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-   -   Longer U-boat Repair Times mod ready for download (https://www.subsim.com/radioroom/showthread.php?t=94238)

Rubini 06-18-06 10:04 AM

Yeah, it's great!:up:

Rubini.

Myxale 06-18-06 11:11 AM

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

Quote:

Originally Posted by nvdrifter
LRT 1.1 Unmodded SH3 compatible version now available here:

http://rapidshare.de/files/23378505/..._v1.1.zip.html

Thank you Very Much!:up:

U-Bones 06-18-06 07:34 PM

Quote:

Originally Posted by Rubini

U-Bones wrote:
Quote:

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:

Rubini 06-20-06 07:56 AM

Quote:

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.

06-21-06 03:06 AM

Quote:

Originally Posted by Seminole
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.

Rubini 06-21-06 08:08 AM

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://img226.imageshack.us/img226/9214/13ck4.th.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...

06-21-06 10:31 AM

Quote:

Originally Posted by Seminole
: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://img226.imageshack.us/img226/9214/13ck4.th.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.

CB.. 06-21-06 10:45 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


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