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View Full Version : Repair times STILL way too short, ready to shelve SH3


nvdrifter
06-02-06, 12:12 AM
I am almost ready to shelve SH3 due to the extremely short repair times. I have never had a repair take longer than a couple of minutes. In SH2, repairs would sometimes take many hours. This totally kills the realism in my opinion. I think the realistic repair times option is broken or something. Repair times stay really short whether it's on or off. I have also disabled the damage control team, but the repairs still only take a couple of minutes (but flooding is more dangerous now). I have also tried and tried to find the file that contains the repair times for the different equipment, but I think it's hard-coded. I noticed there are no mods addressing the short repair time issue. Is anyone working on a way to greatly increase repair times? Hours instead of minutes is a must.

Myxale
06-02-06, 01:21 AM
Keep yer eyes open for NYGM they will adress this in thier mod!

nvdrifter
06-02-06, 11:05 AM
I hope you are right! Can anyone else confirm this?

CybrSlydr
06-02-06, 11:17 AM
Confirmed. :up:

http://www.subsim.com/radioroom/showthread.php?t=93844&highlight=NYGM

Rose
06-02-06, 02:58 PM
Don't shelve SH3 just 'cause yer miffed about repair times. Honestly, its a fun game. Just fix it up with some mods (NYGM 2.0 when its out) and itll all be better :D.

Ducimus
06-02-06, 03:49 PM
You need to D/L and install one of the "hollywood" damag mods.

Trust me, you can't pump water out fast enough with it enabled.

nvdrifter
06-02-06, 10:50 PM
Yeah, I am using the Hollywood damage mod. The flooding times are great. I have also disabled the Damage control team. My problem is the equipment repair times are still short even without the damage control team. The repair times take a little bit longer without the damage control team, but not much. I was hoping there would be a way to mod the more serious equipment repair times into hours and not minutes. I appreciate the work the modders are doing, but it seems to be more of a bandaid than addressing the issue directly. I guess the reason is because the source code hasn't been released. U-boats sometimes spent up to a day or two while on patrol trying to fix their diesels, radios, etc. I really wish there was a way to implement this into SH3.

HW3
06-03-06, 11:43 AM
I believe that is what the NYGM team is working on right now, including a sabotage mod along with it.

Sailor Steve
06-03-06, 12:25 PM
Just my opinion, but is that really a good reason to 'shelve' an otherwise excellent game?

If that were the case, everyone would consistently call SHI a bad game, simply because time in port was never more than 9 days, no matter how badly damaged the boat was, or even when working up a new one.

JU_88
06-03-06, 01:00 PM
Shelve SH3 over unrealitic repair times, you are madman!
No sim or game will ever be 100% perfect, I wish short repair times were my only gripe with the game.

Im annoyed that SH3 lacks poper Submarine AI, that there are no operational wolfpacks or Hostile British/Duch/Russian Submarines for engagment (that was the biggest blow for me)
Aircraft are badly modelled and important ones like the Hudson and beaufighter are missing! Elcos dont fire torpedos. the Russian navy is missing!

Thats just the tip of the iceburg of my SH3 complaints Yet I still love the game and play it to the death!

Sailor Steve
06-03-06, 01:29 PM
Aircraft are badly modelled and important ones like the Hudson and beaufighter are missing! Elcos dont fire torpedos.
And they are Elcos, which only appeared in the Med around 1943. The others should all be Vospers!

Still, it's the best subsim I've ever played.

Rose
06-03-06, 04:18 PM
the Russian navy is missing!

Hmmm ask the two destroyers I sank in Murmansk about that :D. No but really, the Russian navy is there, I just think they could have done a more extensive job with it, for example, the Baltic Soviet Submarine Fleet (thats not the "official" name).

nvdrifter
06-03-06, 10:24 PM
I believe that is what the NYGM team is working on right now, including a sabotage mod along with it.

I hope you are right. Sounds great. If someone would tell me what file to mod, I would do it myself!

nvdrifter
06-03-06, 10:28 PM
Shelve SH3 over unrealitic repair times, you are madman!
No sim or game will ever be 100% perfect, I wish short repair times were my only gripe with the game.

Im annoyed that SH3 lacks poper Submarine AI, that there are no operational wolfpacks or Hostile British/Duch/Russian Submarines for engagment (that was the biggest blow for me)
Aircraft are badly modelled and important ones like the Hudson and beaufighter are missing! Elcos dont fire torpedos. the Russian navy is missing!

Thats just the tip of the iceburg of my SH3 complaints Yet I still love the game and play it to the death!

Oh, I agree. SH3 is a great game, but with many problems. I still play it regardless. I will not shelve it, but I am growing increasingly frustrated with the short repair times. The short repair times is at the top of the list for me as the biggest killer of realism in my opinion. It seems like everyone has modded everything else but this. I wish there was more focus on this problem. This is a 'must fix'.

nvdrifter
06-03-06, 10:30 PM
By the way, does anyone know specifically which file contains the damage repair times? Anyone?

JScones
06-03-06, 10:54 PM
Haven't the times been modded by NYGM? Or a Hollywood mod? I'm sure I've seen this discussed before?

nvdrifter
06-03-06, 10:57 PM
Haven't the times been modded by NYGM? Or a Hollywood mod? I'm sure I've seen this discussed before?
The flood times and sinking times for ships have been modded. But not the repair times for damaged U-boat equipment. I want my Das Boot moments from Aces of the Deep implemented into SH3. :yep:

gouldjg
06-04-06, 01:33 AM
The only way I can see anyone getting repairs to last hours is by turning every HP up on all things in game and then turning up the weapon damage.

I can imagine that repairs will hapen by re-adding hp back to damaged unit but this may actually be worked out by percentage.

Now lets say a engine was tweaked to be 600 hp and a DC was tweaked to be 400 hp damage.

I am suspecting that a possible 400hp loss will take some time to fix especially if you have disabled the repair crew and are only using the men in the compartments.


Now it is possible to do that for every object in game but you will have to say goodbye to any collision damage as sub will be uber to things like ship collision unless someone knows how to make that more deadly.

