View Full Version : Longer U-boat Repair Times mod ready for download
Seminole
07-27-06, 02:56 PM
First of all thanks very much for your continuing work on this great mod. It adds a lot to our game play.
But if I can I would like to make a suggestion. Would it be possible to outline in some fashion the specific changes you have made in the updated files?
I would hazard to say that many of us have made our own personal preference tweaks (that have nothing to do with what you are adding) to parts of some of these files....especially the Basic CFG and Zone files...that get overwritten when we add your updated files.
If we could just cut and paste your new changes into our already tweaked files it would save us a lot of effort in having to go back and re-tweak them to get back our personal preferences.
Just a thought.
A quick outline of changed files in LRT v1.2 I will list below (all compatible versions)-
Basic.cfg-
[Damage]
OpenComp=5
PartiallyOpenComp=0.05
EnclosedComp=0.02
Zones.cfg-
the entire U-boat Items section (too long to post)
That's all. ;)
Good...thank-you...will be a lot faster and easier to just cut and paste these new changes into the files.
You can also Google a program called "Winmerge". Someone on this site suggested this and it is a great program. It lays both files out side by side highlghting any differences in the two, with the option to copy to right or left.
zzsteven
07-27-06, 07:05 PM
Winmerge:
http://winmerge.org/
zz
Seminole
07-27-06, 07:57 PM
You can also Google a program called "Winmerge". Someone on this site suggested this and it is a great program. It lays both files out side by side highlghting any differences in the two, with the option to copy to right or left.
I have Exam Diff which is similar but it can sometimes still be a hassel figuring out what exactly is different.
If the author just lists the changes he made then it is a breeze to paste them in.
panthercules
08-30-06, 10:34 PM
a bump and an OMG THIS IS AWESOME !!!
IIRC, I may have seen a separate thread where there may be a later version of this mod available, but I couldn't find it and I'm still running the version I got from this thread (LRT 1.2 for GW 1.1, which I'm running on GW 1.0 'cause I'm waiting for the next big supermod release before doing my next round of updates) so I decided I might as well post this here.
On my last patrol (1st one with LRT) I only had some teaser experiences as a couple of bombs dropped close and some minor damage started taking almost an hour to fix. But I never ran into serious trouble on that patrol so I couldn't give LRT a good test. That all changed last night :yep:
I traded in my trusty IXB and took my new Type VIIC out from St. Nazaire last night in June 1943. I got attacked three times by single planes on my way across the Bay of Biscay, but was able to evade and dive each time without significant damage. Just as I rounded the NW corner of Spain, however, my luck changed. First there was a pair of B-17s, but as high level bombers they were predictably inaccurate and easy to avoid. I stayed up on the surface just a little too late the next morning, however, and was jumped by a pair of Sunderlands at first light. Facing only one plane I would have stayed up to maneuver and put up a flak barrage to throw off his aim before diving, but seeing two I decided on an immediate crash dive. As I was passing about 30 meters a series of explosions rocked my boat, and everything went various shades of yellow and orange, with flooding in at least 4 compartments. (see screenshot below):
http://show.imagehosting.us/show/1577523/0/nouser_1577/T1_-1_1577523.jpg (http://www.imagehosting.us/index.php?action=show&ident=1577523)
As the day crawled by, my repair crews worked constantly trying to stop the flooding - several hours went by, and eventually the weight of the water started dragging me slowly but inexorably downwards into the depths. Full astern was only delaying the inevitable slightly, so as I passed 130 meters I decided I had better do something more drastic - Ausblasen! My descent halted briefly, but then began again. Ausblasen! ... slowly, my depth gauge reversed direction and crept slowly upward 10, 20, 30 meters, but then started downward again. Verdammt! Ausblasen!! Finally, with about half my compressed air gone, my boat clawed its way up to level off around 25 meters, and my repairs continued.
Then, shortly before dusk, with much of my crew exhausted and having to be rotated for briefs rests, my CO2 levels getting high and my compressed air in short supply, the death-slide into the depths began again. When nothing I could do would maintain my depth and my boat slid below 40 meters, I decided I had to surface (if I still could) and try to slow the flooding, so again the command rang out - Ausblasen! No luck... Ausblasen!! Finally, she broke surface into heavily overcast skies. If only it would get dark faster! If only the planes would stay away long enough at least to flush the air in the boat and complete the repairs on the compressors to restore some hope of surfacing if we were driven under again.
Mercifully, night fell with no new aircraft spottings, and the repairs continued overnight. By morning I was able to repair and recharge the batteries, so I submerged (before first light, this time!) and ran the whole next day at 20m, continuing repairs while limping back towards shallower water and one of our supply freighters interned in the port of El Ferrol. Finally, late in the day (a good 36 hours after the attack by the Sunderlands) I was at last able to stem the flooding in all compartments and begin to complete repairs on some more of the damaged systems and machinery. As the second night fell, our prospects seemed to be improving and we decided to try to make it back to St. Nazaire rather than risking internment in El Ferrol.
