View Full Version : Longer U-boat Repair Times mod ready for download
nvdrifter
06-08-06, 10:25 PM
***New version Drifter's Realism Mod v1.02a available now!***
Download here:
http://rapidshare.de/files/35719512/Drifter_s_Realism_Mod_v1.02a.zip.html
Gizzmoe
06-08-06, 11:17 PM
Also available here:
http://home.arcor.de/gizzmoe/files/Longer_U-boat_Repair_Times_v1.1.zip
Salvadoreno
06-09-06, 12:06 AM
how does this interact with NYGM??
U-Bones
06-09-06, 12:09 AM
Download for Longer U-Boat Repair Times (beta) mod v1.0 is now available here:
http://rapidshare.de/files/22590203/Longer_U-boat_repair_times.zip.html:lol:
1. Definately needs a lot of "depends on crew efficiency=false" in sensors.cfg I played with all true and visual spotting was definately an issue - I was the suprised party almost every time, I spotted well within the visual circles of everything.
2. I assume everyone is seeing completely empty compartment effiency bars ?
3. Torp load times are slow but ok imo
4. I will never play without unmodified flooding again.
5. It *may* play better with standard Damage Control - not being able to help on other compartments felt very limiting. Dunno, I am sticking in NYGM for a bit before I switch to try this.
6 VERY Das Boot !!!! Played career patrol with sensor crew effeciency on, (no damage), then played mission with Revenge - sank it and had 8 DD J Class on me for two hours.... 22% - yello, orange, red, and blue everywhere.
7. Total blast. Definately has problems and issues, but My oh My does it have promise.
If I werent leaving town this weekend, I would get no sleep ;)
nvdrifter
06-09-06, 01:17 AM
Download for Longer U-Boat Repair Times (beta) mod v1.0 is now available here:
http://rapidshare.de/files/22590203/Longer_U-boat_repair_times.zip.html:lol:
1. Definately needs a lot of "depends on crew efficiency=false" in sensors.cfg I played with all true and visual spotting was definately an issue - I was the suprised party almost every time, I spotted well within the visual circles of everything.
2. I assume everyone is seeing completely empty compartment effiency bars ?
3. Torp load times are slow but ok imo
4. I will never play without unmodified flooding again.
5. It *may* play better with standard Damage Control - not being able to help on other compartments felt very limiting. Dunno, I am sticking in NYGM for a bit before I switch to try this.
6 VERY Das Boot !!!! Played career patrol with sensor crew effeciency on, (no damage), then played mission with Revenge - sank it and had 8 DD J Class on me for two hours.... 22% - yello, orange, red, and blue everywhere.
7. Total blast. Definately has problems and issues, but My oh My does it have promise.
If I werent leaving town this weekend, I would get no sleep ;)
Thanks for that tip on the crew efficiency setting for sensors.cfg. Will change those settings to false and include the file in an new upload.
I am aware of the empty efficiency bar, but it seems crew efficiency is directly tied to repair times. Maybe it will be possible to change settings in other files as a workaround for this.
I just took my Boot for a spin this morning testing this promissing package!
Anyway here's what i have to say so far:
Put the PAck in my NYGM 2.0 Install and gave it a go! Use the Custom WAW mission (Evading).
I let them Shoot my Boot up some and ordered CD moments later.
The first flooding and damage was amazing. The boot was damaged and the flooding started, but not overly so. The damaged compartment and equipment indicated a good repair time (around 32 min)! I moved enough crew to the damaged compartment in cool NYGM 2.0 fashion and saw how a few man more in a compartmen did improved the time for flooding to stop.:yep:
After i got a full pack of DC on my boot the damage was worse. The Commando Room showed a repairtime of 23:35 hours! :rock: With my LenzPump broken (repair time 20.min) the flooding will kill me in 14 min. Das Boot all the way!
And it was for the first time in ages that Someone shouted Medic in my boot!:rock:
Haven't tested more work is waiting, but i will take a look at a normal Kareer patrol!
Soon.
****, this is so promising!:up:
Kudos to you Guys!
nvdrifter
06-09-06, 01:51 AM
I just took my Boot for a spin this morning testing this promissing package!
Anyway here's what i have to say so far:
Put the PAck in my NYGM 2.0 Install and gave it a go! Use the Custom WAW mission (Evading).
I let them Shoot my Boot up some and ordered CD moments later.
The first flooding and damage was amazing. The boot was damaged and the flooding started, but not overly so. The damaged compartment and equipment indicated a good repair time (around 32 min)! I moved enough crew to the damaged compartment in cool NYGM 2.0 fashion and saw how a few man more in a compartmen did improved the time for flooding to stop.:yep:
After i got a full pack of DC on my boot the damage was worse. The Commando Room showed a repairtime of 23:35 hours! :rock: With my LenzPump broken (repair time 20.min) the flooding will kill me in 14 min. Das Boot all the way!
And it was for the first time in ages that Someone shouted Medic in my boot!:rock:
Haven't tested more work is waiting, but i will take a look at a normal Kareer patrol!
Soon.
****, this is so promising!:up:
Kudos to you Guys!
Myxale, thanks for sharing your experiences. Be careful out there. :yep:
Gizzmoe
06-09-06, 02:14 AM
You should add a warning that your mod can seriously mess up other major mods. Your mod replaces the very important basic.cfg and sensors.cfg. The NYGM team for example has made changes to these files that are important for gameplay, like the visual sensor part of sensors.cfg. It looks like you´ve added your changes to the stock 1.4 files.
You should add a warning that your mod can seriously mess up other major mods. Your mod replaces the very important basic.cfg and sensors.cfg. The NYGM team for example has made changes to these files that are important for gameplay. It looks like you´ve added your changes to the stock 1.4 files.
bit of a catch 22 that one Gizz'
nvdrifter
06-09-06, 02:18 AM
You should add a warning that your mod can seriously mess up other major mods. Your mod replaces the very important basic.cfg and sensors.cfg. The NYGM team for example has made changes to these files that are very important for gameplay. It looks like you´ve added your changes to the stock 1.4 files.
Yes, I modded the stock 1.4 files. Maybe I could get permission from NYGM team and upload a NYGM version of those files. Do I even need permission?
Gizzmoe
06-09-06, 02:22 AM
Do I even need permission?
No, just don´t forget to credit them.
Highbury
06-09-06, 02:56 AM
A version for Grey Wolves would be greatly appreciated as well nvdrifter!
Thanks for keeing SH3 modding goin' :D
Gizzmoe
06-09-06, 03:07 AM
Done.
nvdrifter
06-09-06, 03:09 AM
Done.
Quick. Thanks! :up:
Gizzmoe
06-09-06, 03:15 AM
I have uploaded a version of the Longer U-Boat Repair Times mod that is compatible with NYGM Tonnage War mod v1.03.
But TW 2.0 is already out!?! :) You also need the 2.0 cfg´s?
Edit: I sent you the three TW 2.0 files.
nvdrifter
06-09-06, 03:20 AM
I have uploaded a version of the Longer U-Boat Repair Times mod that is compatible with NYGM Tonnage War mod v1.03.
But TW 2.0 is already out!?! :) You also need the 2.0 cfg´s?
Yes please.
Gizzmoe
06-09-06, 03:54 AM
Great, thanks!!! :up:
U-Bones
06-09-06, 09:34 AM
Jesus are you fast!:o
LOL yes - nice job, much appreciated. I skimped on HP and AC adjustments in my testing in NYGM 2 last night ;)
The Noob
06-09-06, 10:39 AM
I'm Stunned.:dead::88)
Sailor Steve
06-09-06, 11:00 AM
With all the discussion going on about this, I'm surprised somebody made it happen this quickly. I can't wait to see if it works properly, but it sounds so far like it does. Just downloaded.
nvdrifter
06-09-06, 02:05 PM
Flood times are still kill the sub too fast and a few other small things are bothering me... so right now I am in the process of fine-tuning this mod and will probably upload v1.1 tomorrow. Ooooh, it's looking better and better. :)
Here some imput on the NYGM 2.0 pack! I've been testing this for hours in both play-modes!
In Career, i have the poor and blind watch-crew. They spot panes or ships to late. Almost when they land or drop on my conning tower! I dunno if this is "Better repair times" mod problem!:hmm:
The flood is flooding me!
A shelled or DC'ed Boot can have a compartmen for example, that will be flooded in 52 mins, but stuffin' the compartment full with crew to repair it, will give me sometimes 145 min. till i get hold of the mess! I will most likely be dead by the time!
But you know that one already!:shifty:
Other thing is the Radio and Sonar room, if flooding occurs there, you're lost as you can only stuff 2 crew-mates in there!
The Command-Room is not any better!:o
Crush-depth in the NYGM 2.0 Damage-moddel works different than stock. So if you happend to flood to much and sink like a stone, you'll find youself at the bottom of what the game is capable of moddeling. I was sittin in 500m and waiting for the flooding to finish me off since the Crush-Depth has left me waiting.:88)
Other than that the repair times are most excelent. I encountered variations from 10 min. rep-time up to 23 hours!:rock:
Now all we need are the chances to last long enough to actually make some repairs!
Here aremy two rotten cents:ping:
Make the Boot bit stronger.
The flooding not that overpovered.
This probably would work best with the Damage Crew
Or find a way for the NYGM 2.0
This mod is hot...and gettin hotter!
:up:
you might be able to balance out some of the flodding problems by setting the damage repair team compartment a little more towards stock--
it's this one
NumberOfCrew5=10
Interval1_0=0.001
Interval2_5=6.5
Interval3_5=13.7
that way your damage team can help in the really heavy situations to prevent the boat from flodding fully before the crew can repair it--
try allowing just slightly better repair rates from this compartment--
?
U-Bones
06-09-06, 06:34 PM
Whew. :doh:
I have made the Longer U-boat Repair Times mod compatible with the following mods:
Grey Wolves mod 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/Longer_U-Boat_Repair_Times_mod_pack.zip.html
Something is screwy
From the original NYGM2 zip data/sensors.cfg
[Quarters1]
Multiplier=1.0
Flotability=5.0
HitPoints=2160
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=No
Effect1=#dc_bubbles, 10
FloodingTime=120
CargoType=None
From the 2.0 long repair package.
[Quarters1]
Multiplier=5.000000
Flotability=35.000000
HitPoints=435
Destructible=No
Armor Level=2
Critic Flotation=0.015
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=250
CargoType=None
1. Multiplier X5
2. Floatability X6
3. HitPoints about 20%
4. Armor level from -1 to 2
5. Flood time 250 instead of 120
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.
Just checking - are these other changes intended or a mistake ? I know things moved kinda quick - just want to be sure I am not suprised at what I am seeing for the wrong reasons...
Der Teddy Bar
06-09-06, 07:34 PM
The Multiplier= is only used when a Critical Chance= is incurred. It then multiplies the weapons HP by that value.
The Armor Level=-1 means that the armour is taken from the parent, in this case the u-boat, which is from 22 to 25.
By changing the Armor Level=2, ANY depth charge in range will ALWAYS cause damage.... This has repercussions on other adjoining compartments.
I just noted an error in the NYGM Crew compartment Critic Flotation=0.99... Bad Teddy, this should be Critic Flotation=0.20... Bad Teddy :nope:
That aside, the Critic Flotation=0.015 which is actually, Critic Flotation=0.01, means that at 1% of HitPoints=435, or 4.35 HP's, this compartment will start to flood...
This is not critism :damn: This is explaining the results to the author and the potential users.
U-Bones
06-09-06, 08:32 PM
The Multiplier= is only used when a Critical Chance= is incurred. It then multiplies the weapons HP by that value.
The Armor Level=-1 means that the armour is taken from the parent, in this case the u-boat, which is from 22 to 25.
By changing the Armor Level=2, ANY depth charge in range will ALWAYS cause damage.... This has repercussions on other adjoining compartments.
I just noted an error in the NYGM Crew compartment Critic Flotation=0.99... Bad Teddy, this should be Critic Flotation=0.20... Bad Teddy :nope:
That aside, the Critic Flotation=0.015 which is actually, Critic Flotation=0.01, means that at 1% of HitPoints=435, or 4.35 HP's, this compartment will start to flood...
This is not critism :damn: This is explaining the results to the author and the potential users.
Thanks for the explanations. Care to expand on Floatability ?
My questions about the intentionality of all the changes still stand...
I don't now what to say, you are the best:rock:
Der Teddy Bar
06-09-06, 09:22 PM
Thanks for the explanations. Care to expand on Floatability ?
My questions about the intentionality of all the changes still stand... Critic Flotation= is the % value of the HitPoints= at which point flooding is to occur.
So, if the HitPoints=100 with a Critic Flotation=0.30, then when that compartment (zone) has 30 or more HP's of damage then it will start to flood.
To clarify... the number is damage in HP inflicted by a depth charge
20 = no flooding
10 + 10 = no flooding
10 + 10 + 9 = no flooding
20 + 10 = flooding
50 = flooding
5 + 5 + 5 + 5 +5 + 5 = flooding
I cannot answer the question of, if after the compartment, i.e. zone, has exceeded the value of Critic Flotation= so as to have induced flooding, does the flooding stops when the repairs are under the value as defined by the Critic Flotation= or only at the point that it is fully repaired.
I believe it to be when it goes below Critic Flotation=.....
BTW, all this is explained in great detail in the NYGM Ship Damage Mod section ot the NYGM Tonnage War Mod read me file.
Highbury
06-09-06, 09:28 PM
Don't know much about all the technical stuff of modding the game but just wanted to say thanks for filling my request for a GW version so quickly :rock:
U-Bones
06-09-06, 09:29 PM
Thanks for the explanations. Care to expand on Floatability ?
My questions about the intentionality of all the changes still stand... Critic Flotation= is the % value of the HitPoints= at which point flooding is to occur.
So, if the HitPoints=100 with a Critic Flotation=0.30, then when that compartment (zone) has 30 or more HP's of damage then it will start to flood.
To clarify... the number is damage in HP inflicted by a depth charge
20 = no flooding
10 + 10 = no flooding
10 + 10 + 9 = no flooding
20 + 10 = flooding
50 = flooding
5 + 5 + 5 + 5 +5 + 5 = flooding
I cannot answer the question of, if after the compartment, i.e. zone, has exceeded the value of Critic Flotation= so as to have induced flooding, does the flooding stops when the repairs are under the value as defined by the Critic Flotation= or only at the point that it is fully repaired.
I believe it to be when it goes below Critic Flotation=.....
BTW, all this is explained in great detail in the NYGM Ship Damage Mod section ot the NYGM Tonnage War Mod read me file.
I have read it, and appreciate your patience and explanations. However, the question was re Floatability=35 and Floatability=5, not the Critic Floatation. But I will re-read nonetheless. :lol:
Der Teddy Bar
06-09-06, 10:01 PM
I have read it, and appreciate your patience and explanations. However, the question was re Floatability=35 and Floatability=5, not the Critic Floatation. But I will re-read nonetheless. :lol: Well, don't I look silly :rotfl:
Flotability=
This value is not to be interpreted as a u-boat (or ship) has 100 points of Flotability and when that is reached it sinks.
This also means that if Flotability=35.0 it is not 35% of that vessels total Flotability.
Vessels have a axis, almost always situated in the middle of the vessel.
SHIII and buoyancy.
1. Ships in SHIII do not have a set bouyancy value to cause a ship to sink. That is, the total "Flotability=" to sink each class of ship is different .
2. The total "Flotability=" required to sink a class of ship varies with where it is hit
For example, these are the Liberty ships figures from the NYGM SD V2.
In this scenario we have seperated out the cargo spaces, that is, instead of 1 config value for all 5 cargo spaces (that is the same for 8 other ships) we have set each cargo damage zone to have its own unique set of figures.
I then set all other damage zones to have Flotability=0, i.e. no sinking value.
Cargo1
30 = above
35 = bow under
40 = 1st mast
50 = sunk
Cargo2
50 = bow just above
60 = 1st mast
70 = sunk
Cargo3
70 = 1+ metres from deck
90 = soft sink, but 'she's going down message
Cargo4
50=at base of superstructure
55=at first deck of superstructure
did not test to sunk value
Cargo5
45=at first deck of superstructure
did not test to sunk value
Additionally
Machinery space
65= past rear mast
70= past rear mast
75 = bridge 1/2 submerged
80 = sunk
I hope this helps.
nvdrifter
06-09-06, 10:45 PM
Does anyone know if Grey Wolves mod limits damage control team slots in any way? Sorry, I don't have that mod downloaded. But if the slots are modded the same way as NYGM Tonnage mod, then it should be ok.
Der Teddy Bar
06-09-06, 11:01 PM
Does anyone know if Grey Wolves mod limits damage control team slots in any way? Sorry, I don't have that mod downloaded. But if the slots are modded the same way as NYGM Tonnage mod, then it should be ok.
GW will not have a restricted Damage Control Team implemented as it was released before I released this modlet.
I hope this helps.
nvdrifter
06-09-06, 11:08 PM
Does anyone know if Grey Wolves mod limits damage control team slots in any way? Sorry, I don't have that mod downloaded. But if the slots are modded the same way as NYGM Tonnage mod, then it should be ok. GW will not have a restricted Damage Control Team implemented as it was released before I released this modlet.
I hope this helps.
