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View Full Version : MOD concerning refit/refuel


Archer7seven
09-09-13, 11:52 PM
I feel that on the refit/refule issue, the developers kind of called it in. While it's nice to have a forward base to refuel and rearm, it should be more than an instantaneous action. Fueling should take time as should the reloading of shells in the case of a surface ship. I myself like to speed up time, until I've spent 3 days at base.

Is there a mod that addresses this?

Thank you.

Bubblehead1980
09-10-13, 12:06 AM
I feel that on the refit/refule issue, the developers kind of called it in. While it's nice to have a forward base to refuel and rearm, it should be more than an instantaneous action. Fueling should take time as should the reloading of shells in the case of a surface ship. I myself like to speed up time, until I've spent 3 days at base.

Is there a mod that addresses this?

Thank you.


Well I know in Rockin Robin's TMO plot mod, when refuel/refit it orders you to stay in port at least 4 hours as was typical port stop time such as at midway to top off tanks en route from pearl to patrol area and vice versa. I plan on addressing this eventually in mod by using triggers such those used to order player when on special missions to remain in area for certain time period before deploying the rubber raft.There are things to work out but I do plan to address it. I also plan to fix up places like Midway.In real life Midway has a reef around it, ships entered via a narrow, dredged channel.Ships could not enter the harbor after dusk and before down, also if seas were too rough, subs and ships would have to circle the area until conditions calmed enough to enter channel.Also, Midway needs a makeover, its not a realistic portrayal as it was in WW II.

Archer7seven
09-10-13, 12:46 AM
That's awesome.

The lagoon at Midway is a bit tight. I took out a PT boat once, trying to get the Narwahl out of there.

Webster
09-10-13, 09:21 AM
I never paid close attention to it but AFAIK going to port advances time to simulate this and I thought it was the same for refitting and refueling

joefremont
09-10-13, 10:32 AM
Good idea, loading torpedoes is not a fast process. If there were a way to mod it, the time should be based on amount of fuel loaded or the number of torpedoes loaded.

Admiral Halsey
09-10-13, 10:57 AM
That's awesome.

The lagoon at Midway is a bit tight. I took out a PT boat once, trying to get the Narwahl out of there.

As long as it wasn't PT-109 you should good.

c13Garrison
09-10-13, 06:08 PM
A very good question Archer. I thought it was silly to shoot at the Tokyo Express, race east to 10 miles away from Tulagi, reload, and be able to get in range of targets again.

A mod that required you to pilot to your berth would be neat. It would get old fast, but it would be a nice option. Though, nothing stops you from piloting to berth as-is.

My SHIV time has shrunk significantly, but its always fun to read intelligent commentary. ...even when its pointing out an element of naval history 101 that I learned 20 years ago and yet still screwed up (Erin).

Archer7seven
09-10-13, 07:41 PM
A very good question Archer. I thought it was silly to shoot at the Tokyo Express, race east to 10 miles away from Tulagi, reload, and be able to get in range of targets again.

A mod that required you to pilot to your berth would be neat. It would get old fast, but it would be a nice option. Though, nothing stops you from piloting to berth as-is.

My SHIV time has shrunk significantly, but its always fun to read intelligent commentary. ...even when its pointing out an element of naval history 101 that I learned 20 years ago and yet still screwed up (Erin).

SH-3 commnader addressed this very well by adding a delay when docking and then leaving a non home port. Weather should also be a factor in refitting.

I do pilot into a berth and progress time for a few hours, but that's just for my own realism and to give the crew a break. It paid off one time. I was docked next to a tender at Tulagi when it was raided by japanese airplanes.

I picture it as just a quick load screen that advances the game a few hours. Something like this..

http://www.pigboats.com/subs/plng2a.jpg

Rockin Robbins
09-11-13, 09:11 AM
I'm with Webster. I thought the game already adds time after you end the cruise to allow for refit. It might not do so on a minor stop for fuel and torpedoes.

Webster
09-11-13, 11:07 AM
I'm with Webster. I thought the game already adds time after you end the cruise to allow for refit. It might not do so on a minor stop for fuel and torpedoes.

I think that's the complaint RR, they want refueling time delays.

I never noticed if you lose any time doing that but if not it should

Armistead
09-11-13, 01:52 PM
While working on something, I swear I saw some values relating to refit time, but it may be port only timer. I agree, a refit should take a day or two.

joefremont
09-11-13, 03:05 PM
It would be nice if it could be variable. Usually I come in for a refit, I need a refuel, repairs, torpedoes. You refit once and everything done except that for the torpedoes it fills the spare slots but not the empty torpedo tubes, so you need to load all the tubes and refit a second time. So if it knew you pushed refit outside the port, that takes so much time, you need fuel, you need repairs, you need torpedoes etc. All that adds up to a certain amount of time added to the clock. Now on the second press of refit, all I need is four more torpedos, that takes less time

Armistead
09-11-13, 03:36 PM
I hope to get my PC back tomorrow, I'll test it.

