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-   -   [REL] Longer Repair Times v1.34 (https://www.subsim.com/radioroom/showthread.php?t=125735)

12-01-07 12:20 AM

Quote:

Originally Posted by Subtype Zero
Nvdrifter,
Sorry to be a bother, mate, but the same too-long-file-name problem is occuring with several of your readme files in your latest release. Could you shorten the names so I can open them to see the info and instructions? BTW, can I load this mod while at sea or only in port? Thanks, I can't wait to try out your mod!

Hmm. I tested unzipping all the files in v1.35 and had no problems at all. No errors. Are you trying to unzip v1.35?

Just to be safe, you should probably wait until you get back to port before uninstalling the old version of LRT and installing the new one.

12-01-07 02:23 AM

I think I might go ahead and release one more compatibility patch to make Tomi_99's incredible Type VII U-boats compatible with LRT v1.35. :hmm: Anyone interested?

Trefoil 12-01-07 09:25 AM

Quote:

Originally Posted by nvdrifter
I think I might go ahead and release one more compatibility patch to make Tomi_99's incredible Type VII U-boats compatible with LRT v1.35. :hmm: Anyone interested?

Yes, please.:yep: I've been following the thread on Tomi_99's Type VII-D. He's got a lot of talent & determination. Another entry in the U-Boat Ace Modder's Hall of Fame.

What happened to the long break you were going to take from LRT? You're definitely proving the theory that modding is addictive.;)

12-01-07 10:45 AM

Quote:

Originally Posted by Trefoil
Quote:

Originally Posted by nvdrifter
I think I might go ahead and release one more compatibility patch to make Tomi_99's incredible Type VII U-boats compatible with LRT v1.35. :hmm: Anyone interested?

Yes, please.:yep: I've been following the thread on Tomi_99's Type VII-D. He's got a lot of talent & determination. Another entry in the U-Boat Ace Modder's Hall of Fame.

What happened to the long break you were going to take from LRT? You're definitely proving the theory that modding is addictive.;)

Trefoil, I think you are right. I can't stop. Someone please help me. :lol:

12-01-07 11:58 AM

**Released**

Patch to make Tomi's Type VIIc and Type VIIc41 U-boats compatible with LRT v1.35.

These patches make Tomi's awesome Type VIIc and Type VIIc41 U-boats compatible with LRT v1.35 mod. Tomi's Type VIID is already compatible with LRT v1.35, therefore no patch is needed.

Install either Tomi's Type VIIc or Type VIIc41 U-boat first before installing this LRT v1.35
compatibility patch.

*A BIG thank you to Tomi_099 for all your hard work making such incredibly detailed Type VII U-boats. They are much appreciated. Salut!!!*


Download patch here: http://files.filefront.com/LRTv135+p.../fileinfo.html

Vermin 12-01-07 08:23 PM

Hi,

When I unpacked the 1.35 mod I fgot one error message - about the length of the filename:

"LWS mod patch for LRT v1.35 with Repair Fatigue Only v1.0"

Everything else seemed to work though - and even in 1939 I'm being hounded by Ansons and Hurricanes! In a type IIA! :lol:

Thanks

Vermin

DC2Sal 12-01-07 10:44 PM

Can this mod be compatible with GWX my favorite dials mod? It does not work for me when I have this mod enabled, thanks

Vermin 12-03-07 02:27 AM

Hi,

I have been playing the plain 1.35 version of your mod with SH# 1.4b/GWX 1.03.

Although the air activity certainly seems to have increased, there was no change to the damage/repair time. There were no errors noted in installation and everything else seems to work perfectly.

The damage and repairs however appears to be stock GWX 1.03.

Any ideas?

Regards

Vermin

12-03-07 04:50 AM

Quote:

Originally Posted by Vermin
Hi,

I have been playing the plain 1.35 version of your mod with SH# 1.4b/GWX 1.03.

Although the air activity certainly seems to have increased, there was no change to the damage/repair time. There were no errors noted in installation and everything else seems to work perfectly.

The damage and repairs however appears to be stock GWX 1.03.

Any ideas?

Regards

Vermin

Did you install LRT 1.35 last after all other mods? It sounds like your basic.cfg file got overwritten by something else.

Vermin 12-03-07 09:44 AM

Ah! That be it! I just changed the order I installed some mods via JSGME making sure LRT 1.35 was last and everything works perfectly now.

Thanks! :up:

Vermin

The Bad Wolf 12-04-07 03:50 AM

Hi Captain,

I've joined the club. I'm a true sadomasochist!?!

All I need now is something to automatically clout me on the head when being depth charged, for the physical realism.

Downloaded, installed, all compatibles. No problems (Strange about the long filename again).