Thanks for all your help!
nvdrifter
06-10-06, 12:22 AM
Another question. Does anyone know what file and what line was changed that slowed down damage to the pressure hull hitpoints (due to going past crush depth) in NYGM Tonnage mod?
Der Teddy Bar
06-10-06, 01:00 AM
Another question. Does anyone know what file and what line was changed that slowed down damage to the pressure hull hitpoints (due to going past crush depth) in NYGM Tonnage mod? Using TT Tools change the Crash Speed value... NYGM uses 0.10
HP reduction with these crash speeds would be..
0.01 = 1 HP reduction 96 seconds or 1.6 minutes = 10 HP per 16 minutes
0.05 = 1 HP reduction 20 seconds or 0.33 minutes = 10 HP per 3 minutes 18 seconds
0.10 = 1 HP reduction 10 seconds or 0.16 minutes = 10 HP per 1 minute 39 seconds
For a u-boat that had 60 HP’s left, that would work out to be…
0.01 = 960 minutes
0.05 = 19 minutes 48 seconds
0.10 = 9 minutes 54 seconds
Der Teddy Bar
06-10-06, 01:06 AM
While supporting this mod in principle, I must advise all NYGM users that this mod BREAKS the NYGM Anti-Humming Bird Mod.
Due to this reason, and only this reason I ask that the NYGM Version be removed.
Thanks in advance...
Gizzmoe
06-10-06, 01:19 AM
Teddy, it´s an optional mod, no one is forced to install it. He should add a warning to the readme though.
nvdrifter
06-10-06, 01:22 AM
While supporting this mod in principle, I must advise all NYGM users that this mod BREAKS the NYGM Anti-Humming Bird Mod.
Due to this reason, and only this reason I ask that the NYGM Version be removed.
Thanks in advance...
I'm not quite sure why your are asking it to be removed. All this mod does is overwrite some files. I think it should be up to each player whether to decide if they want the changes or not. For the people who can live without the anti-humminbird mod and would rather have much better damage repair times, shouldn't it be their choice? :nope:
Der Teddy Bar
06-10-06, 01:22 AM
Teddy, it´s an optional mod, no one is forced to install it. He should add a warning to the readme though.
But if breaks parts of our mod....
I am not rubbishing nvdrifter's work.
Gizzmoe
06-10-06, 01:25 AM
But if breaks parts of our mod....
So what? *I* don´t care about the Anti-Hummingbird feature and as long as nvdrifter makes it clear that his mod breaks it there is no problem.
Der Teddy Bar
06-10-06, 01:28 AM
While supporting this mod in principle, I must advise all NYGM users that this mod BREAKS the NYGM Anti-Humming Bird Mod.
Due to this reason, and only this reason I ask that the NYGM Version be removed.
Thanks in advance...
I'm not quite sure why your are asking it to be removed. All this mod does is overwrite some files. I think it should be up to each player whether to decide if they want the changes or not. For the people who can live without the anti-humminbird mod and would rather have much better damage repair times, shouldn't it be their choice? :nope:
You did not know that it broke the NYGM Anti Humming Bird mod until I noted such too you.
So basically you have no issue with releasing work that damages or breaks other peoples mods?
An interesting perspective. Especially in return the all the assistance that I have offered you in this thread.
nvdrifter
06-10-06, 01:34 AM
While supporting this mod in principle, I must advise all NYGM users that this mod BREAKS the NYGM Anti-Humming Bird Mod.
Due to this reason, and only this reason I ask that the NYGM Version be removed.
Thanks in advance...
I'm not quite sure why your are asking it to be removed. All this mod does is overwrite some files. I think it should be up to each player whether to decide if they want the changes or not. For the people who can live without the anti-humminbird mod and would rather have much better damage repair times, shouldn't it be their choice? :nope: You did not know that it broke the NYGM Anti Humming Bird mod until I noted such too you.
So basically you have no issue with releasing work that damages or breaks other peoples mods?
An interesting perspective. Especially in return the all the assistance that I have offered you in this thread.
What's with the snobby attitude? My mod is still a work in progress (as everyone on this board is aware). If I am told (or find out) that it breaks other mods, I will place a warning in the readme file. You really need to lighten up. I am not trying to break other people's mods on purpose. And I really DO appreciate all the help you have given.
THE_MASK
06-10-06, 01:41 AM
The true NYGM believers will only download official NYGM mods anyway .
nvdrifter
06-10-06, 01:43 AM
The true NYGM believers will only download official NYGM mods anyway .
Then I guess I'm not a 'true believer'. :nope:
nvdrifter
06-10-06, 01:55 AM
Ok. Fine. I am stopping all work to make Longer U-boat Repair Times mod compatible with NYGM mods. I hope you are happy, Der Teddy Bear. :shifty:
I will still continue working on Grey Wolves mod compatibility, though. :yep:
Gizzmoe
06-10-06, 02:09 AM
:nope:
Salvadoreno
06-10-06, 02:37 AM
sweeeeeeet. A little misunderstanding but this mod will be an excellent addition to the NYGM mod. Perfection has been reached!!!
Gizzmoe
06-10-06, 04:18 AM
I want a NYGM version!!!!! :( Can you please tell me which parts of the cfg´s need to be replaced so I can do my own?
this place should come with a health warning..
nvdrifter
06-10-06, 04:25 AM
I want a NYGM version!!!!! :( Can you please tell me which parts of the cfg´s need to be replaced so I can do my own?
I made a specific 1.01a version for NYGM, too. It worked good during playtesting. But I wasn't going to upload it. I suppose these game files are free for sharing, but still property of Ubisoft.
Gizzmoe
06-10-06, 04:26 AM
I made a specific 1.01a version for NYGM, too. It works good during playtesting.
There is no reason NOT to upload it, so please...
nvdrifter
06-10-06, 04:30 AM
I made a specific 1.01a version for NYGM, too. It works good during playtesting.
There is no reason NOT to upload it, so please...
Ok. I will upload. But still need to make a small tweak regarding the crush depth timer for u-boats. Give me a few minutes. :up:
Yes, please!
Upload the NYGM version!
nvdrifter
06-10-06, 05:31 AM
All 3 compatible versions (including NYGM Tonnage War mod v2.0) can be downloaded here:
http://rapidshare.de/files/22841919/Longer_U-Boat_Repair_Times_v1.01b.zip.html
Salvadoreno
06-10-06, 05:39 AM
All 3 compatible versions (including NYGM Tonnage War mod v2.0) can be downloaded here:
http://rapidshare.de/files/22689873/longer_U-Boat_Repair_Times_v1.01a.zip.html
I tried hard to balance out the damage to equipment, flooding and repair times.
this for is NYGM 2.0 right?
nm..
BUT this does not interefere with the new uboot damage zones right? Just changes uboot repair times? I hope it doesnt change the damage on NYGM too much. Maybe Der Teddy can work off this and come out with something qucik. NV.. U have created something wonderful
Muchos Thancos Hombre!
Keep workin' your voodoo!:hmm:
nvdrifter
06-10-06, 05:40 AM
All 3 compatible versions (including NYGM Tonnage War mod v2.0) can be downloaded here:
http://rapidshare.de/files/22689873/longer_U-Boat_Repair_Times_v1.01a.zip.html
I tried hard to balance out the damage to equipment, flooding and repair times.
this for is NYGM 2.0 right?
Yes. :lol:
clive bradbury
06-10-06, 05:47 AM
Gentlemen,
obviously at times it can be difficult to make every mod compatible with everything else. This is further complicated by the fact that most SH3 users prefer a fairly personalised set-up. For example, I consider the more realistic sinking times provided by the NYGM mod vital, but could not care less about the tonnage war part as I only use the campaign system to create missions, and am not particularly bothered about promotion etc, and find the stock renown ok. As a result I use the pre-tonnage war version of NYGM in my setup.
Now I hit a problem, as I consider the new damage/repair times mod equally vital, but the files do not correspond with my old NYGM equivalents. Solution: download 'winmerge', a superb utility that lets you compare any two files side-by-side, identifies differences, and enables you to copy those changes from one file to the other. At the same time it makes a backup copy of the original file.
The changes made to the config files by the repair mod seem pretty obvious to me, so anyone wishing to introduce it to an existing mod can do so with winmerge in about five minutes. Change the files, stick them in a jones mod folder, and away you go with complete reversibility if required.
The Noob
06-10-06, 06:12 AM
download 'winmerge', a superb utility that lets you compare any two files side-by-side, identifies differences, and enables you to copy those changes from one file to the other. At the same time it makes a backup copy of the original file.
Download from Were?:p
download 'winmerge', a superb utility that lets you compare any two files side-by-side, identifies differences, and enables you to copy those changes from one file to the other. At the same time it makes a backup copy of the original file.
Download from Were?:p
Use google! Type "Winmrege" and there'll be lots of links!:hmm:
The Noob
06-10-06, 07:16 AM
Use google! Type "Winmrege" and there'll be lots of links!:hmm:
Thanx! Finally i can use the "IXD2 Range and Torpedo Fix" and the Repair times mod together!:up::rock::D
Cool thing Noob!
You could post the results if you like.
:up:
VonHelsching
06-10-06, 09:58 AM
All 3 compatible versions (including NYGM Tonnage War mod v2.0) can be downloaded here:
http://rapidshare.de/files/22690722/longer_U-Boat_Repair_Times_v1.01a.zip.html
I tried hard to balance out the damage to equipment, flooding and repair times.
Thanks very much nvdrifter!
Personally I consider the gameplay fixes / mods the most important ones! :rock:
Any possibly conflict can be easily taken care of. Keep up those ideas coming!
Hail for nvdrifter :rock:
The Noob
06-10-06, 10:10 AM
Cool thing Noob!
You could post the results if you like.
:up:
If i success...:roll::-?:D.
But anyway, Thanks Dudes!:up:
nvdrifter
06-10-06, 09:58 PM
Patrol report- Febuary 12, 1944
Was cruising at snorkel depth off the west coast of England. Struck a mine. Took heavy damage and flooding to bow quarters, command room, radio room, and conning tower. Light damage was reported in the diesel and electric engine room. Flooding caused us to sink to the seabed. Tried to maintain snorkel depth, but could not. Main pump, periscopes, radar, flak guns, early warning, hydrophones, and radio all took very heavy damage. Fortunately, the diesel engines, rear batteries, and fuel tank sustained only light damage. Unfortunately, the forward batteries were destroyed upon striking the mine. It took about 30 hours to complete all repairs, with the damage control team working non-stop. Luckily, we were not detected during the time we were disabled. Also, no crew injuries were reported (amazingly). We are now limping our way back to Lorient. Cannot complete patrol. The crew was highly stressed, but performed their duties well. They should all be commended for saving our disabled boot.
bigboywooly
06-10-06, 10:10 PM
Wow seems to be working well:o
30 hours off the west coast eh - lucky you didnt attract half the RN with all that repair noise :rotfl:
Patrol report- Febuary 12, 1944
Was cruising at snorkel depth off the west coast of England. Struck a mine. Took heavy damage and flooding to bow quarters, command room, radio room, and conning tower. Light damage was reported in the diesel and electric engine room. Flooding caused us to sink to the seabed. Tried to maintain snorkel depth, but could not. Main pump, periscopes, radar, flak guns, early warning, hydrophones, and radio all took very heavy damage. Fortunately, the diesel engines, rear batteries, and fuel tank sustained only light damage. Unfortunately, the forward batteries were destroyed upon striking the mine. It took about 30 hours to complete all repairs, with the damage control team working non-stop. Luckily, we were not detected during the time we were disabled. Also, no crew injuries were reported (amazingly). We are now limping our way back to Lorient. Cannot complete patrol. The crew was highly stressed, but performed their duties well. They should all be commended for saving our disabled boot.
I think it's fair to say that this is the feel & scenario you worked towards. Amazing story and mod!
Say mate, what's your setup...mod wise!
nvdrifter
06-11-06, 03:34 AM
Patrol report- Febuary 12, 1944
Was cruising at snorkel depth off the west coast of England. Struck a mine. Took heavy damage and flooding to bow quarters, command room, radio room, and conning tower. Light damage was reported in the diesel and electric engine room. Flooding caused us to sink to the seabed. Tried to maintain snorkel depth, but could not. Main pump, periscopes, radar, flak guns, early warning, hydrophones, and radio all took very heavy damage. Fortunately, the diesel engines, rear batteries, and fuel tank sustained only light damage. Unfortunately, the forward batteries were destroyed upon striking the mine. It took about 30 hours to complete all repairs, with the damage control team working non-stop. Luckily, we were not detected during the time we were disabled. Also, no crew injuries were reported (amazingly). We are now limping our way back to Lorient. Cannot complete patrol. The crew was highly stressed, but performed their duties well. They should all be commended for saving our disabled boot.
I think it's fair to say that this is the feel & scenario you worked towards. Amazing story and mod!
Say mate, what's your setup...mod wise!
Only running Grey Wolves 1.1 and Longer U-boat Repair Times 1.01a
nvdrifter
06-11-06, 04:36 AM
Patrol report (from the grave)- Febuary 15, 1944
While limping home after surviving a brutal collision with a mine a few days before, we were detected near the southern coast of England by a British destroyer. We were heavily depth charged by 2 or 3 destroyers. Heavy flooding and damage once again sent us sinking to the sea floor. Disabled and blind, we still weren't ready to give up. But our boot couldn't take much more of this abuse. Our front and rear batteries were destroyed, starboard diesel engine destroyed, radios and other equipment either disabled or destroyed. We also had 5 crew casualties. The flooding was growing worse and worse, as were the depth charge attacks. After much discussion, we decided to surface. We blew our tanks and popped to the surface. Before any of the crew could abandon ship, we were rammed by a destroyer, with a loss of all hands. This was a our first and last patrol. May our souls rest in peace.
Patrol report (from the grave)- Febuary 15, 1944
While limping home after surviving a brutal collision with a mine a few days before, we were detected near the southern coast of England by a British destroyer. We were heavily depth charged by 2 or 3 destroyers. Heavy flooding and damage once again sent us sinking to the sea floor. Disabled and blind, we still weren't ready to give up. But our boot couldn't take much more of this abuse. Our front and rear batteries were destroyed, starboard diesel engine destroyed, radios and other equipment either disabled or destroyed. We also had 5 crew casualties. The flooding was growing worse and worse, as were the depth charge attacks. After much discussion, we decided to surface. We blew our tanks and popped to the surface. Before any of the crew could abandon ship, we were rammed by a destroyer, with a loss of all hands. This was a our first and last patrol. May our souls rest in peace.
Aww, **** man! :dead:I almost thought you made it! Limping home and makin' it there would've rocked!
Well but on the bright side, the journey to the grave....well it was very "Das Boot-ish" they didn't made it either!:cry:
Aside this one question about yer cool mod matey: Can one actually get flooding that will finish the Boot off in say 10 min or so...i mean really heavy flooding!
Kpt. Lehmann
06-11-06, 05:10 AM
Awesome work Nvdrifter!!! :rock: :rock: :rock: More immersion!!! More suspense!!!
GET SOME FUSES QUICK!!! :up: :up: :up:
nvdrifter
06-11-06, 05:24 AM
Patrol report (from the grave)- Febuary 15, 1944
While limping home after surviving a brutal collision with a mine a few days before, we were detected near the southern coast of England by a British destroyer. We were heavily depth charged by 2 or 3 destroyers. Heavy flooding and damage once again sent us sinking to the sea floor. Disabled and blind, we still weren't ready to give up. But our boot couldn't take much more of this abuse. Our front and rear batteries were destroyed, starboard diesel engine destroyed, radios and other equipment either disabled or destroyed. We also had 5 crew casualties. The flooding was growing worse and worse, as were the depth charge attacks. After much discussion, we decided to surface. We blew our tanks and popped to the surface. Before any of the crew could abandon ship, we were rammed by a destroyer, with a loss of all hands. This was a our first and last patrol. May our souls rest in peace.
Aww, **** man! :dead:I almost thought you made it! Limping home and makin' it there would've rocked!
Well but on the bright side, the journey to the grave....well it was very "Das Boot-ish" they didn't made it either!:cry:
Aside this one question about yer cool mod matey: Can one actually get flooding that will finish the Boot off in say 10 min or so...i mean really heavy flooding!
10 minute flooding? Probably not.
Maybe there is a way to add a critical chance of flooding to the compartments. What I did was increase the hit points of the compartments so the flooding would be slower than before, and I also slowed down flooding speed settings. No more instant death from flooding. But to compensate for this, the equipment can be damaged easier and takes much longer to repair. But flooding can still kill you if your boot takes heavy damage. Just not instantly any more. The loss of flotation from flooding can also send you past crush depth really quickly. I made these changes because the longer repair times also affects flooding recovery time. The flooding times have to be longer becuase the repair times are longer. At first, I left the flooding times alone, but it always meant imminent death from flooding due to the slower repair times. So I had to slow down the flooding times for playability and balance reasons.
using the NYCM zones.cfg and submarine .zon files, the entrys from the stock version of your basic.cfg file (my game setup is a little ehm.. special ;))
i have to say even in this early stage of development your mod is working very well!!:up::up::up:
I can confirm the observations from the above posters, it totally changed gameplay and immersion factor!!
