dat from the OLC GUI Special (in the LRT Compatibility folder) or the "stock" camera.dat from LRT if I am using OLC GUI V1.2.3?
Also, I note that basic.cfg was altered by the GWX2.1 AA_AOTD_ShipSchleuse_Bugfix mod - is it OK to install LRT over that mod or should that go the other way round?
Edit: I think I answered my own question. Neither camera.dat file (or menu_en.txt) will work with OLC GUI 1.2.3. I am going to have to try to find which parts of those files you altered and make new "cobbled together" files for OLC GUI 1.2.3 :cry:
Thanks in advance,
R/
TC2
java`s revenge
05-03-08, 03:37 PM
Strange, Downloaded and installed the final version.
Loaded game and almost at the end of loading i get a menu error.
So i deinstalled it again.
Zen Master Caine
05-04-08, 05:17 AM
LRT v2.02 Final now ready:
What's new in this version of Longer Repair Times Mod v2.02:
-put the original louder custom DC sound effects back in
I also added an OLC GUI v1.2.3. LRT Final 2.02 compatibility patch in the download. Plus, added optional Medium and Light depth charge shake effect patches in the download.
This will probably be the last version of LRT 2.0 I will be uploading. I hope most are pleased. :sunny:
Please download here:
http://www.mediafire.com/?vynf1smzd0b
Dolfo91
05-04-08, 06:11 AM
the command room shakes also when i sail and im not under bombs
Dolfo91
05-04-08, 08:07 AM
It possible having LRT without Depth charges shakes?
It possible having LRT without Depth charges shakes? That's the Lite version!:yep:
Hey this is a wierd but scary side effect:
I decided to follow the torpedo to the ship, don't ask me why, I haven't done this for a very long time, when the torpedo hit the ship & exploded you could hear the screams from the ships crew!:eek: cool, but kinda eerie!;)
Dolfo91
05-04-08, 09:38 AM
Using the original version (not lite) and deleting the file of the depth charges shake i get crashes or bugs?????
mikaelanderlund
05-04-08, 09:45 AM
LRT v2.02 Final now ready:
What's new in this version of Longer Repair Times Mod v2.02:
-put the original louder custom DC sound effects back in
I also added an OLC GUI v1.2.3. LRT Final 2.02 compatibility patch in the download. Plus, added optional Medium and Light depth charge shake effect patches in the download.
This will probably be the last version of LRT 2.0 I will be uploading. I hope most are pleased. :sunny:
Please download here:
http://www.mediafire.com/?vynf1smzd0b
Are the medium and light depth charge shake effect patches compatible with OLCs mod?
Using the original version (not lite) and deleting the file of the depth charges shake i get crashes or bugs?????
They should not cause big problems or any at all!
The shake is part of the CAM dat! The camera!
Whether you use the medium or light shake or none at all should not affect anything beside the shaking!
Someone correct me if I'm wrong!:hmm:
Tomcattwo
05-04-08, 11:08 AM
ZMC/NVD,
You are the Master :) Thanks for a great mod, and for being so responsive to the rest of us gamers. I hope you enjoy your "time off" from modding. :up:
Edit: Tested with OLC GUI 1.2.3 and works like a charm! I did see the same interferences as Jaxa points out below, so not sure what issues will arise from the basic.cfg interference with the 2.1 bugfix...
R/
TC2
Info from jsgme during activating LRT 2.02:
"Basic.cfg" has already been altered by the "GWX 2.1 Minor fix's 26th April" mod.
"de_menu.txt" has already been altered by the "GWX 2.1 Minor fix's 26th April" mod.
"menu_1024_768.ini" has already been altered by the "GWX - Integrated Orders" mod.
"Sh3.sdl" has already been altered by the "LifeBoats&Debris_v2_A" mod.
LRT 2.02 is compatible with IO (using patch for IO) and with LifeBoats, but what about GWX 2.1 Minor fix? May I use it without any problems?
Zen Master Caine
05-04-08, 12:18 PM
Info from jsgme during activating LRT 2.02:
"Basic.cfg" has already been altered by the "GWX 2.1 Minor fix's 26th April" mod.
"de_menu.txt" has already been altered by the "GWX 2.1 Minor fix's 26th April" mod.
"menu_1024_768.ini" has already been altered by the "GWX - Integrated Orders" mod.
"Sh3.sdl" has already been altered by the "LifeBoats&Debris_v2_A" mod.
LRT 2.02 is compatible with IO (using patch for IO) and with LifeBoats, but what about GWX 2.1 Minor fix? May I use it without any problems?
Please forgive my ignorance, but what is the "GWX 2.1 Minor fix's 26th April" mod? I have never even heard of it.
*edit*
Nevermind, I found it. Will upload an LRT 2.02 compatibility patch soon.
Info from jsgme during activating LRT 2.02:
"Basic.cfg" has already been altered by the "GWX 2.1 Minor fix's 26th April" mod.
"de_menu.txt" has already been altered by the "GWX 2.1 Minor fix's 26th April" mod.
"menu_1024_768.ini" has already been altered by the "GWX - Integrated Orders" mod.
"Sh3.sdl" has already been altered by the "LifeBoats&Debris_v2_A" mod.
LRT 2.02 is compatible with IO (using patch for IO) and with LifeBoats, but what about GWX 2.1 Minor fix? May I use it without any problems?
Please forgive my ignorance, but what is the "GWX 2.1 Minor fix's 26th April" mod? I have never even heard of it.
http://www.subsim.com/radioroom/showthread.php?t=135848
Edit: The post in question is found! :)
Zen Master Caine
05-04-08, 12:49 PM
Ok, I made the necessary changes to make a GWX 2.1 Minor fix's 26th April compatibility patch for LRT v2.02. The patch is included in the main download link below. Please install the GWX 2.1 Minor fix's 26th April compatibility patch for LRT v2.02 last after everything else. Is compatible with GWX 2.1 Integrated Orders mod. Other mods, I can't say for sure.
Please download LRT 2.02 total package here:
http://www.mediafire.com/?y1wlz4sfyon
Zen Master Caine
05-04-08, 12:51 PM
ZMC/NVD,
You are the Master :) Thanks for a great mod, and for being so responsive to the rest of us gamers. I hope you enjoy your "time off" from modding. :up:
Edit: Tested with OLC GUI 1.2.3 and works like a charm! I did see the same interferences as Jaxa points out below, so not sure what issues will arise from the basic.cfg interference with the 2.1 bugfix...
R/
TC2
Happy to help. :up: I will be taking a long vacation from modding (permanent?). Who knows, maybe someday I'll show up here again. :lol:
Zen Master Caine
05-04-08, 12:56 PM
Drifter don't feel obliged!:yep: Youre the maestro!
:smug:
BUT a very pleasing side-effect of the stronger shake is the way the Boot (interior cam) behaves in heavy seas.
The cool shuddering every once in a while when a big wave hits the boat is just like "Das Boot" I like it!
When you watch the movie...you can see that the Boot doesnt sway evenly.
It depends how it takes the current wave!
So it's a big Realsim pill!
So cool!:up:
You're right! Thanks for noticing that. I thought the same thing when I first saw the results. :D
Zen Master Caine
05-04-08, 12:59 PM
It possible having LRT without Depth charges shakes?