So just to see if this could work, you can try the following

1. Set sub main hit points to 2000

2. Set all compartments to 1000

3. Set individual equipment to 600 for everything

4. Set DC explosive power to = 350

Check to see if repairs do then take longer.

If the repairs are still the same, it looks as though repairs are done by percentage rather than hit point restoring.

I can imagine it can be done but eveything will need to be redone to balance. Not an easy task.

nvdrifter
06-04-06, 02:24 AM
The only way I can see anyone getting repairs to last hours is by turning every HP up on all things in game and then turning up the weapon damage.

I can imagine that repairs will hapen by re-adding hp back to damaged unit but this may actually be worked out by percentage.

Now lets say a engine was tweaked to be 600 hp and a DC was tweaked to be 400 hp damage.

I am suspecting that a possible 400hp loss will take some time to fix especially if you have disabled the repair crew and are only using the men in the compartments.


Now it is possible to do that for every object in game but you will have to say goodbye to any collision damage as sub will be uber to things like ship collision unless someone knows how to make that more deadly.

So just to see if this could work, you can try the following

1. Set sub main hit points to 2000

2. Set all compartments to 1000

3. Set individual equipment to 600 for everything

4. Set DC explosive power to = 350

Check to see if repairs do then take longer.

If the repairs are still the same, it looks as though repairs are done by percentage rather than hit point restoring.

I can imagine it can be done but eveything will need to be redone to balance. Not an easy task.

Thanks for the idea. Will try it and post my results.

Der Teddy Bar
06-04-06, 03:09 AM
To make the idea work you would need to adjust all the u-boat armour and then all ships guns would need the HP & AP adjusted accordingly.

gouldjg
06-04-06, 04:24 AM
To make the idea work you would need to adjust all the u-boat armour and then all ships guns would need the HP & AP adjusted accordingly.

Yep but it is possible in the future despite it being a monster job to do.

However it is all dependant on whether the repair is done by individual HP climb back up at certain speeds or whether it is just a percentage calculation set by amount of men etc which would make the change unnecessary.

No doubt it is a massive job and the one side effect is the collision model which up to now, I do not think anyone has sussed properly.

At one point, I considered lowering everything just so collision killed subs but have since abandoned the idea, as I could not really understand the collision calculations and noticed the lower HP made repairs too quick or system destoyed too easy.

Its one of those (I need devotion jobs and 3 weeks to spare). A liitle bit down on my priority que at the moment. I also think it may be unessessary due to the DD attacking so often with DC i.e. 3 min gaps between DC drops. Then you have to consider the crew HP also.

I think I will just wait and try NYGM, if this gives me the buzz then I am happy with it and can concentrate on other stuff.

nvdrifter
06-04-06, 04:50 AM
Well, I increased the hp of U-boat equipment and compartments in the zones.cfg file and the HP of type 7 u-boat for testing purposes. Also increased damage of shells and depth charges. Upon multiple testings, there was NO difference in repair times. I am beginning to think the repair times are hard coded or something. I even changed around some numbers with the crew effeciency, but no dice. I just don't understand why I can't increase the repair times no matter what I tweak. If only we could get the source code, we could change it ourselves. Anyone here know how to hex edit?

JScones
06-05-06, 06:30 AM
Hey gouldjg, just a thought, do you know that the "TimeRecovery**" entries in Basic.cfg refer to? Is there any chance that they could be a multiplier or "minute" value for controlling repair times???

It's just that each piece of "damagable" equipment has such an entry.

gouldjg
06-05-06, 07:44 AM
I have tried it but not in a sytsematic way to note differences. I used to think it had to do with priority but am wondering the same as you.

I will try and look at it deeper in the next couple of weeks.

JScones
06-05-06, 07:49 AM
If it is related, it looks like it could be something like the max repair time in minutes, the actual time being somewhere between 0.01 and the TimeRecovery value based on some other factor (HP or something perhaps?).

Just a very wild guess anyway. Perhaps change the values to 120 or something and see what happens!

gouldjg
06-05-06, 08:21 AM
I will do as soon as I get back from Coventry:up: , I am exam stressed :damn: . Sounds very interesting though and surely it relates to something.

Edit, Actually used to think it was to do with days in port. Just tried a 100 on each and no effect noted upto now.

nvdrifter
06-07-06, 02:12 AM
C'mon people. Lets get a group of modders to focus on and fix this short repair time problem. If we could fix this, it would make gameplay sooo much better. I have run out of ideas on trying to fix it. :nope: Let's not give up on this!

Is it possible the repair times are hard-coded into the SH3.exe file? Upon further testing, I have noticed that changing between the realistic and non-realistic repair times does actually make a small difference in repair times... very small. So I figure that there is a line somewhere that changes the repair times, but the big question is which file and what line? I have also played around with the recovery time numbers. Tried very low and very high numbers multiple times. No effect to repair times.

Der Teddy Bar
06-07-06, 02:59 AM
If it is related, it looks like it could be something like the max repair time in minutes, the actual time being somewhere between 0.01 and the TimeRecovery value based on some other factor (HP or something perhaps?).

Just a very wild guess anyway. Perhaps change the values to 120 or something and see what happens!
TimeRecovery is the value that the game uses when you are in base for destroyed items.

If for example Bow torpedo tube is destroyed then it would add 2 additional days on top of NbDaysInBase=

I have tested making this number into 100 and such likes and it does have no effect either way on repair times when at sea.

JScones
06-07-06, 04:05 AM
Well that's a dog then.

nvdrifter
06-07-06, 04:49 AM
There has to be a way to modify the repair times. I will keep trying different things and I won't give up.

Der Teddy Bar
06-07-06, 04:58 AM
I have been told that this issue is not fixable.

nvdrifter
06-07-06, 05:14 AM
I have been told that this issue is not fixable.

Who told you this? Programmers from Ubisoft?

