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

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:

Payoff 07-24-06 12:40 AM

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

Myxale 07-24-06 01:02 AM

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:

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/...moved.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:

07-24-06 10:41 PM

Quote:

Originally Posted by Myxale
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.

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/L...imes__v1.1.zip

Myxale 07-25-06 12:48 AM

Quote:

Originally Posted by nvdrifter
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/..._v1.1.zip.html

Thanx drifter!

Are there any changes to the LRT mod itself?:hmm: OR just the GW related stuff!

07-25-06 01:36 AM

Quote:

Originally Posted by Myxale
Quote:

Originally Posted by nvdrifter
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/..._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. ;)

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/img132/4...2233578xj9.png

http://img141.imageshack.us/img141/5...2247828rj4.png

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

Quote:

Originally Posted by nvdrifter
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

Quote:

Originally Posted by HEMISENT
Quote:

Originally Posted by nvdrifter
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

07-25-06 10:58 PM

Quote:

Originally Posted by zzsteven
Quote:

Originally Posted by HEMISENT
Quote:

Originally Posted by nvdrifter
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:


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