Hi. Yes, it's possible. If you want the full version of LRT 2.02 except the depth charge camera shaking, just delete the LRT 2.02 cameras.dat file before installing. If you don't want the custom DC sound effects, just delete the LRT 2.02 sound folder. Should be ok. :sunny:
Ok, I made the necessary changes to make a GWX 2.1 Minor fix's 26th April compatibility patch for LRT v2.02. The patch is included in the main download link below. Please install the GWX 2.1 Minor fix's 26th April compatibility patch for LRT v2.02 last after everything else. Is compatible with GWX 2.1 Integrated Orders mod. Other mods, I can't say for sure.
Please download LRT 2.02 total package here:
http://www.mediafire.com/?y1wlz4sfyon
Thanks a lot, especially for compatibility with Integrated Orders :up:
Klaus_Doldinger
05-05-08, 07:06 AM
I have found a little problem after installing OLC 2.0.1 and LRT 2.1 plus the files required to make it compatible with OLC mod: when you select binoculars (key B), you only get the binocular-type image but without magnification. Quite strange indeed. The problem disappears when I uninstall LRT and play with OLC mod only. Perhaps a problem with menu 1024_768 file?
Uber Gruber
05-05-08, 07:32 AM
I use LRT 2.02 with OLCs Uber Mod (also 2.02) and the Binnocs work fine. Did you install LRT - OLC Compatibility Patch ?
Cheers....
Klaus_Doldinger
05-05-08, 07:48 AM
I use LRT 2.02 with OLCs Uber Mod (also 2.02) and the Binnocs work fine. Did you install LRT - OLC Compatibility Patch ?
Cheers....
Yes, I did install the patch. Anyway, I´ll revise my installation; probably I have actived another mod which causes the problem.
Wildhawke11
05-05-08, 09:54 AM
Ok, I made the necessary changes to make a GWX 2.1 Minor fix's 26th April compatibility patch for LRT v2.02. The patch is included in the main download link below. Please install the GWX 2.1 Minor fix's 26th April compatibility patch for LRT v2.02 last after everything else. Is compatible with GWX 2.1 Integrated Orders mod. Other mods, I can't say for sure.
Please download LRT 2.02 total package here:
http://www.mediafire.com/?y1wlz4sfyon
First let me Thank you for all you have done for us on Subsim and although you will be badly missed i can fully understand you badly need a break from it all.
Again Thank You for all your hard work for us.
Danny
Uber Gruber
05-05-08, 12:28 PM
Nice of you to use use the german names for OLCs GUI on your LRT mod Drifter, saved me at least one file diff/merge exercise :up:
Hi,
I appreciate that LRT is now available for the newest GWX and I was looking forward to use it but then I saw that the compatibility patch for OLC's Gui mod includes a menu_...ini :-?
I'm using a version of this file where I included sale999's sliding dials into the OLC Gui mod.
Only if there aren't too many: what are in general the changes you made to the menu...ini, are they all in one section ?
I would like to include them too, to use all three mods together.
regards
I know what you mean, there are changes to the font and the scrolling in the .ini. among others.
You could go without the ini, but you'll have the repair estimation like the old version.
Insted of the "2-4 Stunden" you'll get the minutes and hours ( the number mumbo jumbo)!
I go without the ini, since I use a totally differen Dials mod!:hmm:
Grütze!:smug:
If you just want the Depthcharge shake with associated sound effects then you only need the data\Library folder & data\Sound folder, I don't think Zen Master Caine will mind.:yep:
Graf Paper
05-10-08, 05:44 AM
ZMC. NvDrifter. No matter what name you go by, you're an absolute genius in my book! :know:
Thank you for the heart and time you've given to return and update your mod, which I have sorely missed having! :yep:
Philipp Thomsen has his own take on eliminating the "sudden death" screen with his "No Instant Death Screen" mod. Perhaps the two of you could compare notes and brainstorm some ideas for a definitive solution? :hmm:
I am sorry to read that you will be retiring after this mod is completed to your satisfaction. You're one of the greats and it's a shame to lose the benefits of your talents.
I suppose it was inevitable that SH3 finally has begun to lose its steam and many modders are moving on to SH4 or something else entirely. :cry:
It seems I always get into these things just as they're winding down. :roll:
Zen Master Caine
05-10-08, 08:42 AM
ZMC. NvDrifter. No matter what name you go by, you're an absolute genius in my book! :know:
Thank you for the heart and time you've given to return and update your mod, which I have sorely missed having! :yep:
Philipp Thomsen has his own take on eliminating the "sudden death" screen with his "No Instant Death Screen" mod. Perhaps the two of you could compare notes and brainstorm some ideas for a definitive solution? :hmm:
I am sorry to read that you will be retiring after this mod is completed to your satisfaction. You're one of the greats and it's a shame to lose the benefits of your talents.
I suppose it was inevitable that SH3 finally has begun to lose its steam and many modders are moving on to SH4 or something else entirely. :cry:
It seems I always get into these things just as they're winding down. :roll:
Wow. Thank you for the very kind words. :yep:
I'm not sure quite what to say. Me and many other modders here have tried very hard to make SH3 better in any way we could. We were limited by all the hard-coded files that were hindering our progress. We did what we could under the circumstances. There were many things we all wanted to change and improve, but couldn't because of the limitations. I hope everyone understands this. It's very frustrating, but not much can be done about it unless Ubisoft releases the SDK. I think most of us have reached our modding limits without access to the SDK. Same thing happened to the excellent Red Baron 3D game. Anyone remember that one? Modding finally hit it's limits and people moved on, due to those modding limits. Still a great game though. Beery contributed so much to that wonderful game. He'll never be forgotten. Seriously. SH3 is a great game with some great modders. I am moving on because SH3 has finally reached it's modding limits without the SDK (in my opinion). And I'm just tired of modding. Hopefully someday the SDK will be released. We can only hope... :arrgh!:
Zen Master Caine
05-10-08, 08:46 AM
If you just want the Depthcharge shake with associated sound effects then you only need the data\Library folder & data\Sound folder, I don't think Zen Master Caine will mind.:yep:
I don't mind. ;)
Whew! Thanks, this part of the mod is the most awsome to me, I really appreciate it!:up::up:
Wildhawke11
05-11-08, 12:33 PM
LRT v2.02 Final now ready:
What's new in this version of Longer Repair Times Mod v2.02:
-put the original louder custom DC sound effects back in
I also added an OLC GUI v1.2.3. LRT Final 2.02 compatibility patch in the download. Plus, added optional Medium and Light depth charge shake effect patches in the download.
This will probably be the last version of LRT 2.0 I will be uploading. I hope most are pleased. :sunny:
Please download here:
http://www.mediafire.com/?vynf1smzd0b
Are the medium and light depth charge shake effect patches compatible with OLCs mod?
Help a silly old guy please :)
If i have not got the OLC GUI 123 in my Mods or Game does this mean I DONT need to put on the LRT 2.02 compatibility patch.
In othere words i need to put on just the LRT 2.02.