CB..
06-07-06, 06:09 AM
if you have a lot of crew injured or dead---things take a heck of a lot longer to repair--last patrol it took half an hour to repair the port electric engine---mind you half the crew was dead-and the other half were thrown into fatigued status by low morale---

was fortunate i didn't get attacked again as i was un able to move--lol

starboard electric engine was fine--but the starboard prop was destroyed--
all in all it took over half an hour to repair both the port electric engine and the port prop---front and aft batterys were allso damaged--

so maybe there's a clue there---reducing the number of crew doing a "two for one" type approach to crew members--half-ing the number of crew on board (is this possible?) im sure i must be--
summat along those lines perhaps

nvdrifter
06-07-06, 06:22 AM
if you have a lot of crew injured or dead---things take a heck of a lot longer to repair--last patrol it took half an hour to repair the port electric engine---mind you half the crew was dead-and the other half were thrown into fatigued status by low morale---

was fortunate i didn't get attacked again as i was un able to move--lol

starboard electric engine was fine--but the starboard prop was destroyed--
all in all it took over half an hour to repair both the port electric engine and the port prop---front and aft batterys were allso damaged--

so maybe there's a clue there---reducing the number of crew doing a "two for one" type approach to crew members--half-ing the number of crew on board (is this possible?) im sure i must be--
summat along those lines perhaps
Well, one thing I have done was halve all of the hitpoints of the u-boat equipment. This makes the equipment get destroyed much easier (although I would still rather have longer repair times instead). Also, I have increased the damage of the enclosed compartment number in the basic.cfg file. This makes equipment get damaged much easier, and sailors also get injured and die inside the sub much more often. Makes the game more challenging. But I would still rather have longer repair times. I think Ubisoft really blew this aspect of the game. Seems like gameplay always takes a back seat to graphics these days. Sigh. :nope:

CB..
06-07-06, 06:36 AM
it might be that the repair time is tied to the hit points of the item so reducing the HP might allso reduce the repair times--tho as we have noticed the repair times no matter what the hit points tends to be stunningly short---

the only circumstance i have found where repairs take anything like a noticable time is when large numbers of the crew are dead the other mostly shocked into fatigue--


so here's my proposal--

reduce the number of crew needed for the sub--

perhaps even remove the ordinary seaman requirement altogether--and only have the officers and petty officers--
and low ranking ones at that--

if you only have one officer and one crew member alive on your boat--you can bet you ass the repairs times will be longer--

and that seems to me to be the only clue we have---reduce the number and even perhaps rank of the crew--

basic.cfg

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=7.1
Interval2_0=9.6
Interval3_0=19.7
NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=8.5
NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=6
Interval3_2=12.1
NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=16
NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=11
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7
NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=9.7
NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=7.3
NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=4.65
NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=6.1
NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=8.2
Interval3_10=14.3
NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=4.1
NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=1.1

[SUBMARINE0]
NrMinOff=2
NrMaxOff=4
NrMinPO=5
NrMaxPO=9
NrMinSeamen=10
NrMaxSeamen=14
NbVersion=2
Version0=0 ; IIA
Name0=IIA
Month0=7
Year0=1939
Version1=1 ; IID
Name1=IID
Month1=10
Year1=1939
DaysSpentInBase=28

etc etc
sort of thing---

NrMinOff=2
NrMaxOff=4
NrMinPO=5
NrMaxPO=9
NrMinSeamen=10
NrMaxSeamen=14


problem solved????:hmm:

pends what you want from the game really here--

The Noob
06-07-06, 08:39 AM
Please post the Results here soon, i can't wait to see if it is really Possible.

I feel a great disturbance in the Force. It's coming Right from this Thread!:huh:

bigboywooly
06-07-06, 09:54 AM
:hmm: may indeed be possible but will running with a smaller crew bring new problems in manning posts/loading torps etc

I know I have sailed before with less crew and have clicked on man the deck/flak guns on surfacing only to be told not enough crew as they busy running engines/loading ext torps and such and so my boat a sitting duck till removed some crew myself from bow area which just meant had to stay on surface a lot longer than I wanted - not good in later years:nope:

Still be interesting to see your results

U-Bones
06-07-06, 10:07 AM
This is what I said about repairs in this thread.
http://www.subsim.com/radioroom/showthread.php?t=91800


Just wondering...
Has anyone ever made crew default status "very very tired" ie - very slow and inefficient for repairing...
AND
no recovery, no tiring, no change
AND
lower the operational requirement of the compartments so they dont shut down unless slots are empty.

Seems like this approach may allow non instant repairs without requiring crew micromanagment - but that may be fatal given the crappy damage models. Just thinking out loud...

Sad how many of the non-graphical portions of this game are a giant leap backwards from SH1, damage control in particular.Just wondering...


...OK, I will be quiet now, but I think the idea has merit.

bigboywooly
06-07-06, 10:15 AM
I agree. repair times are to fast and no doubt someone will come up with the right solution
Talented bunch on this forum - not including myself in that lol

CB..
06-07-06, 10:56 AM
:hmm: may indeed be possible but will running with a smaller crew bring new problems in manning posts/loading torps etc

I know I have sailed before with less crew and have clicked on man the deck/flak guns on surfacing only to be told not enough crew as they busy running engines/loading ext torps and such and so my boat a sitting duck till removed some crew myself from bow area which just meant had to stay on surface a lot longer than I wanted - not good in later years:nope:

Still be interesting to see your results

:up: :up: yes that's probably one of the mian problems with finding an answer to this---it could be difficult to balance out the other factors influenced by this to make it worth while implementing--low crew numbers not enough to spare to man the guns- reload times of the torps etc etc etc --:yep:

what i think might be do-able is to alter the repair times for certain compartment rather thn doing the whole sub--

might be -- i don't know--

i did try an experiment on the repair crew "compartment"
which i think is compartment 5 (???)