Never in over a year of playing SH3 have I enjoyed such an extended, nail-biting experience. At least 3 hours IRL had gone by as I fought to keep my Kaleun's boat and crew alive. I could not really decipher the precise meaning of the various numbers this mod generates by the pump and repair icons, so I was never really sure until close to the end of the struggle whether I was winning or losing the battle against the flooding and whether I was going to ultimately be successful or not. At times, it looked like the flooding was slowing, and at times like it was worsening, and I could really tell the difference as men got tired and I rotated them out for fresh crew and into the various compartments to try to stem the worst of the flooding.
Overall, a totally awesome experience and a glorious testament to the work of modders like this one to take one of the weakest elements of a great game and turn it into something absolutely spectacular. Super Kudos :up:
a bump and an OMG THIS IS AWESOME !!!
....Overall, a totally awesome experience and a glorious testament to the work of modders like this one to take one of the weakest elements of a great game and turn it into something absolutely spectacular. Super Kudos :up:
Panthercules,
Welcome to the team!
Yours words are the same as mines some months ago when Nvdrifter release this must have awesome mod. I'm a big fan of LRT mod. This just bring me to SH3 again.
I'm making a non stop work for GWX (all the GWX team is ) so no games in these last 2 months...but I just can't wait to play GWX with LRT!;)
Cheers,
Rubini.
Hi Rubini!
Does it mean that GWX will inclue LRT? Sounds great!
shegeek72
08-31-06, 04:06 AM
http://i46.photobucket.com/albums/f117/KptLehmann/potato.jpg
Nice sig! ... potato.jpg :rotfl::rotfl:
Stary Wuj
08-31-06, 08:48 AM
:D
Great, Das Boot !
Thank You !
Best Regards
Stary Wuj
messenger42
08-31-06, 10:35 AM
All you moddler are the best!!!!...
This is such a " must have " mod :up:
Hi Rubini!
Does it mean that GWX will inclue LRT? Sounds great!
Hello Jaxa,
Some things on GWX are "top secret"...:D
But if GWX, for any motive, don't have the LRT mod on it's release, in the same day, I will contact nvdrifter to we make a compatible version, ok?
Rubini.
Yes, yes, yes!:up:
"Top secret" parts of GWX - it sounds very interesting. I have less and less patience waiting for GWX.
PS. Greetings for you and your family :) .
Stary Wuj
09-01-06, 05:15 AM
First of all thanks very much for your continuing work on this great mod. It adds a lot to our game play.
But if I can I would like to make a suggestion. Would it be possible to outline in some fashion the specific changes you have made in the updated files?
I would hazard to say that many of us have made our own personal preference tweaks (that have nothing to do with what you are adding) to parts of some of these files....especially the Basic CFG and Zone files...that get overwritten when we add your updated files.
If we could just cut and paste your new changes into our already tweaked files it would save us a lot of effort in having to go back and re-tweak them to get back our personal preferences.
Just a thought.
A quick outline of changed files in LRT v1.2 I will list below (all compatible versions)-
Basic.cfg-
[Damage]
OpenComp=5
PartiallyOpenComp=0.05
EnclosedComp=0.02
Zones.cfg-
the entire U-boat Items section (too long to post)
That's all. ;)
Thank You very much NVDRIFTER, only 2 files are changed by Your GREAT mod ???
I have my own "ZONES" and "BASIC" files, so "copy and paste" is best solution
for me and probably many other Kaleun's.
I was waiting so long for this kind of mod, now I can play again.
Best Regards "und fette beute" :-)
Stary Wuj
nvdrifter
09-02-06, 09:06 AM
First of all thanks very much for your continuing work on this great mod. It adds a lot to our game play.
But if I can I would like to make a suggestion. Would it be possible to outline in some fashion the specific changes you have made in the updated files?
I would hazard to say that many of us have made our own personal preference tweaks (that have nothing to do with what you are adding) to parts of some of these files....especially the Basic CFG and Zone files...that get overwritten when we add your updated files.
If we could just cut and paste your new changes into our already tweaked files it would save us a lot of effort in having to go back and re-tweak them to get back our personal preferences.
Just a thought.
A quick outline of changed files in LRT v1.2 I will list below (all compatible versions)-
Basic.cfg-
[Damage]
OpenComp=5
PartiallyOpenComp=0.05
EnclosedComp=0.02
Zones.cfg-
the entire U-boat Items section (too long to post)
That's all. ;)
Thank You very much NVDRIFTER, only 2 files are changed by Your GREAT mod ???
I have my own "ZONES" and "BASIC" files, so "copy and paste" is best solution
for me and probably many other Kaleun's.
I was waiting so long for this kind of mod, now I can play again.
Best Regards "und fette beute" :-)
Stary Wuj
Stary Wuj,
Thank you for the compliment. I always felt that SH3 was missing the realism and challenge of longer u-boat repair times, and I finally (half) fixed it with the advice of some of the other members on this board. I apologize though that I cannot fix some of the things that seem to be hard-coded, such as the damage that the U-boat somtimes takes under high time compression while sitting on the sea bed while trying to repair. I still haven't figured out a way around this. It has something to do with the sea currents moving the boat around. Maybe someday the source code will be released. But I am happy to hear some people are still enjoying this mod, nonetheless. :up:
nvdrifter
09-02-06, 09:18 AM
a bump and an OMG THIS IS AWESOME !!!