Thank You Gentlemen in advance
Graf Paper
05-11-08, 02:21 PM
I meant every word of it, drifter. It's people like you that have taken a relatively simplistic u-boat sim and transformed it into a far richer experience. It's a shame none of you get paid what you're worth for such talent but then it is so excellent because it does come from the heart. ;)
I still have all of the Red Baron 3D mods and stuff archived on a DVD. I found all that excellent stuff just as the various websites were going down. Same goes for the Combat Flight Simulator series, Falcon 4.0, Mechwarrior series (although MW2 Mercs seems to be having a bit of a revival online, thanks to NetMech), and many others.
I've seen other communities that have never grown beyond simple re-skinning and hexing cheats because the powers-that-be jealously guarded what they knew and the game died as soon as the experts moved on out of boredom or burnout. :nope:
Perhaps you could do us all a kindness and create an even greater, more lasting legacy by documenting what you have learned about modding SH3 for us latecomers who still want to contribute something. :hmm:
The same goes for other retiring SH3 modders, don't take everything you've learned with you! SH3 will never entirely die so long as the knowledge is there for all to share and learn. :sunny:
I say good luck and godspeed to you in whatever you try your hand at in the future, drifter!
Zen Master Caine
05-11-08, 10:24 PM
LRT v2.02 Final now ready:
What's new in this version of Longer Repair Times Mod v2.02:
-put the original louder custom DC sound effects back in
I also added an OLC GUI v1.2.3. LRT Final 2.02 compatibility patch in the download. Plus, added optional Medium and Light depth charge shake effect patches in the download.
This will probably be the last version of LRT 2.0 I will be uploading. I hope most are pleased. :sunny:
Please download here:
http://www.mediafire.com/?vynf1smzd0b
Are the medium and light depth charge shake effect patches compatible with OLCs mod?
Help a silly old guy please :)
If i have not got the OLC GUI 123 in my Mods or Game does this mean I DONT need to put on the LRT 2.02 compatibility patch.
In othere words i need to put on just the LRT 2.02.
Thank You Gentlemen in advance
Don't worry about the OLC GUI 123 LRT compatibility patch if you aren't using that mod. But you still need to install the GWX 2.1 fix patch LRT 2.02 (located in the LRT compatibility patches folder). :lol:
Zen Master Caine
05-11-08, 10:46 PM
Meduim and Light DC Shake LRT v2.02 OLCU Special GUI version can now be downloaded here: http://www.mediafire.com/?1mihgnj2g0u :sunny:
sabretwo
05-12-08, 08:04 AM
Is this mod compatible with GWX 2.0? I'm trying to finish out a career in 2.0 before upgrading to 2.1.
Thanks!
Zen Master Caine
05-12-08, 09:31 AM
Is this mod compatible with GWX 2.0? I'm trying to finish out a career in 2.0 before upgrading to 2.1.
Thanks!
No, I'm sorry. It's only compatible with... ooops... I meant to say it can only be used with GWX v2.1 :-?
How to install this mod correctly?
I do it this way:
LRT 2.02 over GWX 2.01 with enabled Integrated Orders, next GWX 2.01 fix patch LRT 2.02 and Integrated Orders LRT 2.02 patch.
Am I right?
Zen Master Caine
05-22-08, 10:03 PM
How to install this mod correctly?
I do it this way:
LRT 2.02 over GWX 2.01 with enabled Integrated Orders, next GWX 2.01 fix patch LRT 2.02 and Integrated Orders LRT 2.02 patch.
Am I right?
Sounds about right. :D
Thanks ZMC
PS. One small problem noticed - I have activated Rubini's LifeBoats mod and during activating LRT 2.02 i see this info:
"Sh3.sdl" has already been altered by the "LifeBoats&Debris_v2_A" mod.
What should I do to play these two mods the same time?
Zen Master Caine
05-23-08, 11:15 PM
Thanks ZMC
PS. One small problem noticed - I have activated Rubini's LifeBoats mod and during activating LRT 2.02 i see this info:
"Sh3.sdl" has already been altered by the "LifeBoats&Debris_v2_A" mod.
What should I do to play these two mods the same time?
LRT 2.02 was modded to be compatible with Rubini's LifeBoats mod. So it's ok! :D
I hope I can install LRT over newest version of Rubini's Lifeboats mod with no problems?
I hope I can install LRT over newest version of Rubini's Lifeboats mod with no problems?
:yep:
Better enable LRT over LifeBoats or LifeBoats over LRT?
LRT over lifeboat as the LRT version covers the Lifeboat but not the other way round.:yep:
OK, thanks.
What about compatibility with OLCE2? This is confilct between OLCE2 and LRT:
"Zones.cfg" has already been altered by the "GWX 2.1 Enhanced Particle Effects for OLCE2 (with reflections)" mod.
Any solutions?
Badger Finn
05-24-08, 06:30 PM
OK, thanks.
What about compatibility with OLCE2? This is confilct between OLCE2 and LRT:
"Zones.cfg" has already been altered by the "GWX 2.1 Enhanced Particle Effects for OLCE2 (with reflections)" mod.
Any solutions?
As a rule of thumb for my own installs I always enable the LRT last in loading up!
or what ever overwrites the least amount of files already activated...
Also a big thanks to ya Nvdrifter or ZMK for comming back and providing a updated "must have mod"
CHEERS
:up:
onelifecrisis
05-24-08, 09:09 PM
OK, thanks.
What about compatibility with OLCE2? This is confilct between OLCE2 and LRT:
"Zones.cfg" has already been altered by the "GWX 2.1 Enhanced Particle Effects for OLCE2 (with reflections)" mod.
Any solutions?
Technically that's an incompatibility with EDE, not with OLCE2.
Anyway the solution is to use the "GWX 2.1 Normal particle effects for OLCE2 (with reflections)" instead of the 'enhanced' one.
HTH
OLC
ZMC, I have problem using LRT 2.02 with SH3Commander.
After I enable LRT and want to play campaign in August 1939 I see in information box about 7th (Wegener) flotilla in SH3Commander "error" in year and base info. When I want to play this campaign, GWX doesn't start mission in Konigsberg, but in Guinea Bay.
Problem go away when I disable LRT via jsgme. LRT Lite 2.0 hasn't this bug.
Could you fix it? I hope you understood me.
Kaleun Cook
05-26-08, 03:44 PM
Hey Kaleuns,
I just ran into a problem. When firing the deckgun at a merchant one shell landed too close to the boat, causing some damage with medium flooding to the bow resting compartment. The repair crew easily repaired it - or rather I thought they did. There's no more water coming in - but also no water being pumped out. Still, there's nothing left to repair, all you see is the remaining water. However, moving the mouse over the compartment makes it turn yellow - but there's no damage listed. Maybe someone has seen this before and knows help? Because the additional weight makes it impossible to dive now... :shifty:
Edit: I'm using these mods in this order:
GWX: Lite Harbour Traffic, No Medals On Crew, Open Hatch, No RING RING by Melendir
OLCE2.3, Remove all object reflections, normal particle effects, crew skins, OLC GUI Special, Lifeboats for OLCE2
LRT 2.02, GWX fix patch for LRT, OLCE Special GUI patch for LRT
RB's SH4 effects, update 204D, Lifeboats
Hartmann
05-26-08, 04:13 PM
Are you rigged For silent running ?? :hmm:
i noticied sometimes that the water stay some time in the compartment and after some time it is expulsed out of the boat. try accelerate a bot your time and see what happens.