LRT Hardcore v1.35
DCS v1.04 OLC GUI 1.1.4

Looks like where going to have to watch fatigue closely, now nothing shows repair progress.

But don't change a thing the programs perfect. Well Done!!!

-----------------------------

Tested on 2 aircraft attacks.

1. Light damage (bow torpedo) Fixed in 30 mins.

2. Light damage back 3 compartments
Stern Dive planes (moderate damage) repairs took quite a while.

Was cruising at 1/3 both times, went to flank 10 degree turn, dived, thought I'd got away. Nope, but the effects where brilliant.

Looks like I'll be submerged a bit more, until I get a new tactic.

---------------------------------

On my first mission now. Type IIa (Playing 32x max speed - Fatigue on always)

Reached 40 km North of Holland, when the war broke out with Britain & France.

Opened Orders (Sh3Gen)
Special Important Mission - Force your way into Calais and sink everything you can. H.Q. will offer assistance wherever possible.

Then comes a message don't fire on the French.

So will now have to sink everything British or Polish, until the French become a threat.

Have completed Patrol. Got a Medium freighter on sonar. But turned it down due to change in weather 11 mtr/sec wind, heavy cloud, rain & fog. Got to conserve torpedoes and fuel for Calais.

What a trip! Had to risk travelled on the surface (150 km) in the bad weather. Took 11 crew/1 machinest to keep the diesel engines going - everyone spare on lookout.

I am know 70 km NNE off Calais. Crew resting. Picked up patrol 90 deg distant.

Hours Later.

Have re-surfaced to check weather 1mtr/sec No cloud or rain & light fog - Light just breaking.

Will have to sneek in submerged.

Will keep you Posted.

12-04-07 12:45 PM

Thanks for posting your mission reports Bad Wolf. I always love reading those. I am happy you are enjoying LRT 1.35. Just be really careful, because taking any heavy damage will most likely kill you because recovery takes so long now. Good luck and keep us posted! :yep:

Quote:

Originally Posted by The Bad Wolf
Hi Captain,

I've joined the club. I'm a true sadomasochist!?!

All I need now is something to automatically clout me on the head when being depth charged, for the physical realism.

Downloaded, installed, all compatibles. No problems (Strange about the long filename again).

LRT Hardcore v1.35
DCS v1.04 OLC GUI 1.1.4

Looks like where going to have to watch fatigue closely, now nothing shows repair progress.

But don't change a thing the programs perfect. Well Done!!!

-----------------------------

Tested on 2 aircraft attacks.

1. Light damage (bow torpedo) Fixed in 30 mins.

2. Light damage back 3 compartments
Stern Dive planes (moderate damage) repairs took quite a while.

Was cruising at 1/3 both times, went to flank 10 degree turn, dived, thought I'd got away. Nope, but the effects where brilliant.

Looks like I'll be submerged a bit more, until I get a new tactic.

---------------------------------

On my first mission now. Type IIa (Playing 32x max speed - Fatigue on always)

Reached 40 km North of Holland, when the war broke out with Britain & France.

Opened Orders (Sh3Gen)
Special Important Mission - Force your way into Calais and sink everything you can. H.Q. will offer assistance wherever possible.

Then comes a message don't fire on the French.

So will now have to sink everything British or Polish, until the French become a threat.

Have completed Patrol. Got a Medium freighter on sonar. But turned it down due to change in weather 11 mtr/sec wind, heavy cloud, rain & fog. Got to conserve torpedoes and fuel for Calais.

What a trip! Had to risk travelled on the surface (150 km) in the bad weather. Took 11 crew/1 machinest to keep the diesel engines going - everyone spare on lookout.

I am know 70 km NNE off Calais. Crew resting. Picked up patrol 90 deg distant.

Hours Later.

Have re-surfaced to check weather 1mtr/sec No cloud or rain & light fog - Light just breaking.

Will have to sneek in submerged.

Will keep you Posted.


HEMISENT 12-05-07 11:57 AM

nvdrifter need some help/advice

I've plugged in your latest LRT 1.35 (standard-not hardcore)at the end of all my mods(running GWX 1.03) I've been doing some testing getting ready for my next WAW patrol and I'm running into something odd. I've put myself in positions intending to suffer damage and your right it takes a loooong time to repair, with the vague referance to estimated times it definately is a lot more immersive. Here's two problems I'm noticing:
1. Flood recovery times gradually show a descending number as the flooding is being repaired however once the times get to zero (with the faint blue flood bar down to the very bottom) no matter how long I leave the crew working as soon as I leave that compartment it starts to refill as though never fixed. I can "NEVER" send the repair team elsewhere as my "recovered" compartment refills.