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

i figured that if i reduced the number of crew allowed in that compartment to zero

NumberOfCrew5=0
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7


then it would be un-usable because it would allways be full not allowing you to place crew member in it to use the repair facility

strangely this didn't work--BUT what i found was that placing one officer (even a low ranking one without the repair qualification)
immediatley filled the green "health/efficiency" bar at the top to full

annoyingly this didn't work the other way round---

so setting it to


NumberOfCrew5=100
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

gave the same result---one crew member filled the green bar to full

BUT it did show some promise for some exploration of the settings at least to try to understand them a little better--

what are the intervals all about --i have NO IDEA--might be something there...
what ever is done will probably have a swings and round-a-bout back lash some where else--
unless we can find some thing specific to repair that hasn't allready been discovered--

i suppose one alternative would be to render the crew very sensitive to getting injured (but very resistant to getting killed out right)

i'm kinda experimenting with this myself

Hp=6
wounded=-0.01
Dead=-1.5

this would immediately take a proportion of the crew temporarily out of action--slowing down repairs enormously- and simulating the need for repairs at the same time--"not enough crew" left to man compartments etc
so even if your engines are fine--you still dead in the water untill your medic can put the crew back to gether--i like this allso beacuse it makes the choice of medic qualification a MUCH higher priority than normal--it becomes essentail to have at least three or even four medics available - to get the crew back on their feet --

NOW THEN,,,:rotfl:
before you all jump down my neck about the realism of this...
whats the main issue--?
crew get injured during an attack--and need time to be put back to gether before proper full speed repairs can be attempted--
just treat the injurys idea and medic qualification as part of the repair system--they are not injured they are trying to find that dang specail wrench or spare part--of canabilising parts from one compartment to fix another--takes time--or they are trying to assess the damage --when things get damaged --it often takes longer to figure out what's wrong than it does to actually repair it--you don't immediatley have a full and complete picture of what is damaged and exactly what needs to be done to repair it--so having a dynamic number of the crew registered as injured after a bad attack (it allways co-incides with boat damage- and you never know which crew member and how many are going to be injured in the attack)--does a fairly good job of slowing down the repairs and disabling the boat in other ways--and as long as you set them up so they don't die---this will dramatically lengthen the amount of time it takes to get the boat back into some sort of good shape---as well as adding some interesting elements to crew management- petty officer qualification choices-- repair AND medic will have to looked at with equal importance -- and frantic sorting out of the crew during the attack--get the crew into a rest room with a medic (hope all you medics aren't injured to start of with--hint hint that's a good un right there if you think about it--:up: )

blimey ..loads of fun--

ok you can all throw a fit now--:oops:

nvdrifter
06-07-06, 11:04 AM
Repair the crew instead of the equipment. Interesting, very interesting. :hmm:

bigboywooly
06-07-06, 11:14 AM
:up: :up: yes that's probably one of the mian problems with finding an answer to this---it could be difficult to balance out the other factors influenced by this to make it worth while implementing--low crew numbers not enough to spare to man the guns- reload times of the torps etc etc etc --:yep:

what i think might be do-able is to alter the repair times for certain compartment rather thn doing the whole sub--

might be -- i don't know--

i did try an experiment on the repair crew "compartment"
which i think is compartment 5 (???)

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

i figured that if i reduced the number of crew allowed in that compartment to zero

NumberOfCrew5=0
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7


then it would be un-usable because it would allways be full not allowing you to place crew member in it to use the repair facility

strangely this didn't work--BUT what i found was that placing one officer (even a low ranking one without the repair qualification)
immediatley filled the green "health/efficiency" bar at the top to full

annoyingly this didn't work the other way round---

so setting it to


NumberOfCrew5=100
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

gave the same result---one crew member filled the green bar to full

BUT it did show some promise for some exploration of the settings at least to try to understand them a little better--

what are the intervals all about --i have NO IDEA--might be something there...
what ever is done will probably have a swings and round-a-bout back lash some where else--
unless we can find some thing specific to repair that hasn't allready been discovered--

i suppose one alternative would be to render the crew very sensitive to getting injured (but very resistant to getting killed out right)

i'm kinda experimenting with this myself

Hp=6
wounded=-0.01
Dead=-1.5

this would immediately take a proportion of the crew temporarily out of action--slowing down repairs enormously- and simulating the need for repairs at the same time--"not enough crew" left to man compartments etc
so even if your engines are fine--you still dead in the water untill your medic can put the crew back to gether--i like this allso beacuse it makes the choice of medic qualification a MUCH higher priority than normal--it becomes essentail to have at least three or even four medics available - to get the crew back on their feet --

NOW THEN,,,:rotfl:
before you all jump down my neck about the realism of this...
whats the main issue--?
crew get injured during an attack--and need time to be put back to gether before proper full speed repairs can be attempted--
just treat the injurys idea and medic qualification as part of the repair system--they are not injured they are trying to find that dang specail wrench or spare part--of canabilising parts from one compartment to fix another--takes time--or they are trying to assess the damage --when things get damaged --it often takes longer to figure out what's wrong than it does to actually repair it--you don't immediatley have a full and complete picture of what is damaged and exactly what needs to be done to repair it--so having a dynamic number of the crew registered as injured after a bad attack (it allways co-incides with boat damage- and you never know which crew member and how many are going to be injured in the attack)--does a fairly good job of slowing down the repairs and disabling the boat in other ways--and as long as you set them up so they don't die---this will dramatically lengthen the amount of time it takes to get the boat back into some sort of good shape---as well as adding some interesting elements to crew management- petty officer qualification choices-- repair AND medic will have to looked at with equal importance -- and frantic sorting out of the crew during the attack--get the crew into a rest room with a medic (hope all you medics aren't injured to start of with--hint hint that's a good un right there if you think about it--:up: )

blimey ..loads of fun--

ok you can all throw a fit now--:oops:

Interesting way round it
Might work in the absence of just a repair fix - trouble is with this game when one thing is altered as you have shown it doesnt always work the way we want and may indeed have other results we dont yet know
Boils down to testing and testing ( which is very time consuming )

Still a good idea tho as bound to have casualties after a major attack so might just be the way to go

nvdrifter
06-07-06, 02:27 PM
OMG. Everyone, I fixed it! I made really, really long repair times. Up to thousands of hours max. I am really tired now, but will post results tomorrow. Need sleep, but very excited. :up:

CB..
06-07-06, 02:34 PM
OMG. Everyone, I fixed it! I made really, really long repair times. Up to thousands of hours (to be exact). I am really tired now, but will post results tomorrow. Need sleep, but very excited. :up:

OH you big tease lol!!!! :damn: come on out with it---:yep:

Der Teddy Bar
06-07-06, 02:55 PM
OMG. Everyone, I fixed it! I made really, really long repair times. Up to thousands of hours (to be exact). I am really tired now, but will post results tomorrow. Need sleep, but very excited. :up:
Ohhhhh it must be Christmas?

nvdrifter
06-07-06, 03:32 PM
No one believes me. :nope:

I know it sounds like a tease post, but I really did change the repair times.