Kaleun Cook
05-26-08, 04:22 PM
Thx for your suggestions, but neither is silent running turned on nor did TC for several days solve the problem.
Edit: Nevermind, a cruiser just outgunned the undivable boat. :arrgh!:
Certainly the damage can be fixed but the water will remain for a long time before it is pumped out, a lot longer than repair time, normaly, as Hartmann suggested, maybe this is what is going on.:)
Maybe the main pump was damaged too! The floosing will water till the pump get's it out!:hmm:
Kaleun Cook
05-27-08, 04:18 AM
It was none of the above. Only the bow compartment had taken damage and as I said several days of TC didn't help. However, eventually it was kind of nice to have a single shell make the boat useless for the rest of the patrol like it should have. ;)
Seth8530
05-29-08, 06:30 PM
Does this work with Thomsons no death screen mod 1.3?
Progrocker
05-31-08, 09:09 AM
I only want to mention, it seems to me, that the damage from depth charges is many times too low, only yellow (not heavy flooding, red). It isnt very often, that im heavily damaged and i am not able to surface. Even the damage on the surface from enemy cannons is too low and it seems unrealistic to me to have been hit 10 times and only have minor flooding.
Wont be available the former "hardcore" version?
Cap_Observatore
07-15-08, 10:42 AM
Thanks a lot for that final MOD sir.:rock:
I was just waiting this update to reinstall my SH3 with GWX2.1.
When I used LRT for the first time, I´ve can´t play it with out this mod.
And for SH4 it´s true to, Im not going to reinstall it, just when SH4 reaches this standart of GWX2.1 with LRT.
Cheers
Zen Master Caine
07-18-08, 09:47 AM
Thanks a lot for that final MOD sir.:rock:
I was just waiting this update to reinstall my SH3 with GWX2.1.
When I used LRT for the first time, I´ve can´t play it with out this mod.
And for SH4 it´s true to, Im not going to reinstall it, just when SH4 reaches this standart of GWX2.1 with LRT.
Cheers
Thanks for the compliment. I'm happy to see people are still using LRT. :sunny:
Badger Finn
07-18-08, 06:38 PM
To many "Das Boot" moments not to use it !
Nothing like taking a pounding and actually being able to survive and slink away
:up:
way better then "boom" your dead thanks for playing and no need for those repair guys
:lol:
Badger Finn
07-18-08, 07:23 PM
Hey ZMC or Nv drifter
dont know why ubi dont release the SDK
I see C&C3 which is a more recent game have released a sdk editor
sure would be interesting to see what could be fixed and added or what the devs never had time to implement...proper wolfpack engagements comes to mind...
thanks for that mod and the time developing it!!!
i've tested both, the lite- and the full version and for me (who has never been on a submarine, LOL) now the repair times seem to be realistic.
but the negative side are the very long flooding times: after a full hit of a destroyer deck gun it took 4-5 hours for one department to fill (very, very slowly) with water. but in spite of that, the repair team was not able to repair it because of its dramatically reduced efficency, so that the boat sunk 4-5 hours after being hitten (hidden??).
what about a totally different approach. would it be difficult for an computer expert (which i am not really) to load the sh3.exe in an debugger and find the memory addresses, which contain the repair times taken when ship is damaged? with this knowledge, the sh3.exe could be patched with more realistic values......
ok, for an 6502 program that was easy 15 years ago, perhaps modern programs are too complex to be debugged......
greetings.
Sorry to mention this but it's illegal to edit the exe & dll files, not allowed on this forum, most others files are ok to mod!:yep:
oh, i did not know about that. i apologize for my ignorance. is it illegal to patch an exe-file only for my own use without publishing it??
Hi, can one merge the freewalk features and others included in Sb's mod to the LRT mod in the Cameras.dat ? Or has someone already made that? Can there be any conflicting features?
Gairith
07-29-08, 05:49 AM
oh, i did not know about that. i apologize for my ignorance. is it illegal to patch an exe-file only for my own use without publishing it??
Yes, it's against the EULA.
badwolf
07-29-08, 09:41 AM
Hi, can one merge the freewalk features and others included in Sb's mod to the LRT mod in the Cameras.dat ? Or has someone already made that? Can there be any conflicting features?
Hi pkl75
I don't recall anyone doing this, could be wrong.
I take it that when you say the LRT mod you mean the "depth charge shake" part. It would be easier to put the LRT camera.dat values into the freewalk. Very easy to do.
Ok, I soooo want to try this mod, but I have GWX2.1 and OLCE2 and OLC GUI Special. So, which compatibility patch(es) do I use? Only GWX2.1, or only OLC GUI Special, or both? And in what order?
Ok, I soooo want to try this mod, but I have GWX2.1 and OLCE2 and OLC GUI Special. So, which compatibility patch(es) do I use? Only GWX2.1, or only OLC GUI Special, or both? And in what order?
Hi Tobus,
According to my compatibility patch readme installation should be in the following order:
OLC GUI Special
LRT v2.02 Final
GWX 2.1 fix patch LRT 2.02
OLCU Special GUI LRT 2.02 Final patch
And then the appropriate compatibility patch: "LRT 2.02 & OLC GUI Special". Find separate thread which includes this: http://www.subsim.com/radioroom/showthread.php?t=140085
OLCE2 is independent from this merging patch' point of view.
So quite a few because I decided not to merge those above mentioned patches. Perhaps it is better idea to merge them too, for simpler installation. :hmm:
If you find any bad behaviour please send a message.
Gairith
08-05-08, 07:42 AM
Ok, I soooo want to try this mod, but I have GWX2.1 and OLCE2 and OLC GUI Special. So, which compatibility patch(es) do I use? Only GWX2.1, or only OLC GUI Special, or both? And in what order?
This is the order I am running.
1 - LRT v2.02 Final
2 - OLCU Special GUI LRT 2.02 Final patch
3 - GWX 2.1 fix patch LRT 2.02
Badger Finn
08-07-08, 03:09 AM
Ok, I soooo want to try this mod, but I have GWX2.1 and OLCE2 and OLC GUI Special. So, which compatibility patch(es) do I use? Only GWX2.1, or only OLC GUI Special, or both? And in what order?
This is the order I am running.
1 - LRT v2.02 Final
2 - OLCU Special GUI LRT 2.02 Final patch
3 - GWX 2.1 fix patch LRT 2.02
I do it the other way round
my reasoning is the GWX fix patch LRT is to make the patch compatible with GWX
then the OLCU special LRT last since I let OLC's mods overwrite the GWX foundation....
:hmm:
havnt had any problems so far...then again im staring to really grasp the file structure and whats what in the SH3 data...JGSM makes life real easy
Been constructing merged mod packages for myself best one so far ten mods in one easy JGSM package in including the bug fix from AOTD mad max and Jimbuna...
:yep:
Gairith
08-07-08, 08:13 AM
I do it the other way round
my reasoning is the GWX fix patch LRT is to make the patch compatible with GWX
then the OLCU special LRT last since I let OLC's mods overwrite the GWX foundation....
:hmm:
I based my install on the readmes for each patch. The only difference in the patches is the de_menu.txt file for the German language menus. It will not make a difference which is first unless you are using the German text.
