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

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:

U-Bones 06-09-06 09:29 PM

Quote:

Originally Posted by Der Teddy Bar
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.

I have read it, and appreciate your patience and explanations. However, the question was re Floatability=35 and Floatability=5, not the Critic Floatation. But I will re-read nonetheless. :lol:

Der Teddy Bar 06-09-06 10:01 PM

Quote:

Originally Posted by U-Bones
I have read it, and appreciate your patience and explanations. However, the question was re Floatability=35 and Floatability=5, not the Critic Floatation. But I will re-read nonetheless. :lol:

Well, don't I look silly :rotfl:

Flotability=

This value is not to be interpreted as a u-boat (or ship) has 100 points of Flotability and when that is reached it sinks.

This also means that if Flotability=35.0 it is not 35% of that vessels total Flotability.

Vessels have a axis, almost always situated in the middle of the vessel.

SHIII and buoyancy.

1. Ships in SHIII do not have a set bouyancy value to cause a ship to sink. That is, the total "Flotability=" to sink each class of ship is different .
2. The total "Flotability=" required to sink a class of ship varies with where it is hit

For example, these are the Liberty ships figures from the NYGM SD V2.

In this scenario we have seperated out the cargo spaces, that is, instead of 1 config value for all 5 cargo spaces (that is the same for 8 other ships) we have set each cargo damage zone to have its own unique set of figures.

I then set all other damage zones to have Flotability=0, i.e. no sinking value.

Cargo1
30 = above
35 = bow under
40 = 1st mast
50 = sunk

Cargo2
50 = bow just above
60 = 1st mast
70 = sunk

Cargo3
70 = 1+ metres from deck
90 = soft sink, but 'she's going down message

Cargo4
50=at base of superstructure
55=at first deck of superstructure
did not test to sunk value

Cargo5
45=at first deck of superstructure
did not test to sunk value

Additionally
Machinery space
65= past rear mast
70= past rear mast
75 = bridge 1/2 submerged
80 = sunk

I hope this helps.

06-09-06 10:45 PM

Does anyone know if Grey Wolves mod limits damage control team slots in any way? Sorry, I don't have that mod downloaded. But if the slots are modded the same way as NYGM Tonnage mod, then it should be ok.

Der Teddy Bar 06-09-06 11:01 PM

Quote:

Originally Posted by nvdrifter
Does anyone know if Grey Wolves mod limits damage control team slots in any way? Sorry, I don't have that mod downloaded. But if the slots are modded the same way as NYGM Tonnage mod, then it should be ok.

GW will not have a restricted Damage Control Team implemented as it was released before I released this modlet.

I hope this helps.

06-09-06 11:08 PM

Quote:

Originally Posted by Der Teddy Bar
Quote:

Originally Posted by nvdrifter
Does anyone know if Grey Wolves mod limits damage control team slots in any way? Sorry, I don't have that mod downloaded. But if the slots are modded the same way as NYGM Tonnage mod, then it should be ok.

GW will not have a restricted Damage Control Team implemented as it was released before I released this modlet.

I hope this helps.

Thanks for all your help!

06-10-06 12:22 AM

Another question. Does anyone know what file and what line was changed that slowed down damage to the pressure hull hitpoints (due to going past crush depth) in NYGM Tonnage mod?

Der Teddy Bar 06-10-06 01:00 AM

Quote:

Originally Posted by nvdrifter
Another question. Does anyone know what file and what line was changed that slowed down damage to the pressure hull hitpoints (due to going past crush depth) in NYGM Tonnage mod?

Using TT Tools change the Crash Speed value... NYGM uses 0.10

HP reduction with these crash speeds would be..
0.01 = 1 HP reduction 96 seconds or 1.6 minutes = 10 HP per 16 minutes
0.05 = 1 HP reduction 20 seconds or 0.33 minutes = 10 HP per 3 minutes 18 seconds
0.10 = 1 HP reduction 10 seconds or 0.16 minutes = 10 HP per 1 minute 39 seconds

For a u-boat that had 60 HP’s left, that would work out to be…
0.01 = 960 minutes
0.05 = 19 minutes 48 seconds
0.10 = 9 minutes 54 seconds

Der Teddy Bar 06-10-06 01:06 AM

While supporting this mod in principle, I must advise all NYGM users that this mod BREAKS the NYGM Anti-Humming Bird Mod.

Due to this reason, and only this reason I ask that the NYGM Version be removed.

Thanks in advance...

Gizzmoe 06-10-06 01:19 AM

Teddy, it´s an optional mod, no one is forced to install it. He should add a warning to the readme though.

06-10-06 01:22 AM

Quote:

Originally Posted by Der Teddy Bar
While supporting this mod in principle, I must advise all NYGM users that this mod BREAKS the NYGM Anti-Humming Bird Mod.

Due to this reason, and only this reason I ask that the NYGM Version be removed.

Thanks in advance...

I'm not quite sure why your are asking it to be removed. All this mod does is overwrite some files. I think it should be up to each player whether to decide if they want the changes or not. For the people who can live without the anti-humminbird mod and would rather have much better damage repair times, shouldn't it be their choice? :nope:


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