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All the links for 1.2 have expired!
Can someone give me another link, so that I can download this wonderfull mod :D |
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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. ;) |
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Check to make sure that SH3 Commander isn't changing the sensors.cfg file when you load. Or maybe your crew just sucks. :p |
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: |
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.
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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: |
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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: |
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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.
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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. |
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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