IIRC, I may have seen a separate thread where there may be a later version of this mod available, but I couldn't find it and I'm still running the version I got from this thread (LRT 1.2 for GW 1.1, which I'm running on GW 1.0 'cause I'm waiting for the next big supermod release before doing my next round of updates) so I decided I might as well post this here.
On my last patrol (1st one with LRT) I only had some teaser experiences as a couple of bombs dropped close and some minor damage started taking almost an hour to fix. But I never ran into serious trouble on that patrol so I couldn't give LRT a good test. That all changed last night :yep:
I traded in my trusty IXB and took my new Type VIIC out from St. Nazaire last night in June 1943. I got attacked three times by single planes on my way across the Bay of Biscay, but was able to evade and dive each time without significant damage. Just as I rounded the NW corner of Spain, however, my luck changed. First there was a pair of B-17s, but as high level bombers they were predictably inaccurate and easy to avoid. I stayed up on the surface just a little too late the next morning, however, and was jumped by a pair of Sunderlands at first light. Facing only one plane I would have stayed up to maneuver and put up a flak barrage to throw off his aim before diving, but seeing two I decided on an immediate crash dive. As I was passing about 30 meters a series of explosions rocked my boat, and everything went various shades of yellow and orange, with flooding in at least 4 compartments. (see screenshot below):
http://show.imagehosting.us/show/1577523/0/nouser_1577/T1_-1_1577523.jpg (http://www.imagehosting.us/index.php?action=show&ident=1577523)
As the day crawled by, my repair crews worked constantly trying to stop the flooding - several hours went by, and eventually the weight of the water started dragging me slowly but inexorably downwards into the depths. Full astern was only delaying the inevitable slightly, so as I passed 130 meters I decided I had better do something more drastic - Ausblasen! My descent halted briefly, but then began again. Ausblasen! ... slowly, my depth gauge reversed direction and crept slowly upward 10, 20, 30 meters, but then started downward again. Verdammt! Ausblasen!! Finally, with about half my compressed air gone, my boat clawed its way up to level off around 25 meters, and my repairs continued.
Then, shortly before dusk, with much of my crew exhausted and having to be rotated for briefs rests, my CO2 levels getting high and my compressed air in short supply, the death-slide into the depths began again. When nothing I could do would maintain my depth and my boat slid below 40 meters, I decided I had to surface (if I still could) and try to slow the flooding, so again the command rang out - Ausblasen! No luck... Ausblasen!! Finally, she broke surface into heavily overcast skies. If only it would get dark faster! If only the planes would stay away long enough at least to flush the air in the boat and complete the repairs on the compressors to restore some hope of surfacing if we were driven under again.
Mercifully, night fell with no new aircraft spottings, and the repairs continued overnight. By morning I was able to repair and recharge the batteries, so I submerged (before first light, this time!) and ran the whole next day at 20m, continuing repairs while limping back towards shallower water and one of our supply freighters interned in the port of El Ferrol. Finally, late in the day (a good 36 hours after the attack by the Sunderlands) I was at last able to stem the flooding in all compartments and begin to complete repairs on some more of the damaged systems and machinery. As the second night fell, our prospects seemed to be improving and we decided to try to make it back to St. Nazaire rather than risking internment in El Ferrol.
Never in over a year of playing SH3 have I enjoyed such an extended, nail-biting experience. At least 3 hours IRL had gone by as I fought to keep my Kaleun's boat and crew alive. I could not really decipher the precise meaning of the various numbers this mod generates by the pump and repair icons, so I was never really sure until close to the end of the struggle whether I was winning or losing the battle against the flooding and whether I was going to ultimately be successful or not. At times, it looked like the flooding was slowing, and at times like it was worsening, and I could really tell the difference as men got tired and I rotated them out for fresh crew and into the various compartments to try to stem the worst of the flooding.
Overall, a totally awesome experience and a glorious testament to the work of modders like this one to take one of the weakest elements of a great game and turn it into something absolutely spectacular. Super Kudos :up:
Panthercules, thank you for that awesome war patrol story. I am happy to hear some players are still enjoying LRT mod (or 'realism mod'). I wish I could fix it correctly, but I did the best I could without having access to the the source code. Again, great story! :rock:
nvdrifter
09-02-06, 09:57 AM
Just so everyone knows, this is the latest version of LRT (renamed to Drifter's Realism Mod). It can be downloaded here:
http://rapidshare.de/files/28042866/Drifter_s_Realism_Mod_v1.01a.zip.html
nvdrifter, are you making Drifter's Realism Mod for GWX? If not, I hope you will release special version for GWX, after it's release.
HEMISENT
09-02-06, 11:59 AM
Panthercules, thank you for that awesome war patrol story. I am happy to hear some players are still enjoying LRT mod (or 'realism mod'). I wish I could fix it correctly, but I did the best I could without having access to the the source code. Again, great story! :rock:
Nvdrifter, are you kidding I couldn't leave base without LRT installed. I'm doing some NYGM testing on a pretty much unmodded game and everytime the boat takes damage and is repaired in 3 minutes or less I cringe and think what a waste. I can't wait to get back into regular campaign mission and experience the same events panthercules just wrote about.
