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

Respenus 10-05-06 05:30 AM

Quote:

Originally Posted by abel29a
Well it should be :) I'm running GW 1.1 and SH3 Commander - the only problems I had was the one solved in the first post on this page and the crew efficency thing, which means torpedo reloads and hydrophone reports and such are back at "green" crew level. (But this might be as intendend)

THX, gonna go MULTI tommorow! :rock:

Respenus 10-06-06 08:09 AM

All the links for 1.2 have expired!

Can someone give me another link, so that I can download this wonderfull mod :D

10-06-06 09:08 AM

Quote:

Originally Posted by Respenus
All the links for 1.2 have expired!

Can someone give me another link, so that I can download this wonderfull mod :D

I uploaded again. Here's the new link to the newest version (which is now Drifter's Realism Mod v1.02a):

http://rapidshare.de/files/35719512/...1.02a.zip.html




Here's part of the readme file:



The goal of this mod is to make SH3 more realistic, challenging, and dangerous.

Main features of this mod include:


a) Much longer U-boat repair times than vanilla SH3-

This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base from heavy damage, just like it was in real life.


b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.


c) Removed the cheat message saying 'We may have been detected.'-

This is an obvious cheat that had to be removed for realism reasons.


d) Much slower compartment flooding times-

This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With DRM, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen (of course these long flood times aren't totally realistic, but it was the only way I could do a work around). So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.


e) Less instant death (game over) screens from 0% Hull Integrity-

I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally.


f) Deadlier air attacks-

I always felt that air attacks in SH3 were never deadly enough. Therefore, all aircraft bombs and air depth charges are now much more powerful, also with a slightly larger blast radius. This will make air attacks more deadly (as they should be). I am basing this on much historical research that I have done.


g) Tougher ai escorts-

Escorts are now much harder than in the original GW v1.1a.


-----------------------------------------------------------------------------------------------------------
Playing SH3 with this mod installed is hard. Really hard, but more realistic. Much harder than the vanilla version or even the Grey Wolves version 1.1a of SH3. But if you want a taste of realism... the extreme dangers of what it was really like to try and survive as a U-boat captain in WW2, then I challenge you to try playing SH3 with this mod installed. Just remember this- by the end of world war two, 28,000 of the 39,000 men in the German U-boat force disappeared beneath the waves... never to return.

I am excited about this mod and have put a lot of time into it. Hours and hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments.


;)

10-06-06 09:11 AM

Quote:

Originally Posted by Respenus
Sorry guys, I just didn't have the time to read all the pages.

Is this mod compatible with the GW 1.1a mod?

THX!

Yes, DRM v1.02a is compatible (use at your own risk) with GW 1.1a and vanilla SH3. But please note that some features in GW were unavoidably changed to make DRM work with that great mod. Just read the readme.txt file that is included in the download.

10-06-06 09:16 AM

Quote:

Originally Posted by abel29a
Wow this mod is great! Just had a continual three day near death experience.... Creeping back to France on the verge of destruction, slowly repairing and then getting spotted again and almost drowned... Man, this is intense. Cheers Drifter for making the game that much more enjoyable :)

My crew efficency problem persist however - Highly trained and qualified crew that takes 24 mins to reload the stern torpedo, a sonar man who cant detect a freighter moving 600 meters from the boat, gun crews that fails to hit the broadside of a barn.... I have to do all the tasks myself, and on top of manageing the damage repairs and such its getting to be a bit much :)

Where would one go to get the crew to perform their tasks with more zeal? (Apart from the repairs of course)

I'm not quite sure what to tell you, except that the sensors.cfg in DRM changes all crew efficiency to =false... which means that crew efficiency is not relied on for other duties. Therefore, the fact that crew efficiencies in DRM were greatly reduced in order to make longer repair times has no effect on their other duties. Hope this helps.

Check to make sure that SH3 Commander isn't changing the sensors.cfg file when you load.

Or maybe your crew just sucks. :p

Respenus 10-06-06 01:16 PM

Love it :)

Got to Gilbratar to get some DD's on my back. After letting myself to get bombed for a around 30 min and with some flooding, it went "Blow ballast" and on the surface I found a large number of enemy ships and getting my ship blown to pieces. The damage was minimal, but I did have a "small" ammount of flooding in my boat. After A LOT of shots and around MANY, MANY hours to just stop the flooding. My ship looked scorched beyond believe and when the waterline hitted the deck, I surrendered the ship.