I´m now getting rapair timers i´d call realistic.
minor problem i´ve spotted is the crew you assign to damage control team does not get fatigued, but this maybe an issue with my strange game setup...
Kpt. Lehmann
06-11-06, 05:27 AM
The true NYGM believers will only download official NYGM mods anyway .
Then I guess I'm not a 'true believer'. :nope:
:rotfl: :rotfl: :rotfl: Sounds like a religious cult.
:hmm: Maybe a holy hand grenade of Antioch is in order :rotfl: :rotfl: :rotfl:
.... Thou shalt count to three and only three...
nvdrifter
06-11-06, 05:53 AM
I want to do more play testing with NYGM Longer Repair Time version. I've been trying to fine-tune and balance out the Grey Wolves version, but need to start focusing more on the NYGM version. I have tried to make both versions as close as possible, but the NYGM version uses limited damage control team, so it's a little bit harder to balance it all out.
VonHelsching
06-11-06, 05:55 AM
What I did was increase the hit points of the compartments so the flooding would be slower than before, and I also slowed down flooding speed settings.
Alternatively, instead of raising the hit points, you can raise the critic flotation a bit. It is a threshold; flooding starts only when the damage in a given compartment exceeds the critic flotation (as % of the hit points) ;)
It's a delicate balance.
Hi guys,
I'm still alive!!!:D
This mod from nvdrifter just brings me back to the modding work! It's awesome. And with his last settings for GW the gameplay is unbelievable. It's a new game. Before it my game ends when my uboat suffered some moderate/heavy attack. Now the games goes on and you have an intense new hours of challenging game play. Many tahnks nvdrifter!
I'm playing continually the U505 single mission for tests and it's really, really great!
Rubini.
Amazing how suffering brings Kaleun's together! ;)
Cool to have ya back Rubini!
Seminole
06-11-06, 10:45 AM
Let me get this straight. I have to choose between keeping the anti-humming bird effect or not adopting the new damage control mod....right?
Well if that is the case...Since I seldom try to remain stationary anyway and all the reports seem to indicate the game play is very much enhanced by the No Damage Control...I guess it is good bye to the anti-hummingbird effect.
Is there really no way possible to reconcile both? Please try at least. There is absolutely nothing to lose by cooperating a little and much to lose if you don't.
well one work round would be to assume that all stop now actually means "station keeping"----and alter your data/submarine/sub cfgs
to
[EngineProperties]
AllStop=0.10
AheadSlow=0.40
AheadOneThird=0.57
AheadStandard=0.80
AheadFull=0.94
AheadFlank=1.00
BackSlow=-0.26
BackStandard=-0.40
BackFull=-0.53
BackEmergency=-0.66
for the engine throttle settings..
this means that in effect all stop is now the minimum forward speed for maintaining depth--
course this means you'll have to be carefull where you park the boat when surfaced -and at mission start in port etc-- but im sure travelling at one knot when at rest isn't going to blow any-ones minds--
downside is you will be able to travel along very slowly with no battery fuel drain--(i think???) downside/upside is that all stop whilst under attack doesn't mean your not producing any prop noise---
but i sure that summat more "technically accurate" will come along once the NYGM folks get their minds on it--
or with some ingenous mind boggling the boat might be set up to have a constant level of minor flooding--which will start to sink the boat after a while---AOTD style--tho that might involve some other compromises some-where else--but now we have the ball rolling in this area--i'm sure there's more to come--
nvdrifter
06-11-06, 12:23 PM
After using the Longer U-boat Repair Times mod, you will have a hard enough time maintaining the same depth after flooding starts. :rotfl:
U-Bones
06-11-06, 01:08 PM
I want to do more play testing with NYGM Longer Repair Time version. I've been trying to fine-tune and balance out the Grey Wolves version, but need to start focusing more on the NYGM version. I have tried to make both versions as close as possible, but the NYGM version uses limited damage control team, so it's a little bit harder to balance it all out.
Yeah, this is where I have spent all my efforts. I am getting fairly good results with a very simple approach to start with.
1. Only change Interval_3 in basic.cfg to reduce crew efficiency and make repairs take longer.
2. Only Mod flooding times in zones.cfg to 200-300 to let you live long enough after leaks start to actually do repairs.
My reasoning is that all the other stuff is reasonably balanced - or has been looked at in terms of balance at least. Of course, some have never really been balanced because they have been obscured in quick death.
I started out with Floodingtime=304 and Interval_3 = crew slots * 10 (instead of +10 as CB suggested, bu the small start I agreed with). Repairs typically about 3-10 minutes. This played real well and was noticably different.
I then tried interval_3 at slots*12, then slots*20. Gradual increases, both liked, BUT you start noticing things that perhaps arent balanced because they have never been exposed.
I started adding compartment HP into the mix. Once you get those thin spots patched, you start noticing components that are easily and constantly destroyed... the list goes on and you get deeper and deeper.
I have come to the conclusion that the NYGM Damage Control compartment limitation is the worst enemy of this mod. DC does nothing submerged and limiting the repairs to the compartment crew often means unescapable doom. The captain should be able to prioritize efforts to the most critical needs, the main pump for instance when you have flooding.
Another thing I noted - after a certain point in NYGM2, more damage, even if is is recoverable in itself, is a death sentence because you are still trying to get away from the folks that damaged you in the first place and every handicap in that endeavor is potientally fatal. So configuring for repairs that last many hours is often an exercise in futility and perhaps not desirable - chances are you won't live that long if you can't keep the noise down for whatever reason.
I like (even love) the big tent approach of GW, but I like mechanics too. The Damage and Sensor improvements are primary requirements in my book and I wish they were core base mods that everyone could build on, instead of being wrapped in so many maddeningly arbitrary choices... But they aren't so I have concentrated my damage testing on NYGM2 for now.
It is my belief that given back the DC crew, much simpler repair settings would provide a -really- good playing experience in NYGM2
Anyway, just wanted to share my approach and thoughts. Here are some random observations on settings and compartments in my config that may be helpful below...
[COMPARTMENT]
NumberOfCrew0=15; (15 enlisted) no idea - perhaps 16 in *BQ and 21SQ?
; - change to 16 had no apparent effect on game
Interval1_0=0
Interval2_0=1
Interval3_0=15;easy max for discovery purpose
NumberOfCrew1=6; (6 enlisted) 7STorp
Interval1_1=1.6;two capable people required
Interval2_1=1;unknown factor - use 1 or 10
Interval3_1=120;slots*20 -
NumberOfCrew2=9; no compartment of any sub has 9 enlisted slots.
Interval1_2=1
Interval2_2=5; testing 2 above and below 1&3 values shows no fractional relation to efficiency bar.
Interval3_2=2; on other compartments of course ;p
NumberOfCrew3=12; 9SQ 21BT 21DC - nothing in II or VII uses 12
Interval1_3=1.6;two bodies in bow torp
Interval2_3=10
Interval3_3=240
NumberOfCrew4=8 ; 279EE 279DE 7SQ 2DC 9ST
Interval1_4=1.1;two slugs minimum
Interval2_4=1; this has no bearing on the 2/3 level
Interval3_4=160
NumberOfCrew5=10; 79DC 2BT 21EE 21DE
Interval1_5=1.1;two slugs
Interval2_5=.1 ; no bearing on officer multiplier - guess again...
Interval3_5=200
NumberOfCrew6=7; not used in any compartment in any sub?
Interval1_6=0
Interval2_6=1
Interval3_6=2 ; these number have no discerned effect
NumberOfCrew7=5; not used in any compartment in any sub?
Interval1_7=0
Interval2_7=1
Interval3_7=2
NumberOfCrew8=3; *DG *Cmd *Flak
; dg adds tower officer, cmd adds the 3 officers.
Interval1_8=1.2;three exausted is ok
Interval2_8=1
Interval3_8=60
NumberOfCrew9=4; *Twr *Flak
Interval1_9=.5;one tired is ok but risky ;)
Interval2_9=10
Interval3_9=80
NumberOfCrew10=14; 7&9BT 2BQ
Interval1_10=1.6;two capable
Interval2_10=10
Interval3_10=280
NumberOfCrew11=2; *Sonar *Flak
Interval1_11=0.8;these guys need rest
Interval2_11=1
Interval3_11=40
NumberOfCrew12=1; *Flak -definately 1 slot flack - not two or three
Interval1_12=0.4
Interval2_12=0
Interval3_12=20 ;not sure why this needs to be sweated - either destroyed or quick fix.
nvdrifter
06-11-06, 01:12 PM
Longer U-boat Repair Times v1.01b is ready for download. :sunny:
Changes in v1.01b:
-Slightly increased chance of compartment crew injuries and death. Crew injuries and death will be more common now when taking heavy damage.
-reduced all compartment hit points. Compartments were absorbing too much damage.
-reduced front and rear dive planes hit points and armor ratings. Rarely suffered any damage.
-reduced port and starboard rudder armor ratings. Rarely suffered any damage.
***I also added a version that allows the damage control team access to all compartments for NYGM 2.0 mod users.***
You can download it here:
http://rapidshare.de/files/22838593/Longer_U-Boat_Repair_Times_v1.01b.zip.html
nvdrifter
06-11-06, 01:17 PM
Thanks for the feedback, U-Bones. It's always appreciated. :yep:
U-Bones
06-11-06, 01:20 PM
Longer U-boat Repair Times v1.01b is ready for download. :sunny:
Changes in v1.01b:
-Slightly increased chance of compartment crew injuries and death. Crew injuries and death will be more common now when taking heavy damage.
-reduced all compartment hit points. Compartments were absorbing too much damage.
-reduced front and rear dive planes hit points and armor ratings. Rarely suffered any damage.
-reduced port and starboard rudder armor ratings. Rarely suffered any damage.
I also added a version that allows the damage control team access to all compartments for NYGM mod users.
You can download it here:
http://rapidshare.de/files/22803319/Longer_U-Boat_Repair_Times_v1.01b.zip.html
Unreadable color alert.:ping:
But THANK YOU for the Damage Control fix... and I might say you are goin exactly in the directions I am hp wise (crew aside - which I am ignoring). Thanks for the update !!!!! :up::up::up::up::up:
Gizzmoe
06-11-06, 01:20 PM
Longer U-boat Repair Times v1.01b is ready for download. :sunny:
Mirror:
http://home.arcor.de/gizzmoe/files/Longer_U-Boat_Repair_Times_v1.01b.zip
Kpt. Lehmann
06-11-06, 01:37 PM
Nvdrifter, you have PM :D
Nvdrifter, you have PM :D
Oh, oh! I have awonky feelin i my little toe!;)
Kpt. Lehmann
06-11-06, 02:53 PM
Nvdrifter, you have PM :D
Oh, oh! I have awonky feelin i my little toe!;)
Heh heh, that wonky feeling in your little toe is just the tip of the iceberg. :|\\
Nvdrifter, thanks for mod and keeping GW alive :up:
Kpt. Lehmann
06-11-06, 03:23 PM
Nvdrifter, thanks for mod and keeping GW alive :up:
HAHAHAHA!!! Who ever said we were on life support??? :rotfl: :rotfl: :rotfl:
bigboywooly
06-11-06, 03:36 PM
Nvdrifter, thanks for mod and keeping GW alive :up:
HAHAHAHA!!! Who ever said we were on life support??? :rotfl: :rotfl: :rotfl:
I think he means because its all about NYGM 2 release at the moment which is great because there is a variety of mods to suit everybodies different ideas of gameplay and realism styles
Me ? Wouldnt be without my GW and just because the big news is NYGM2 doesnt mean that nothing is going on in the background with GW
You just know it ;)
Kpt. Lehmann
06-11-06, 04:31 PM
Nvdrifter, thanks for mod and keeping GW alive :up:
HAHAHAHA!!! Who ever said we were on life support??? :rotfl: :rotfl: :rotfl:
I think he means because its all about NYGM 2 release at the moment which is great because there is a variety of mods to suit everybodies different ideas of gameplay and realism styles
Me ? Wouldnt be without my GW and just because the big news is NYGM2 doesnt mean that nothing is going on in the background with GW
You just know it ;)
I know what you mean. No worries. :up: :up: :up:
I hope no one gets the wrong impression. I'm not at all bothered, nor do I feel that anyone is stepping on GW. Jaxa seems to be a great guy. In fact he is one of the few who have unknowingly contributed to GW by finding one or two things that we needed to give more attention to.
bigboywooly
06-11-06, 04:43 PM
Yeah am not worried either
As I said all these mods add different things to different people and while GW is not everyones cup of tea neither is NYGM
Freedom of choice lol:sunny:
I would probably stopped playing the vanilla game a long time ago :nope: but these mods have extended the life of the game indefinately and its great there is such a variety
Have tried them all - except the new NYGM - and have settled on GW:rock:
I think for the future of the game its good that all input and new ideas are freely available to all and anybody who has an idea can freely put it forward:up:
Kpt. Lehmann
06-11-06, 05:49 PM
...Freedom of choice lol:sunny:
... which is one of the primary reasons we exist!!! :up: :up: :up:
I personally don't care which mod ppl use... as long as they have more than one supported choice. For those who can mod their own game it is a moot point. For the end-user who chooses The Grey Wolves Supermod... rest assured that whatever flames and arrows come our way... we are quite serious about testing and perfecting what we build... past or future.
When the time is right we will say more. (Don't ask when 'cause we ain't gonna say;) )
Sorry nvdrifter, didn't mean to hijack your thread sir.
bigboywooly
06-11-06, 06:40 PM
[quote=Kpt. Lehmann
Sorry nvdrifter, didn't mean to hijack your thread sir.[/quote]
:oops: same here
nvdrifter
06-11-06, 11:48 PM
All NYGM users, I made an error on some of the included submarine .cfg files. But they should be fixed now. If you are running NYGM, please download and install again. Sorry about that. :oops:
Download link (same version, fixed files):
http://rapidshare.de/files/22841919/Longer_U-Boat_Repair_Times_v1.01b.zip.html
Gizzmoe
06-11-06, 11:53 PM
FYI, in your first post it still links to 1.01a.
nvdrifter
06-12-06, 12:01 AM
Thanks. Will update. :up:
Georg_Unterberg
06-12-06, 11:39 AM
nvdrifter, I have a general question: the loss of the green effiency bar - does that mean that crew effiency in fact is at its lowest?
In sensors.cfg you set all lines of "uses crew effiency" to FALSE - was this done to counteract the loss of effiency? If I set these values back to TRUE, will I have a useless crew then with regard to visual sightings, sonar etc.?
(I remember that at least NYGM visual spottings rely in some way on crew efficiency)
nvdrifter
06-12-06, 12:36 PM
nvdrifter, I have a general question: the loss of the green effiency bar - does that mean that crew effiency in fact is at its lowest?
In sensors.cfg you set all lines of "uses crew effiency" to FALSE - was this done to counteract the loss of effiency? If I set these values back to TRUE, will I have a useless crew then with regard to visual sightings, sonar etc.?
(I remember that at least NYGM visual spottings rely in some way on crew efficiency)
I believe that the empty green efficiency bar is not affecting the game because all settings were set to 'false' in the Sensors.cfg file.
Yes, I think the efficiency of spotting, etc will be lower if you change the settings back to 'true' again. I don't recommend doing this. The compartment efficiency settings had to be lowered to make for longer repair times. You will always have maximum crew efficiency in the compartments (just ignore the empty green efficiency bars). But don't worry. This won't ruin the game. The gameplay is more realistic and much harder now with longer repair times. No more instant 1-minute repairs. Now you might think twice before rushing in and attacking a convoy. Reckless U-boot commanders will pay a heavy price. :yep:
Georg_Unterberg
06-12-06, 01:04 PM
Yes, I think the efficiency of spotting, etc will be lower if you change the settings back to 'true' again. I don't recommend doing this. The compartment efficiency settings had to be lowered to make for longer repair times. You will always have maximum crew efficiency in the compartments (just ignore the empty green efficiency bars). But don't worry. This won't ruin the game. The gameplay is more realistic and much harder now with longer repair times. No more instant 1-minute repairs. Now you might think twice before rushing in and attacking a convoy. Reckless U-boot commanders will pay a heavy price. :yep:
This is not so good as I like the NYGM crew management - if there's always maximum efficiency, there's no need to rotate or give away qualifications to ensure high efficiency. To have a crew that I must manage and that will improve with every patrol is a key element for me.
Is there a way to get efficiency back without losing longer repair times? (I fear not :cry:)
U-Bones
06-12-06, 01:10 PM
Yes, I think the efficiency of spotting, etc will be lower if you change the settings back to 'true' again. I don't recommend doing this. The compartment efficiency settings had to be lowered to make for longer repair times. You will always have maximum crew efficiency in the compartments (just ignore the empty green efficiency bars). But don't worry. This won't ruin the game. The gameplay is more realistic and much harder now with longer repair times. No more instant 1-minute repairs. Now you might think twice before rushing in and attacking a convoy. Reckless U-boot commanders will pay a heavy price. :yep:
This is not so good as I like the NYGM crew management - if there's always maximum efficiency, there's no need to rotate or give away qualifications to ensure high efficiency. To have a crew that I must manage and that will improve with every patrol is a key element for me.
Is there a way to get efficiency back without losing longer repair times? (I fear not :cry:)
No, your fears are well founded. Inefficient crew=longer repair. So far that is the only factor we know of. Crew managment is still important once you are damaged, but less so otherwise..