This mod rocks I just wish the folks at NYGM would get it together and attempt to work this out with you but...
Anyway, keep up the great work, it's greatly appreciated.
THE_MASK
09-02-06, 06:03 PM
I dont think i am dreaming when i say i saw in a post that LRT will be in the NYGM expansion . :hmm:
nvdrifter
09-02-06, 08:15 PM
nvdrifter, are you making Drifter's Realism Mod for GWX? If not, I hope you will release special version for GWX, after it's release.
Jaxa, I plan on releasing a special version of LRT that can be used with GWX after GWX is released. As of now, my LRT mod will not be implemented into the first release of GWX (I haven't even been in contact lately with the GWX team).
nvdrifter, are you making Drifter's Realism Mod for GWX? If not, I hope you will release special version for GWX, after it's release.
Jaxa, I plan on releasing a special version of LRT that can be used with GWX after GWX is released. As of now, my LRT mod will not be implemented into the first release of GWX (I haven't even been in contact lately with the GWX team).
Very good. It would be better to have LRT in GWX in my opinion (LRT increases realism very much), but many of players consider that SH3 with LRT is too difficult.
Cheers nvdrifter and keep your fantastic work :up:
nvdrifter
09-03-06, 08:26 PM
I dont think i am dreaming when i say i saw in a post that LRT will be in the NYGM expansion . :hmm:
As far as I know, longer repair times will be a feature included in the next release of NYGM. It won't be my version, but I guess it was based on my original mod ideas. At least they listed my name as being their inspiration for that included feature. From what I read, it will be based on my work, but it will be much different. ;) Hope it works out for them.
It's good to see that you are alive and kickin' drifter! :up:
Notewire
09-04-06, 10:54 PM
Drifter, thanks for all the hard work.
Is your mod in the current version of NYGM - or suspected to go into the next one?
Thanks agian,
Yarre.
nvdrifter
09-05-06, 03:56 AM
Drifter, thanks for all the hard work.
Is your mod in the current version of NYGM - or suspected to go into the next one?
Thanks agian,
Yarre.
My mod previously was made to work with NYGM, but due to complaints from the NYGM team regarding the changes it made to key NYGM features, I decided to remove the NYGM compatible version. It just wasn't worth the trouble anymore. If you search the other thread, you might still be able to find it for download (I think it was one of the last links that Gizzmoe posted). The thread is titled 'Drifter's Realism mod released'. or something like that.
nvdrifter
09-05-06, 04:12 AM
Ok, I found it. Looks like Gizzmoe still has DRM (LRT) 1.01a NYGM version still available for download. Here:
http://home.arcor.de/gizzmoe/files/D...Mod_v1.01a.zip
Please be aware that I no longer support a NYGM compatible version of LRT.
Hmmm. Looks like the link is dead. I still have a copy of the NYGM compatible version on my computer...
Gizzmoe
09-05-06, 04:14 AM
Hmmm. Looks like the link is dead...
It isnīt dead, you posted a broken (truncated) link! :)
This one works:
http://home.arcor.de/gizzmoe/files/Drifter_s_Realism_Mod_v1.01a.zip
nvdrifter
09-05-06, 04:21 AM
Hmmm. Looks like the link is dead...
It isnīt dead, you posted a broken (truncated) link! :)
This one works:
http://home.arcor.de/gizzmoe/files/Drifter_s_Realism_Mod_v1.01a.zip
Ooops. Hehe. Thanks Gizzmoe. :lol:
abel29a
09-29-06, 09:00 PM
I have a problem regarding the Realism mod with which I hope somebody could help me. I have Grey Wolves 1.1 installed (via JSGME) and SH Commander 2.6. When I install Drifters Realism Mod 1.2 on top of this (also via JSGME) I get a freeze at the mission load screen. (I finished in port prior to installing the Realism mod, but when I select the "In port prior to mission" save and select the start mission map in the office, the mission loading screen gets about 50% underway before it hangs.
Uninstalling the realism mod that particular save is still corrupted and hangs at the mission loading screen, so I had to select the previous "In base after mission" save to get things working again.
Anybody had any experience like that or have any idea what causes it? I've tried a reinstall of SH3, GW, SH Commander and then the Realism Mod on top of that - but then the issue crops up again.
This really annoys me because after reading so much good things about this mod I really want to expereince the fear of slowly sinking while desperately struggling to save the ship so many of you are having fun with.....
lurker_hlb3
09-29-06, 10:39 PM
I have a problem regarding the Realism mod with which I hope somebody could help me. I have Grey Wolves 1.1 installed (via JSGME) and SH Commander 2.6. When I install Drifters Realism Mod 1.2 on top of this (also via JSGME) I get a freeze at the mission load screen. (I finished in port prior to installing the Realism mod, but when I select the "In port prior to mission" save and select the start mission map in the office, the mission loading screen gets about 50% underway before it hangs.
Uninstalling the realism mod that particular save is still corrupted and hangs at the mission loading screen, so I had to select the previous "In base after mission" save to get things working again.