When first playing, always thought it was funny refitting submerged. I remember have a DD group chasing me to Tulagi, course they sunk the sub tender and tanker. I bet refitted 3 times submerged while fighting them, instant battery charge, repairs and torps in seconds...:haha:

TorpX
09-12-13, 12:09 AM
I didn't realize that you could effect repairs this way. Seems like that type of ability should be very limited. When it comes to loading shells, torpedoes, or fuel, you can just TC the appropriate number of hours, but repairing damage is another matter. Some kinds of damage would be beyond their capabilities.

Rockin Robbins
09-12-13, 09:18 AM
I say that at some point reality has more to do with how we choose to play rather than what the game permits. Who needs a fancy mod when you can stay there, hit the TC and reel off 24 hours, then resume your cruise?

Who needs to put a paper bag over the captain's head and deny him all information when the only invalid info he receives is optical range? Why not just not use optical range findings except for what you directly read from the stadimeter and preserve the radar ranges? You can't make the game do that.

But it's easy to play that way. Just ignore the optical range positions on the nav map. Plot what you measure with the stadimeter. No corrections allowed once you look at the nav map. Take three stadimeter sightings without looking at the nav map. Average, take the mean, whatever you think is reasonable to peg a certain range you think is reasonable, pop over to the nav map and plot that point. Your playing behavior has just perfectly corrected a game defect.

Reality lies in you, not in the game.

I was rehearsing a sonar only Dick O'Kane attack for a new video, since You Tube doesn't like my over 40 year old Pink Floyd music. I think they're afraid somebody might discover it, run out and buy a CD. Heck, at this point I think I should send Pink Floyd a bill for advertising their product! You Tube thinks differently and I'm getting ready to produce a substitute video.

I had forgotten how different three successive sonar ranges can be. A 10% error means a thousand yards at 10,000. And that's about what I was seeing, plus or minus 10%. That's HUGE! In spite of that you can plan a decent attack. And a decently planned attack can go tragically wrong with the target track is discovered to be immediately over your sub. You have to be close enough to mitigate errors that you KNOW are there. You cannot be too close. But our error bucket is about the same size as our torpedo run bucket. With a sonar only attack you can do everything right and not be able to shoot.

Kinda neat! Now I have to sort out the USB microphone/game sounds mixing problem. Why didn't Windows allow us to pick two sound cards and listen to both at the same time? It treats a USB sound device as a separate sound card......:nope:

Webster
09-12-13, 03:36 PM
I didn't realize that you could effect repairs this way. Seems like that type of ability should be very limited. When it comes to loading shells, torpedoes, or fuel, you can just TC the appropriate number of hours, but repairing damage is another matter. Some kinds of damage would be beyond their capabilities.


mechanical damage gets repaired but not hull integrity (outer hull) so while "somewhat" unrealistic to have damaged systems repaired because its not that far fetched but there should be limits to what gets fixed IMO since in reality it should be limited to sledge hammer welding torch and wrench repair items



Why didn't Windows allow us to pick two sound cards and listen to both at the same time? It treats a USB sound device as a separate sound card......:nope:

hey now :stare: don't be talking about bill gates or he will have us all sent to behavior modification camps :03:

Bubblehead1980
09-12-13, 07:00 PM
Making all refits take a day or two is too much.What about if on way to patrol area and just need fuel? Most subs stopped at midway en route to area for maybe 3-6 hours depending on various factors then shoved off.

Webster
09-13-13, 12:33 PM
Making all refits take a day or two is too much.What about if on way to patrol area and just need fuel? Most subs stopped at midway en route to area for maybe 3-6 hours depending on various factors then shoved off.

well I think yes and no at the same time.

often because of the isolation and solitude of the boat a boat may stay longer if it can to get off the boat for a good meal and spend time around other people to stretch legs on deck so I can see a 12-14 hour layover visit if its safe to do so and then there is the quick get loaded and get out of there if its not safe so 3-6 hours in and out is correct.

I just don't think there is any standard time a refit would take in reality but for the sake of the game balance I would say 8 hours is a happy medium for reloading and refueling and 12 hours for making repairs

maybe thats the reason it isn't in the game, maybe they intended to leave it up to the player to decide. I do know if your tubes are empty you have to move them into the tubes to reload before you can refill the reserves again so that gives you "some" time you are "supposed" to wait for even though you can reload while the tubes are being reloaded which you shouldn't be able to do until it has completed the transfer.

that would be the mod I think would work best is to find a way to prevent another refit until the empty tubes finish reloading.