...JGSM makes life real easy
:yep:
Been constructing merged mod packages for myself best one so far ten mods in one easy JGSM package in including the bug fix from AOTD mad max and Jimbuna...
:yep:
I do the same thing, merging and tweaking mods to fit my liking. I am still have a few more mods to add in to my list before I make one large JSGME mod at which point I will make a back-up copy for safe keeping.
This is my list so far:
Water_Stream_for_Uboats_V4
OLCE2
OLC GUI Special
OLCE2 - Adjusted GWX 2.1 Crew Skins
OLCE2 - Adjusted GWX 2.1 Normal Particle Effects (with reflections)
AOTD-AA-Ship-Schleuse-Bugfix
LifeBoats&Debris_v3B
GWX_ships_Buoyance&draught_mod
LRT v2.02 Final
OLCU Special GUI LRT 2.02 Final patch
GWX 2.1 fix patch LRT 2.02
GWX - No Medals on Crew
GWX - Open Hatch Mod
RL_E v2 standard
Das_Boot_Intro_Movies
GWX - Main movie - 'Das Boot'
Thomsen's Sound Pack V3
VII Prototype Skin
OLC Autowatch
Intro Music - Das Boot Theme
Fuel Economy mod v1.1
DB Icon with Pascal Dmg
WP Targeting
NavMap Sub Icon for OLC
Stock Binocular OLC
Attk Periscope Chrono Change
Jonz Draggable Chrono
It has become a bit of a Frankenstein I think. :o
Badger Finn
08-07-08, 08:32 AM
Yea seems where on the same path
ive been side tracked somewhat by the unlocking of SH Commander
so far ive matched
Sounds- Mixed and matched
Command and Combat
GWX Alternate Sound Pack
Thomsons sound pack
No Ring Ring
Graphics
JCWOLF-officer icons eng ver V0.3 + officer faces
ENV Water stream and exhaust - not sure who did this Racerboy perhaps?
Torpedo Damage - Ocean Blue
Life Boats_Debris - Rubini
Gameplay
correct interior diving angles for GWX 2.1 - vickers - radio/command room interior: GWX dev-team-open hatch mod:
GWX Mission Orders -
AOTD-AA-Ship -Schleuse-Bugfix - AOTD_
I could probably add in the merged campagns as well...:hmm:
I was thinkin of including GWX no medals but am lookin at refinding some crew skins and read ya can get conflicts in another post some where in post land...
Seperate mod load ins for OLCU and LRT tho
Still searching for some skin files for the the crew and a Floopy hat mod some russian modder made ages ago...unfortunatly some one hijacked it and its near impossible to find Research says privateer seems to have something similiar as does hamberger face skins mod...
SquareSteelBar
08-07-08, 09:46 AM
...and a Floopy hat mod some russian modder made ages ago... Floppy Officer's Hat (http://www.mediafire.com/?sharekey=d2325f9f6b4577fc95af63b7d44918aa7e75455e bc3954d2) ;)
Badger Finn
08-07-08, 10:03 AM
...and a Floopy hat mod some russian modder made ages ago... Floppy Officer's Hat (http://www.mediafire.com/?sharekey=d2325f9f6b4577fc95af63b7d44918aa7e75455e bc3954d2) ;)
Cheers SquareSteelBar
one of those mods thats hardly a game breaker but nice to have
Thanks again mate
:up:
KapiteinP
08-15-08, 08:09 AM
Is this mod compatible with OLC's latest GUI special (2.4.2)?
Gairith
08-16-08, 12:05 AM
Is this mod compatible with OLC's latest GUI special (2.4.2)?
LRT has a compatibility patch in a separate folder for OLC Special
From the patch readme:
This patch makes the OLCU Special GUI mod compatible with LRT v2.01 Final
Install this patch only after installing OLCU Special GUI and LRT 2.01 Final full version
Modded by Nvdrifter
Somebody else noticed problem with LRT 2.02 using SH3Commander? Look at flotilla information box in SH3Commander main screen - you can see this about Wegener/7th Flotilla:
07.39 to 08.39 - Error!
09.39 to 08.40 - Kiel
09.40 to 07.44 - St. Nazaire
08.44 to 05.45 - Error!
What happened and what should I do to fix it? After disabling LRT 2.02 problem go away.
bigboywooly
08-30-08, 05:20 PM
jaxa
What mods you using
If GWX 2.1
Go to LRT v2.02\LRT v2.02 Final\data\menu and open en_menu
Look for
750=Kiel
751=Brest
752=Wilhelmshaven
753=Lorient
754=St. Nazaire
755=Bergen
756=Bordeaux
757=La Spezia
758=Toulon
759=Flensburg
Change to
750=Kiel
751=Brest
752=Wilhelmshaven
753=Lorient
754=St. Nazaire
755=Bergen
756=Bordeaux
757=La Spezia
758=Toulon
759=Flensburg
760=Constanza
761=Penang
762=Jakarta
763=Salamis
764=Trondheim
765=Königsberg
Many thanks BBW :)
Good old guard always on wave :up:
what do the changes to the bombs.sim and depthcharges.sim do? I'm trying to make this compatible with the increased ASW mod, and i need to know if these changes were introduced to compensate for the stronger hull.
thanks
badwolf
09-01-08, 03:07 PM
what do the changes to the bombs.sim and depthcharges.sim do? I'm trying to make this compatible with the increased ASW mod, and i need to know if these changes were introduced to compensate for the stronger hull.
IIRC it increases the damage radius of the weapon.
sorry to bring this up-
but i have some questions on this mod and how it works-
1. Is the compatability patch included updated for the 2.4.3 version of OLC ubermod?
2. I have the Increased ASW mod by albrecht von hesse, which adds the teardrop USN depth charges and realistic aircraft depth charge loadouts and parameters- when i try to enable it over this, i see that this mod has changed the depthcharges and bombs.sim. What do these changes do, and why are they necessary? Is it to compensate for the stronger hull?
3. A while back there was some version called the hardcore LRT mod- where you're sub was as fragile as it should be. Is LRT 2.02 the hardcore version? If not, does anyone have that version so i can make a hardcore version of 2.02. I'm just bringing this up because I've been noticing that my sub is sometimes unusually strong- 4 direct hedgehog hits should be virtually unsurvivable, yet i've found that a hedgehog hit produces no more than the yellow damage. A hedgehog hit should be critical.
Is there any kind of changelog that shows what parameters have been changed in the files that can't be viewed in notepad, like the .zon and .sim files? With the ones in notepad, I can just use beyondcompare to look at the before and after... but I'm finding that with the other files I have to manually go through each node and entry in s3d and try and figure out what's different. Lots of times i don't even know what the changes were for. Is there any guide to the various entries in s3d that explains what each of them do?
thanks
badwolf
09-29-08, 10:40 PM
Hi andqui
The question's you have put forward really requires Nvdrifter (aka Zen Master Caine) to answer them fully. He has included a modding log explaining briefly the intension of each adjustment. I know that he has done extensive tests to get the "Das Boot" feeling into the sim, but has had great trouble getting around the Hard Coding restrictions. The trouble you find with some mods, is that when you change something to your liking. it changes the balance elsewhere, thus you have to make other adjustments to compensate.
