Log in

View Full Version : Got tired of short repair times, so I decided to do something about it.


nvdrifter
06-07-06, 03:47 PM
Yes, I have (finally) greatly increased U-boat repair times to hours instead of minutes. Hello Das Boot moments! Thanks CB.. for a very helpful idea that made this tweak possible!

Link here:

http://www.subsim.com/radioroom/showthread.php?p=263255&posted=1#post263255

:lol: :lol: :lol: :lol: :lol: :lol: :lol:

andy_311
06-07-06, 04:11 PM
I don't know am not into realism (did yes) repairs I want my boat repaired ASAP I ot 3 NCO's and the CE qualified to repair damage incured.It's bad enough to sail the Atlantic in 43.44,45 I want my crew to fix fing quick.If your in shallow waters or get dc'd to high heven not my fortie the game is hard enough you can't shoot down planes, no 1 shot kills, and snidy escorts, to start of with then you got the RAF,USAAF,USNAF, somehow I just can't see you surviveing until May 9TH 45.

U-Bones
06-07-06, 04:14 PM
I wonder how this will interact with the NYGM 2.0 No Damage Control Team component... My guess is that the behavior will need to be balanced a little differently.

I must say, this IS great news - the instant repairs were one of the biggest initial dissapointments of the game.

Egan
06-07-06, 04:33 PM
I wonder how this will interact with the NYGM 2.0 No Damage Control Team component... My guess is that the behavior will need to be balanced a little differently.

I must say, this IS great news - the instant repairs were one of the biggest initial dissapointments of the game.

Yep. It certainly sounds like a great leap forward. Great work there NVdrifter (and CB,) Its always cool when something that has stumped everyone else for months suddely comes together through the use of some fresh eyes and thinking.

Looking forward to seeing how this one develops.

VonHelsching
06-07-06, 05:19 PM
Yes, I have (finally) greatly increased U-boat repair times to hours instead of minutes. Hello Das Boot moments! Thanks CB.. for a very helpful idea that made this tweak possible!

Link here:

http://www.subsim.com/radioroom/showthread.php?p=263255&posted=1#post263255

:lol: :lol: :lol: :lol: :lol: :lol: :lol:

Way to go, man! :rock:

The Noob
06-08-06, 07:22 AM
I must say, this IS great news - the instant repairs were one of the biggest initial dissapointments of the game.

Yes, i was very dissapointed when i first noticed it. My Diesels got damadged and it was like WTF?!? Repair Time 2 Minuits. My first thought was "Fu*k!" as i noticed that 5 Minuits seemed to be the maximum. 5 Minits or Destroyed. FINALLY over one year after that game hit the Shelves it's Fixed.:up::up::up::rock::rock::rock:

Great work there NVdrifter (and CB,) Its always cool when something that has stumped everyone else for months suddely comes together through the use of some fresh eyes and thinking.

Looking forward to seeing how this one develops.

100% Agreed.:up:

CptGrayWolf
06-08-06, 07:56 AM
Geeezzz, is there anything this game doesn't need modding/fixing!? :-?

The Noob
06-08-06, 08:02 AM
Nope. But no problem cuz we have the best modders of the world Here.:up::D

nvdrifter
06-08-06, 08:37 AM
I wouldn't go as far as saying it's fixed yet. The repair times are changeable, but this messes with the crew efficiency settings. But I think the tradeoff is worth it. Still in the process of tweaking it right now. Trying to bring down the flooding times and torpedo reloading times equal to the changes in efficiency made. Anyone and everyone who can try their own variables and post their results would be helpful.

U-Bones
06-08-06, 09:59 AM
I wouldn't go as far as saying it's fixed yet. The repair times are changeable, but this messes with the crew efficiency settings. But I think the tradeoff is worth it. Still in the process of tweaking it right now. Trying to bring down the flooding times and torpedo reloading times equal to the changes in efficiency made. Anyone and everyone who can try their own variables and post their results would be helpful.

Will also wreck havoc with any sensor that uses crew efficiency...

Personally, I am willing to completely toss fatigue and morale in exchange for reasonable repair times and reasonable crew efficiency with sensors and other station tasks. If we can truly get that...

Myxale
06-08-06, 10:15 AM
I so look foward this, keep workin' your mojo's Guys!:rock:

HEMISENT
06-08-06, 03:37 PM
Personally, I am willing to completely toss fatigue and morale in exchange for reasonable repair times and reasonable crew efficiency with sensors and other station tasks. If we can truly get that...

I second that opinion. Perhaps there is hope on finally coming up with a workaround for the ridiculous repair times.

kiwi_2005
06-08-06, 05:05 PM
I will try this mod but i must admit i am shaking in my boots as i type :rotfl:

My next patrol is going to be very interesting...:arrgh!:

gouldjg
06-08-06, 05:13 PM
I second that opinion. Perhaps there is hope on finally coming up with a workaround for the ridiculous repair times.

I also think that I would sack fatigue models for a better repair.

Just got back from trip and read this thread. You guys should speak to observer as he did have some interesting calculations for compartment efficiencies.