Anybody had any experience like that or have any idea what causes it? I've tried a reinstall of SH3, GW, SH Commander and then the Realism Mod on top of that - but then the issue crops up again.
This really annoys me because after reading so much good things about this mod I really want to expereince the fear of slowly sinking while desperately struggling to save the ship so many of you are having fun with.....
Go to SH3 Commander\Cfg\
using wordpad open SH3 options.cfg
go near the bottom of the file, find the following section and remove it
[CRUSH DEPTH] ;THIS BLOCK CAN BE DELETED IF UNWANTED
;Randomises/sets crush depth for each sub type
;<SUBTYPE>=<folder/file name>|<.zon offset>|<default crush depth in metres>
;Upper and Lower provides the randomisation range
;Written to each sub's .zon file
Upper=1
Lower=0.9
IIA=NSS_Uboat2A|x2688|175
IID=NSS_Uboat2D|x2688|200
IXB=NSS_Uboat9b|x2CA2|275
IXC=NSS_Uboat9c|x3066|275
IXC/40=NSS_Uboat9c|x3066|275
IXD2=NSS_Uboat9d2|x2CA2|275
VIIB=NSS_Uboat7b|x1A86|250
VIIC=NSS_Uboat7c|x1A86|300
VIIC/41=NSS_Uboat7c|x1A86|350
VIIC/42=NSS_Uboat7c|x1A86|450
XXI=NSS_Uboat21|x35A8|350
That should fix your problem
abel29a
10-01-06, 08:35 PM
Thankee Lurker - that did the trick :)
However, another problem popped up, with the Realism mod loaded all efficency bars in all the compartments are black. As I understood it only the Repair Crew effeciency should stay black?
Suddenly my Torpedo reload time is back at 12 mins as opposed to the 8 mins my experienced crew normaly manages, and I'm assuming all other effeciensies are back to recruit level as well. Any fix for this?
EDIT: I reread a few of the posts in this thread and it looks like all the compartments should remain black. Am I then to assume that a lowered efficency is inteded? And will this mean all the functions of the boat are permanently on a "rookie" performance level?
abel29a
10-02-06, 07:51 PM
Wow this mod is great! Just had a continual three day near death experience.... Creeping back to France on the verge of destruction, slowly repairing and then getting spotted again and almost drowned... Man, this is intense. Cheers Drifter for making the game that much more enjoyable :)
My crew efficency problem persist however - Highly trained and qualified crew that takes 24 mins to reload the stern torpedo, a sonar man who cant detect a freighter moving 600 meters from the boat, gun crews that fails to hit the broadside of a barn.... I have to do all the tasks myself, and on top of manageing the damage repairs and such its getting to be a bit much :)
Where would one go to get the crew to perform their tasks with more zeal? (Apart from the repairs of course)
Respenus
10-04-06, 02:11 PM
Sorry guys, I just didn't have the time to read all the pages.
Is this mod compatible with the GW 1.1a mod?
THX!
abel29a
10-04-06, 09:43 PM
Well it should be :) I'm running GW 1.1 and SH3 Commander - the only problems I had was the one solved in the first post on this page and the crew efficency thing, which means torpedo reloads and hydrophone reports and such are back at "green" crew level. (But this might be as intendend)
Respenus
10-05-06, 05:30 AM
Well it should be :) I'm running GW 1.1 and SH3 Commander - the only problems I had was the one solved in the first post on this page and the crew efficency thing, which means torpedo reloads and hydrophone reports and such are back at "green" crew level. (But this might be as intendend)
THX, gonna go MULTI tommorow! :rock:
Respenus
10-06-06, 08:09 AM
All the links for 1.2 have expired!
Can someone give me another link, so that I can download this wonderfull mod :D
nvdrifter
10-06-06, 09:08 AM
All the links for 1.2 have expired!
Can someone give me another link, so that I can download this wonderfull mod :D
I uploaded again. Here's the new link to the newest version (which is now Drifter's Realism Mod v1.02a):
http://rapidshare.de/files/35719512/Drifter_s_Realism_Mod_v1.02a.zip.html
Here's part of the readme file:
The goal of this mod is to make SH3 more realistic, challenging, and dangerous.
Main features of this mod include:
a) Much longer U-boat repair times than vanilla SH3-
This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base from heavy damage, just like it was in real life.
b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck-
This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.
c) Removed the cheat message saying 'We may have been detected.'-
This is an obvious cheat that had to be removed for realism reasons.
d) Much slower compartment flooding times-
This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With DRM, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen (of course these long flood times aren't totally realistic, but it was the only way I could do a work around). So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.
e) Less instant death (game over) screens from 0% Hull Integrity-
I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally.
f) Deadlier air attacks-
I always felt that air attacks in SH3 were never deadly enough. Therefore, all aircraft bombs and air depth charges are now much more powerful, also with a slightly larger blast radius. This will make air attacks more deadly (as they should be). I am basing this on much historical research that I have done.
g) Tougher ai escorts-
Escorts are now much harder than in the original GW v1.1a.