I am at the moment still testing different scenario's, but apart from one niggling fault (scrolling text), the damage model seems to be about right. If damage was increased the sim would be nigh on impossible. I took damage from a mine that gave me a red compartment and the rest yellow. It took my utmost to save the boat, with damaged diving planes, forward movement sent me deeper. I slowly settled on the bottom repaired the leeks and blew ballast. If I had been hunted, escape would have been impossible. I quite like the idea of being pummelled to death with depth charges, rather than the instant death. You have to remember also that with longer repair times, a red compartment is virtually a slow death.
Having said all that, I do believe that further improvements or perhaps a return to some older settings may improve things further, it's a matter of personnel taste.
Answer to 1.
Yes? "OLCU Special GUI LRT 2.02 Final patch". Which version unsure, but making changes should be no problem.
Answer to 2.
Haven't looked at this yet. But merging the files and upgating to LRT settings shouldn't be a problem.
Answer to 3.
LRT 2.02 is the hardcore version, there is also a lite version. There has been some adjustments to settings to hopefully give a better model. Can't comment more, still testing.
I've had a quick look at the .zon and .sim files and some settings are self explanatory, I won't know more until I start modding this area. But I would imagine that they would have been altered to balance the strong hull effect and maybe equipment, flooding & crew injury.
I hope this is of some help.
with a little analytic understanding, one can manually make LRT compatible with any mod. in the lite version, nvdrifter only changed all Interval3-Values in basic.cfg and the Floodingtime-values of the floodable UBoat-sections in Zones.dat. that's all.
thanks for the answers-
okay. After my abortive try a few months ago, i'm making increased ASW compatable with this. I have some questions about the depth charges and bombs.sim
These files have five entries per weapon type:
Fall speed
Detonate Depth
Depth Precision
Explosion Range
Explosion Impulse
The increased ASW mod has the historical explosive loadouts and sink rates, so I'd like to use that as a base and just scale it to LRT.
1. Fall speed seems fairly obvious.
2. Detonate Depth: I understand what it means in the bombs.sim, but I have no clue what this entry would do in the depth charges one. This entry is the same for the depth charges- 25 - for both mods, so i'll just use that. But the bombs vary. I'm using the ASW settings for historical detonation depths.
3. Depth Precision: I have no clue what that means. Any help? In the depth charges.sim, LRT has it at 15 while IASW has it at 11.
In the bombs.sim, LRT has it at 5 for all of them, while IASW varies from one to five. Any help here on what this does?
4. Explosion Range: self explanatory, but i don't know how to change this. The LRT values are essentially 60% larger. How should I adjust the IASW settings, which range from 35-43, to compensate?
5. Explosion Impulse: is this the explosion power? The IASW has this much higher than the LRT settings. How should I scale this?
Also, all of the bombs.sim settings for LRT are the same. Why is this? Doesn't it take different sized bombs into acount?
Finally, the last setting in the bombs.sim file is strange. Both mods put the explosion range and impulse at 0.001953125. Which weapon is this?
thanks
andqui
badwolf
10-02-08, 07:52 AM
I classify mods that have conflicting files in two catagories:-
1. Files that conflict but the area or values don't effect one another. Easy to merge with no detriment to either mod. Usually requires no testing.
2. Both conflicting files alter the same area or values. More difficult to merge and a compromise is sought resulting in changes to either or both mods function. Testing is usually required to achieve correct balance in mods.
Having looked at LRT & ASW I would unfortunately place this in No.2.
As I said before until I work on this area I am no expert in the matter. But to help you, I will try my best. If we enable both mods the JSGME reports 2 conflicts - Bombs.sim + Depthcharges.sim.
Lets look at LRT and compare the 2 files to the basic GWX 2.1 (no mods enabled in JSGME)
Using S3D
Open up Bombs.sim in LRT & GWX 2.1.
You will notice the last 11:amun_Bomb is unaltered so ignore.
The others have 2 changes:-
LRT
explosion_range=70 ..... all same value
explosion_impulse=150 ..... all same value
GWX 2.1
explosion_range=30 ..... to 43
explosion_impulse=1000 .... to 2100
Open up Depthcharges.sim in LRT & GWX 2.1.
LRT
explosion_range=70
explosion_impulse=150
GWX 2.1
explosion_range=34
explosion_impulse=750
Now compare ASW to the basic GWX 2.1 (no mods enabled in JSGME).
Using S3D
Open up Bombs.sim in LRT & GWX 2.1.
You will notice the last 11:amun_Bomb is unaltered so ignore.
fall_speed
detonate_depth
depth_precision
explosion_range
explosion_impulse
The first weapon alters all 5 settings above.
The rest alter 2nd and 3rd settings above.
Open up Depthcharges.sim, compare ASW to the basic GWX 2.1 (no mods enabled in JSGME).
Let you compare.
Now armed with this information we can draw up a conclusion and see how to tackle it.
It looks like LRT takes no account of different weapons and that the explosion_impulse is decreased to the same value for each giving less damage, so no critical close hits. To compensate this the explosion_range is increased to give a greater number of hits.
ASW increases the impulse and range of the first set in Bombs.sim making it more lethal.
They all have 2 or 3 of the following altered detonate_depth, depth_precision & fall_speed giving generally a more accurate weapon. (this is what may stop blowing own DC rack)
The next step depends on how good a Kaleun you are.
The closer the settings are to ASW the harder it will be with a good chance of a critical hit. They won't have the range of LRT but with a faster fall rate and increased accuracy dodging them will be more difficult. LRT might have as many hits due to range, but the impulse will only be about 1/8 of ASW. (This probably accounts for only getting yellow and not red damage for a direct hit).
Here's perhaps the best for both mods
All ASW settings except for:-
explosion_range
explosion_impulse
You will have to experiment for your own difficulty ASW (hard) to LRT (easier and slower death). If you are being hit too often due to range & accuracy then try reducing explosion_range first to minimise effecting ASW.(blowing own rack)
On a closing note, as I'm a true masochist I think I'll give the Full ASW settings a try, even though I play DID. If you find errors then I apologise as I said before haven't modded this area and a lot is based on conclusions. Something you have shown up is that the 2nd, 3rd & 4th weapons in Bomb.sim have identical values in LRT, which is pointless and looks wrong, the 2 .sim files were first introduced in LRT 2.0 so NVDrifter probably didn't get enough time on this part.
thanks for the help. I'll probably stick with the ASW settings.
the final thing i don't understand is this-
LRT made each compartment stonger to minimize the instant hull failure, right?
Why is this? Depth charges and hedgehogs were often quickly fatal if one hit near enough. I can't remember the number, but there was that one Uboat that got raised out of the Kattegatt years ago, where you could see how the depth charge had just blasted a seam in the hull.
To me, the making the hull stronger doesn't seem too realistic. Depth charges and hedgehogs were intended to blow holes in the boat. I feel that the instant death screen is realistic when you have hull failure, and all the stronger compartments do are just make the death more drawn out. It is inevitable either way. The only time the instant death screen is unrealistic is when it happens from a compartment completely flooding, and LRT has solved this by increasing the flooding times.