Well, after make a lot of trials with LRT mod I can say that now your number of alive crew, crew qualifications and a good repair team really makes sense. Also a medic!
Until now these things was barely important. Now this is so important. Now manage your crew with attention and good qualifications is a lot more strategic and fun! :up:
Well, this is for the Vanilla or GW (I'm not playing NYGM).
BTW, Nvdrifter, After some tests with version 1.01b I think that the number of dead crew can be a bit lower. And will be better if we achieve to have some injured but not dead. I tried to play with armour on zones.cfg and in the Wounded/Death definition on Basic.cfg but without the desire result. What do you think? Some suggestion?:hmm:
Rubini.
HEMISENT
06-12-06, 01:31 PM
Welcome back Rubini!
Just DL'd 1.01b will give it a try this evening. This sounds better and better all the time.
Has anyone tried to change the engine properties to all stop= to 10% as earlier recommended?
Georg_Unterberg
06-12-06, 01:44 PM
Well, after make a lot of trials with LRT mod I can say that now your number of alive crew, crew qualifications and a good repair team really makes sense. Also a medic!
Until now these things was barely important. Now this is so important. Now manage your crew with attention and good qualifications is a lot more strategic and fun! :up:
Well, this is for the Vanilla or GW (I'm not playing NYGM).
Rubini.
Great to see you back, Rubini! :)
I still don't get why good qualifications is important if you always have high efficiency -
unless:
For example: If you want to repair the hydrophones, who's faster: 2 mates with mechanic qualification or 2 mates with radio qualification ??
Hemisent,
Was a good game with good graphics. But now it's a far more better... I have a better random game (thx to Thermal Layers and Sabotage mod, thx JScones and Gouldjg), a better AI (Thx CB), a better damage behaviour (thx Gouldjg and DTB) and now I can just pass hours trying to recover from a heavy rain of deep charges...Really a new game!:rock:
Nice to talk to you again my friend!
Myxale,
Thanks for the welcome some posts ago!
Rubini.
gouldjg
06-12-06, 01:53 PM
This all sounds great upto now so I will give it a try later. Well done nvdrifter:up:
I was just wondering if morale could also be adjusted for the Vanilla or GW versions.
If I remember rightly low morale = low performance
So what if morale levels were changed to be a perm lower setting and then balanced out with coefs.
Maybe you have already looked into this:oops: if so ignore me for just waffling aloud.
Great to see you back, Rubini! :)
I still don't get why good qualifications is important if you always have high efficiency -
unless:
For example: If you want to repair the hydrophones, who's faster: 2 mates with mechanic qualification or 2 mates with radio qualification ??
Georg_Unterberg,
I mean that now you, at least, must have a medic and some repair team guys. Notice in that numbers (when you have flooding - the pump and the square with cross), if you put some guys and more qualified ones your time to recover will be lower. This is only one example. In fact, the LRT mod put "false" on crew efficiency but this don't means that the qualifications don't makes any effect anymore...You still notice a slight increase of better behaviour on the compartments with the correct crew.
But I also agree that more and more tests can be done. This way we can really knows all the goods and also the side effects of this great mod.:yep:
Rubini
Georg_Unterberg
06-12-06, 02:36 PM
I mean that now you, at least, must have a medic and some repair team guys. Notice in that numbers (when you have flooding - the pump and the square with cross), if you put some guys and more qualified ones your time to recover will be lower. This is only one example. In fact, the LRT mod put "false" on crew efficiency but this don't means that the qualifications don't makes any effect anymore...You still notice a slight increase of better behaviour on the compartments with the correct crew.
But I also agree that more and more tests can be done. This way we can really knows all the goods and also the side effects of this great mod.:yep:
Rubini
Thanks, Rubini!
Still I dare to make the step to go for this mod as the changes to crew system are very significant from NYGM.
With longer repairs mod - will my crew tire? Will this have an effect on repair time or can I let them work day & night and still they are at max. so that in the end only crew numbers & quali counts for repairing?
Sorry for all the questions :smug:
U-Bones
06-12-06, 03:34 PM
I mean that now you, at least, must have a medic and some repair team guys. Notice in that numbers (when you have flooding - the pump and the square with cross), if you put some guys and more qualified ones your time to recover will be lower. This is only one example. In fact, the LRT mod put "false" on crew efficiency but this don't means that the qualifications don't makes any effect anymore...You still notice a slight increase of better behaviour on the compartments with the correct crew.
But I also agree that more and more tests can be done. This way we can really knows all the goods and also the side effects of this great mod.:yep:
Rubini
Thanks, Rubini!
Still I dare to make the step to go for this mod as the changes to crew system are very significant from NYGM.
With longer repairs mod - will my crew tire? Will this have an effect on repair time or can I let them work day & night and still they are at max. so that in the end only crew numbers & quali counts for repairing?
Sorry for all the questions :smug:
The questions are ok, no worries. In fact this is not really a mod as much as it is a bunch of questions. Crew fatigue is unchanged by this, in itself, although it no longer shows up on the efficiency bar. Efficiency requirements for each compartment are much lower, so that should not be an issue. A rested sailor replacing a tired one in a damaged compartment may knock a minute or few off of the job.
I am just glad fo a chance to micromanage
1. This is more important than that.
2. You fix this, he fixes that.
3. We will have to leave that for later.
Instead of
1. Time for your nap !
2. You are SO good, I am SO proud !
3. Lets go to school shall we ?
Others will disagree, which is fine. It will all sort itself out.
Still I dare to make the step to go for this mod as the changes to crew system are very significant from NYGM.
With longer repairs mod - will my crew tire? Will this have an effect on repair time or can I let them work day & night and still they are at max. so that in the end only crew numbers & quali counts for repairing?
Sorry for all the questions :smug:
Well, i don't have all the answer yet and I should like to see them too. I think that even nvdrifter, the mod author, don't have all the answer yet. Like I said we need more timeplay to clarify all these issues.
But I think that the LRT mod is far better than the stock and even better than the others crew mods over there. I don't like to micromanage my crew anyway. I , without doubt, prefer to have a longer repair time, which enlong and makes my gameplay a lot more challenge than micromanage the crew. But this is my personal taste. New adjusts and new solutions can also appears too, we are here to find them. But, as it is now, it's already a great step forward on gameplay for Sh3 and absolutely playable!
Rubini.
Georg_Unterberg
06-12-06, 03:52 PM
I am just glad fo a chance to micromanage
1. This is more important than that.
2. You fix this, he fixes that.
3. We will have to leave that for later.
Instead of
1. Time for your nap !
2. You are SO good, I am SO proud !
3. Lets go to school shall we ?
:rotfl:
good point!
@ Rubini - you are right, the longer repair times makes you feel like in "Das Boot", that's a thing I want to see in that sim.
Only thing is to simply survive the DC's. Boy with NYGM 2.0 these things have become TOUGH :lol:
Lo Drifter!
I still testing you lates pack v.1.01b (NYGM 2.0 + full DC)
It seems that there is a prob, with the flooding counter for the damaged compartment. Lets say my bow-crewroom is flooding, and while the crew is on it, the timer that indicates for the flooding to stop just doesn't work properly. It shows something between 0 and 1 minute for the flooding to stop (or whatever number; but always back and forth), even if you can see that the compartment is 1/4 flooded.
Short: It doesn't work right!:hmm:
One more thing how are the actual Repair times liked to the damaged item or the Compartment!
nvdrifter
06-13-06, 08:54 AM
Lo Drifter!
I still testing you lates pack v.1.01b (NYGM 2.0 + full DC)
It seems that there is a prob, with the flooding counter for the damaged compartment. Lets say my bow-crewroom is flooding, and while the crew is on it, the timer that indicates for the flooding to stop just doesn't work properly. It shows something between 0 and 1 minute for the flooding to stop (or whatever number; but always back and forth), even if you can see that the compartment is 1/4 flooded.
Short: It doesn't work right!:hmm:
One more thing how are the actual Repair times liked to the damaged item or the Compartment!
I noticed that, too. Not quite sure how to fix it. I ignore the flooding timer at the bottom. I only pay attention to the small pump icon above each flooding compartment. Think it shows differently because of the lower compartment efficiency and the changed flooding speeds.
About the icons on Flooding/damage state:
-The pump icon is the time to put all the water out of that compartment.
-The square with cross crossed on it icon is the time to flood all that compartment and your crew on it will die if it reach zero.
-The flooding recovery time on the compartment info screen below (text) is the time to stop the flooding.
In the GW version I don't notice any problem with the times numbers, but this "system" to show the flooding/damage is really cheap and strange. The devs could make a better job here.:hmm:
Rubini.
U-Bones
06-13-06, 09:37 AM
Lo Drifter!
I still testing you lates pack v.1.01b (NYGM 2.0 + full DC)
It seems that there is a prob, with the flooding counter for the damaged compartment. Lets say my bow-crewroom is flooding, and while the crew is on it, the timer that indicates for the flooding to stop just doesn't work properly. It shows something between 0 and 1 minute for the flooding to stop (or whatever number; but always back and forth), even if you can see that the compartment is 1/4 flooded.
Short: It doesn't work right!:hmm:
One more thing how are the actual Repair times liked to the damaged item or the Compartment!
I noticed that, too. Not quite sure how to fix it. I ignore the flooding timer at the bottom. I only pay attention to the small pump icon above each flooding compartment. Think it shows differently because of the lower compartment efficiency and the changed flooding speeds.
This timer shows how you are doing against the flooding... if it is increasing, your pumps are not keeping up and you might need to add more or better crew to raise efficiency. If it is decreasing (or holding relatively steady), the pumps are keeping up. The small left hand pump icon shows how much longer it will take to STOP the leak.
Edit: Maybe I need to look at this again...
Cool Bones! That makes sense!
nvdrifter
06-13-06, 12:57 PM
Just a quick question. Does anyone know how to enlarge the text size of the small flooding pump icons and timers? They are too hard to read. I have been messing around with the menu_1024.ini, and found the lines around [G67 I504]. The icons.tga are the files for this. But I can't figure out how to increase the text and icon size. :hmm:
Perhaps just a change on colors of the text will be enough...:hmm:
Anyway I think that is possible to open the icon tga and enlarge it using a tga editor...
Rubini.
nvdrifter
06-14-06, 01:55 AM
Perhaps just a change on colors of the text will be enough...:hmm:
Anyway I think that is possible to open the icon tga and enlarge it using a tga editor...
Rubini.
I enlarged it, but no change. Also tried a different font number. No change. :damn:
U-Bones
06-14-06, 10:25 AM
Perhaps just a change on colors of the text will be enough...:hmm:
Anyway I think that is possible to open the icon tga and enlarge it using a tga editor...
Rubini.
I enlarged it, but no change. Also tried a different font number. No change. :damn:
It is referenced with pixel boundaries as in
Mat 0=data/menu/data/petsea02.tga
Crop 0=0.546875,0,0.0625,0.0625 (for example)
I imagine you would have to enlarge that call as well... sorry if I am clueless - kinda out of my element with grfx.
nvdrifter
06-14-06, 01:43 PM
Ok, I finally figured it out. Thanks for the tips everyone. Made larger and easier to read flood and recovery timers. Also replaced the 'X' flood death timer icon with a skull and crossbones flood death timer icon. :cool: Will be including it in the soon-to-be-released Longer U-Boat Repair Times v1.1 (minor adjustments only).
:rock:
Keep em commin'
I still have a blast using this! I think i'll make my own Das Boot movie! Starring my Boot and my crew with your Mod! :rock:
;)
Ok, I finally figured it out. Thanks for the tips everyone. Made larger and easier to read flood and recovery timers. Also replaced the 'X' flood death timer icon with a skull and crossbones flood death timer icon. :cool: Will be including it in the soon-to-be-released Longer U-Boat Repair Times v1.1 (minor adjustments only).
Awesome!!! Waiting anxiously!:rock:
Rubini.
I think it should be included in next GW update as its essential part.:up:
Rubini, nice to see you mate:up:
How do you do? Do you watch Brasil football team in TV? Will you win next World Cup?
nvdrifter
06-14-06, 11:19 PM
Longer U-boat Repair Times v1.1 (Grey Wolves v1.1 and NYGM v2.0 compatible) now ready for download:
Longer U-boat Repair Times v1.1 for use with Grey Wolves mod v1.1 and NYGM mod v2.0
---------------------------------------------------------------------------
Changes in v1.1-
-slightly reduced chance of compartment crew injuries and death.
-increased flooding speed for all compartments.
-added no crew fatigue. (optional)
-added larger, easier to read compartment flood timer fonts. (optional)
download here: http://rapidshare.de/files/23101032/Longer_U-boat_Repair_Times_v1.1.zip.html
nvdrifter
06-15-06, 01:02 AM
Here is a picture of the new (larger and easier to read) flood timer icons and fonts that is included with Longer U-Boat Repair Times mod v1.1 :lol:
(note the skull and crossbones icon)
http://img228.imageshack.us/img228/4995/sh3img15620061742151250dk.png (http://imageshack.us)
gouldjg
06-15-06, 01:06 AM
I like it:up:
Kudos Drifter, they look awesome!:up:
Any chance you'll be doin' the NYGM variant too?:hmm:
Gizzmoe
06-15-06, 03:32 AM
Mirror for v1.1 (NYGM and GW):
http://home.arcor.de/gizzmoe/files/Longer_U-boat_Repair_Times_v1.1.zip
Kpt. Lehmann
06-15-06, 03:36 AM
Thanks Nvdrifter and Gizzmoe! :up: :up: :up:
Great support guys!:rock:
Great work mate :up:
Is it final release or do you still work on it?
nvdrifter
06-15-06, 06:57 AM
Great work mate :up:
Is it final release or do you still work on it?
I plan on taking a break. :dead:
This will be the last release for a while. But I wouldn't say it's the final release. Haven't had much time to play any campaign games lately. Only a lot of file modding and playtesting. Now it's time for me to get gack into my campaign game. :yep:
Well i've been testin you Latest baby, and i gotta say in terms of balance and Boot-ish moments and play-a-bility this works great. Your best one so far!:up:
I just did a career in late 39 and did the "Ducimus" ( means XIB + long partol) And hunted down the greatest tonnage of all my SH3 lifes. I bloody well understand why Ducimus loves those fat Boots...anyway on my way home after almost a month on sea and only 4 torps. left I sail home around Tommy-land and in the middle of the night i go too careless and was found by a DD. :nope:
On his first run (I got only to 30m before he was above me) it managed to wound my Boot badly, and chaos and damage everywhere, but nowhere to hide with only 50m under keel!:dead:
I played the bloody cat and mouse with even more damage later for 2 hours!(creepy NYGM sensors:shifty:)
A Boot-load of damage and broken things! My Hydrophone among them and no way to listen for course changes of the DD. Batteries half done, and one screw stopped working. (just to name a few!)
After i managed to slip away somehow, I found my self creeping a 2knt. along the coastline in 40m depth and repairing all the damage. I emerged almost 2 days later with a crew so tired they were of no use! And the surface repairs part was still waiting for them! :o
This was only one Patrol! Imagine how long the war will last!
This mod rocked so fat! It was the most intense patrol ever!:rock::arrgh!:
As for your pause...well take a good one...you deserved it!
Thanks again nvdrifter!
I already said here since the first time that I play the game with your mod...this is the best mod for gameplay since the release of the SH3!:rock: Well done mate!!
jaxa,
Nice to 'see' you to again too! And yes, I hopes that Brazil goes to the Hexa championship this time...:arrgh!: . But all the time when a team is the favorite this also come with some possible bad luck too :88) ...Let's see!!
Rubini.
nvdrifter
06-15-06, 10:40 AM
Well i've been testin you Latest baby, and i gotta say in terms of balance and Boot-ish moments and play-a-bility this works great. Your best one so far!:up:
I just did a career in late 39 and did the "Ducimus" ( means XIB + long partol) And hunted down the greatest tonnage of all my SH3 lifes. I bloody well understand why Ducimus loves those fat Boots...anyway on my way home after almost a month on sea and only 4 torps. left I sail home around Tommy-land and in the middle of the night i go too careless and was found by a DD. :nope:
On his first run (I got only to 30m before he was above me) it managed to wound my Boot badly, and chaos and damage everywhere, but nowhere to hide with only 50m under keel!:dead:
I played the bloody cat and mouse with even more damage later for 2 hours!(creepy NYGM sensors:shifty:)
A Boot-load of damage and broken things! My Hydrophone among them and no way to listen for course changes of the DD. Batteries half done, and one screw stopped working. (just to name a few!)
After i managed to slip away somehow, I found my self creeping a 2knt. along the coastline in 40m depth and repairing all the damage. I emerged almost 2 days later with a crew so tired they were of no use! And the surface repairs part was still waiting for them! :o
This was only one Patrol! Imagine how long the war will last!
This mod rocked so fat! It was the most intense patrol ever!:rock::arrgh!:
As for your pause...well take a good one...you deserved it!
