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

The Bad Wolf 12-07-07 11:39 PM

Hi again, NVdrifter

I read somewhere a modification that made you sink while on the surface. I was sure it was to do with LRT but couldn't find anything on it. Is this in the new mod. I have asked because it makes changes to tactics used.

With the new GWX 2.0 do you think you will have to make many changes to make it compatible.

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

Hi HEMISENT

Take note of the advice NVdrifter has given you. and remember you now won't be able to make repairs while engaging the enemy.

If the bottom isn't too deep. make sure you have enough air if possible, before doing dangerous attacks you might be down there repairing a long time.

Rest all repair qualified men while finding a safe place to do repairs. An officer with repair skills in the repair team slot doubles your repair speed. Also strip out surplus men from undamaged compartments.

Once you have controlled flooding use your engine crew to assist repairs.

Put in as many men as you can in the damaged compartment especially skilled i.e. torpedo men in torpedo room they increase the compartments efficiency, thus releasing men from duty to repairs in that compartment. i.e. A warrant officer with compartment skills is worth 3 unskilled crewmen.

Doesn't matter whether unskilled men are in the repair team or damage focused compartment they repair at the same rate, so pack men in the compartment.

Rotate the crew. keep fatigue as low as possible.

If a rest compartment is damage use this to your advantage. Put fatigued crew in there, they will repair the compartment while recovering.

Just a few tips, and GOOD LUCK on your patrol. Be careful. The dangers now are as close to reality as they can be. One mistake could kill you, even if you only take damage.

12-08-07 12:31 AM

Quote:

Originally Posted by The Bad Wolf
Hi again, NVdrifter

I read somewhere a modification that made you sink while on the surface. I was sure it was to do with LRT but couldn't find anything on it. Is this in the new mod. I have asked because it makes changes to tactics used.

With the new GWX 2.0 do you think you will have to make many changes to make it compatible.

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

Hi HEMISENT

Take note of the advice NVdrifter has given you. and remember you now won't be able to make repairs while engaging the enemy.

If the bottom isn't too deep. make sure you have enough air if possible, before doing dangerous attacks you might be down there repairing a long time.

Rest all repair qualified men while finding a safe place to do repairs. An officer with repair skills in the repair team slot doubles your repair speed. Also strip out surplus men from undamaged compartments.

Once you have controlled flooding use your engine crew to assist repairs.

Put in as many men as you can in the damaged compartment especially skilled i.e. torpedo men in torpedo room they increase the compartments efficiency, thus releasing men from duty to repairs in that compartment. i.e. A warrant officer with compartment skills is worth 3 unskilled crewmen.

Doesn't matter whether unskilled men are in the repair team or damage focused compartment they repair at the same rate, so pack men in the compartment.

Rotate the crew. keep fatigue as low as possible.

If a rest compartment is damage use this to your advantage. Put fatigued crew in there, they will repair the compartment while recovering.

Just a few tips, and GOOD LUCK on your patrol. Be careful. The dangers now are as close to reality as they can be. One mistake could kill you, even if you only take damage.


Another great post. Very informative! :up:

Vermin 12-08-07 01:38 AM

Hi Nvdrifter,

A funny thing happened on the way across the North Sea...

I was attacked by a single escort (whilst away getting a cup of coffee! :oops: ).

Relatively minor damage - some flooding in a number of compartments and the main pump damaged. Hull integrity down to 86%.

Repair crew to work!

I encountered the bug reported above where when I got the flooding time to zero, I couldn't remove the damage control party without the flooding restarting.

Even though I quickly repaired the main pump, it seemed to have absolutley no effect on the flooding in any of the compartments.

So I decided to bottom the boat (104m) and fix everthing up.

Unfortunately, even when completely stationary on the bottom, I continuously took damage about every 2-3 minutes. The hull damage was insignificant but the systems got damaged and my crew started getting killed.

And the escort had long since given up and gone home!

Regards

Vermin



theI couldn't

The Bad Wolf 12-08-07 05:19 AM

Hi Vermin

NVdrifter's working on the flooding problem. See previous posts.

As far as being completely stationary, it is very, very difficult. Try it when docking and line your sight with something on land. Even though your speed is 0 you are still creeping. It also takes ages to completely stop.
If your taking damage at the bottom you can only guess which direction your creeping and so will have to flick the engine on forward/reverse until you stop damage, but it is possible I've managed it.

The Bad Wolf 12-08-07 06:01 AM

I forgot to mention

If you do get completely stationary and complete repairs then blow ballast first. Don't start engines until clear of the bottom. Might seem obvious but it is so easy to forget.

The Bad Wolf 12-08-07 06:53 AM

One last tip

If it seems inevitable that you are going to the bottom. Then zero your speed as early as possible with engines Back Slow. The earlier you do this the longer time you will have to naturately reduce the creep and settle on the bottom motionleless.

12-08-07 09:29 AM

Hi Vermin. I am fully aware of the damage the U-boat takes when sitting stationary on the bottom. For several years I have tried everything imaginable to fix the problem the with the collision damage the U-boat takes in that situation. I think it is a hard-coded bug and there might be no way to fix it. SH3 was never originally designed to have longer repair times. That is why they never fixed the time compression collision damage with the sea floor. Unfortunately, the problem was never corrected in SH4 either. Hopefully someday we can find a fix for this problem. But for now, no way. Sorry.

