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:oops: oh my :oops:
Great stuff Nv :up: Cant wait for current patrol to end now to install this |
I have a question. It seems that at least for some equipment repair times are a bit strange. E.g. my limited understanding of batteries arrays construction suggest that if some cells are damaged they can not be repaired, just some new connections could be made to utilize undamaged ones. Definitely it should not take 100-120 hours. Is it possible to tweak time/some coeffs for each existing type of equipment?
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Indeed i was thinking about the same thing ,but in the confined tube-like space of the sub i doubt that it would be a fast job and i don't even think that re-wiring could be done there,to sacrifice much-needed power.I'll ask my grandfather about this,since i have found out that he actually worked as a mechanic for the germans in the war.When i asked him some time ago he said he worked on aircraft,but maybe he knows something about U-boats:D
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Happy hunting:arrgh!: |
Hi nvdrifter,
a great mod, thanks a lot! Using it with GW 1.1a. Two tips from my first experience: 1. The mod seems unrealistically hard to me now (compared to the last LRT version). I lost great amouts of hull integrity for small incidents, e.g. about 40-50% for a single (or pair) DC hit in one case or 65% for a few gun hits (just in the short time before crash dive) in another try. This makes it unrealisticly difficult to survive after being hit just slightly once or twice (crush depth decreases rapidly and so on). Also the repair times seem unrealistically long, full losses of systems (non-repairable) occur too fast in my opinion. No room left for ''Das Boot"-Stories - you will just die in most cases after taking damage once! I'm normally a fan of 'hardcore-realism', but this now just eliminates the chance to experience what real-world sub drivers experienced in history - the exciting challenge to get out alive even after taking a serious amount of damage. I'd be very happy if you release a new version which is more balanced! 2. Please place the non-optional core files in the correct subfolders in your zip file ('JSGME-compatible' version), this would save a lot of work to modders. Kind Regards StalkingPanther |
First off: Kudos to your new baby drifter!:up:
But i gotta say it's little to hard, and i gotta line up with panther (welcome here) on that regard!:hmm: And why the renaming! LRT was quite a dashing name!;) But new mod is too final. What i mean You (more like "I") hardly have a decend chance to made it out of a heavy DC punding!:doh: To fast the batteries are fried or to fast one essential machine is broken for good! Maybe i suck a being a good Kaleun! I better stich to ver. 1.1!:hmm: |
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And now on-topic.I also agree...in some cases the damage seems kind of "over-realistic" if you will.But i got sick of the imediate repairs in the old sh.Never had the excitement of going down twards crush depth while the crew was repairing too often...and also when a DC would hit you dead-on ,the only thing blown-up would be the coning-tower,and your radio/sonar crew would die,sometimes even people in the bow/stern quarters.Looking forward to a 1.3 version,with a bit more balanced damage,but not too much.And also,you should put the files in the format that will work with the mod enabler.Thanks for a gr8 mod:up: |
Thanks for the feedback, everyone. :up: I may have gone a little bit overboard on the equipment damage. :-? But I am still happy with the really long repair times, though. I feel this is totally realistic by having to abort back to base after taking very heavy, unrepairable (too long) damage. But what I will probably do is increase the armor ratings of all equipment again so they can withstand much more pounding before taking damage. I also plan on decreasing the compartment floatability numbers back down again, so the boat won't start sinking quite so soon after flooding starts. I can't really decrease repair times individually for batteries, because all repair times are connected. But I could decrease battery hitpoints so they would be destroyed quicker (which might be more realistic). Maybe I'll change the name back to LRT. Does everyone like the old name better?
Look for another updated version soon. |
Excellent stuff but it would well be worth making it a JSGME file for each compatible mod versions for easy installing.
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The name doesn't count as long as the mods does it's job:up:
Glad to hear about the "more hitpoints" thing .Also,you said you will reduce the floatability-will you reduce it to the "original" values ? Can't wait for the "patch" .Good work on the mod. |
Note to all users of NYGM:
This mod is compatible with NYGM 2.0 only in the sense that it overwrites several key NYGM components, such as the 'Anti-humming-bird' (inability to hover underwater at 0 kts). The NYGM team is unable to endorse either the 'Realism Mod' or the 'Longer Repair Times Mod'. Apologies to all concerned. Stiebler. NYGM Tonnage War Mod - Leading Edge Realism |
Thankls Steibler. So it only disables the anti-hummingbird mod.. hmm thats not TOO bad. After my WaW campaign ill definately try this out. NVDRIFTER has done a great job. Maybe someday ::sigh:: all will be peaceful in the mod world and these will be implemented in NYGM fully compatible.
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Stiebler. |
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