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Let me get this straight. I have to choose between keeping the anti-humming bird effect or not adopting the new damage control mod....right?
Well if that is the case...Since I seldom try to remain stationary anyway and all the reports seem to indicate the game play is very much enhanced by the No Damage Control...I guess it is good bye to the anti-hummingbird effect. Is there really no way possible to reconcile both? Please try at least. There is absolutely nothing to lose by cooperating a little and much to lose if you don't. |
well one work round would be to assume that all stop now actually means "station keeping"----and alter your data/submarine/sub cfgs
to [EngineProperties] AllStop=0.10 AheadSlow=0.40 AheadOneThird=0.57 AheadStandard=0.80 AheadFull=0.94 AheadFlank=1.00 BackSlow=-0.26 BackStandard=-0.40 BackFull=-0.53 BackEmergency=-0.66 for the engine throttle settings.. this means that in effect all stop is now the minimum forward speed for maintaining depth-- course this means you'll have to be carefull where you park the boat when surfaced -and at mission start in port etc-- but im sure travelling at one knot when at rest isn't going to blow any-ones minds-- downside is you will be able to travel along very slowly with no battery fuel drain--(i think???) downside/upside is that all stop whilst under attack doesn't mean your not producing any prop noise--- but i sure that summat more "technically accurate" will come along once the NYGM folks get their minds on it-- or with some ingenous mind boggling the boat might be set up to have a constant level of minor flooding--which will start to sink the boat after a while---AOTD style--tho that might involve some other compromises some-where else--but now we have the ball rolling in this area--i'm sure there's more to come-- |
After using the Longer U-boat Repair Times mod, you will have a hard enough time maintaining the same depth after flooding starts. :rotfl:
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1. Only change Interval_3 in basic.cfg to reduce crew efficiency and make repairs take longer. 2. Only Mod flooding times in zones.cfg to 200-300 to let you live long enough after leaks start to actually do repairs. My reasoning is that all the other stuff is reasonably balanced - or has been looked at in terms of balance at least. Of course, some have never really been balanced because they have been obscured in quick death. I started out with Floodingtime=304 and Interval_3 = crew slots * 10 (instead of +10 as CB suggested, bu the small start I agreed with). Repairs typically about 3-10 minutes. This played real well and was noticably different. I then tried interval_3 at slots*12, then slots*20. Gradual increases, both liked, BUT you start noticing things that perhaps arent balanced because they have never been exposed. I started adding compartment HP into the mix. Once you get those thin spots patched, you start noticing components that are easily and constantly destroyed... the list goes on and you get deeper and deeper. I have come to the conclusion that the NYGM Damage Control compartment limitation is the worst enemy of this mod. DC does nothing submerged and limiting the repairs to the compartment crew often means unescapable doom. The captain should be able to prioritize efforts to the most critical needs, the main pump for instance when you have flooding. Another thing I noted - after a certain point in NYGM2, more damage, even if is is recoverable in itself, is a death sentence because you are still trying to get away from the folks that damaged you in the first place and every handicap in that endeavor is potientally fatal. So configuring for repairs that last many hours is often an exercise in futility and perhaps not desirable - chances are you won't live that long if you can't keep the noise down for whatever reason. I like (even love) the big tent approach of GW, but I like mechanics too. The Damage and Sensor improvements are primary requirements in my book and I wish they were core base mods that everyone could build on, instead of being wrapped in so many maddeningly arbitrary choices... But they aren't so I have concentrated my damage testing on NYGM2 for now. It is my belief that given back the DC crew, much simpler repair settings would provide a -really- good playing experience in NYGM2 Anyway, just wanted to share my approach and thoughts. Here are some random observations on settings and compartments in my config that may be helpful below... [COMPARTMENT] NumberOfCrew0=15; (15 enlisted) no idea - perhaps 16 in *BQ and 21SQ? ; - change to 16 had no apparent effect on game Interval1_0=0 Interval2_0=1 Interval3_0=15;easy max for discovery purpose NumberOfCrew1=6; (6 enlisted) 7STorp Interval1_1=1.6;two capable people required Interval2_1=1;unknown factor - use 1 or 10 Interval3_1=120;slots*20 - NumberOfCrew2=9; no compartment of any sub has 9 enlisted slots. Interval1_2=1 Interval2_2=5; testing 2 above and below 1&3 values shows no fractional relation to efficiency bar. Interval3_2=2; on other compartments of course ;p NumberOfCrew3=12; 9SQ 21BT 21DC - nothing in II or VII uses 12 Interval1_3=1.6;two bodies in bow torp Interval2_3=10 Interval3_3=240 NumberOfCrew4=8 ; 279EE 279DE 7SQ 2DC 9ST Interval1_4=1.1;two slugs minimum Interval2_4=1; this has no bearing on the 2/3 level Interval3_4=160 NumberOfCrew5=10; 79DC 2BT 21EE 21DE Interval1_5=1.1;two slugs Interval2_5=.1 ; no bearing on officer multiplier - guess again... Interval3_5=200 NumberOfCrew6=7; not used in any compartment in any sub? Interval1_6=0 Interval2_6=1 Interval3_6=2 ; these number have no discerned effect NumberOfCrew7=5; not used in any compartment in any sub? Interval1_7=0 Interval2_7=1 Interval3_7=2 NumberOfCrew8=3; *DG *Cmd *Flak ; dg adds tower officer, cmd adds the 3 officers. Interval1_8=1.2;three exausted is ok Interval2_8=1 Interval3_8=60 NumberOfCrew9=4; *Twr *Flak Interval1_9=.5;one tired is ok but risky ;) Interval2_9=10 Interval3_9=80 NumberOfCrew10=14; 7&9BT 2BQ Interval1_10=1.6;two capable Interval2_10=10 Interval3_10=280 NumberOfCrew11=2; *Sonar *Flak Interval1_11=0.8;these guys need rest Interval2_11=1 Interval3_11=40 NumberOfCrew12=1; *Flak -definately 1 slot flack - not two or three Interval1_12=0.4 Interval2_12=0 Interval3_12=20 ;not sure why this needs to be sweated - either destroyed or quick fix. |
Longer U-boat Repair Times v1.01b is ready for download. :sunny:
Changes in v1.01b: -Slightly increased chance of compartment crew injuries and death. Crew injuries and death will be more common now when taking heavy damage. -reduced all compartment hit points. Compartments were absorbing too much damage. -reduced front and rear dive planes hit points and armor ratings. Rarely suffered any damage. -reduced port and starboard rudder armor ratings. Rarely suffered any damage. ***I also added a version that allows the damage control team access to all compartments for NYGM 2.0 mod users.*** You can download it here: http://rapidshare.de/files/22838593/...1.01b.zip.html |
Thanks for the feedback, U-Bones. It's always appreciated. :yep:
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But THANK YOU for the Damage Control fix... and I might say you are goin exactly in the directions I am hp wise (crew aside - which I am ignoring). Thanks for the update !!!!! :up::up::up::up::up: |
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http://home.arcor.de/gizzmoe/files/L...mes_v1.01b.zip |
Nvdrifter, you have PM :D
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Nvdrifter, thanks for mod and keeping GW alive :up:
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Me ? Wouldnt be without my GW and just because the big news is NYGM2 doesnt mean that nothing is going on in the background with GW You just know it ;) |
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I hope no one gets the wrong impression. I'm not at all bothered, nor do I feel that anyone is stepping on GW. Jaxa seems to be a great guy. In fact he is one of the few who have unknowingly contributed to GW by finding one or two things that we needed to give more attention to. |
Yeah am not worried either
As I said all these mods add different things to different people and while GW is not everyones cup of tea neither is NYGM Freedom of choice lol:sunny: I would probably stopped playing the vanilla game a long time ago :nope: but these mods have extended the life of the game indefinately and its great there is such a variety Have tried them all - except the new NYGM - and have settled on GW:rock: I think for the future of the game its good that all input and new ideas are freely available to all and anybody who has an idea can freely put it forward:up: |
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I personally don't care which mod ppl use... as long as they have more than one supported choice. For those who can mod their own game it is a moot point. For the end-user who chooses The Grey Wolves Supermod... rest assured that whatever flames and arrows come our way... we are quite serious about testing and perfecting what we build... past or future. When the time is right we will say more. (Don't ask when 'cause we ain't gonna say;) ) Sorry nvdrifter, didn't mean to hijack your thread sir. |
[quote=Kpt. Lehmann
Sorry nvdrifter, didn't mean to hijack your thread sir.[/quote] :oops: same here |
All NYGM users, I made an error on some of the included submarine .cfg files. But they should be fixed now. If you are running NYGM, please download and install again. Sorry about that. :oops:
Download link (same version, fixed files): http://rapidshare.de/files/22841919/...1.01b.zip.html |
FYI, in your first post it still links to 1.01a.
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