Myxale, that was quite a story! I hope you can survive the entire war! :o
I've already had quite a few of those moments myself. On my current patrol, I got too careless and was jumped by a destroyer off the east coast of the US. Depth charges heavily damaged my rear torpedo room, torpedo tubes, and rear dive planes. Also had flooding in rear torpedo room. I dove down, but due to the flooding and damaged dive planes, I couldn't control my depth (upwards). But at least I could stop the flooding in time before it dragged me down. It was a fine balance trying to decide if I should risk making repairs to stop the flooding (and make a lot of noise), or let the flooding continue during silent running. I was watching that flood timer closely! Eventually, I quietly snuck away. Repairs took a total of about 10 hours. Pretty intense!
I hope this mod adds more realism and suspense to gameplay for everyone now. Before this mod, I could be extra daring (and reckless) in my attacks with little consequence (except for instant flooding death). 1 or 2 minute repair times was about the limit before. It was also fairly easy to rack up huge tonnages sunk during my careers. But now, it's totally different. One mistake can easily disable your boot and get you killed. Or at the very least, make you disengage the convoy due to heavy damage (realistic I think). But now it's also fun and challenging racing against the clock, fixing shattered equipment... and trying to beat death. And I love playing this mod with the new longer flood times. ' While the tired crew desperately works to repair the batteries and main pump, the loss of flotation from flooding slowly drags the disabled boot to a crushing death.' Muahahahaha. Ooops, sorry... :rotfl:
During playtesting, I tried really hard to make the damage to equipment and equipment repair times realistic. I tested a lot using the 3d camera to see how close depth charges fell to the boot, and how much damage the boot and equipment would take from those depth charges. Believe me, if only a single hit from one depth charge destroys some undamaged equipment or kills some crew, it practically landed on deck of the boot! :o
nvdrifter
06-15-06, 10:41 AM
Thanks again nvdrifter!
I already said here since the first time that I play the game with your mod...this is the best mod for gameplay since the release of the SH3!:rock: Well done mate!!
jaxa,
Nice to 'see' you to again too! And yes, I hopes that Brazil goes to the Hexa championship this time...:arrgh!: . But all the time when a team is the favorite this also come with some possible bad luck too :88) ...Let's see!!
Rubini.
Thank you for the compliment. I know this mod isn't perfect, but I hope it adds some suspense, realism, and challenge to everyone's gameplay!
And I want to say a big thank you to CB and everyone else here who made this mod possible by offering their great ideas and advice. Without all of you, I couldn't have made this mod. Thank you! :up::up::up:
HEMISENT
06-15-06, 06:22 PM
Tried this out for the first time a couple nights ago w/NYGMv2. Used the WAW evasion mission for test. Got clobbered by the 3 DD's with no way to escape, boat kept taking damage mostly to the aft compartments repeatedly. To make a long story short. My boat was left sitting on the bottom, aft batteries destroyed, fwd batteries damaged, one prop heavily damaged, etc, etc. 5 hours later DD's finally lost contact and left. Repaired the boat with a wasted crew, waited till dark and had to blow ballast to get to the surface. Finally able to limp away on one shaft and one diesel. Boat was a shambles but it was sooo intense. So far I love this.
Nvdrifter,
Mates,
After three complete patrols on the main campaign I can now say some words about my observations using LRT mod.
I restart a new Campaign to test the mod in game. I'm in late 1941,7th flotilla, my crew is relatively green, and until now only one time I was depth charged with the same impressive results already described here from others. What I should like to say is about some litlle problems that I find in hope that we can fix them. I also should like to say that the benefits of this mod are much better than its very little flaws and that I never will remove it from my game. As this mod deep modify the crew at work "behaviour" it's clear for me that some new tactical approach is needed to correctly manage the crew and compartments.
1. The first thing that I notice is that now the Damage Team slots aren't filled after you press the right mouse button in the quarters for example. You need to right click (or drag) one by one crew to fill the slots (only for the Damage Team slots).
2.The crew attributes continue important but seems that now two men with the correct skills are enough to improve the work on that compartment. Also the number of men and their rest state seems to be the key to a compartment works well (more than the skills itself).
3.The torpedos reload is a bit slower on rear (stern) torpedo room. I think that the number of man is now a very important thing, so the compartments with few men suffers more than others (rear torpedo room, commander room and comunications room). Perhaps some balance could be done here.
4. Two or three crew members with Repair skills and at least two Medic could be a good idea too. Now you will survive from heavy attacks more frequently (no more that instant depth screen) but always after some intense hours of challenge game like you never see before. The result is a lot of repair to do and also some injured (or even dead) crew. And don't forget what I said before: now you will need all the men available to do the repairs and others important duties on your Uboat. This is why you will need the Medics more than before.
More reports soon!
Rubini.
U-Bones
06-15-06, 11:36 PM
Nvdrifter,
Mates,
After three complete patrols on the main campaign I can now say some words about my observations using LRT mod.
I restart a new Campaign to test the mod in game. I'm in late 1941,7th flotilla, my crew is relatively green, and until now only one time I was depth charged with the same impressive results already described here from others. What I should like to say is about some litlle problems that I find in hope that we can fix them. I also should like to say that the benefits of this mod are much better than its very little flaws and that I never will remove it from my game. As this mod deep modify the crew at work "behaviour" it's clear for me that some new tactical approach is needed to correctly manage the crew and compartments.
1. The first thing that I notice is that now the Damage Team slots aren't filled after you press the right mouse button in the quarters for example. You need to right click (or drag) one by one crew to fill the slots (only for the Damage Team slots).
2.The crew attributes continue important but seems that now two men with the correct skills are enough to improve the work on that compartment. Also the number of men and their rest state seems to be the key to a compartment works well (more than the skills itself).
3.The torpedos reload is a bit slower on rear (stern) torpedo room. I think that the number of man is now a very important thing, so the compartments with few men suffers more than others (rear torpedo room, commander room and comunications room). Perhaps some balance could be done here.
4. Two or three crew members with Repair skills and at least two Medic could be a good idea too. Now you will survive from heavy attacks more frequently (no more that instant depth screen) but always after some intense hours of challenge game like you never see before. The result is a lot of repair to do and also some injured (or even dead) crew. And don't forget what I said before: now you will need all the men available to do the repairs and others important duties on your Uboat. This is why you will need the Medics more than before.
More reports soon!
Rubini.
1. This is something I have been thinking about some. The fatigue model can have a pretty heavy impact on the value used for the interval_1 value. I played around with interval2 in hopes that it had something to do with cmptmt assignments but no dice.
Edit: With Fatigue max between 55 and 75 on my crew, changing DC Interval1 to 7.1 puts 8 crew into the compartment if there is no officer present. A rated LT (qualeffect=2.0) reduced that number to 3 crew on either the DC crew mode icon, or the compartment title.
This is a fine line, a few dead folks, morale will plummet (if factored), and your DC will not work without the officer and all 10 slots filled - or a dead officer and a tired crew will leave you with no DC...
2. Higher values on interval1 wil help some on this. ALso higher Qualeffect for each rank could weight the qualification a bit higher. this will start getting fairly uber repairs though - ~20% as long with an officer and a good DC crew.
3. This is mostly, in my opinion, the result of simply setting each compartment to a number roughly equivalent. For my vii torp departments for instance, I have radically different numbers, 1400 fore, 600 aft, that provide about 11 minute load with a good crew on both ends. I get this because the numbers are in perfect harmony ratio wise - 100*number of crew slots. At least this is the conclusion I have come to. Setting both to 1000 for instance, will have the aft workload at 166 per man and the fore at 71 per, over double the coverage up front.
4. Yes definately on the medics and repair. It may also be useful to reduce the minimum number of officers to 1, petty to 6 or so, and 10 or so sailors. I am dying several time simply because I am going below these threshholds - and there is no point in fighting for a boat you can not surface. It would be cool to struggle back to base with half your crew dead ;)
nvdrifter
06-16-06, 03:06 AM
Thanks for the feedback guys. I will go ahead and tweak the repair times in certain compartments (with less crew) and then upload it as a test beta.
nvdrifter
06-16-06, 04:19 AM
I am currently playtesting a tweaked version with some good results. I basically just added 200 to each crew compartment slot. Meaning, for each compartment crew member compartment capacity, I multiply it by 200. It balances out perfectly. Now, very low crew number compartments (such as radio room) repair much quicker (per person). But repair times are still slower, like before. The damage control team might still be needed for heavier damage. This way, each crew member has a certain work capacity (simulated with these efficiency numbers) for each compartment. So, the more slots there are, the lower effciency for that compartment. This may not seem logical, but it all balances out.
Flooding times were made slower for crew compartments (in v1.1) due to the fact that only damage control team can repair those two compartments.
nvdrifter,
Do you already thinked about the Type II which have less crew? Could be a problem?:hmm:
I'm testing the last file...
Rubini.
nvdrifter
06-16-06, 05:19 AM
nvdrifter,
You already think about the Type II which have less crew? Could be a problem?:hmm:
I'm testing the last file...
Rubini.
You're right. That could be a big problem. Looks like the original setup works better.
I will also only to try to slightly decrease load times for the aft torpedo room in the submarine files.
As far as having to drag each crew into the damage repair team slot... is this from my mod or something else? I thought I also had that problem when only running GW without this mod. Not sure, though.
U-Bones
06-16-06, 07:32 AM
nvdrifter,
You already think about the Type II which have less crew? Could be a problem?:hmm:
I'm testing the last file...
Rubini.
You're right. That could be a big problem. Looks like the original setup works better.
I will also only to try to slightly decrease load times for the aft torpedo room in the submarine files.
As far as having to drag each crew into the damage repair team slot... is this from my mod or something else? I thought I also had that problem when only running GW without this mod. Not sure, though.
Having to drag is simply because the minimum is too easily satisfied... as I already pointed out. If you make the minimum high enough it will completely fill if you click the compartment - but that causes other problems, such as compartments that can not be operated by tired crew - etc. Th happy middle ground will have more of an impact with some fatigue models than with others.
As for the II - is really makes no difference on a per compartment basis, but you have to recognize the compartments change. For instance both the damage crew and bow torpedos use the same 10-person compartment settings. This is one reason you shouldn't treat DC differently as part of your tweaking. SO I think you should not be so hasty in thinking about the II - it is a problem for other reasons.
I have always thought that the II is under staffed - it simply needs more people to operate well as designed in game, unless you turn fatigue off. I have -always- added the 5th officer to the II crew for this reason. Engines and torps need to have fewer slots, but that has not been figured out yet... (I do realize that the game already uses more crew than was historically accurate for the II).
In a II, with heavy damage and LRT, there may be damaged compartments that you have nobody working on - much tougher task of setting priorities.
By UbonesQuote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Rubini
nvdrifter,
You already think about the Type II which have less crew? Could be a problem?:hmm:
I'm testing the last file...
Rubini.
You're right. That could be a big problem. Looks like the original setup works better.
I will also only to try to slightly decrease load times for the aft torpedo room in the submarine files.
As far as having to drag each crew into the damage repair team slot... is this from my mod or something else? I thought I also had that problem when only running GW without this mod. Not sure, though.
Having to drag is simply because the minimum is too easily satisfied... as I already pointed out. If you make the minimum high enough it will completely fill if you click the compartment - but that causes other problems, such as compartments that can not be operated by tired crew - etc. Th happy middle ground will have more of an impact with some fatigue models than with others.
As for the II - is really makes no difference on a per compartment basis, but you have to recognize the compartments change. For instance both the damage crew and bow torpedos use the same 10-person compartment settings. This is one reason you shouldn't treat DC differently as part of your tweaking. SO I think you should not be so hasty in thinking about the II - it is a problem for other reasons.
I have always thought that the II is under staffed - it simply needs more people to operate well as designed in game, unless you turn fatigue off. I have -always- added the 5th officer to the II crew for this reason. Engines and torps need to have fewer slots, but that has not been figured out yet... (I do realize that the game already uses more crew than was historically accurate for the II).
In a II, with heavy damage and LRT, there may be damaged compartments that you have nobody working on - much tougher task of setting priorities.
The big problem is the flood because you have short time to repair a lot of compartments with flood in the same time. I just tweaked my Zones.cfg a bit, then I have more damage but slight less flood, this way my Damage Repair team have more time to do the job. I think that this way the gameplay is even better. You could really survive sometimes.
Rubini.
U-Bones
06-16-06, 09:56 AM
By UbonesQuote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Rubini
nvdrifter,
You already think about the Type II which have less crew? Could be a problem?:hmm:
I'm testing the last file...
Rubini.
You're right. That could be a big problem. Looks like the original setup works better.
I will also only to try to slightly decrease load times for the aft torpedo room in the submarine files.
As far as having to drag each crew into the damage repair team slot... is this from my mod or something else? I thought I also had that problem when only running GW without this mod. Not sure, though.
Having to drag is simply because the minimum is too easily satisfied... as I already pointed out. If you make the minimum high enough it will completely fill if you click the compartment - but that causes other problems, such as compartments that can not be operated by tired crew - etc. Th happy middle ground will have more of an impact with some fatigue models than with others.
As for the II - is really makes no difference on a per compartment basis, but you have to recognize the compartments change. For instance both the damage crew and bow torpedos use the same 10-person compartment settings. This is one reason you shouldn't treat DC differently as part of your tweaking. SO I think you should not be so hasty in thinking about the II - it is a problem for other reasons.
I have always thought that the II is under staffed - it simply needs more people to operate well as designed in game, unless you turn fatigue off. I have -always- added the 5th officer to the II crew for this reason. Engines and torps need to have fewer slots, but that has not been figured out yet... (I do realize that the game already uses more crew than was historically accurate for the II).
In a II, with heavy damage and LRT, there may be damaged compartments that you have nobody working on - much tougher task of setting priorities.
The big problem is the flood because you have short time to repair a lot of compartments with flood in the same time. I just tweaked my Zones.cfg a bit, then I have more damage but slight less flood, this way my Damage Repair team have more time to do the job. I think that this way the gameplay is even better. You could really survive sometimes.
Rubini.
Yes flooding has a way of changing your priorities ;)
I am currently playing with flooding almost turned off - just so I can look at balancing pure damage control. My reasoning is that once DC is balanced and stressful, but managable - then its time to let the floodgates open ;)
Yes flooding has a way of changing your priorities ;)
I am currently playing with flooding almost turned off - just so I can look at balancing pure damage control. My reasoning is that once DC is balanced and stressful, but managable - then its time to let the floodgates open ;)
Roger that!
Let we know your results!:up:
Rubini.
U-Bones
06-17-06, 12:32 AM
One of the reasons I have been working with lower interval3 settings is because of the way the long times are displayed. What I have noticed on the larger end is that hh:mm is not time imposed on that template - it is time in hours followed by : followed by time in minutes, so 1:118 is actually 118 minutes or 1:58, 2:175 is 175 minutes or 2:45. I have been looking around seeing if I can find where this can be tweaked, but all I am finding is a single %s for the whole string. Unless this can be changed repair times will always be "optimistic number of hours: precise minutes".
I imagine that operating effiency was never set low enough to catch this bug, and that repairs were never seriously looked at.
The Noob
06-17-06, 11:28 AM
Could you please make a version for stock again?
I don't have GW nor NYGM, and i would really like a version for stock again...:cry:
PLEASE!
Hi Mates,
NVdrifter,
More comments:
1. The new icons are the best, but they could appear less distant from each other for the same compartment (this is true even for the stock icons). Sometimes the 'skull' from a compartment is just side by side the 'pump' from the other compartment what is a little confuse. So some adjust here and it's done!
2. Again about the torpedos reload time: the external torpedos loading time is yet too much for both stern and bow. So a adjust here will be good (if possible obviously).
Keep up the good work!:rock:
Rubini.
messenger42
06-18-06, 01:40 AM
running NYGM ver2 with LRT 1.1, I'm not sure if anybody experience this problem, my crew quarter compartment is damaged and after I repaired it back to normal but it's still highlight with yellow caution as if it is still damaged. but the text message shows is back to normal.
I said:
2. Again about the torpedos reload time: the external torpedos loading time is yet too much for both stern and bow. So a adjust here will be good (if possible obviously).
But after a better 'look in' I think that the time is ok here. No changes needed.
U-Bones wrote:
One of the reasons I have been working with lower interval3 settings is because of the way the long times are displayed. What I have noticed on the larger end is that hh:mm is not time imposed on that template - it is time in hours followed by : followed by time in minutes, so 1:118 is actually 118 minutes or 1:58, 2:175 is 175 minutes or 2:45. I have been looking around seeing if I can find where this can be tweaked, but all I am finding is a single %s for the whole string. Unless this can be changed repair times will always be "optimistic number of hours: precise minutes".
I imagine that operating effiency was never set low enough to catch this bug, and that repairs were never seriously looked at.
Thanks, this is a nice tip. Now I understand all that numbers. I also notice that above (on the damage screen) is write a "hh/mm". So perhaps is just a matter of put a "/" instead of a ":" in the times below that. Perhaps that could be easy and simple.;)
Rubini.
nvdrifter
06-18-06, 01:51 AM
Could you please make a version for stock again?
I don't have GW nor NYGM, and i would really like a version for stock again...:cry:
PLEASE!
I will go ahead and try to make an LRT stock compatible version 1.1 :up:
nvdrifter
06-18-06, 02:29 AM
LRT 1.1 Unmodded SH3 compatible version now available here:
http://rapidshare.de/files/23378505/Longer_U-boat_Repair_Times__LRT__v1.1.zip.html
I said:
2. Again about the torpedos reload time: the external torpedos loading time is yet too much for both stern and bow. So a adjust here will be good (if possible obviously).