CB..
06-08-06, 05:42 PM
hi G' :yep: i think Drifters allready sussed it--Observer posted a few references for him to look at and some pointers--

here's a handy side effect to drifters approach---

you can have your cake and eat it as far as fatigue goes--

reducing the interval1_0 to 0.001
and increasing interval3 sumwhat
for a compartment means that even a fatigued crew can operate it--but effeciency will still very very low -much lower than normal- so instead of the engines stopping altogether because the crew is tired- it keeps going but any repairs etc are of course even more long term prospects--

so this way you get both fatigue and long repair times--
hopefully he's still experimenting with it to balance out the pros and cons--

i'm sure observer and crew are working on it allso--
there may allso be lots of spin offs from this approach

U-Bones
06-08-06, 07:39 PM
hi G' :yep: i think Drifters allready sussed it--Observer posted a few references for him to look at and some pointers--

here's a handy side effect to drifters approach---

you can have your cake and eat it as far as fatigue goes--

reducing the interval1_0 to 0.001
and increasing interval3 sumwhat
for a compartment means that even a fatigued crew can operate it--but effeciency will still very very low -much lower than normal- so instead of the engines stopping altogether because the crew is tired- it keeps going but any repairs etc are of course even more long term prospects--

so this way you get both fatigue and long repair times--
hopefully he's still experimenting with it to balance out the pros and cons--

i'm sure observer and crew are working on it allso--
there may allso be lots of spin offs from this approach
Here is one tiny spin off. Because of your observation re the difference between the Intervals 1 and 3, I started hoping both could be had and started mucking around with crew settings a bit. I noted in http://www.subsim.com/radioroom/showthread.php?t=85656
that there was some confusion about FATIGUE_COEF

Here is what I found that differs...

RegularFactor#0 is an ANYTIME fatigue hit for moving crew into the compartment, not just when surfaced.

RegularFactor#1 is not known, but I have an idea on flushing it out.

I am going to play with the settings below for a while. Sooner or later the trigger will occur and I will have a fatigue bomb that will wipe out everyone but Damage Control and Aft Torps. Hopefully I will at least have a clue what caused it ;) If someone else wants to booby trap but exclude different compartments it may lead to a discovery sooner. It could be a damaged compartment modifer or something like that. Knowing it would likely be useful.

;RegularFactor#1 = unknown - waiting...
; ;Twr
RegularFactor11=0.4;R/S
RegularFactor21=0.4;Cmd
RegularFactor31=0.4;Die
RegularFactor41=0.4;Ele
RegularFactor51=0.4;FwT
; ;FwQ
; ;AfQ
RegularFactor81=0.00004;AfT
: ;DG
: ;AA
RegularFactor111=.00004;D/C ; very minor hit

nvdrifter
06-08-06, 08:59 PM
Longer Repair Times v1.1 mod now available for download here:

http://www.subsim.com/radioroom/showthread.php?t=94238:lol:

CB..
06-09-06, 01:23 AM
Here is one tiny spin off. Because of your observation re the difference between the Intervals 1 and 3, I started hoping both could be had and started mucking around with crew settings a bit. I noted in http://www.subsim.com/radioroom/showthread.php?t=85656
that there was some confusion about FATIGUE_COEF

Here is what I found that differs...

RegularFactor#0 is an ANYTIME fatigue hit for moving crew into the compartment, not just when surfaced.

RegularFactor#1 is not known, but I have an idea on flushing it out.

I am going to play with the settings below for a while. Sooner or later the trigger will occur and I will have a fatigue bomb that will wipe out everyone but Damage Control and Aft Torps. Hopefully I will at least have a clue what caused it ;) If someone else wants to booby trap but exclude different compartments it may lead to a discovery sooner. It could be a damaged compartment modifer or something like that. Knowing it would likely be useful.

;RegularFactor#1 = unknown - waiting...
; ;Twr
RegularFactor11=0.4;R/S
RegularFactor21=0.4;Cmd
RegularFactor31=0.4;Die
RegularFactor41=0.4;Ele
RegularFactor51=0.4;FwT
; ;FwQ
; ;AfQ
RegularFactor81=0.00004;AfT
: ;DG
: ;AA
RegularFactor111=.00004;D/C ; very minor hit

Cheers U-bones good stuff!!:up:

Janus
06-25-06, 10:03 AM
I just downloaded the mod, and I am really 'wow' about it!
I played the U-505 mission several times to test this beta version and got sunk really quick every time.

Feedback:
As you might already know nvdrifter the flooding times (or more the flood-stopping-times) are too high. I mean high flooding times are okay but it is impossible to stop the flooding before it is too late.
Well I hope it is only a matter of fine tuning to have this issue balanced.
The repair times are really cool, too :up:

Did you change the effectiveness of the escorts/depth charges as well? The DD in the U-505 mission nearly instant-killed me with one run (hedgehogs and depth charges)

Motivation to continue the work on the mod:
I'm looking forward to seeing this mod balanced and full releasable - don't let us down this really has potential :D

nvdrifter
06-29-06, 08:59 PM
I just downloaded the mod, and I am really 'wow' about it!
I played the U-505 mission several times to test this beta version and got sunk really quick every time.

Feedback:
As you might already know nvdrifter the flooding times (or more the flood-stopping-times) are too high. I mean high flooding times are okay but it is impossible to stop the flooding before it is too late.
Well I hope it is only a matter of fine tuning to have this issue balanced.
The repair times are really cool, too :up:

Did you change the effectiveness of the escorts/depth charges as well? The DD in the U-505 mission nearly instant-killed me with one run (hedgehogs and depth charges)

Motivation to continue the work on the mod:
I'm looking forward to seeing this mod balanced and full releasable - don't let us down this really has potential :D

Janus, there is a new thread for the LRT mod, and a new, improved version of LRT here:

http://www.subsim.com/radioroom/showthread.php?t=94238