I will go ahead and post the results here, but I want the credit for it if someone uses it in one of their mods! :cool:

Basic.cfg-

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=9.1
Interval2_0=9.6
Interval3_0=399.7

NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=398.5

NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=.06
Interval3_2=312.1

NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=316

NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=311

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=313.7

NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=399.7

NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=327.3

NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=324.65

NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=396.1

NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=9.2
Interval3_10=314.3

NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=394.1

NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=391.1

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

I edited the Interval3 line in each setting to around 300+. This was the best balance I think. But doing this alone will not allow the sub crew to run engines, etc. So I also modded this:

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0

[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20

[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50

[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=2000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100

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

I increased the quality effect to 10000 for the lower class sailors. This allows the boat to run ok with the other settings above. I left the higher officers alone, because it affects the damage control team too much. These Quality Effect numbers need tweaking and balancing. That will come soon enough.

I tested these settings with the damage control team. You will need them! I know this this tweak isn't perfect and needs some fine-tuning, but it makes for really long repair times now. Hello Das Boot. :rock:

I will soon send a text file of this mod to the SubSim library for posting after some more fine-tuning.

CB..
06-07-06, 03:38 PM
No one believes me. :nope:

I know it sounds like a tease post, but I really did change the repair times.

I will go ahead and post the results here, but I want the credit for it if someone uses it in one of their mods! :cool:

Basic.cfg-

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=9.1
Interval2_0=9.6
Interval3_0=399.7

NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=398.5
NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=.06
Interval3_2=312.1

NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=316

NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=311

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=313.7

NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=399.7

NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=327.3

NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=324.65

NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=396.1

NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=9.2
Interval3_10=314.3

NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=394.1

NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=391.1

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

I edited the Interval3 line in each setting to around 300+. This was the best balance I think. But doing this alone will not allow the sub crew to run engines, etc. So I also modded this:

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0

[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20

[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50

[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=2000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100

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

I increased the quality effect to 10000 for the lower class sailors. This allows the boat to run ok with the other settings above. I left the higher officers alone, because it affects the damage control team too much. These Quality Effect numbers need tweaking and balancing. That will come soon enough.

I tested these settings with the damage control team. You will need them! I know this this tweak isn't perfect and needs some fine-tuning, but it makes for really long repair times now. Hello Das Boot. :rock:

I will soon send a text file of this mod to the SubSim library for posting after some more fine-tuning.




had a feeling that the interval might have summat to do with this---you can change the title of the thread now--to
"REPAIR TIMES STILL WAY TOO SHORT..SO DECIDED TO DO SOMETHING ABOUT IT"
:up: :up: :up: :up:

nvdrifter
06-07-06, 03:40 PM
had a feeling that the interval might have summat to do with this---you can change the title of the thread now--to
"REPAIR TIMES STILL WAY TOO SHORT..SO DECIDED TO DO SOMETHING ABOUT IT"
:up: :up: :up: :up:

Hey, it was partially your idea too. Thanks for the hint. :yep:

I honestly believe it will be like playing a whole different game now. I think the gameplay will be much, much better (and suspenceful) now with this tweak.

Der Teddy Bar
06-07-06, 03:44 PM
No one believes me. :nope:
Not so, the comment of "Ohhhhh it must be Christmas?" was about the excitment of opening presents and that this is the time associated with getting gifts.

CB..
06-07-06, 03:45 PM
many thanks NVdrifter :up:

it's called "brainstorming" ;) throw some ideas around and usualy some-one will come up with an answer that one of us alone wouldn't have thought of---reckon you've started a revoloution here tho---:yep: :cool:

those interval things are mighty powerfull modding tools--all credit to you!!

nvdrifter
06-07-06, 03:49 PM
Not so, the comment of "Ohhhhh it must be Christmas?" was about the excitment of opening presents and that this is the time associated with getting gifts.

I thought you were being sarcastic. hehe :p

Der Teddy Bar
06-07-06, 04:34 PM
I thought you were being sarcastic. hehe :p
Not a problem, I get that all the time :rotfl:

nvdrifter
06-07-06, 08:21 PM
I think the flooding rates might need to be tweaked, too. Not sure. The flooding can quickly overwhelm the compartment due to the slower repair times.

Observer
06-07-06, 08:34 PM
No one believes me. :nope:

I know it sounds like a tease post, but I really did change the repair times.

I will go ahead and post the results here, but I want the credit for it if someone uses it in one of their mods! :cool:

Basic.cfg-

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=9.1
Interval2_0=9.6
Interval3_0=399.7

NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=398.5

NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=.06
Interval3_2=312.1

NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=316

NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=311

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=313.7

NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=399.7

NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=327.3

NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=324.65

NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=396.1

NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=9.2
Interval3_10=314.3

NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=394.1

NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=391.1

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

I edited the Interval3 line in each setting to around 300+. This was the best balance I think. But doing this alone will not allow the sub crew to run engines, etc. So I also modded this:

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0

[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20

[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=10000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50

[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=2000
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100

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

I increased the quality effect to 10000 for the lower class sailors. This allows the boat to run ok with the other settings above. I left the higher officers alone, because it affects the damage control team too much. These Quality Effect numbers need tweaking and balancing. That will come soon enough.