But after a better 'look in' I think that the time is ok here. No changes needed.
U-Bones wrote:
One of the reasons I have been working with lower interval3 settings is because of the way the long times are displayed. What I have noticed on the larger end is that hh:mm is not time imposed on that template - it is time in hours followed by : followed by time in minutes, so 1:118 is actually 118 minutes or 1:58, 2:175 is 175 minutes or 2:45. I have been looking around seeing if I can find where this can be tweaked, but all I am finding is a single %s for the whole string. Unless this can be changed repair times will always be "optimistic number of hours: precise minutes".
I imagine that operating effiency was never set low enough to catch this bug, and that repairs were never seriously looked at.
Thanks, this is a nice tip. Now I understand all that numbers. I also notice that above (on the damage screen) is write a "hh/mm". So perhaps is just a matter of put a "/" instead of a ":" in the times below that. Perhaps that could be easy and simple.;)
Rubini.
I catched that too! But i thought the side-effect of the wonky time display was just this....a side-effect of the mod, since LR comes up with Repair times that the game was never meant to display! :hmm: But cool find Bones!
About the loading times of Torps...well they seem ok to me. I get times that are from 30min to 11min depends on the crew-and the crewqualy and the overall fitness. As for the external. In the career i did recently (bits posted above) i was loading my Boots external tropedos and it almost took one hour pro torpedo ( the average time!) Which i think is pretty realistic!
Myxale wrote:
About the loading times of Torps...well they seem ok to me. I get times that are from 30min to 11min depends on the crew-and the crewqualy and the overall fitness. As for the external. In the career i did recently (bits posted above) i was loading my Boots external tropedos and it almost took one hour pro torpedo ( the average time!) Which i think is pretty realistic!
Like I said, after a better look, I agree, it's very good and realistic now (far better than the stock game).:up:
Rubini.
Deep Six
06-18-06, 06:23 AM
Ok, here's the scene it's my second patrol (Again after reloading SH3 so many times because of mods) anyways I clear Willihamsanwich.:know:
And save the game as I now want to get my Ultra message from SHgen about Marine activity.....My initial patrol area is AM32.... Report comes back that the BS Rodney maybe in Loch Ewe along with a whole bloody task force !!! To good to be true, well no self respecting danger sniffing Kaleun would sniff at these targets.
Cut to the chase finish my patrol area with one kill of a coastal merchant...Head straight for Loch Ewe and my Knights cross with Diamonds and Oak leaves, just waiting to be awarded when I get back home. I Time my egress into the loch knowing that there are sub nets in front of me so that I "bump" them at 2knts midnight........OUCH !!!! LRT kicks in with a vengeance forward tubes compartment taking on slight flooding and damage to tube 2 & 4 with estimates of 3 hours to repair !!! All Back on the telegraph and its a surface and mad dash for 400m to get over and clear the nets..Phew... Back to peri depth repairs are taking much longer then expected, flooding under control. So I head southwest and and west of the suspected position of the Rodney...All Stop repairs are now going better but then fatigue starts to kick in with my crew!!!!! I'm switching crew like crazy to get the forward tubes fixed....At last its now 5.17 am in the morning and I'm set...Sonar has been singing all night about ships passing to and fro but well away from my position...Time for a peek up top.....And there she is the BS Rodney with one V & W destroyer for escort, and aways to my relative position....OMG its that bloody task force, with yet another Nelson 2 frigates 3 smaller destroyers and a gamut of merchant craft.
(Sweaty palms and head buzzing) I plan my attack...The Rodney is the easiest target as its 1096 m away AOB is 76 degree 4 fish decent spread to hit from bow to stern......Los...down peri.....Hard right turn 5 knts silent.......4 big bangs.
I plan a route that will take me deeper into Loch Ewe but almost behind the docks , Down that channel running south West come about and take another peek topside, she's still afloat and now my C02 gauge is starting to climb...Damn that damage previous now I'm in deep **** !!!..Tubes 1-4 reloaded , getting light outside, so I decide that I have no option but to take out the V&W first 2 fish easy kill. Still two fish left but the Rodney may take more, fire one 1&4 big spread one to hit under the main bridge and the other between the first and second gun mounts..
BOOM .......and she starts to slip...and there she goes over on her side.
Ok now I gotta get outta here and sonar is reading off contacts like its fireworks night...CO2 at 50% and I need so surface,,,yeah and commit suicide.. My route out of Loch Ewe is planned , I make a mad dash around the sunken V&W and then head straight up hugging the coast but All is lost that damn Task force is pinging me. I'm at peri with 9m below me.....A small hunter makes a dash at me and I try to evade but my conning tower takes a broadside....Gulp my damage screen is a mess no peri, no obs, and for good measure no sonar plus I'm leaking like a bucket. Full Ahead for a quick dash to deeper water.(If you can call the water deep in Loch Ewe)..anyways Flooding is out of control....All stop and sit on the bottom....Two destroyers make there runs at me I go to full ahead and try to at least lessen the blow....................To my Dear wife....Goodnight Sweetheart. Here endeth the patrol of U57.... Let it be known that LRT really can Ky bosh your best plans if it had not been for that slight "Bump" into the nets this might have worked out for me.......
Deep Six.....Ain't going into harbours no more!!!!!
nvdrifter
06-18-06, 08:39 AM
Deep Six,
Great story. :up: You almost made it out. Almost... ;)
R.I.P.
nvdrifter
06-18-06, 09:02 AM
I love reading people's intense patrol stories who are using the LRT mod. Let's hear some more stories! :yep:
Yeah, it's great!:up:
Rubini.
Aww, that's Bad. But then again if you're willin' to risk then you should be ready to die!
Anyway a cool story! :up:
The Noob
06-18-06, 03:07 PM
LRT 1.1 Unmodded SH3 compatible version now available here:
http://rapidshare.de/files/23378505/Longer_U-boat_Repair_Times__LRT__v1.1.zip.html
Thank you Very Much!:up:
U-Bones
06-18-06, 07:34 PM
U-Bones wrote:
One of the reasons I have been working with lower interval3 settings is because of the way the long times are displayed. What I have noticed on the larger end is that hh:mm is not time imposed on that template - it is time in hours followed by : followed by time in minutes, so 1:118 is actually 118 minutes or 1:58, 2:175 is 175 minutes or 2:45. I have been looking around seeing if I can find where this can be tweaked, but all I am finding is a single %s for the whole string. Unless this can be changed repair times will always be "optimistic number of hours: precise minutes".
I imagine that operating effiency was never set low enough to catch this bug, and that repairs were never seriously looked at.
Thanks, this is a nice tip. Now I understand all that numbers. I also notice that above (on the damage screen) is write a "hh/mm". So perhaps is just a matter of put a "/" instead of a ":" in the times below that. Perhaps that could be easy and simple.;)
Rubini.
If we could get to the : and replace it with a / then we could probably get to both sides and simply leave the hours off ;) But I am afraid the entire string is being passed preformatted, simply because all the formatting for that section (that I found) is simply %s %s %s for the component, status, and time.
Khayman
06-20-06, 03:54 AM
Cheers for the unmodded option, as I don't use any major ones like GW :D
I used JSGME and it told me that the zones.cfg had already been modified by the Airpower 1.4c HT mod. However reading the comments here I was determined to have it. I'm a novice, but I figured that the Airpower mod only applies to aircraft. So I kept all of the "Planes Items" the same in my zones.cfg but replaced the rest. So far so good, although I haven't had any damage yet.
Thanks for a mod that actually has me actually looking forward to getting hit :up:
Cheers for the unmodded option, as I don't use any major ones like GW :D
I used JSGME and it told me that the zones.cfg had already been modified by the Airpower 1.4c HT mod. However reading the comments here I was determined to have it. I'm a novice, but I figured that the Airpower mod only applies to aircraft. So I kept all of the "Planes Items" the same in my zones.cfg but replaced the rest. So far so good, although I haven't had any damage yet.
Thanks for a mod that actually has me actually looking forward to getting hit :up:
Yes, you make the right thing. Just maintain the Aircraft section of zones.cfg and all is ok for Airpower1.4c HT mod. It's just a cut and paste job.:up: And to quickly see the LRT mod in action just play the U505 single mission...
Rubini.
Seminole
06-20-06, 05:08 PM
I found out on patrol today that the LRT mod makes your hull indestructible to collision damage.
I got into the middle of a huge unescorted unarmed convoy and was so busy picking and lining up the most juicy targets I failed to notice :oops: a Tramp Streamer bearing down which hit me broadside at the conning tower. Not so much as a scratch in the paint. Normally it would have been game over.
Whether or not this something intolerable....I leave up to your preferences. As for me...I can live with it as I am usually not so careless as to let my boat be run down.
nvdrifter
06-21-06, 03:06 AM
I found out on patrol today that the LRT mod makes your hull indestructible to collision damage.
I got into the middle of a huge unescorted unarmed convoy and was so busy picking and lining up the most juicy targets I failed to notice :oops: a Tramp Streamer bearing down which hit me broadside at the conning tower. Not so much as a scratch in the paint. Normally it would have been game over.
Whether or not this something intolerable....I leave up to your preferences. As for me...I can live with it as I am usually not so careless as to let my boat be run down.
Indestructible hull? I don't think it's the LRT mod. The collision damage in SH3 has always been unrealistic. Collison damage was not changed in the LRT mod. I don't think collision damage can even be changed (hard coded). Also, U-boat hit points were not modified in LRT. But, compartment hit points were increased in LRT. So perhaps, you were quickly destroying your compartments in collsions before installing LRT mod. I think a completely destroyed compartment means instant death.
Besides, I have taken collision damage many times using LRT (sometimes heavy). Maybe what you are referring to is instant flooding death due to collisions. In this case, the compartment flooding speed in LRT has been significantly slowed for playability and balancing reasons.
Seminole,
Nvdrifter,
I will contact Goudjg, the damage wizard, about the collision stuff and will post here late. Or perhaps he himself will post here directly about this...Goudjg?:hmm:
Rubini.
Seminole
06-21-06, 08:37 AM
Something has certainly changed the Hull's vulnerability to collision. Having 100% integrity after a direct impact collision with a steamer.....well....that just ain't the way it used to be. And I don't believe it was NYGM that did it...:lol:
Hull is still vulnerable to shell fire depth charges and so forth.
Seminole
06-21-06, 09:39 AM
:hmm: ....I loaded up a single mission and allowed a merchantmen to run me over. As you can see from the screenshots below the Hull Integrity remains at 100%...though this time I did take some slight compartmental damage. In the incident I commented on above I didn't sustain any damage what so ever.....though that collision was from a much smaller ship.
http://img214.imageshack.us/img214/3572/24ak2.th.jpg (http://img214.imageshack.us/my.php?image=24ak2.jpg)
http://img226.imageshack.us/img226/9214/13ck4.th.jpg (http://img226.imageshack.us/my.php?image=13ck4.jpg)
Like I said I never had much experience with collisions....but from the few I have had I seem to recall a much higher level of hull damage from having had one. I could be wrong though. :shifty: :lol: That has been known to happen too.
Oh yeah...BTW...that screen is the second collision with the same ship....I let it hit first on the Port side and then turned about for a second impact to starboard ....as no damage resulted from the first impact.
U-Bones
06-21-06, 10:04 AM
NYGM 2.0 also has a conning tower that is impervious to collisions. in fact I believe that this behavior is 1.4b stock, but only had time to test NYGM 2.0 this morning.
There was an old (stock) issue where any ship that struck the conning tower would have its bottom ripped out and almost immediately sink. As I recall, the fix for this also introduced conning towers that do not take collision damage.
I could be confused, but this is how I remember it. Dunno what about the hull...
nvdrifter
06-21-06, 10:31 AM
:hmm: ....I loaded up a single mission and allowed a merchantmen to run me over. As you can see from the screenshots below the Hull Integrity remains at 100%...though this time I did take some slight compartmental damage. In the incident I commented on above I didn't sustain any damage what so ever.....though that collision was from a much smaller ship.
http://img214.imageshack.us/img214/3572/24ak2.th.jpg (http://img214.imageshack.us/my.php?image=24ak2.jpg)
http://img226.imageshack.us/img226/9214/13ck4.th.jpg (http://img226.imageshack.us/my.php?image=13ck4.jpg)
Like I said I never had much experience with collisions....but from the few I have had I seem to recall a much higher level of hull damage from having had one. I could be wrong though. :shifty: :lol: That has been known to happen too.
Oh yeah...BTW...that screen is the second collision with the same ship....I let it hit first on the Port side and then turned about for a second impact to starboard ....as no damage resulted from the first impact.
I suggest you correctly uninstall LRT (only) and try the exact same collision test again.
I must say this again... nothing in LRT 1.1 mod was changed that would (knowingly) affect collision hull damage. If I remember correctly, SH3 1.4b always modeled the collision damage this way... modded or not.
Sailor Steve
06-21-06, 10:40 AM
That first picture shows a pretty steep strike angle. Maybe you only suffered a glancing blow.
speaking of conning towers and damage :hmm: --just every now and then i get hit on the conning tower by a DC which triggers the BOOOOOING!!!!! sound effect and the blurred vision effect that you get whilst surfaced---
cant help thinking it would be fairly groovy if you allways got this effect with a DC close hit---would add enourmously to the impact of being damaged--can the conning tower zone be stretched to include the command room aswell? thinking that this would mean the command room would go BOOOOOING as well?
sound a bit daft but it would be groovy
nvdrifter
06-21-06, 10:50 AM
speaking of conning towers and damage :hmm: --just every now and then i get hit on the conning tower by a DC which triggers the BOOOOOING!!!!! sound effect and the blurred vision effect that you get whilst surfaced---
cant help thinking it would be fairly groovy if you allways got this effect with a DC close hit---would add enourmously to the impact of being damaged--can the conning tower zone be stretched to include the command room aswell? thinking that this would mean the command room would go BOOOOOING as well?
sound a bit daft but it would be groovy
I thought about doing the same thing. :yep: I tried and tried to find a way to mod it into the game, but couldn't do it. Maybe it's hard coded, maybe not. :hmm:
The Noob
06-21-06, 11:00 AM
Then we could mod the "BOOOING" sound (blur.wav) to a Shacking and Dirty Words sound from Das Boot or U-571.:D
I thought about doing the same thing. :yep: I tried and tried to find a way to mod it into the game, but couldn't do it. Maybe it's hard coded, maybe not. :hmm:
it would be very effective :sunny:
the only thing i can think of would mean lots of compromises--and probably annoy more people than it satisfyied on the whole-and that would be to extend the conning tower zone right round the sub and make it unrealistically large--but reduce the damage for the conning tower so it didnt kill the boat--only other thing i can imagine is a technical edit of the actual effect it self as it is only triggerred by a direct hit on the conning tower--if it has a trigger list some where tieing it to compartment such and such it might be possible to edit the compartment...trouble is it requires a direct hit and that nine time out of ten kills the boat--
shame as that noise and the blurred vision would combined with the boat rocking madly and the lights going out to make thing very atmospheric after a close hit--perhaps if they had thrown in a 30 second period of "slo mo" as well it would have been pretty scary
Seminole
06-21-06, 02:22 PM
:hmm: ....I loaded up a single mission and allowed a merchantmen to run me over. As you can see from the screenshots below the Hull Integrity remains at 100%...though this time I did take some slight compartmental damage. In the incident I commented on above I didn't sustain any damage what so ever.....though that collision was from a much smaller ship.
http://img214.imageshack.us/img214/3572/24ak2.th.jpg (http://img214.imageshack.us/my.php?image=24ak2.jpg)
http://img226.imageshack.us/img226/9214/13ck4.th.jpg (http://img226.imageshack.us/my.php?image=13ck4.jpg)
Like I said I never had much experience with collisions....but from the few I have had I seem to recall a much higher level of hull damage from having had one. I could be wrong though. :shifty: :lol: That has been known to happen too.
Oh yeah...BTW...that screen is the second collision with the same ship....I let it hit first on the Port side and then turned about for a second impact to starboard ....as no damage resulted from the first impact.
I suggest you correctly uninstall LRT (only) and try the exact same collision test again.
I must say this again... nothing in LRT 1.1 mod was changed that would (knowingly) affect collision hull damage. If I remember correctly, SH3 1.4b always modeled the collision damage this way... modded or not.
OK. The collision- NYGM 2.1- LRT Removed-note the green efficiency bars are now restored...
http://img459.imageshack.us/img459/5554/49ci.th.jpg (http://img459.imageshack.us/my.php?image=49ci.jpg)
The damage result: Hull integrity: 72%....:hmm:
http://img381.imageshack.us/img381/9571/32vn.th.jpg (http://img381.imageshack.us/my.php?image=32vn.jpg)
Also note how the command room damage was repaied.... almost instantly....the time it took to take the collison screenie and switch to F7.
