View Full Version : Damage and days in port
bigboywooly
07-14-06, 04:56 PM
Can anyone point me to the file in which damage = days in port
Thanx in advance
gouldjg
07-14-06, 05:02 PM
I am no way 100% sure on this and could be way of the mark but I always thought basic.cfg timerecovery=3 etc had something to do with damage related days in port.
I could be wrong though.
bigboywooly
07-14-06, 05:04 PM
I am no way 100% sure on this and could be way of the mark but I always thought basic.cfg timerecovery=3 etc had something to do with damage related days in port.
I could be wrong though.
:hmm: I noticed that and wasnt sure whether that was the days in port or repair time while at sea
Thanx for your quick reply gouldjg :up:
gouldjg
07-14-06, 05:09 PM
No probs, I just hope you find what your looking for.
The thing is, I never make it back to base alive so never really get to find out :rotfl: :rotfl:
bigboywooly
07-14-06, 05:30 PM
Well I have not get back to base but the Thalia supply ship in Cadiz:oops:
Would never have got thru the channel with no periscopes or sonar and with 1 prop lol so I opted for the supply ship - and its only 1940, the easy times:rotfl:
panthercules
07-14-06, 05:39 PM
Well I have not get back to base but the Thalia supply ship in Cadiz:oops:
Would never have got thru the channel with no periscopes or sonar and with 1 prop lol so I opted for the supply ship - and its only 1940, the easy times:rotfl:
I was wondering about this the other day when I used a milkcow for the first time (in a long time anyway) - are they set up so that your damage is repaired? Is that controllable, i.e., can this be set so that you don't get repaired at one of these, or does it happen automatically/invariably because the game thinks they're regular ports? It seems to me that while maybe the surface supply ships might be able to perform some reasonable level of repairs, I would doubt that the supply subs would really be able to do that, and that you probably should be limited to some torps, food and fuel from the supply subs. Of course, that's just my supposition, not based on any research at this point, and if the game engine can't be changed to vary this then it really doesn't matter anyway. I just wish we could fix the "extra patrol" problem with the milkcows.
bigboywooly
07-14-06, 05:44 PM
Yes damage will be repaired as they are classed as naval bases
I agree you would have a better chance of repair in a supply ship than a Utanker
altho even major repair jobs would be beyond them too - probably just enough to be able to get you home again
As for the patrol issue after docking at a milchcow IIRC there is a program called SH3patrol in which you can change the NULL to a grid - maybe wrong but latest SH3commander may address this too
panthercules
07-14-06, 07:21 PM
As for the patrol issue after docking at a milchcow IIRC there is a program called SH3patrol in which you can change the NULL to a grid - maybe wrong but latest SH3commander may address this too
Probably so - I'm still running an older version of SH3 Commander and GW 1.0, till I finish my current patrol and have time to do all my personalizations again, at which point I'll probably update to the latest Commander and face the tough decision about GW 1.1 vs NYGM 2.1 or whatever the latest ones are at that point.
I'm not really concerned about changing the "null" thing, since from my perspective I should still be on my original patrol and I already completed that grid assignment anyway so I don't care if I get another one. However, I would like to fix the "problem"/fact that the game treats a stop at a milkcow as starting a new, separate patrol when I would really like to find a way to trick the game into treating it as just a continuation of the same patrol I was on before I stopped at the milkcow. I know it's a truly small point/problem in the grand scheme of things, but I would really like to be able to have my patrol logs duplicate the very long 5-6 month or more patrols of some of the real kaleuns rather than chop them into shorter pieces like happens now.
bigboywooly
07-14-06, 07:26 PM
However, I would like to fix the "problem"/fact that the game treats a stop at a milkcow as starting a new, separate patrol when I would really like to find a way to trick the game into treating it as just a continuation of the same patrol I was on before I stopped at the milkcow. I know it's a truly small point/problem in the grand scheme of things, but I would really like to be able to have my patrol logs duplicate the very long 5-6 month or more patrols of some of the real kaleuns rather than chop them into shorter pieces like happens now.
Your not alone in that point
Trouble is to be able to refuel and rearm the milch have to be made a base and thats what ends the patrol - shame I know
It has been looked into before and probably still is somewhere lol
JScones
07-14-06, 08:29 PM
I am no way 100% sure on this and could be way of the mark but I always thought basic.cfg timerecovery=3 etc had something to do with damage related days in port.
I could be wrong though.
No, you are correct. TimeRecovery** controls the number of days added to repair damage to the associated piece of equipment.
bigboywooly
07-14-06, 08:42 PM
:up: Thanx JScones and indeed gouldjg too :up:
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