I tested these settings with the damage control team. You will need them! I know this this tweak isn't perfect and needs some fine-tuning, but it makes for really long repair times now. Hello Das Boot. :rock:

I will soon send a text file of this mod to the SubSim library for posting after some more fine-tuning.



FWIW, the Interval*_* sets the values of the compartment efficiency. Compartment efficiency is defined as the sum of the individual crew member efficiencies modified by any officers present in the space. Furthermore, the Interval*_* sets the values which are used to display the green bar across the top of a compartment. When the sum of the individual crew member efficiencies is greater than the Interval1_* value the green bar will be 1/3 filled. When greater than the Interval2_* it will be 2/3 filled and when greater than or equal to the Interval3_* it will be all green.

For the NYGM Crew Management Mod I built a computer model to predict the correct values for each of the Interval*_* settings in each compartment. For the bow compartment (and the damage control room) I set the Interval3_* value high (45 is the highest for the 14 man bow torpedo room) too, but not to the extreme you did. Interestingly I noticed, for the damage control room, longer repair times, but I never connected this to the the Interval3_* value. Some of this may be due to the fact I was using the compartment + the DC room, which has a multiplicative effect on repair times.

Be careful with this value since in order for a compartment to function, you need to have the sum of the crew member efficiences greater than the Interval1_* value, and this is a number between 0 (the min) and Interval3_* (the max) for each compartment. This makes setting CoefMorale and CoefFatigue tricky. In addition, you've effectively nullified any changes to morale or efficiency because of the large value you've used for QualEffect. By the way, here's a paper I wrote on the subject of morale with the relevant equations and theories. I have more papers on the subject if you'd like to read those too. Let me know.

http://rapidshare.de/files/22498380/morale.doc.html

You're also welcome to use my computer model to help solve for the correct compartment values. Let me know and I'll upload it since it's too big to send in email.

Good find and good luck. :up:

nvdrifter
06-07-06, 11:54 PM
Here is another tweak I made to use in conjuction with repair time tweak:

Basic.cfg-

[DAMAGE]
OpenComp=1
PartiallyOpenComp=0.8
EnclosedComp=0.5

I increased the enclosed and partially enclosed compartment numbers. This way, personell and equipment inside the sub are more vulnerable to damage and death (creating more need for repairs and such) before hull integrity reaches zero. Makes for some serious Das Boot moments. :yep:

Der Teddy Bar
06-08-06, 12:28 AM
Here is another tweak I made to use in conjuction with repair time tweak:

Basic.cfg-

[DAMAGE]
OpenComp=1
PartiallyOpenComp=0.8
EnclosedComp=0.5

I increased the enclosed and partially enclosed compartment numbers. This way, personell and equipment inside the sub are more vulnerable to damage and death (creating more need for repairs and such) before hull integrity reaches zero. Makes for some serious Das Boot moments. :yep:
I am certain that it only effects the crew.

These are the NYGM values...
[DAMAGE]
OpenComp=10 ; was 1
PartiallyOpenComp=6 ; was 0.5
EnclosedComp=0.1 ; no change

With these values your deck gun and non shielded AA crew are very suseptable to 20mm canon fire.

The coning tower are suseptable to canon fire.

nvdrifter
06-08-06, 12:49 AM
I am certain that it only effects the crew.

These are the NYGM values...
[DAMAGE]
OpenComp=10 ; was 1
PartiallyOpenComp=6 ; was 0.5
EnclosedComp=0.1 ; no change

With these values your deck gun and non shielded AA crew are very suseptable to 20mm canon fire.

The coning tower are suseptable to canon fire.

I see. Thanks for the info.

The Noob
06-08-06, 06:10 AM
*Falls from the Seat*
*Goes Get a Coke*
*Holds His Breath*

I...can't...blink...i...have to...be...the......first one to....DL this!:o

Finally the damadge model is Fixed! YAY!:up:

Can't wait to have this included into NYGM!;)

I think the flooding rates might need to be tweaked, too.

That needs to be done in the Zones.cfg file. Ask Gouldjg about it. Work together Damnit! This will get...i don't even know what to say here.:huh:

nvdrifter
06-08-06, 08:41 AM
I've been playing around with the zones flooding settings. Still haven't got it quite right yet, but almost.

Balancing this all out will be the real challenge now. The one setting really affects a lot of other crew settings. But I think we are heading in the right direction now.

CB..
06-08-06, 08:57 AM
drifter..what happens if you just add- for example-
10 to ALL the figures

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=17.1
Interval2_0=19.6
Interval3_0=29.7

and the same with all the

CoefMorale=10.4
CoefFatigue=10.2
QualEffect=11

does this just result in exaclty the same repair times as normal or do the repair times increase along with it--that might be use-full

if you get really stuck a compromise beta test might be to only mod certain compartments not them all--leave the torp compartments as stock but increase the deislel engine room and command room and maybe the bridge- flak gun deck gun

leaving the electric engines etc and torp rooms alone might allow for less problems when submerged controlling the qual effect--the long repair times only really hitting home when you realise that your dead in the water when surfaced for many hours--which would be critical if your low on batterys and or there are a lot of aiircraft around--
this way only certain quals would need to be boosted to compensate and you would still be left with long repair times for the critical systems needed to recharge batterys escape and defend your self on the surface

nvdrifter
06-08-06, 09:45 AM
drifter..what happens if you just add- for example-
10 to ALL the figures

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=17.1
Interval2_0=19.6
Interval3_0=29.7

and the same with all the

CoefMorale=10.4
CoefFatigue=10.2
QualEffect=11

does this just result in exaclty the same repair times as normal or do the repair times increase along with it--that might be use-full

if you get really stuck a compromise beta test might be to only mod certain compartments not them all--leave the torp compartments as stock but increase the deislel engine room and command room and maybe the bridge- flak gun deck gun

leaving the electric engines etc and torp rooms alone might allow for less problems when submerged controlling the qual effect--the long repair times only really hitting home when you realise that your dead in the water when surfaced for many hours--which would be critical if your low on batterys and or there are a lot of aiircraft around--
this way only certain quals would need to be boosted to compensate and you would still be left with long repair times for the critical systems needed to recharge batterys escape and defend your self on the surface