So my question is will it unbalance things when I remove the stronger compartments feature and keep the others, like the increased chances of crew deaths up top and slower flooding? That seems like best option to me. That way, the sub's hull can fail like it should under certain conditions and i don't have to worry about compatability with Increased ASW.
badwolf
10-02-08, 05:10 PM
I agree to some extent on what you are saying and yes it's all to do with keeping the sim playable as well as realistic.
In the original game you could make repairs on the run in a few minutes while evading attack, but you can't now with LRT, so the sim is far harder to play with equipment failure and flooding. The strengthening of the hull & slower flooding compensates that and gives you a fighting chance, plus delaying the instant death and giving a more dramatic "Das Boot" effect. The mod "Thomsen's No Instant DeathScreen Mod V1.3" was made because of the instant death and that doesn't have longer repair times.
At the beginning of the war a sub would experience inaccurate and less destructive equipment, depth charging was more to keep them submerged than to destroy, so long depth charge times would be the norm. It would be a lucky hit to take out a sub in one, but if enough accumilated damage was caused it could give the sub problems. As the war progress then damage and accuracy increased until it became a nightmare.
This is what's needed to be represented in the sim, that's why I said having 3 weapons with the same values doesn't look right. Using that model would give a good difficulty curve , so you start the war fighting against damage with a "Das Boot" effect and at the end of the war try to avoid instant death.
You played GWX 2.1 with and without LRT and know the effect. You don't know the effect of having the ASW settings, so test that first before changing anything else.
This is a sim and doesn't fully represent real tactics accurately like the wolfpack, were you could slip in while the escorts are busy elsewhere, so your attacking a convoy without the "herd effect" safety in numbers. This means you make the sim as realistic as possible but with discretion.
I think I'll make a backup, and then remove the extra compartent armor from LRT and use the IASW settings. Here's my reasoning:
The IASW settings are historical values, not uberdepthcharges. Since the increased compartment armor only deals with hull strength, equipment damage is still dealt out the same. The only thing it changes is hull integrity. If I take these hull bonuses off, I get my motors, scope, etc. damaged at the same rate as without, so the longer repair times aren't an extra handicap. The repair times would be the same with or without the hull bonuses. I'll test these settings and see how they go.
Thanks for your help...
andqui
Does LRT 2.02 work correctly with OLCU 2.4.3 using compatibility patch?
First off: can't play SHIII without LRT...:up:
now I'm about installing hsGUI. Do I need that compatibility patch? When comparing those menu_1024_768.ini's hs's version contain much more changes than the LRT-version. So my question is: Is it compulsory to install that LRT-patch?
cheers
Lanzfeld
11-20-08, 06:34 PM
Is the ONLY difference from the LRT and "Lite" version the elimination of the camera shake?
badwolf
11-20-08, 07:10 PM
Is the ONLY difference from the LRT and "Lite" version the elimination of the camera shake?
No Lanzfeld. In Zones.cfg there are compartment differences with hitpoints and armour levels + some other differences.
Lanzfeld
12-04-08, 11:21 AM
Okay,
While doing some research on this mod I found out that older versions of LRT had a negative effect on GWX. I guess it made all the sensors on the players boat 100% effective (not really sure what this means). I thought it messed with long range gunnery in GWX but not sure.
Anyway...
I REALLY want to use this mod but I dont want to "break" GWX. Does anyone know what the latest LRT does to GWX exactly? If I know exactly how it effects GWX then I can make the choice myself if I want to use it.
I know there was a fallout somewhere in there with authors and I dont even want to talk about that. Just the mod please!:up:
i suggest to use lrt lite. that doesnt interfere with gwx. just changes crew efficiency and flooding times. if repair times are too long, you can use my LLRT (little longer repair times) tweak of the original LRT. you can find it on my filefront-page
Zen Master Caine
12-10-08, 06:33 AM
Okay,
While doing some research on this mod I found out that older versions of LRT had a negative effect on GWX. I guess it made all the sensors on the players boat 100% effective (not really sure what this means). I thought it messed with long range gunnery in GWX but not sure.
Anyway...
I REALLY want to use this mod but I dont want to "break" GWX. Does anyone know what the latest LRT does to GWX exactly? If I know exactly how it effects GWX then I can make the choice myself if I want to use it.
I know there was a fallout somewhere in there with authors and I dont even want to talk about that. Just the mod please!:up:
Lanzfeld, from the latest LRT (full version 2.02 final) readme file:
Changes in Longer Repair Times Mod v1.31-
-Major GWX features no longer disabled. Long range AI guns and sensors efficiencies no longer affected when playing GWX with Longer Repair Times Mod v1.31 installed.
Basically, I corrected this problem way back. No worries with more recent versions of LRT. Sensors no longer affected. Should be ok. ;)
Lanzfeld
12-10-08, 09:29 AM
If LRT Lite only effects the subs Zones files then why does it not work with Enhanced Damage Effects?....if I may ask.....just curious. I am trying to learn this stuff but it is very strange to me!
Lanzfeld
12-10-08, 11:37 AM
ahhhh..
Now that makes sense. Thanks you for the explanation.
Any chance for making new version of LRT, fully compatible with GWX 3.0 Gold?
Lanzfeld
01-02-09, 10:27 AM
Any chance for making new version of LRT, fully compatible with GWX 3.0 Gold?
...been waiting too! I would love one that works with E.D.E. as well but we take what we get!:up: So LRT-Lite/SRM E.D.E dream
Dolfo91
01-02-09, 12:34 PM
I use LRT with GWX 3.0
No problems for now
I think it works good because this new GWX is a fusion of GWX 2.1 and some others mods (for example OLCE ecc.)
At first look it works OK, but I've read that LRT isn't fully compatible with GWX. I want to be sure I use proper mod for GWX, without any problems.
I've played with LRT and I think it's a piece of good work.
Dolfo91
01-02-09, 02:01 PM
Who said it's not completely compatible?
Badger Finn
01-02-09, 08:16 PM
so far havnt encountered any *nasty bugs* with having LRT installed, but still at the academy area sussing out my current setup with GWX.30 gold...
perhaps yeh old zen master cain aka Nv drifter might dust off his SH3 and give us LRT fans a upgrade...
if I get to campaign further than 3 patrols iLL post back with any issues, there's always the Lite version which seemed ok in early GWX's before LRT 2.0...
Only bug ive encountered so far is the binocular "flaggen option" dosnt work, inconjuction with OLC uber gui, which I think is related to LRT2.0...but ahh Im not too bothered about that....
Who said it's not completely compatible?
GWX Team
Dolfo91
01-03-09, 06:25 AM
:damn:
Although this I'll try his compatiblity
For now no problems/crash etc.
I'm trying also Thomsen's Ships he said it's not completely compatible with GWX(all versions) because of the convoys shape
Lanzfeld
01-04-09, 11:10 AM
I think, think, think you can use LRT Lite with SRM on GWX 3.0 so long as you DONT use E.D.E.
:dead: :dead: :dead: :dead: :dead: :roll:
Badger Finn
01-04-09, 07:59 PM
I think, think, think you can use LRT Lite with SRM on GWX 3.0 so long as you DONT use E.D.E.