BUT... fixing this problem is still my number one goal for SH3. I haven't given up yet.

12-08-07 01:37 PM

Well, great news everyone. It appears (still testing) that I found a way to turn off the terrain collider damage model in the collisions.act file. Now when the U-boat has flooding and sits on the bottom of the sea floor, there is no more accumilated collision damage or crew deaths... even with heavy flooding on high time compression! :rock: The only problem is that there won't be any collision damage when running aground or whatever (but it appears that collisions with other ships still works). But I think this is a small tradeoff to get the effect I was originally looking for. Now there truly can be 'Das Boot' moments in my mod.

I am really happy about this because this has been one of the biggest gameplay killers for me in SH3 since the beginning. I remember playing Aces of the Deep a long time ago and being stuck on the botton of the ocean, trying to repair before I ran out of oxygen. It looks like this awesome feature will soon be a reality in SH3. :sunny:

The Bad Wolf 12-08-07 04:42 PM

Thats great news.

I suppose we could make our own rules on colliding with terrain or the bottom when crash diving, like return to base for repairs.

Subtype Zero 12-08-07 09:51 PM

Great news, Nvdrifter! Methinks you and Racerboy deserve to be nominated to the SH3 modder's hall of fame!

12-09-07 07:35 AM

Quote:

Originally Posted by Subtype Zero
Great news, Nvdrifter! Methinks you and Racerboy deserve to be nominated to the SH3 modder's hall of fame!

Hehe. Thanks. You're too kind. :p

12-09-07 07:42 AM

Well, it appears that I figured out what was causing the false compartment flood recovery. Also, there is a workaround for the compartment destroyed message when trying to move an officer into a damaged compartment. This message is a bug caused by increasing compartment hitpoints (such as LRT does). Anyways, the workaround is to left click on the supposed 'destroyed' compartment. Then right click on the officer or crewman to move him into that compartment. It really works. :yep:

I have been playtesting this new version with the terrain collision damage disabled and heavier compartment flood settings. I was heavily depth charged, and sunk to the bottom sea bed. After hours and hours of trying to control the flooding and pump out the water, we ran out off oxygen and died before we could lift her off the ocean floor. She was still too heavy from all that sea water in the compartments. Talk about a Das Boot moment. :rock:

Subtype Zero 12-09-07 09:31 PM

Very cool! Sounds like we (you) are very close to the Promised Land!

12-09-07 11:12 PM

*Released for testing*

LRT v1.35a test (For GWX 1.03 only)

This LRT alpha test version disables the terrain collision damage, increases compartment flood weight, and slows compartment flood times. The false repaired compartment flooding was also *hopefully* fixed. All testers please post your comments and opinions in this thread after playing. Thanks!

To install, just install this over your current LRT v1.35

Download here:
http://files.filefront.com/LRT+v135a.../fileinfo.html

Pat42 12-09-07 11:12 PM

So will this mod work with GWX 2.0?

12-10-07 12:44 AM

Quote:

Originally Posted by Pat42
So will this mod work with GWX 2.0?

No, not compatible with GWX 2. v1.35x is only compatible with GWX v1.03.

I do plan on releasing an LRT compatible with GWX 2 in the next few weeks.

Badger Finn 12-11-07 02:36 AM

Quote:

Originally Posted by nvdrifter
.
I have been playtesting this new version with the terrain collision damage disabled and heavier compartment flood settings. I was heavily depth charged, and sunk to the bottom sea bed. After hours and hours of trying to control the flooding and pump out the water, we ran out off oxygen and died before we could lift her off the ocean floor. She was still too heavy from all that sea water in the compartments. Talk about a Das Boot moment. :rock:

I to played alot of AOD was still playing it untill about 4 years ago. That sim/game for some reason really captured those type of events. Super challenging to survive!:D

LRT mod is a definite winner in my mind Id let ya know how the LRT's work but I dont get much game time these days to mod &/or test.... any how...

Cheers nvdrifter!

:up:

Vermin 12-11-07 09:36 AM

Hi Nvdrifter,

Thanks for making the changes. I quick question - does SHIII allow you to clear all the water in the boat my blowing the ballast tanks (ie using the compressed air to blow out the bilges and trim tanks which you could pump or drain water into?).

IIRC this could be done in AOD and if could be implemented (if not already done) via the LRT mod that would be truly Das Boot! :)

Thanks again

Vermin

Wilcke 12-12-07 03:09 PM

_BUMP_:up:
Bump_again

12-15-07 11:31 PM

Quote:

Originally Posted by nvdrifter
*Released for testing*

LRT v1.35a test (For GWX 1.03 only)

This LRT alpha test version disables the terrain collision damage, increases compartment flood weight, and slows compartment flood times. The false repaired compartment flooding was also *hopefully* fixed. All testers please post your comments and opinions in this thread after playing. Thanks!

To install, just install this over your current LRT v1.35

Download here:
http://files.filefront.com/LRT+v135a.../fileinfo.html

Does anyone have this version of LRT (1.35a test)? I tried to download, but the link is dead. I would appreciate if anyone could upload it or share it with me. Thank you.


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