Must say a very excellent mod and didn't find any troubles with it. As of yet :hmm:

And what are the numbers, near the pumps and the death sign in each compartment. I read baout yor repair time h:min (not to be added together), but what are the flooding numbers. Min:sec? or something else.

An overall very needed mod for the SH3 community! :yep: :rock:

Samwolf 10-06-06 03:40 PM

Any chance you can load this to Filefront please? (The GW version) Since I had to go back to dial-up I can't download from RapidShare.

abel29a 10-06-06 07:35 PM

Quote:

Originally Posted by nvdrifter
I'm not quite sure what to tell you, except that the sensors.cfg in DRM changes all crew efficiency to =false... which means that crew efficiency is not relied on for other duties. Therefore, the fact that crew efficiencies in DRM were greatly reduced in order to make longer repair times has no effect on their other duties. Hope this helps.

Check to make sure that SH3 Commander isn't changing the sensors.cfg file when you load.

Or maybe your crew just sucks. :p

Hehe it must be my crew sucking - I checked the sensors.cfg file and true enough, all the use crew efficency options are indeed set to false. Oh well, I guess there is a Gremlin in there somewhere... I'll live with it tough, wont play without this mod ever again - it's just to intense to give up :)

10-06-06 08:28 PM

Quote:

Originally Posted by Respenus
Love it :)

Got to Gilbratar to get some DD's on my back. After letting myself to get bombed for a around 30 min and with some flooding, it went "Blow ballast" and on the surface I found a large number of enemy ships and getting my ship blown to pieces. The damage was minimal, but I did have a "small" ammount of flooding in my boat. After A LOT of shots and around MANY, MANY hours to just stop the flooding. My ship looked scorched beyond believe and when the waterline hitted the deck, I surrendered the ship.

Must say a very excellent mod and didn't find any troubles with it. As of yet :hmm:

And what are the numbers, near the pumps and the death sign in each compartment. I read baout yor repair time h:min (not to be added together), but what are the flooding numbers. Min:sec? or something else.

An overall very needed mod for the SH3 community! :yep: :rock:

Happy you are enjoying the mod. :yep:

Yes, the flooding numbers are in minutes and seconds (hours won't show).

If you are in deeper water, you will probably be dragged down past crush depth due to flooding way before the compartment ever completely fills up. Good luck! :up:

panthercules 10-06-06 10:15 PM

Quote:

Originally Posted by nvdrifter
I'm not quite sure what to tell you, except that the sensors.cfg in DRM changes all crew efficiency to =false... which means that crew efficiency is not relied on for other duties. Therefore, the fact that crew efficiencies in DRM were greatly reduced in order to make longer repair times has no effect on their other duties.

I'm loving this mod since loading it up a while back, but I too have noticed changes (increases) in torp reload times. I don't understand all the nuances of the changes made to get this to work, but it seems to me that if your statement above is true, and that "crew efficiency is not relied on for other duties", then wouldn't this mean that you're going to get rookie/noob reload times no matter how good/experienced your crew is? If the "other duties" (presumably including torp reloading) aren't paying attention to or using crew efficiency/experience, then it seems to me you would automatically get the base/longest reload times and would not be able to decrease those times by increasing the efficiency of your crew, which seems to be what we're seeing.

I'm still OK with the tradeoff, if this is the only way to get the more realistic longer repair times, but if there were some way to deal with this and get back some benefit from our veteran/qualified torpedomen it would be even better. Keep up the good work :up:

10-07-06 12:32 AM

Quote:

Originally Posted by panthercules
Quote:

Originally Posted by nvdrifter
I'm not quite sure what to tell you, except that the sensors.cfg in DRM changes all crew efficiency to =false... which means that crew efficiency is not relied on for other duties. Therefore, the fact that crew efficiencies in DRM were greatly reduced in order to make longer repair times has no effect on their other duties.

I'm loving this mod since loading it up a while back, but I too have noticed changes (increases) in torp reload times. I don't understand all the nuances of the changes made to get this to work, but it seems to me that if your statement above is true, and that "crew efficiency is not relied on for other duties", then wouldn't this mean that you're going to get rookie/noob reload times no matter how good/experienced your crew is? If the "other duties" (presumably including torp reloading) aren't paying attention to or using crew efficiency/experience, then it seems to me you would automatically get the base/longest reload times and would not be able to decrease those times by increasing the efficiency of your crew, which seems to be what we're seeing.