-----------------------------------------------------------------------------------------------------------
Playing SH3 with this mod installed is hard. Really hard, but more realistic. Much harder than the vanilla version or even the Grey Wolves version 1.1a of SH3. But if you want a taste of realism... the extreme dangers of what it was really like to try and survive as a U-boat captain in WW2, then I challenge you to try playing SH3 with this mod installed. Just remember this- by the end of world war two, 28,000 of the 39,000 men in the German U-boat force disappeared beneath the waves... never to return.
I am excited about this mod and have put a lot of time into it. Hours and hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments.
;)
nvdrifter
10-06-06, 09:11 AM
Sorry guys, I just didn't have the time to read all the pages.
Is this mod compatible with the GW 1.1a mod?
THX!
Yes, DRM v1.02a is compatible (use at your own risk) with GW 1.1a and vanilla SH3. But please note that some features in GW were unavoidably changed to make DRM work with that great mod. Just read the readme.txt file that is included in the download.
nvdrifter
10-06-06, 09:16 AM
Wow this mod is great! Just had a continual three day near death experience.... Creeping back to France on the verge of destruction, slowly repairing and then getting spotted again and almost drowned... Man, this is intense. Cheers Drifter for making the game that much more enjoyable :)
My crew efficency problem persist however - Highly trained and qualified crew that takes 24 mins to reload the stern torpedo, a sonar man who cant detect a freighter moving 600 meters from the boat, gun crews that fails to hit the broadside of a barn.... I have to do all the tasks myself, and on top of manageing the damage repairs and such its getting to be a bit much :)
Where would one go to get the crew to perform their tasks with more zeal? (Apart from the repairs of course)
I'm not quite sure what to tell you, except that the sensors.cfg in DRM changes all crew efficiency to =false... which means that crew efficiency is not relied on for other duties. Therefore, the fact that crew efficiencies in DRM were greatly reduced in order to make longer repair times has no effect on their other duties. Hope this helps.
Check to make sure that SH3 Commander isn't changing the sensors.cfg file when you load.
Or maybe your crew just sucks. :p
Respenus
10-06-06, 01:16 PM
Love it :)
Got to Gilbratar to get some DD's on my back. After letting myself to get bombed for a around 30 min and with some flooding, it went "Blow ballast" and on the surface I found a large number of enemy ships and getting my ship blown to pieces. The damage was minimal, but I did have a "small" ammount of flooding in my boat. After A LOT of shots and around MANY, MANY hours to just stop the flooding. My ship looked scorched beyond believe and when the waterline hitted the deck, I surrendered the ship.
Must say a very excellent mod and didn't find any troubles with it. As of yet :hmm:
And what are the numbers, near the pumps and the death sign in each compartment. I read baout yor repair time h:min (not to be added together), but what are the flooding numbers. Min:sec? or something else.
An overall very needed mod for the SH3 community! :yep: :rock:
Samwolf
10-06-06, 03:40 PM
Any chance you can load this to Filefront please? (The GW version) Since I had to go back to dial-up I can't download from RapidShare.
abel29a
10-06-06, 07:35 PM
I'm not quite sure what to tell you, except that the sensors.cfg in DRM changes all crew efficiency to =false... which means that crew efficiency is not relied on for other duties. Therefore, the fact that crew efficiencies in DRM were greatly reduced in order to make longer repair times has no effect on their other duties. Hope this helps.
Check to make sure that SH3 Commander isn't changing the sensors.cfg file when you load.
Or maybe your crew just sucks. :p
Hehe it must be my crew sucking - I checked the sensors.cfg file and true enough, all the use crew efficency options are indeed set to false. Oh well, I guess there is a Gremlin in there somewhere... I'll live with it tough, wont play without this mod ever again - it's just to intense to give up :)
nvdrifter
10-06-06, 08:28 PM
Love it :)
Got to Gilbratar to get some DD's on my back. After letting myself to get bombed for a around 30 min and with some flooding, it went "Blow ballast" and on the surface I found a large number of enemy ships and getting my ship blown to pieces. The damage was minimal, but I did have a "small" ammount of flooding in my boat. After A LOT of shots and around MANY, MANY hours to just stop the flooding. My ship looked scorched beyond believe and when the waterline hitted the deck, I surrendered the ship.
Must say a very excellent mod and didn't find any troubles with it. As of yet :hmm:
And what are the numbers, near the pumps and the death sign in each compartment. I read baout yor repair time h:min (not to be added together), but what are the flooding numbers. Min:sec? or something else.
An overall very needed mod for the SH3 community! :yep: :rock:
Happy you are enjoying the mod. :yep:
Yes, the flooding numbers are in minutes and seconds (hours won't show).
If you are in deeper water, you will probably be dragged down past crush depth due to flooding way before the compartment ever completely fills up. Good luck! :up:
panthercules
10-06-06, 10:15 PM
I'm not quite sure what to tell you, except that the sensors.cfg in DRM changes all crew efficiency to =false... which means that crew efficiency is not relied on for other duties. Therefore, the fact that crew efficiencies in DRM were greatly reduced in order to make longer repair times has no effect on their other duties.
