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

06-09-06 03:20 AM

Quote:

Originally Posted by Gizzmoe
Quote:

Originally Posted by nvdrifter
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:

Myxale 06-09-06 06:54 AM

Jesus are you fast!:o

U-Bones 06-09-06 09:34 AM

Quote:

Originally Posted by Myxale
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.

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. :)

Myxale 06-09-06 03:40 PM

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:

CB.. 06-09-06 04:55 PM

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

Quote:

Originally Posted by nvdrifter
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/..._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

Quote:

Originally Posted by nvdrifter
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

Quote:

Originally Posted by Der Teddy Bar
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...

K_Sea6 06-09-06 08:42 PM

I don't now what to say, you are the best:rock:

Der Teddy Bar 06-09-06 09:22 PM

Quote:

Originally Posted by U-Bones
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:


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