I'm still OK with the tradeoff, if this is the only way to get the more realistic longer repair times, but if there were some way to deal with this and get back some benefit from our veteran/qualified torpedomen it would be even better. Keep up the good work :up:

Hmmm, I thought that crew efficiency settings in the basic.cfg file had no effect on torpedo loading times, but I could be wrong. The submarine.zon files contain settings for torpedo load times. I haven't changed these loading times, but you might look into changing the loading times yourself with Time Traveler's tool to suit your needs.

panthercules 10-07-06 01:33 PM

Quote:

Originally Posted by nvdrifter
The submarine.zon files contain settings for torpedo load times. I haven't changed these loading times, but you might look into changing the loading times yourself with Time Traveler's tool to suit your needs.

Hmm - never really played around with TT's tool, but I decided to give it a shot, and it looks pretty cool. It looks like the torpedo loading settings are actually in the submarine.sim files rather than the .zon files. I'm not sure exactly what messing with the values will do, but I assume that reducing the current values (now at 1.32 for the VIIC) to maybe something like 1.1 or so might do the trick - guess there's only one way to find out :)

panthercules 10-07-06 05:31 PM

Well, after a little experimentation I wound up with some torpedo reload numbers that feel about right to me (around 10 minutes per tube for internals, and about 1 hour per external). I did confirm that, at least using my current setup of GW 1.0 with LRT 1.2, there is no change in the reload times as between a raw crew with no specialists and using a team with the officer and 2 warrant officers each having a torp qualification (both teams rested and equally experienced). It would be nice to have the qualified crew bonus back, but for torps at least it's still a decent trade-off to me to get the longer repair times. Still, if LRT also breaks all the other crew qualifications it might be worth trying to figure out if there isn't some way to achieve the longer repair times and still retain some benefit from the crew qualifications.

Tikigod 10-08-06 09:57 AM

Gouldjg, datawise how different is this mod from the extended repair times in your Hollywood Advanced damage model? From what I read so far the repair times sound alot longer in this mod than hollywood advanced but, I'm not sure what the other differences are. The longest repair I have had using hollywood advanced is a few hours...but, supposedly you could have repairs lasting a day or more causing more flooding and realistic experience without affecting crew efficiency. I'm just curious what the approach is for both mods and what the pros and cons are for both.

From what I am getting so far....is this correct or is there more?

Longer Repair Times Mod
Pro: Very long repair times lasting days (or not at all?).
Pro: Can now read longer repairs in minutes and seconds.
Pro: No instant death (more damage experience)
Pro: Chance of more injuries or death to crew members.
Con: Crew Efficiency/Experience is set to 0 (green bar).

Hollywood Advanced:
Pro: Longer repair times (than vanilla)
Pro: Don't lose crew efficiency/experience (green bar).
Pro: No instant death (more damage experience)
Pro: Chance of more injuries or death to crew members.
Con: Most Repairs last only hours instead of days.

For those of you not familiar with Hollywood Mods they are pretty old mods that allowed your uboat to take more hull damage and cause crew to be injured more. It also added effects such as crew flying from ships during explosions. Hollywood Advanced was second version that lengthed crew repair times and extended the flooding. I've always used Hollywood Advanced with combination of NYGM's crew fatigue mod and the Hollywood Advanced crew Fatigue to get the type of effect you are describing in this Longer Repair Times mod. I'm just curious how different this one is to Hollywood Advanced method and what the pros and cons are for each.

Also, Gouldjg did you ever finish the Chaos/Randomizer you were working on? I was really looking forward to that mod. The thread I was following was closed? http://www.subsim.com/phpBB/viewtopic.php?t=51263 I can't seem to find the new thread you are referring to. Could you post updated link? Thanks.

Thanks alot nvdrifter and gouldjg both for your work on extending repair times through your different mods. This has been very important to my sh3 gaming experience.

Stary Wuj 10-20-06 08:29 AM

Justa asking about this mod. Any news, I have hard days last few months, and
no time for pleasures :-)

Where is newest version of this mod (for stock, vanilla game) ?

Thank You and Best Regards !

Stary Wuj


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