:dead: :dead: :dead: :dead: :dead: :roll:
That approach worked for me on an earlier setup using LRT Lite v.1, I had running early last year? before LRT was upgraded GWX2.0 - 2.1?
losing track of all the upgrades
:lol:
cemtufekci
04-13-09, 08:35 AM
So can we use LRT Lite 2.03 with OLC Gold + EDE of OLC ? I mean using the "EDE- LRT 2.03 Lite patch" over LRT Lite and OLC Gold. Does it break anything or anything noticable?
Laffertytig
04-15-09, 04:57 PM
where can the latest LRT mod be downloaded?
Sharkley
04-15-09, 05:34 PM
http://files.filefront.com/Longer+Repair+Times+204+ll7z/;13597925;/fileinfo.html
v2.04 will work with GWX 3.0
mookiemookie
06-15-09, 12:56 PM
Does anyone have an updated link for v 2.04? That filefront link is dead.
mookiemookie
06-16-09, 02:06 PM
Thank you!
The mod (v2.04 Final for GWX3) has been uploaded to subsim's downloads section. Look for it at "Gameplay Mods".
von Sybe
09-06-10, 07:40 PM
I have found a little problem after installing OLC 2.0.1 and LRT 2.1 plus the files required to make it compatible with OLC mod: when you select binoculars (key B), you only get the binocular-type image but without magnification. Quite strange indeed. The problem disappears when I uninstall LRT and play with OLC mod only. Perhaps a problem with menu 1024_768 file?
Moin moin sailors,
After installing LRT 2.04 Full I have the same problem: the binoculars don't magnify. I think I have the required patches installed.
Also unable to operate the deckgun via F10.
Then again; I run so many mods there might be some interference...:
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Aces' Super Pens v3 for Wilhelmshafen,St Naz. Schleuse and xtra ships v5
GWX - 16km Atmosphere
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Open Hatch Mod
Waterstream+Exhaust Combi V2.3 for GWX3
LRT v2.04 Full
EDE- LRT 2.04 Full patch
Integrated Orders- LRT 2.04 Full patch
Open Hatch - LRT 2.04 Full patch
Conus' Historically Accurate U-boat Emblems 1.3
Q Ship mod GWX3.0
Ultimate Aircraft Soundmod
Any clues or tips?
Would be very much obliged.
Badger Finn
09-09-10, 11:51 PM
IIRC GWX EDE isnt required since OLC has that
Integrated orders dosnt work with OLC
and you have LRT patches over LRT patches which starts to get messy
been a while since I ran OLC but from memory I only needed one LRT add on but dont remember if it was a compatibility patch or part of OLC's 4 choices on the last version OLC did...
since then I edited the CFG files to clean up the mod soup...
asanovic7
05-01-11, 06:44 AM
hey..
one question..
h-sie or lrt?
thanks..
cheers! :D
bojan811
05-03-11, 06:57 PM
To me it meses up with makamans final magui mod, thomsens no instant deathscreen mod, open hach mod , Enhanced DE mod...and when i try to start the mission i get an
Menu ID not Found
0x3f80001! message
any adivice...
hey..
one question..
h-sie or lrt?
thanks..
cheers! :D
Try both! And decide! Both were long in the making!
To me it meses up with makamans final magui mod, thomsens no instant deathscreen mod, open hach mod , Enhanced DE mod...and when i try to start the mission i get an
Menu ID not Found
0x3f80001! message
any adivice...
Post the whole Load-order. But it seems that two mods modify the .ini
The GUI mod and the LRT will both introduce changes to the .ini file. Use the according patches.
Or use the Lite- variant of the mod, that has only the cfg-files and no of the changes to the GUI.
bojan811
05-04-11, 02:47 PM
gwx no medalas on crew
gwx main movie das boot
tomsens sound pack v 3.2
classamblage graphic mod
das boot clothes
dd_visible mines v1.0
flags
M.E.P. v3
M.E.P. V3 Visual sensors for gwx
Flat sun fix for MEP
OLC modified search light beams for gwx
WB renown replacment
Flags enlighten
Tomsens no instant death screen mod v.1.3
TDW ship plane fire damage v1.4 sh3
anzacmiks damage immersion
TMT V.2+ Thom. Ships v4.4+Xtra ships
gwx 3.0 additional ammo
torpedo damage final ver2.0
gwx enhanced damage effects
life boats and debrise v4.0
seaflor_SF_V3_Final
gwx open hach mod
magui F
torpedo solution bar for magui F
torpedo hahd 1024 gwx
Improved malloy`s ruler
tdw ejecting pilots v2.0 SH3
ok this is it....
and when i enable the LRT v 4.0 i get conflict massage with
"Zones.cfg" has already been altered by the "Thomsen's No Instant DeathScreen Mod V1.3" mod.
"Zones.cfg" has already been altered by the "GWX - Enhanced Damage Effects" mod.
"Cameras.dat" has already been altered by the "GWX - Open Hatch Mod" mod.
"Cameras.dat" has already been altered by the "MaGui F" mod.
"particles.dsd" has already been altered by the "GWX - Enhanced Damage Effects" mod.
"de_menu.txt" has already been altered by the "MaGui F" mod.
"en_menu.txt" has already been altered by the "MaGui F" mod.
"menu_1024_768.ini" has already been altered by the "MaGui F" mod.
"menu_1024_768.ini" has already been altered by the "TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)" mod.
"Sh3.sdl" has already been altered by the "LifeBoats&Debris_v4" mod.
"NSS_Uboat21.zon" has already been altered by the "Thomsen's No Instant DeathScreen Mod V1.3" mod.
"NSS_Uboat2A.zon" has already been altered by the "Thomsen's No Instant DeathScreen Mod V1.3" mod.
"NSS_Uboat2D.zon" has already been altered by the "Thomsen's No Instant DeathScreen Mod V1.3" mod.
"NSS_Uboat7b.zon" has already been altered by the "Thomsen's No Instant DeathScreen Mod V1.3" mod.
"NSS_Uboat7c.zon" has already been altered by the "Thomsen's No Instant DeathScreen Mod V1.3" mod.
"NSS_Uboat7c41.zon" has already been altered by the "Thomsen's No Instant DeathScreen Mod V1.3" mod.
"NSS_Uboat9b.zon" has already been altered by the "Thomsen's No Instant DeathScreen Mod V1.3" mod.
"NSS_Uboat9c.zon" has already been altered by the "Thomsen's No Instant DeathScreen Mod V1.3" mod.
"NSS_Uboat9d2.zon" has already been altered by the "Thomsen's No Instant DeathScreen Mod V1.3" mod.
Like i said!
Use the Lite variant of the LRT mod and things should be less conflict heavy! :salute:
bojan811
05-07-11, 03:34 PM
@Myxale
OK i will try your way.
Just have to see what lite variant contains.
The lite only contains the longer repair times.
The full mod makes changes to the GUI to change the numbering of estimated repair times.
Instead showing the repair time like this: 5.785851 min;
it will show like this: 3-5 hours.
But this part of the mod will change the GUI (and conflict with the GUI you use) And change the .ini file to enable this kind of numbering.
It also changes the font a bit and the repair icons.
You not missing much by using the lite version. I use it too.:arrgh!:
bojan811
05-08-11, 05:53 PM
The lite only contains the longer repair times.
You not missing much by using the lite version. I use it too.:arrgh!:
If you say so.
;)
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