2. Repair times. A component may show 1-6 hours for repair but twelve hours or more later it still shows 1-6. I used time compression to get an idea for how this new system feels. Some compartments/systems do repair but for the most part damaged systems are not being repaired regardless of the fatigue level or quals of the crew in that compartment.

What am I doing wrong here? This mod is fantastic and I need to make this work.

*update*
Uninstalled /reinstalled mod.
1. Just got damaged by two strafing spitfires. Incurred damage to deck gun/fwd casing 1-6 hours-with normal crew on station after 24 hours repairs(at tc) not accomplished, after full repair team plus normal crew it took it over 24 hours to repair. Something doesn't seem right here.

2. Took bomb damage (near miss) from Kingfisher sustained damage to nearly all compartments, sustained minor flooding to all compartments aft of control room-this time flood recovery time counted down slowly to zero and compartments remained dry. Apparently prior scenario had compartments recovered but NOT repaired and still able to re-flood(is this possible?)

3. All compartments aft of CR damaged with numerous individual systems most showing 1-6 hours repair-I find that if I have 4 systems showing 1-6 hours they tend to be cumulative meaning 4 systems times 6 hrs = 24 hours repair time-is this right?

I'm finding that the estimated time for repairs starting with 1-6 and getting longer seems to be grossly inaccurate. I'm assuming this has a lot to do with an inexperienced crew vs experienced and rated.
.

The Bad Wolf 12-06-07 05:58 AM

First Mission (cont) [all had to be played in real time]
---------------------------------------------------------

On the surface recharging the batteries (5-10 mins).
I used the time to re-check my options.

I looked up at the moon. Surface dash at night was out of the question. Also not enough fuel for sustained high speed. May be forced to dive, ending up at Calais at daybreak, low on air.

No, it had to be submerged.

Now to formulate a plan of attack.

Needed to arrive 11 km NNW of Calais, deepest water, about 21-00 hrs to take on fresh air supply. Would give maximum time of darkness for the final push, no time to recharge batteries. Must have key crewman rested, will need to reload topedoes after first attack plus any damage repairs.

Air. Thats the crucial factor. I went below deck and consulted the documents. I decided that the maximum range was 37 km. Would also give 75% battery level at calais.

That meant the first 33 km on the surface. We would be vunerable from the air. It was highly risky, but would greatly reduce the odds against us, if successful. Better to fail early than later.

The only protection against air attack we had, was speed. Could dive quickly and the momentum would help to escape the depth-charge while changing over engines. Checked fuel. Enough for Ahead Full.

I gave the order, We Were away. I went up on lookout to search the sky.

Had travelled 30 km when the alarm was raised. We had been spotted by a fighter. As we dived, it passed overhead.

We had given our position away.

Checked Sonar, 2 warships distant, but closing.

Went to periscope depth, and checked the sky. All clear.

SURFACE, I ordered. Straight into Ahead Full as the diesels kicked in. We had to get away from the area.
On seeing a warship. we dived deep and silent, trying to sneak away.

I went to sonar, 5 warships 20 to 90 degrees starboard. Steaming in FAST.

The first warship reached its reported position. Looked around for 5 mins and sulked back to its patrol. The others also returned round at the same time.
I noted their course. And changed our route to keep us 15 km offshore from France.

We was on our penultimate leg, submerge, Ahead Slow. The patrol net was closing around us. Warships passed very close causing us to sometimes stop altogether. I constantly went to sonar to check our way forward. Progress was slow and tiring, but we were on schedule. 10 km to go.

I MADE MY FIRST MISTAKE.

Went to check sub status. Ping, Ping
Tiredness had made me lapse in concentration.

Our stealth was blown. Warships were homing in from all directions.
Went into silent running, but the pinging told me they had us.
I searched around with my eyes, trying to focus my ears to were the attack was coming first.
The boat was turning hard at Ahead Slow to avoid their contacts, but we where surrounded.

A warship from astern coming right over us.
Waited for the right moment AHEAD FLANK, 10 degree to port.
We wanted speed urgently and a hard turn would slow us down.

The boat shuddered violenty from the depth charges.
All we could do was hang-on tightly, as we were shook about like rag dolls.
Damage Report. No damage to report sir.
I couldn't believe our luck.
Two more attacks in quick succession. Same tactics. But not the violent shake like the first. No damage.

Went to 1 km/hr - 3 degree turn starboard.
We had broken their contact.
Ordered sonar to report closest contact constantly.

We avoided there pinging. Warships passed over us constantly, but we kept silent creeping away. We could hear loud depth charges exploding, but they were far enough to not even move the boat. We kept on creeping away.