U-Bones
06-21-06, 02:39 PM
:hmm: ....I loaded up a single mission and allowed a merchantmen to run me over. As you can see from the screenshots below the Hull Integrity remains at 100%...though this time I did take some slight compartmental damage. In the incident I commented on above I didn't sustain any damage what so ever.....though that collision was from a much smaller ship.
http://img214.imageshack.us/img214/3572/24ak2.th.jpg (http://img214.imageshack.us/my.php?image=24ak2.jpg)
http://img226.imageshack.us/img226/9214/13ck4.th.jpg (http://img226.imageshack.us/my.php?image=13ck4.jpg)
Like I said I never had much experience with collisions....but from the few I have had I seem to recall a much higher level of hull damage from having had one. I could be wrong though. :shifty: :lol: That has been known to happen too.
Oh yeah...BTW...that screen is the second collision with the same ship....I let it hit first on the Port side and then turned about for a second impact to starboard ....as no damage resulted from the first impact.
I suggest you correctly uninstall LRT (only) and try the exact same collision test again.
I must say this again... nothing in LRT 1.1 mod was changed that would (knowingly) affect collision hull damage. If I remember correctly, SH3 1.4b always modeled the collision damage this way... modded or not.
OK. The collision- NYGM 2.1- LRT Removed-note the green efficiency bars are now restored...
http://img459.imageshack.us/img459/5554/49ci.th.jpg (http://img459.imageshack.us/my.php?image=49ci.jpg)
The damage result: Hull integrity: 72%....:hmm:
http://img381.imageshack.us/img381/9571/32vn.th.jpg (http://img381.imageshack.us/my.php?image=32vn.jpg)
Also note how the command room damage was repaied.... almost instantly....the time it took to take the collison screenie and switch to F7.
For what its worth, I have noticed a lot of compartment and component damage that seems to have little effect on the hull integrity number. At other times I get high hull damage with little or no compartment/component damage or flooding. This is both with modded and unmodded zones HP and Armor. This seemingly independant and wildly inconsistant behavior from Hull Integrity has been puzzling me a lot.
I suspect that if you test the same scenario 20 times each way, you will see what I mean, but dont hold me to it ;)
I have been intending to start a thread about this topic, but have yet to get my head around the issue enough to frame the question the way I want, but here goes nothing....
What controls Hull Integrity ? Where is it derived, and how is it lowered ?
I have to line up with U-Bones on that one!
Stock SH3 is an example of many things gone wrong. I remember a
(stock game) collision that would've killed off any Boot in an instant, but nothing happened!
Just some scratches! Remember that the game has a poor or nonexistent collision routine! The problem was called U-Tank for one apparent reason:hmm:
I also played with LRT the last few weeks, and in one patrol I hit the ocean-floor and got real decent hull damage. I play with the "Hull integry" hidden, but it was clear that the hull got damaged.:hmm:
Seminole
06-22-06, 09:31 AM
Then maybe turn it on and perhaps learn the difference between hull and compartemental damage.
Then maybe turn it on and perhaps learn the difference between hull and compartemental damage.
Will do!:hmm:
U-Bones
06-22-06, 04:53 PM
Then maybe turn it on and perhaps learn the difference between hull and compartemental damage.
To be honest, I wish I knew.... I know they ARE different, but not exactly HOW or WHY. Seeing it displayed is not all that revealing in that regard.
nvdrifter
07-14-06, 10:47 AM
I just thought I would bump this thread, just in case anyone here hadn't heard about this mod.
Don't worry! People will know about this one!:rock:
And by the way nice to see you again mate! What's up! What have you been up to!
messenger42
07-14-06, 04:00 PM
it's a great mod! giving you another dimension of game-playing instead of just sinking enemy boats...
Thanks!
Cap_Observatore
07-14-06, 05:46 PM
Guys, My Sh3 with NYGM2.1 and SH3C2.6 is almost perfect. Almost becouse I just need to know how can I left on Hummingbird feature in NYGM? please guys don´t wast your time moding this just say where I can change to change Himmingbird mod from disable to enable.
Thx!
I just thought I would bump this thread, just in case anyone here hadn't heard about this mod.
You sure bumped me!
So which fatigue model is best to use with LRT? SH3 default?
Guys, My Sh3 with NYGM2.1 and SH3C2.6 is almost perfect. Almost becouse I just need to know how can I left on Hummingbird feature in NYGM? please guys don´t wast your time moding this just say where I can change to change Himmingbird mod from disable to enable.
Thx!
You can't! Its either the Bird or the Longer Repair! Your choice!:hmm:
I just thought I would bump this thread, just in case anyone here hadn't heard about this mod.
You sure bumped me!
So which fatigue model is best to use with LRT? SH3 default?
Well mate, i use the NYGM one, and gotta say i have a great time (well not so great actually since it means a beaten up Boot) But once i took so heavy damage that my Boot sunk down to 80 meters and almost died. It took the crew almost two days to repair the Boot to be able to surface. They were tired and dead to the world.:rock:
It was tuff ****! Who would off us for good? The Tommy that kept driving his annoying rounds above us? The seemingly non-stopable flooding? Or finally the lack of Air?:shifty:
But i guess thats how it should be!
:rock:
Well mate, i use the NYGM one, and gotta say i have a great time (well not so great actually since it means a beaten up Boot)
I only have the models in SH3C to choose from. That's default/RUb/RUb1x/GW8h/GW24h or none.
But once i took so heavy damage that my Boot sunk down to 80 meters and almost died. It took the crew almost two days to repair the Boot to be able to surface.
Okey, anyone up for a short explanation what each fatigue model would do to gamplay in the described situation? :D
For me I think RUb is out of the question because it uses "patrol fatigue". The crew must have the chance to get new energy by resting between the near death experiences, no? :yep:
But i guess thats how it should be!
Right on!
About the bird thing. Neverever let yourself change depth before a crashdive is done. Humming Bird simulated 100% in your head! Works?
Could there be a problem to install LRT "non-modded" over RUb + Harbour Traffic for RUb + SH3 Commander?
I really need to know, but not for at least seven days because I "have to" go on vacation. But that is the setup I will be using when I'm coming home and I hope it works! :rock:
(happily I am going out to sea and will be captain on my boot) :up:
nvdrifter
Glad you bumped this. Thanks for what sounds like a great mod. Looking forward to my first "Das Boot moments". :up:
nvdrifter
07-20-06, 09:39 AM
Don't worry! People will know about this one!:rock:
And by the way nice to see you again mate! What's up! What have you been up to!
I took a break from playing SH3, but now I'm ready to start a new career. What have you been up to? Any good war patrol stories? ;)
nvdrifter
07-20-06, 09:44 AM
nvdrifter
Glad you bumped this. Thanks for what sounds like a great mod. Looking forward to my first "Das Boot moments". :up:
Thanks. :D I've had a lot of close calls myself using this mod (and sometimes I never made it out alive). Not knowing the final fate of a heavily damaged U-boot can be quite intense and realistic!
I know this has nothing to do with the files you have changed, but when I have flooding, the Chief will continually tell me " We Have Flooding Sir " over & over. He's like a crazy person with this. I cant find a way to acknowledge this message. The only way I can get him to stop is to relieve him of his duty. Will this lower my repair efficiency in the control room, as far as repairs go?
nvdrifter
07-20-06, 10:47 AM
I know this has nothing to do with the files you have changed, but when I have flooding, the Chief will continually tell me " We Have Flooding Sir " over & over. He's like a crazy person with this. I cant find a way to acknowledge this message. The only way I can get him to stop is to relieve him of his duty. Will this lower my repair efficiency in the control room, as far as repairs go?
I've had the same problem and I'm not sure how to fix it. It does drive me crazy. :damn:
I think it has something to do with the longer flooding times I included in the mod. And yes, it will slightly increase your repair time if you relieve him.
bigboywooly
07-20-06, 10:55 AM
Relieve him ?? :nope: I feel like firing him out the first torpedo tube I can get repaired
I know this has nothing to do with the files you have changed, but when I have flooding, the Chief will continually tell me " We Have Flooding Sir " over & over. He's like a crazy person with this. I cant find a way to acknowledge this message. The only way I can get him to stop is to relieve him of his duty. Will this lower my repair efficiency in the control room, as far as repairs go?
I've had the same problem and I'm not sure how to fix it. It does drive me crazy. :damn:
I think it has something to do with the longer flooding times I included in the mod. And yes, it will slightly increase your repair time if you relieve him.
Well, as for me I had this problem way before LRT came around!
Sometimes my LI would chant his crazy mantra about flooding the whole night long. And sometimes just a few times...usually when new flooding arises!
Sometime it helps to replace him with another officer and put him back later! Sometimes i doesn't!
One of the problems I had that were linked to the LRT mod were the sounds! I had the Boot sound loop the one that has the crew screaming and shouting for tools and repair-stuff. I had to put the old stock file which was only a short loop where you hear the water stream running!
Imagine when you take heavy damage and you try still to get away with silent running, all the while the crew yells "Wassereinbruch" and such! Man that one wore me out. Especially when bein DC'ed lasts for hours!
----
As for me, I i still do my best to do the war. And i had a few adventures with LRT, that would fill a new "Das Boot II" book! lol
This mod challenges me everyday! And kills me once in a while!:rotfl:
bigboywooly Relieve him ?? :nope: I feel like firing him out the first torpedo tube I can get repaired
:rotfl: :rotfl:
Brainstorm! :hmm: I think if we replace the flooding ORG with a blank recording we at least wont have to listen to him. He will still try to mouth the words, but I'll just inform the crew that "Chief,s under alot of stress right now. . . . . dont stare".
BTW I forgot to mention how much I enjoy this mod. It opens up a whole new world of decision making and choices. Almost a new minigame unto itself. I tested this with the Narvik single mission in a IX-B. In a nutshell: I surfaced and manned battle stations to help my Naval brethren ward off the approaching intruders at a distance. The rounds were screaming over the conning tower. Then one round hit my starboard flank. Sonar operator killed on impact, radio operator wounded, hydrophone destroyed. I went to periscope depth and managed to get a couple of fish out of the tubes in the general direction of the Revenge, before a DD started raining down his pennies from heaven. I was at 35m and flank speed when they hit. Damage was to numerous to list here. Flooding in three compartments, boat dropped like a stone to the ocean floor, causing more damge of course. Came to rest at 65m. Shut everything down. While assigning crew various tasks, it occurred to me that the only way we could hear the circling enemy above was through the hull (this is the point that Chief was sent to quarters) When I would hear him approach I would have to order Rig for Silent Running, of course halting repairs momentarily, then resume as he got further away or when he dropped his cans. We did this over and over losing ground with flooding, then gaining it back each time. The DD eventually lost me and went away. 18 hours of repair time, and a completely drained crew later, we were patched up enough to sneak out and limp home. The only thing I killed was a single aircraft. I have never seen anything like this, before this mod. Great work.:up:
Holy cow Payoff! :rock: A helluva story!
bigboywooly
07-21-06, 12:55 PM
[quote=Payoff]
Brainstorm! :hmm: I think if we replace the flooding ORG with a blank recording we at least wont have to listen to him. He will still try to mouth the words, but I'll just inform the crew that "Chief,s under alot of stress right now. . . . . dont stare".
/quote]
Would it not be easier to comment out the soundfile link?
[Msg3]
MsgId=3
Priority=1
Timeout=20
Param0=1
MsgOgg00=We_have_critical_flooding_sir
;ChE_P_We_have_critical_flooding_sir.ogg
[Msg4]
MsgId=4
Priority=2
Timeout=20
Param0=1
MsgOgg00=We_have_heavy_flooding_sir
;ChE_P_We_have_heavy_flooding_sir.ogg
[Msg5]
MsgId=5
Priority=3
Timeout=20
Param0=1
MsgOgg00=We_have_flooding_sir
;ChE_P_We_have_flooding_sir.ogg
The yellow lines
in the file Message_CH.cfg in C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg
bigboywooly
Would it not be easier to comment out the soundfile link?
:damn: Much easier. Thanks.
Hi guys,
Well, I already said that LRT mod will never be removed from my game! It's a must have for all.
About the that sound issue 'We_have_flooding_sir' perhaps just modding something in the "Timeout" parameter can fix the problem? Can somebody help us here?
[Msg3]
MsgId=3
Priority=1
Timeout=20 <== ???
Param0=1
MsgOgg00=We_have_critical_flooding_sir
;ChE_P_We_have_critical_flooding_sir.ogg
[Msg4]
MsgId=4
Priority=2
Timeout=20 <==???
Param0=1
MsgOgg00=We_have_heavy_flooding_sir
;ChE_P_We_have_heavy_flooding_sir.ogg
[Msg5]
MsgId=5
Priority=3
Timeout=20 <==???
Param0=1
MsgOgg00=We_have_flooding_sir
;ChE_P_We_have_flooding_sir.ogg
Cheers,
Rubini.
panthercules
07-23-06, 06:56 PM
Wow - decided to try this mod out when I got back to port and saw that the next big GW and NYGM with lighted ships weren't ready yet. I've been spotted by aircraft 4 times and attacked by them 3 times on my run in my Type IXB across Biscay from Lorient (August 1942). On the third attack, I managed to shoot one down (my first ever plane kill, since I have always just dived as soon as any aircraft are spotted) with my beefed up flak guns on my latest conning tower setup, as I turned hard to mess up his aim and saw him go down just as I hit the crash dive key as his first bomb drop went wide. The first two times I was attacked I dove immediately as is my usual tactic, and both times I got damaged by their bombs/DCs, so I wanted to try something different on the third attack.
Anyway, the awesome thing was, for the first time in 15 months and 3 careers of playing SH3, with this mod the damage to my boat was showing me repair times that were more than an hour long instead of all these virtually instant repairs I've been having - I didn't have any flooding or major damage (just some battery problems) so i couldn't check out that aspect of the mod, but this was such an encouraging sign of good things to come that now I can't wait to take a pounding from some escorts (but hopefully not too bad a pounding) to see what else happens.
This seems to be a great start at fixing one of the major shortcomings of the stock game - keep up the good work :up:
I have noticed using SH3 Commander that using different crew fatigue models will overwrite the changes LRT makes in basic.cfg. I tried making a new fatigue model at the end of the SH3 Commander/Cfg/Crew fatigue models using the LRT figures from Basic.cfg. When I load my campaign I still get the green bars in the different compartments. Not sure what I'm missing. Anyone able to get around this?
;----------------------------------------------------------------------------------
[6]
Desc=LRT
;CREW_ block
0_FatigueMax=0.80
0_FatigueStep=0.2
1_FatigueMax=0.80
1_FatigueStep=0.2
2_FatigueMax=0.80
2_FatigueStep=0.2
3_FatigueMax=0.80
3_FatigueStep=0.01
4_FatigueMax=0.80
4_FatigueStep=0.1
5_FatigueMax=0.80
5_FatigueStep=0.1
6_FatigueMax=0.80
6_FatigueStep=0.05
7_FatigueMax=0.80
7_FatigueStep=0.05
8_FatigueMax=0.80
8_FatigueStep=0.05
;FATIGUE_COEF block
RegularFactor00=0.01
SpecificFactor00=0.04
BadWeather0=0.02
RegularFactor10=0.01
RegularFactor11=0.01
SpecificFactor10=0.01
SpecificFactor11=0.02
BadWeather1=0.02
RegularFactor20=0.01
RegularFactor21=0.01
SpecificFactor20=0.01
SpecificFactor21=0.02
BadWeather2=0.02
RegularFactor30=0.01
RegularFactor31=0.01
SpecificFactor30=0.04
SpecificFactor31=0.01
BadWeather3=0.02
RegularFactor40=0.01
RegularFactor41=0.01
SpecificFactor40=0.01
SpecificFactor41=0.04
BadWeather4=0.02
RegularFactor50=0.01
RegularFactor51=0.01
SpecificFactor50=0.03
SpecificFactor51=0.04
BadWeather5=0.02
SpecificFactor60=-0.1
SpecificFactor61=-0.1
SpecificFactor70=-0.1
SpecificFactor71=-0.1
RegularFactor80=0.01
RegularFactor81=0.01
SpecificFactor80=0.03
SpecificFactor81=0.04
BadWeather8=0.02
RegularFactor90=0.01
SpecificFactor90=0.05
BadWeather9=0.02
RegularFactor100=0.01
SpecificFactor100=0.04
BadWeather10=0.02
RegularFactor110=0.01
RegularFactor111=0.01
SpecificFactor110=0.01
SpecificFactor111=0.01
BadWeather11=0.02
I'm no Mod pro Payoff, mate!
But as far as i know all that's changed by the LRT mod is the compartment efficiency!
If you have green bars then this mod doesn't work right!
Did you Roll-back SH3 Commander before installing LRT?
It may be that the config files that are used by the commander are still the old ones!
Happend to me once!
Commander uses back-up's of your older files! And switches them back and forth! So if you have some pre LTR ones, and did not roll-back the commander before install, it may be that when it loads a config file that he uses the old one!
Compare the LRT mod files with the one in your install and with the ones in your Commander folders!
That's all i can suggest for now!:hmm:
nvdrifter
07-24-06, 10:36 PM
I have removed the annoying repeated 'We have flooding ' voice from the chief officer. The file can be downloaded here:
http://rapidshare.de/files/26911723/Flooding_voice_removed.zip.html
There will now be no 'We have flooding' voice, so be sure to check the repair screen for flooding after being attacked. Also, the 'We have flooding' text will still show at the bottom of the screen.
Thanks Bigboywooly for the fix idea! :up:
nvdrifter
07-24-06, 10:41 PM
I'm no Mod pro Payoff, mate!