I'm loving this mod since loading it up a while back, but I too have noticed changes (increases) in torp reload times. I don't understand all the nuances of the changes made to get this to work, but it seems to me that if your statement above is true, and that "crew efficiency is not relied on for other duties", then wouldn't this mean that you're going to get rookie/noob reload times no matter how good/experienced your crew is? If the "other duties" (presumably including torp reloading) aren't paying attention to or using crew efficiency/experience, then it seems to me you would automatically get the base/longest reload times and would not be able to decrease those times by increasing the efficiency of your crew, which seems to be what we're seeing.
I'm still OK with the tradeoff, if this is the only way to get the more realistic longer repair times, but if there were some way to deal with this and get back some benefit from our veteran/qualified torpedomen it would be even better. Keep up the good work :up:
nvdrifter
10-07-06, 12:32 AM
I'm not quite sure what to tell you, except that the sensors.cfg in DRM changes all crew efficiency to =false... which means that crew efficiency is not relied on for other duties. Therefore, the fact that crew efficiencies in DRM were greatly reduced in order to make longer repair times has no effect on their other duties.
I'm loving this mod since loading it up a while back, but I too have noticed changes (increases) in torp reload times. I don't understand all the nuances of the changes made to get this to work, but it seems to me that if your statement above is true, and that "crew efficiency is not relied on for other duties", then wouldn't this mean that you're going to get rookie/noob reload times no matter how good/experienced your crew is? If the "other duties" (presumably including torp reloading) aren't paying attention to or using crew efficiency/experience, then it seems to me you would automatically get the base/longest reload times and would not be able to decrease those times by increasing the efficiency of your crew, which seems to be what we're seeing.
I'm still OK with the tradeoff, if this is the only way to get the more realistic longer repair times, but if there were some way to deal with this and get back some benefit from our veteran/qualified torpedomen it would be even better. Keep up the good work :up:
Hmmm, I thought that crew efficiency settings in the basic.cfg file had no effect on torpedo loading times, but I could be wrong. The submarine.zon files contain settings for torpedo load times. I haven't changed these loading times, but you might look into changing the loading times yourself with Time Traveler's tool to suit your needs.
panthercules
10-07-06, 01:33 PM
The submarine.zon files contain settings for torpedo load times. I haven't changed these loading times, but you might look into changing the loading times yourself with Time Traveler's tool to suit your needs.
Hmm - never really played around with TT's tool, but I decided to give it a shot, and it looks pretty cool. It looks like the torpedo loading settings are actually in the submarine.sim files rather than the .zon files. I'm not sure exactly what messing with the values will do, but I assume that reducing the current values (now at 1.32 for the VIIC) to maybe something like 1.1 or so might do the trick - guess there's only one way to find out :)
panthercules
10-07-06, 05:31 PM
Well, after a little experimentation I wound up with some torpedo reload numbers that feel about right to me (around 10 minutes per tube for internals, and about 1 hour per external). I did confirm that, at least using my current setup of GW 1.0 with LRT 1.2, there is no change in the reload times as between a raw crew with no specialists and using a team with the officer and 2 warrant officers each having a torp qualification (both teams rested and equally experienced). It would be nice to have the qualified crew bonus back, but for torps at least it's still a decent trade-off to me to get the longer repair times. Still, if LRT also breaks all the other crew qualifications it might be worth trying to figure out if there isn't some way to achieve the longer repair times and still retain some benefit from the crew qualifications.
Tikigod
10-08-06, 09:57 AM
Gouldjg, datawise how different is this mod from the extended repair times in your Hollywood Advanced damage model? From what I read so far the repair times sound alot longer in this mod than hollywood advanced but, I'm not sure what the other differences are. The longest repair I have had using hollywood advanced is a few hours...but, supposedly you could have repairs lasting a day or more causing more flooding and realistic experience without affecting crew efficiency. I'm just curious what the approach is for both mods and what the pros and cons are for both.
From what I am getting so far....is this correct or is there more?
Longer Repair Times Mod
Pro: Very long repair times lasting days (or not at all?).
Pro: Can now read longer repairs in minutes and seconds.
Pro: No instant death (more damage experience)
Pro: Chance of more injuries or death to crew members.
Con: Crew Efficiency/Experience is set to 0 (green bar).
Hollywood Advanced:
Pro: Longer repair times (than vanilla)
Pro: Don't lose crew efficiency/experience (green bar).
Pro: No instant death (more damage experience)
Pro: Chance of more injuries or death to crew members.
Con: Most Repairs last only hours instead of days.
For those of you not familiar with Hollywood Mods they are pretty old mods that allowed your uboat to take more hull damage and cause crew to be injured more. It also added effects such as crew flying from ships during explosions. Hollywood Advanced was second version that lengthed crew repair times and extended the flooding. I've always used Hollywood Advanced with combination of NYGM's crew fatigue mod and the Hollywood Advanced crew Fatigue to get the type of effect you are describing in this Longer Repair Times mod. I'm just curious how different this one is to Hollywood Advanced method and what the pros and cons are for each.
Also, Gouldjg did you ever finish the Chaos/Randomizer you were working on? I was really looking forward to that mod. The thread I was following was closed? http://www.subsim.com/phpBB/viewtopic.php?t=51263 I can't seem to find the new thread you are referring to. Could you post updated link? Thanks.