They had realise their quarry had slipped the net. They extended their search.
Ping ping
They had found us.

Two more attacks, same tactics. We escaped the violent shaking both times. No damage.
Again We crept away. warships passing overhead, on there way to drop their deadly load. But not near us.

They spread out again sniffing for our scent.
Ping ping
The dogs were on our heels again.

The first attack came in, we kept the tactics that had saved us.

THIS TIME OUR LUCK RAN OUT.

The boat shook violently, much worse than the first time. The lights flickered dimmed many times.
The sound of pipes bursting, air jets rushing out,smashing glass, water fountains were everywhere.
We was in a mess.

Damage report captain. No need I know.

Sinking to the bottom (27 mtr), we flipped reverse engines to kill all speed.

Then we heard them. Closing in for the kill.

They rained their deadly load on us.
The boat errupted violently, nearly doing a complete somersault.
Inside men wore shouting. Being tossed about from piller to post the lights where popping. Cables snapped and sparks were everywhere. The inside was turned into a complete wreck.
The agony seemed ages.

Rivets and bolts burst out like bullits bouncing off the hull killing 13 crew, 3 wounded, the first casualties.

We were put out of our misery.
The hull finally gave in.

12-06-07 10:06 PM

Hi. I'll try to answer these questions as best I can.

First of all, what fatigue model are you using fatigue? Because the repair times can as much as double for a fatigued or low morale crew. I have extensively tested the repair times with the timers installed, and they are fairly accurate. But of course fatigue can really, really prolong repair times. But with a fully rested repair crew that is continuously rotated with fresh men, the repair times for that specific compartment and equipment they are focused working on are fairly accurate. When I estimated repair times, they are based on a fully rested crew. As the crew works on repairs, of course they fatigue. The longer the repair times, the more the fatigue of course. Fresh repair crew rotations are very important. I guess what I am trying to say is that there are so many variables that the repair times are a very rough estimate, but the estimates are based on a fresh repair crew and other crew members for that on compartment they are working on.

*Also, the repair time estimates for each compartment and the equipment in that compartment are estimated with the repair team focused on that compartment. All the other compartments and equipment not being worked on by the repair team at that time cannot apply those estimates. Again, those estimates are for the stuff the repair team and men in that one compartment are working on. All other estimated repair times in other compartments can be ignored (they will be much, much longer without the repair team working on them) until the repair team starts working in that specific compartment and equipment.*

I have noticed the compartment flooding problem with no water in it and am still trying to figure out the problem. My guess is it has something to do with compartment armor ratings. Still trying to fix that one.

Quote:

Originally Posted by HEMISENT
nvdrifter need some help/advice

I've plugged in your latest LRT 1.35 (standard-not hardcore)at the end of all my mods(running GWX 1.03) I've been doing some testing getting ready for my next WAW patrol and I'm running into something odd. I've put myself in positions intending to suffer damage and your right it takes a loooong time to repair, with the vague referance to estimated times it definately is a lot more immersive. Here's two problems I'm noticing:
1. Flood recovery times gradually show a descending number as the flooding is being repaired however once the times get to zero (with the faint blue flood bar down to the very bottom) no matter how long I leave the crew working as soon as I leave that compartment it starts to refill as though never fixed. I can "NEVER" send the repair team elsewhere as my "recovered" compartment refills.

2. Repair times. A component may show 1-6 hours for repair but twelve hours or more later it still shows 1-6. I used time compression to get an idea for how this new system feels. Some compartments/systems do repair but for the most part damaged systems are not being repaired regardless of the fatigue level or quals of the crew in that compartment.

What am I doing wrong here? This mod is fantastic and I need to make this work.

*update*
Uninstalled /reinstalled mod.
1. Just got damaged by two strafing spitfires. Incurred damage to deck gun/fwd casing 1-6 hours-with normal crew on station after 24 hours repairs(at tc) not accomplished, after full repair team plus normal crew it took it over 24 hours to repair. Something doesn't seem right here.

2. Took bomb damage (near miss) from Kingfisher sustained damage to nearly all compartments, sustained minor flooding to all compartments aft of control room-this time flood recovery time counted down slowly to zero and compartments remained dry. Apparently prior scenario had compartments recovered but NOT repaired and still able to re-flood(is this possible?)

3. All compartments aft of CR damaged with numerous individual systems most showing 1-6 hours repair-I find that if I have 4 systems showing 1-6 hours they tend to be cumulative meaning 4 systems times 6 hrs = 24 hours repair time-is this right?

I'm finding that the estimated time for repairs starting with 1-6 and getting longer seems to be grossly inaccurate. I'm assuming this has a lot to do with an inexperienced crew vs experienced and rated.
.



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