But as far as i know all that's changed by the LRT mod is the compartment efficiency!
If you have green bars then this mod doesn't work right!
Did you Roll-back SH3 Commander before installing LRT?
It may be that the config files that are used by the commander are still the old ones!
Happend to me once!
Commander uses back-up's of your older files! And switches them back and forth! So if you have some pre LTR ones, and did not roll-back the commander before install, it may be that when it loads a config file that he uses the old one!
Compare the LRT mod files with the one in your install and with the ones in your Commander folders!
That's all i can suggest for now!:hmm:
I have to agree with Myxale. Everyone who is running LRT mod with SH3 commander needs to be really careful because Commander will sometimes overwrite the basic.cfg file when making changes to gameplay settings. This will sometimes erase all crew efficiency changes made by LRT mod, which means it will negate the longer repair times. To use both mods together, it's necessary to go in and hand paste the crew efficiency section of the LRT basic.cfg after making any game changes through Commander.
nvdrifter
07-24-06, 11:19 PM
I have included an optional LRT file for Grey Wolves v1.1 that makes ships less tough and more vulnerable to torpedoes. They will also sink somewhat faster than before. I love the GW mod, but I feel that ships are just too tough. Please remember this is optional. Also included is the optional flooding voice removal (for all 3 compatible versions).
All LRT v1.1 files can be downloaded here:
**file removed**
I found a problem with the less tough ships file, so I am removing the file for now.
Gizzmoe
07-24-06, 11:24 PM
Mirror:
http://home.arcor.de/gizzmoe/files/Longer_U-boat_Repair_Times__v1.1.zip
I have included an optional LRT file for Grey Wolves v1.1 that makes ships less tough and more vulnerable to torpedoes. They will also sink somewhat faster than before. I love the GW mod, but I feel that ships are just too tough. Please remember this is optional. Also included is the optional flooding voice removal (for all 3 compatible versions).
All LRT v1.1 files can be downloaded here:
http://rapidshare.de/files/26914137/Longer_U-boat_Repair_Times__v1.1.zip.html
Thanx drifter!
Are there any changes to the LRT mod itself?:hmm: OR just the GW related stuff!
nvdrifter
07-25-06, 01:36 AM
I have included an optional LRT file for Grey Wolves v1.1 that makes ships less tough and more vulnerable to torpedoes. They will also sink somewhat faster than before. I love the GW mod, but I feel that ships are just too tough. Please remember this is optional. Also included is the optional flooding voice removal (for all 3 compatible versions).
All LRT v1.1 files can be downloaded here:
http://rapidshare.de/files/26914137/Longer_U-boat_Repair_Times__v1.1.zip.html
Thanx drifter!
Are there any changes to the LRT mod itself?:hmm: OR just the GW related stuff!
Nothing new for now except those two included optional files. ;)
nvdrifter
07-25-06, 01:44 AM
Here is an example of what to expect using the LRT v1.1 mod. In my Grey Wolves 1.1 campaign game, I was attacking a large convoy just north of Ireland. After my attack, I was spotted and then jumped by a british destroyer and corvette. I was in shallow water, so I couldn't dive deep. I was still making minor repairs from a previous depth charge attack when suddenly I took a direct hit by one depth charge. Look at the repair times (with full damage control team working). Also, look at how much damage the sub took . Yes, there is still flooding (and it might still kill you), but it is a more drawn-out affair now without the usual instant death from flooding. The LRT 1.1 mod is more than just longer repair times. I guess it's a whole experience. Can you guess where the depth charge struck? hehe ;)
http://img132.imageshack.us/img132/4570/sh3img2572006152233578xj9.png (http://imageshack.us)
http://img141.imageshack.us/img141/5977/sh3img2572006152247828rj4.png (http://imageshack.us)
nvdrifter
07-25-06, 05:40 AM
I am thinking about releasing a new version of LRT, which will include more vulnerable batteries, radios, radar, sonar, etc. I think the electronics and batteries are still a little bit too tough in LRT 1.1. I am also considering lowering chance of crew casualties for lower compartments.
HEMISENT
07-25-06, 06:29 PM
I have to agree with Myxale. Everyone who is running LRT mod with SH3 commander needs to be really careful because Commander will sometimes overwrite the basic.cfg file when making changes to gameplay settings. This will sometimes erase all crew efficiency changes made by LRT mod, which means it will negate the longer repair times. To use both mods together, it's necessary to go in and hand paste the crew efficiency section of the LRT basic.cfg after making any game changes through Commander.
Drifter
Are you saying to copy/paste the LRT crew efficiency section into Commander basic.cfg itself so that when it does start those changes will remain? If so then which files exactly-I just opened up LRT basic.cfg and
and it's huge. I never played with the crew settings before.
panthercules
07-25-06, 07:30 PM
After installing the LRT mod (before these latest 1.1 changes mentioned in the last few posts) via JSGME, I activated the GW 24-hour fatigue model through the drop down box in SH3 Commander 2.6, and it does not seem to have messed up the LRT as far as I can tell. I've only had a couple of minor damage incidents from air attacks on my first patrol since doing this (no flooding, just some battery damage), but the damage I did get took over an hour to fix and I do not have any green bars in the compartments, so I assume that LRT is working as intended.
So far so good - thanks for the great work!
zzsteven
07-25-06, 08:09 PM
I have to agree with Myxale. Everyone who is running LRT mod with SH3 commander needs to be really careful because Commander will sometimes overwrite the basic.cfg file when making changes to gameplay settings. This will sometimes erase all crew efficiency changes made by LRT mod, which means it will negate the longer repair times. To use both mods together, it's necessary to go in and hand paste the crew efficiency section of the LRT basic.cfg after making any game changes through Commander.
Drifter
Are you saying to copy/paste the LRT crew efficiency section into Commander basic.cfg itself so that when it does start those changes will remain? If so then which files exactly-I just opened up LRT basic.cfg and
and it's huge. I never played with the crew settings before.
Commander does not overwrite Basic.cfg wily-nily. The only parts it changes values to is: REKNOWN, PLAYER_REKNOWN, MEDALS_CREW, and the fatigue section. You could add the compartment section of LRT's Basic.cfg to Commander in Static settings.cfg. After doing a file compare with LRT and GW basic.cfg, that was the only section that was different. Be advised that adding to Commanders Static settings.cfg is no longer a simple copy/paste operation.
Since I had been making many changes to GW basic.cfg file, when adding the LRT mod I copy/pasted the Zones.cfg and Sensors.cfg files over the GW files. Then manually changed the values in the compartment section of Basic.cfg. EDIT: After rolling back Commander first.
zz
nvdrifter
07-25-06, 10:58 PM
I have to agree with Myxale. Everyone who is running LRT mod with SH3 commander needs to be really careful because Commander will sometimes overwrite the basic.cfg file when making changes to gameplay settings. This will sometimes erase all crew efficiency changes made by LRT mod, which means it will negate the longer repair times. To use both mods together, it's necessary to go in and hand paste the crew efficiency section of the LRT basic.cfg after making any game changes through Commander.
Drifter
Are you saying to copy/paste the LRT crew efficiency section into Commander basic.cfg itself so that when it does start those changes will remain? If so then which files exactly-I just opened up LRT basic.cfg and
and it's huge. I never played with the crew settings before.
Commander does not overwrite Basic.cfg wily-nily. The only parts it changes values to is: REKNOWN, PLAYER_REKNOWN, MEDALS_CREW, and the fatigue section. You could add the compartment section of LRT's Basic.cfg to Commander in Static settings.cfg. After doing a file compare with LRT and GW basic.cfg, that was the only section that was different. Be advised that adding to Commanders Static settings.cfg is no longer a simple copy/paste operation.
Since I had been making many changes to GW basic.cfg file, when adding the LRT mod I copy/pasted the Zones.cfg and Sensors.cfg files over the GW files. Then manually changed the values in the compartment section of Basic.cfg. EDIT: After rolling back Commander first.
zz
Thanks for the info. I was under the impression the SH3 Commander overwrote the entire basic.cfg file. I had it happen before when running SH3 Commander with LRT. But maybe another mod I was running overwrote it instead. Great news. I really like using SH3 Commander. :lol:
nvdrifter
07-25-06, 11:14 PM
I am in the final stages of playtesting a new version of LRT. Some changes will be:
1) Make the repair times longer for most equipment. (I did this because the equipment on a U-boat is quite compex and should take longer to repair)
2) Make most equipment more susceptible to damage. (I did this because the shock from depth charges can really shake a U-boat badly. Think of it as shock damage.)
3) Completely removing crew deaths, except for the top deck. (I did this because from all of the U-boat books I have read, there were few deaths inside the U-boat from actual depth charge explosions. Usually the crew died from drowning inside the boat due to flooding, U-boat imploding due to crush depth, on the top deck due to gun fire or bomb explosions, or from freezing\ drowning in the sea. Not from depth charge explosions. Unfortunately, crew injuries are rare in SH3. So I felt it was best just to remove crew deaths inside the boat altogether. If some players really want crew deaths inside the boat, it can be hand edited back into the basic.cfg)
Playtesting with this new version seems to be working very well. It feels more realistic than LRT v1.1. And it is more challenging. :yep:
I don't think the Boot should be more sensible than in 1.1 but i'm willing to give it a try!
As for the crew death, well, i had very little of those ever since i installed LRT. Removing those entirely is a bit much!
I only got death crwe-member if I got a halluva beating! :hmm:
nvdrifter
07-26-06, 08:16 AM
I don't think the Boot should be more sensible than in 1.1 but i'm willing to give it a try!
As for the crew death, well, i had very little of those ever since i installed LRT. Removing those entirely is a bit much!
I only got death crwe-member if I got a halluva beating! :hmm:
Since crew injuries are rare in SH3, and crew deaths from depth charge explosions were rare inside actual U-boats, I decided to reduce the chance of crew deaths inside U-boats. I am trying to make this mod as realistic as possible (while still playable).
Also, I made U-boat equipment more susceptible to damage. But at the same time, I doubled most equipment hitpoints, too. This way, repair times are longer, but equipment won't usually be instantly destroyed from one depth charge attack (unless the depth charge lands directly on the boat). I am basing this mod on everything I have read about U-boats and such. I have read so many times how U-boat captains reported that after a heavy depth charge atttack, their equipment was totally wrecked inside their U-boat. Sometimes their U-boat was dead in the water, too. I am trying to recreate the difficulties and realism of what is was like to suffer heavy depth charge attacks. I know that some players may feel that LRT v1.2 is too difficult to play with. But players need to remember that the German U-boat force lost 32,000 out of 36,000 crewman during WW2. I am trying to make this game realistically close to impossible to survive the entire war- like it really was during WW2. I always felt that the instant repairs in SH3 was a total relaism killer. Hopefully, those days are gone. When a U-boat gets struck by a close depth charge, it should take heavy damage. And it should take many hours to repair. I did make longer flood times. I know this isn't totally realstic, but it was for game playability reasons. And the longer repair times more than balances this out.
Sounds interesting.
I'm agree with you that death inside uboot caused by depth charges was rather rare.
When will you release 1.2 version? This week or next?
nvdrifter
07-26-06, 10:16 AM
Sounds interesting.
I'm agree with you that death inside uboot caused by depth charges was rather rare.
When will you release 1.2 version? This week or next?
It will be released soon. Maybe even tomorrow!
I still can't stop deaths occuring when the U-boat rests on the bottom of the seabed. Sometimes when doing this (when making long repairs using time compression), I get the message that 'Were taking damage!'. Then I get crew deaths or injuries. This happens even if the U-boat is at 0 knots resting on the bottom. Maybe water currents are moving the boat. Not sure. Anyways, what I am doing is changing the damage section in the basic.cfg, so there is a lower chance of them dying due to depth charge damage. Also, there will be an increased risk of death for crew on topside.
Drifter i have a very noob-ish question!
How are the flooding times connected with the compartment hit-points.
nvdrifter
07-26-06, 11:33 AM
Drifter i have a very noob-ish question!
How are the flooding times connected with the compartment hit-points.
I think it has to do with the critical flotation compartment settings in the zones.cfg file, but I'm not positive!
nvdrifter
07-26-06, 11:37 AM
I have released Longer Repair Times v1.2
Changes in v1.2-
-increased the vulnerability of most u-boat equipment
-increased the repair times of most u-boat equipment
-greatly reduced chance of crew deaths inside u-boat (crew deaths inside the boat were not completely removed)
-increased the chance of crew deaths on topside of u-boat
It is available for download here:
http://rapidshare.de/files/27231209/Longer_Repair_Times_v1.2.zip.html
v1.1 is still available here:
http://rapidshare.de/files/23378505/Longer_U-boat_Repair_Times__LRT__v1.1.zip.html
nvdrifter
07-26-06, 11:44 AM
I have only this to say about Longer Repair Times v1.2... Don't get hit with depth charges!
Seriously, you will really learn to fear depth charge attacks now when playing SH3 with v1.2, just like the real U-boat crews did. :o
OK, I'll try new version in my next career.
I've just sunk by depth charges ( LRT v1.1):damn:
OK, I'll try new version in my next career.
I've just sunk by depth charges ( LRT v1.1):damn:
Lol, Drifter, here are the first who will now fear DC's LOL!
Oh, an by the way, kudos to yer new baby! Will try this one ASP!
Deep Six
07-26-06, 03:31 PM
Anychance of a mirror as I cannot get anything from Rapids**t!!!!
LRT v1.2 sounds like its gonna rock my boat even further
Deep Six
HEMISENT
07-26-06, 05:20 PM
Just DL'd 1.2 thanks for the update-will install later tonight.
Question with the NYGM TW version 1.1.(probably relates to 1.2 also) using the outside view I noticed that DC's going off quite a distance away are still causing incredible damage. I understand a DC hitting close by but I've run the Evasion mission a number of times and watching these explosions maybe 30m to 50m+ distance is constantly crippling the boat with LRT.
The depth is only 80m so that's not a factor. Anyone have any thoughts on this or am I the only one. Comparing Depthcharges_sim between vanilla SH3 and NYGM the explosion_range is increased by 20 and the explosion_impulse is reduced from 1000 down to 200.
nvdrifter
07-26-06, 10:33 PM
Just DL'd 1.2 thanks for the update-will install later tonight.
Question with the NYGM TW version 1.1.(probably relates to 1.2 also) using the outside view I noticed that DC's going off quite a distance away are still causing incredible damage. I understand a DC hitting close by but I've run the Evasion mission a number of times and watching these explosions maybe 30m to 50m+ distance is constantly crippling the boat with LRT.
The depth is only 80m so that's not a factor. Anyone have any thoughts on this or am I the only one. Comparing Depthcharges_sim between vanilla SH3 and NYGM the explosion_range is increased by 20 and the explosion_impulse is reduced from 1000 down to 200.
The NYGM and vanilla SH3 depth charge file does seem to be a problem when implementing LRT changes. So I have decided to include the DepthCharges.sim file from GW with NYGM and vanilla compatible version of LRT. This should fix the problem. Download here:
http://rapidshare.de/files/27231209/Longer_Repair_Times_v1.2.zip.html
panthercules
07-27-06, 12:13 AM
Is this one of those mods that you should really wait until you get back to port to install, or do you think it should work if you install it mid-patrol?
nvdrifter
07-27-06, 12:22 AM
Is this one of those mods that you should really wait until you get back to port to install, or do you think it should work if you install it mid-patrol?
You might have problems when you make the change (if your boat already has damage). I'm not sure how safe it would be to change in mid-mission. It might be safer to wait until you return to port.
Gizzmoe
07-27-06, 12:32 AM
v1.2 mirror:
http://home.arcor.de/gizzmoe/files/Longer_Repair_Times_v1.2.zip
HEMISENT
07-27-06, 08:20 AM
The NYGM and vanilla SH3 depth charge file does seem to be a problem when implementing LRT changes. So I have decided to include the DepthCharges.sim file from GW with NYGM and vanilla compatible version of LRT. This should fix the problem. Download here:
Thanks, I was just getting ready to hand edit the Depth charges files manually in mini tweaker. I'll plug it in and report back.
Seminole
07-27-06, 09:21 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.
nvdrifter
07-27-06, 11:31 AM
There were a couple of optional files I forgot to include in the last upload of LRT v1.2. Everyone, please download again if you are interested.
Here:
http://rapidshare.de/files/27231209/Longer_Repair_Times_v1.2.zip.html
nvdrifter
07-27-06, 11:35 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. ;)
HEMISENT
07-27-06, 11:45 AM
There were a couple of optional files I forgot to include in the last upload of LRT v1.2. Everyone, please download again if you are interested.
Here:
Where? I think the link is MIA.
nvdrifter
07-27-06, 12:09 PM
There were a couple of optional files I forgot to include in the last upload of LRT v1.2. Everyone, please download again if you are interested.
Here:
Where? I think the link is MIA.
Here it is!
http://rapidshare.de/files/27231209/Longer_Repair_Times_v1.2.zip.html
Gizzmoe
07-27-06, 12:13 PM
Also available here:
http://home.arcor.de/gizzmoe/files/Longer_Repair_Times_v1.2.zip
HEMISENT
07-27-06, 02:09 PM
Thanks guys-rapidshare had a 25 min wait/Gizzmoe saves the day yet again! :up:
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