Thanks alot nvdrifter and gouldjg both for your work on extending repair times through your different mods. This has been very important to my sh3 gaming experience.
Stary Wuj
10-20-06, 08:29 AM
Justa asking about this mod. Any news, I have hard days last few months, and
no time for pleasures :-)
Where is newest version of this mod (for stock, vanilla game) ?
Thank You and Best Regards !
Stary Wuj
gouldjg
10-20-06, 01:58 PM
Gouldjg, datawise how different is this mod from the extended repair times in your Hollywood Advanced damage model? From what I read so far the repair times sound alot longer in this mod than hollywood advanced but, I'm not sure what the other differences are. The longest repair I have had using hollywood advanced is a few hours...but, supposedly you could have repairs lasting a day or more causing more flooding and realistic experience without affecting crew efficiency. I'm just curious what the approach is for both mods and what the pros and cons are for both.
From what I am getting so far....is this correct or is there more?
Longer Repair Times Mod
Pro: Very long repair times lasting days (or not at all?).
Pro: Can now read longer repairs in minutes and seconds.
Pro: No instant death (more damage experience)
Pro: Chance of more injuries or death to crew members.
Con: Crew Efficiency/Experience is set to 0 (green bar).
Hollywood Advanced:
Pro: Longer repair times (than vanilla)
Pro: Don't lose crew efficiency/experience (green bar).
Pro: No instant death (more damage experience)
Pro: Chance of more injuries or death to crew members.
Con: Most Repairs last only hours instead of days.
For those of you not familiar with Hollywood Mods they are pretty old mods that allowed your uboat to take more hull damage and cause crew to be injured more. It also added effects such as crew flying from ships during explosions. Hollywood Advanced was second version that lengthed crew repair times and extended the flooding. I've always used Hollywood Advanced with combination of NYGM's crew fatigue mod and the Hollywood Advanced crew Fatigue to get the type of effect you are describing in this Longer Repair Times mod. I'm just curious how different this one is to Hollywood Advanced method and what the pros and cons are for each.
Also, Gouldjg did you ever finish the Chaos/Randomizer you were working on? I was really looking forward to that mod. The thread I was following was closed? http://www.subsim.com/phpBB/viewtopic.php?t=51263 I can't seem to find the new thread you are referring to. Could you post updated link? Thanks.
Thanks alot nvdrifter and gouldjg both for your work on extending repair times through your different mods. This has been very important to my sh3 gaming experience.
Sorry for late reply tikigod
Basically, I was at one point working on some experimental stuff for GWX however a improtant job opportunity came my way and now I get very little time for PC whilst trying to settle into new job.
Like others, I am waiting for GWX and maybe in the future some time, I may even get to play.
As for Hollywood mods, they basicaly only touched the zones cfg and were limited in the ammount of time they could provide in repairs however I had a bad habbit of wanting to taunt DD's so it worked for me.
I think I will take a back seat for GWX until SH4 is released and then I will be at it again. (lets just hopt DEV team give us more damage modding potential and at least a way where modders could easily add human models in the game i.e. rag doll effects) Probably SHV
Stary Wuj
10-24-06, 07:08 AM
Justa asking about this mod. Any news, I have hard days last few months, and
no time for pleasures :-)
Where is newest version of this mod (for stock, vanilla game) ?
Just asking again :-)
BTW. I cannot find Advanced Hollywood for stock (vanilla) game too :-(
Thank You
Stary Wuj
gouldjg
10-24-06, 12:32 PM
Justa asking about this mod. Any news, I have hard days last few months, and
no time for pleasures :-)
Where is newest version of this mod (for stock, vanilla game) ?
Just asking again :-)
BTW. I cannot find Advanced Hollywood for stock (vanilla) game too :-(
Thank You
Stary Wuj
Unfortuantly my hard drive totally crashed and I have lost all CD files relating to GW or Hollywood mods
Tarrapin has some versions on his website I think.
Failing that, maybe someone here can help you.
Anyway, I would wait for GWX, me knows they have advanced in that department significantly.
I am awaiting on GWX as that will be my ultimate base mod and then I, like others will set it to suit me.
Stary Wuj
10-25-06, 05:02 AM
Thank You very much.
Waiting for GWX too, by the way :-)
Best Regards
Stary Wuj
Tikigod
10-26-06, 03:23 PM
So, gouldjd does this mean your chaos/randomization mod is dead? I think a randomization mod would be the most ideal for SH3.....especially with the different damage models like LRT and Hollywood Advanced....is there anyway you can make randomization packs for sh3 commander 2.6 using your previous chaos mod ideas? I would really like to see something available along these lines for download...
gouldjg
10-27-06, 02:42 PM
So, gouldjd does this mean your chaos/randomization mod is dead? I think a randomization mod would be the most ideal for SH3.....especially with the different damage models like LRT and Hollywood Advanced....is there anyway you can make randomization packs for sh3 commander 2.6 using your previous chaos mod ideas? I would really like to see something available along these lines for download...
Just to confirm some things for you
I will still have randomisation at the back of my mind but I want to see what GWX final product has.
They have worked for months on things so I am going to give it a good campaign of gwx only before tweaking so as to appreciate the hard work done by some of those guys.
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