View Full Version : Longer Repair Times 2.04 Patches
Gaz360GT
10-31-10, 10:50 AM
Hiya all,
I have had LRT 2.04 enabled for a while now and always thought there was a problem with it as I have still got my green crew efficience bars in the crew management page. (taking damage from a DC finally confirmed this)
Anyway I realised what the problem was, I didn't have the mod installed properly I had "LRT 2.04 (all)" installed rather than the required version and patches in the mods subfolder.
I done a little research on this forum and think I now know what I need to do to get it working. The only thing I am not sure about is how to use the patches for GWX EDE, Intergrated orders and Late war sensors.
Do I use the LRT 2.04 patches instead of the GWX mods or do I install LRT 2.04 followed by the GWX mods and then the LRT patches?
Thanks in advance.
Instal GWX first, then LRT 2.04, then needed patches included in LRT 2.04.
But I recomend you using this mod instead of LRT2.04:
http://www.subsim.com/radioroom/showthread.php?t=174225
CherryHarbey
10-31-10, 02:17 PM
I agree h.sie work on longer repairs is well worth looking at.
I was not aware it even existed. I shall definitely investigate this mod. Does it break the green crew efficiency bars?
No only change is to repair times, leaving flooding and fatigue untouched.
Gaz360GT
11-01-10, 11:42 AM
Thanks Yoriyn, I have just downloaded it.
I now need to remove my LRT 2.04 mod. Do I just select it in JSGME and click "disable selected mod" or do I need to remove them in order from bottom to top until I reach the one I want to remove and just re-enable the others or would it be best to disable all mods and re-enable the ones I want to keep?
I have never removed mods before now (only uninstalled the game) and have always been worried about messing up the game with conflicting mods and stuff.
Would it be best for me to get my career mode captain back at base first?
The mods I have enabled in order:
- GWX Enhanced damage effects
- GWX Intergrated orders
- GWX 2 No Ring Ring Mod
- Lifeboats&debris_v4
- Longer Repair Times 2.04 (All)
- Q Ship Mod GWX3
- Torpedo Damage Final
Thanks alot guys,
Gaz
You could try just directly removing the repair time mod directly. If any other dependencies exist, you will be notified. If you wish to play it safe, then uninstall them in the order they were installed until you get to the repair time mod, then remove it and then add the later mods again. That would probably be the best thing to do in your case.
I was not aware it even existed. I shall definitely investigate this mod. Does it break the green crew efficiency bars?
Have you had time to check it out yet? While between the two of us I think we've got a few minor differences in realism settings but from past discussions seems we've got all (more or less) the same mods.
I won't gloat tooo much, one of the skills I've really begun to master is shallow water combat/evasion. Generally I take more damage from the escorts running over my conning tower than from any DC's. When this causes other damage the repairs are generally completed almost instantaneously while convenient makes should make things much harder than they really are. AI seems to get confused when I don't run for mama when they find out I'm there and start going after them and moving around underwater at flank weaving in and out or going under ships, like it makes them go stupid and forget how to properly conduct an ASW attack.
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