CB, I haven't tried those settings yet. Good idea, though.
What I did was change all compartment flood times to 250, then I doubled the armor amount for all entries, plus I halved all hit points. It is totally awesome. It's now possible to fight flooding for hours while also trying to repair things for hours, and at the same time you might be hiding from the enemy. Das Boot all the way. :lol:

CB..
06-08-06, 10:42 AM
Cheers drifter:up: --sorry to admit i can't really help with the testing--i'm in the middle of something else and it'll confuse the heck out of me if try to test other things at the same time--it wouldn't give fair results anyway the one mod would conflict with the other all the time making it hard to say anything for sure--my apologies for this--:oops:

i reckon the idea of adding 10 to all the entrys seems a good place to try to figure out exactly the best and easiest way to control it all--if every thing stays the same repair wise-- then you can learn something from that
if the repair times do go up then all you need do is keep adding to all the entrys untill you get the times required

i think it may be a good idea to increase all the entrys in some way as this should (in theory) help maintain some sort of balance--

or perhaps

just the

Interval2_0=19.6
Interval3_0=29.7

???

meaning that the
Interval1_0=9.6

is stock if as observer says this interval1 entry controls how much crew is needed to hold the green bar at one third-then one third is usally enough for the compartment to operate normaly--lessing the need for an ubered qual effect fro that compartment but making it extremely hard if not impossible to get the effeciency bar any higher than that-

i dunno i get the feeling there something else going on with this other just it being a matter of how far the green effeciency bar goes across at certain crew settings-numbers quals etc--

you only altered

Interval3_0=329.7

in your first run at it ---so the compartment should have operated at normal effeciency just that it was impossible without modding the quals to get the bar full--

mind you Observer did mention something about the game taking an average of the interval1 and interval2 figures as a measure of effeciency for the compartment--

now if that is so (and ive no reason to suppose it isnt)
then why have the three interval settings to start of with?
all you would need is interval1 and interval3
the game then averages out the rest of the effeciency as being some where between these two figures--

so there's summat else going on as well--
and that summat else is what you have discovered--

really it should make no difference at all
to repair times ---if the green effeciency bar is full then the repair should take exactly the same time no mattter what interval qual levels you use--

the bar is full max effeciency-- max effeciency is max effeciency etc

as this isnt the case?

summat else is going on---the repair times are not concretely tied to the effeciency rating

perhaps thats what observer meant ...i dunno lol..

if the repair times are related to the difference between the interval1 and interval3 entrys
then in this case

NumberOfCrew0=15
Interval1_0=17.1
Interval2_0=19.6
Interval3_0=29.7


the maximum time for any repair would be

12.6 seconds

29.7 minus 17.1 =12.6 seconds

shot in the dark here of course--

but here goes

the maximum time for any repair in that compartment is
interval3
minus
interval1

so you could reduce interval1 and increase interval3
lessing the need for such a huge qual effect---
im going for a lie down now lol:huh: :sunny:

nvdrifter
06-08-06, 11:16 AM
Cheers drifter:up: --sorry to admit i can't really help with the testing--i'm in the middle of something else and it'll confuse the heck out of me if try to test other things at the same time--it wouldn't give fair results anyway the one mod would conflict with the other all the time making it hard to say anything for sure--my apologies for this--:oops:

i reckon the idea of adding 10 to all the entrys seems a good place to try to figure out exactly the best and easiest way to control it all--if every thing stays the same repair wise-- then you can learn something from that
if the repair times do go up then all you need do is keep adding to all the entrys untill you get the times required

i think it may be a good idea to increase all the entrys in some way as this should (in theory) help maintain some sort of balance--

or perhaps

just the

Interval2_0=19.6
Interval3_0=29.7

???

meaning that the
Interval1_0=9.6

is stock if as observer says this interval1 entry controls how much crew is needed to hold the green bar at one third-then one third is usally enough for the compartment to operate normaly--lessing the need for an ubered qual effect fro that compartment but making it extremely hard if not impossible to get the effeciency bar any higher than that-

i dunno i get the feeling there something else going on with this other just it being a matter of how far the green effeciency bar goes across at certain crew settings-numbers quals etc--

you only altered

Interval3_0=329.7

in your first run at it ---so the compartment should have operated at normal effeciency just that it was impossible without modding the quals to get the bar full--

mind you Observer did mention something about the game taking an average of the interval1 and interval2 figures as a measure of effeciency for the compartment--

now if that is so (and ive no reason to suppose it isnt)
then why have the three interval settings to start of with?
all you would need is interval1 and interval3
the game then averages out the rest of the effeciency as being some where between these two figures--

so there's summat else going on as well--
and that summat else is what you have discovered--

really it should make no difference at all
to repair times ---if the green effeciency bar is full then the repair should take exactly the same time no mattter what interval qual levels you use--

the bar is full max effeciency-- max effeciency is max effeciency etc

as this isnt the case?

summat else is going on---the repair times are not concretely tied to the effeciency rating

perhaps thats what observer meant ...i dunno lol..

if the repair times are related to the difference between the interval1 and interval3 entrys
then in this case

NumberOfCrew0=15
Interval1_0=17.1
Interval2_0=19.6
Interval3_0=29.7


the maximum time for any repair would be

12.6 seconds

29.7 minus 17.1 =12.6 seconds

shot in the dark here of course--

but here goes

the maximum time for any repair in that compartment is
interval3
minus
interval1

so you could reduce interval1 and increase interval3
lessing the need for such a huge qual effect---
im going for a lie down now lol:huh: :sunny:

Yep, you were right again. I tweaked interval numbers 1 and 3. I made 1 much less, and I made 3 much larger. A rough example: 1= .001 and 3= 550. I was getting close to the same (much longer) repair times as before, but without changing any of the crew's numbers. Now is it possible for you to figure out the opposite fractions for 1 and 3 based on what I have told you (I am setting interval 3 in the 800 range)? Sorry, my math sucks. :D

CB..
06-08-06, 11:28 AM
Yep, you were right again. I tweaked interval numbers 1 and 3. I made 1 much less, and I made 3 much larger. A rough example: 1= .001 and 3= 550. I was getting close to the same (much longer) repair times as before, but without changing any of the crew's numbers. Now is it possible for you to figure out the opposite fractions for 1 and 3 based on what I have told you (I am setting interval 3 in the 800 range)? Sorry, my math sucks. :D

Oh Hell dont ask me to do fractions lol!!!!!

i dont think you need to be that precise

if you able to now use the stock crewmen quals settings (is that what you meant?) then all is fine

if not then i reckon that you can reduce the interval3 entry as it's usuall for more than one item to be damaged by an attack especailly in the torp compartments the rear doubly so--with the rudders and props

so if you set it at 180 (3 minutes)
and you had to repair the rudders both of them one of the props and two top tubes your looking at 15 minutes repair time for the lot wihout there being any additional flooding to cope with and with the compartment running at max effeciency
you can experiment with different repair times for different compartments--

nvdrifter
06-08-06, 11:54 AM
Ok, here is a list of the files I changed which had great results:

Basic.cfg-

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=.001
Interval2_0=9.6
Interval3_0=1869.7

NumberOfCrew1=6
Interval1_1=.001
Interval2_1=54.1
Interval3_1=1858.5

NumberOfCrew2=9
Interval1_2=.006
Interval2_2=6
Interval3_2=1862.1

NumberOfCrew3=12
Interval1_3=.001
Interval2_3=7.8
Interval3_3=1876

NumberOfCrew4=8
Interval1_4=.001
Interval2_4=5.3
Interval3_4=1861

NumberOfCrew5=10
Interval1_5=.001
Interval2_5=6.5
Interval3_5=1863.7

NumberOfCrew6=7
Interval1_6=.007
Interval2_6=44.7
Interval3_6=1859.7

NumberOfCrew7=5
Interval1_7=.007
Interval2_7=3.5
Interval3_7=1877.3

NumberOfCrew8=3
Interval1_8=.006
Interval2_8=2.3
Interval3_8=1874.65

NumberOfCrew9=4
Interval1_9=.002
Interval2_9=22.9
Interval3_9=1856.1

NumberOfCrew10=14
Interval1_10=.005
Interval2_10=8.2
Interval3_10=1864.3

NumberOfCrew11=2
Interval1_11=.001
Interval2_11=.7
Interval3_11=1854.1

NumberOfCrew12=1
Interval1_12=0.005
Interval2_12=0.7
Interval3_12=1851.1

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

and

Zones.cfg-

I doubled all equipment and compartment u-boat armor ratings. I also halved all equipment and compartment hit points. Finally, I set all compartment flooding times to 250.

That's it. The game is much more exciting and intense now with longer flooding times and much longer repair times. Woohoo! Thanks CB for all of the help. :up: :up:

bigboywooly
06-08-06, 12:09 PM
All you need to do now is package it up so we can all have a go :rotfl: hehe
only joking - nice one:up:

Myxale
06-08-06, 01:09 PM
Bloody right!
HAnd over to package! and let us test!:hmm:

nvdrifter
06-08-06, 08:16 PM
I will try to upload a completed Zones.cfg and Basic.cfg.

nvdrifter
06-09-06, 03:47 AM
Whew. :doh:

I have made the Longer U-boat Repair Times mod compatible with the following mods:

Grey Wolves v1.1
NYGM Tonnage War mod v1.03
NYGM Tonnage War mod v2.0

All versions are included in one download. Available here:

http://rapidshare.de/files/22603475/..._pack.zip.html (http://rapidshare.de/files/22603475/Longer_U-Boat_Repair_Times_mod_pack.zip.html)

Der Teddy Bar
06-09-06, 04:00 AM
Whew. :doh:

I have made the Longer U-boat Repair Times mod compatible with the following mods:

Grey Wolves v1.1
NYGM Tonnage War mod v1.03
NYGM Tonnage War mod v2.0

All versions are included in one download. Available here:

http://rapidshare.de/files/22603475/..._pack.zip.html (http://rapidshare.de/files/22603475/Longer_U-Boat_Repair_Times_mod_pack.zip.html)
I am asking nicely, not to be contrewed as anything other than a harmless enquiry :rotfl:

Have you tested the effects on crew fatigue, fatigue times and compartment effeciency?

nvdrifter
06-09-06, 04:13 AM
Whew. :doh:

I have made the Longer U-boat Repair Times mod compatible with the following mods:

Grey Wolves v1.1
NYGM Tonnage War mod v1.03
NYGM Tonnage War mod v2.0

All versions are included in one download. Available here:

http://rapidshare.de/files/22603475/..._pack.zip.html (http://rapidshare.de/files/22603475/Longer_U-Boat_Repair_Times_mod_pack.zip.html)
I am asking nicely, not to be contrewed as anything other than a harmless enquiry :rotfl:

Have you tested the effects on crew fatigue, fatigue times and compartment effeciency?

As far as I know, crew fatigue and fatigue times are not affected (but don't quote me on this). And I usually play with crew fatigue turned off anyways. This mod does not change any crew settings (only compartment efficiency). As far as compartment efficiency, it appears that compartment efficiency and repair times are directly connected.

The Noob
06-09-06, 10:35 AM
Whew. :doh:

I have made the Longer U-boat Repair Times mod compatible with the following mods:

Grey Wolves v1.1
NYGM Tonnage War mod v1.03
NYGM Tonnage War mod v2.0

All versions are included in one download. Available here:

http://rapidshare.de/files/22603475/..._pack.zip.html (http://rapidshare.de/files/22603475/Longer_U-Boat_Repair_Times_mod_pack.zip.html)

Holy Sheep! Time to Fire up the U-505 Mission Again...:p!

THANKS SO MUCH! Gracias! Danke! Thank You!:up::up::up:

You Rock!:rock: