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-   -   **Released** Longer Repair Times v1.31 plus v1.31 LITE (https://www.subsim.com/radioroom/showthread.php?t=102438)

AS 01-07-07 12:43 PM

@nvdrifter: Thanks for your reply. Now I finally know what these icons really do. Now that I hear you are already working on the next version , Iīd humbly like to make a suggestion:

Maybe you should re-think the repair times for leaks. In reality leaks could either be stopped rather quickly (they actually used wood-beams, it worked!) or not at all, but itīs unlikely that stopping flooding takes 30 hours. On the other hand I can understand that reality and balancing SH3 specs are quite different things, so please donīt feel offended. Thanks for the great work and keep going!

Cheers, AS

Hartmann 01-07-07 05:27 PM

Very nice screen... like real world

http://www.uboataces.com/images/damaged-uboat.jpg

A damaged Type IX struggles to stay afloat in the swelling waves of the Atlantic

panthercules 01-07-07 05:44 PM

Quote:

Originally Posted by AS
@nvdrifter: Thanks for your reply. Now I finally know what these icons really do. Now that I hear you are already working on the next version , Iīd humbly like to make a suggestion:

Maybe you should re-think the repair times for leaks. In reality leaks could either be stopped rather quickly (they actually used wood-beams, it worked!) or not at all, but itīs unlikely that stopping flooding takes 30 hours. On the other hand I can understand that reality and balancing SH3 specs are quite different things, so please donīt feel offended. Thanks for the great work and keep going!

Cheers, AS

I'm not sure about "reality", but I do sort of agree with the sentiment above - it seems that we went from almost instantaneous repairs (or death) with stock SH3 to extremely long repair times with LRT. If given those as the only options, I'd certainly still prefer to take the LRT option, but I do wonder if it might not be possible to wind up somewhere closer to the middle, with maybe most things (leaks in particular) taking more like 5-10 hours? I have no idea what in-game factors control how long things take to fix or whether you can separate out machinery damage/repairs from flooding damage/repairs, and this is not intended as any form of criticism - just wishful thinking :)

Thanks for making our SH3 experience better and better - Keep up the great work:up:

01-07-07 09:49 PM

Quote:

Originally Posted by panthercules
Quote:

Originally Posted by AS
@nvdrifter: Thanks for your reply. Now I finally know what these icons really do. Now that I hear you are already working on the next version , Iīd humbly like to make a suggestion:

Maybe you should re-think the repair times for leaks. In reality leaks could either be stopped rather quickly (they actually used wood-beams, it worked!) or not at all, but itīs unlikely that stopping flooding takes 30 hours. On the other hand I can understand that reality and balancing SH3 specs are quite different things, so please donīt feel offended. Thanks for the great work and keep going!

Cheers, AS

I'm not sure about "reality", but I do sort of agree with the sentiment above - it seems that we went from almost instantaneous repairs (or death) with stock SH3 to extremely long repair times with LRT. If given those as the only options, I'd certainly still prefer to take the LRT option, but I do wonder if it might not be possible to wind up somewhere closer to the middle, with maybe most things (leaks in particular) taking more like 5-10 hours? I have no idea what in-game factors control how long things take to fix or whether you can separate out machinery damage/repairs from flooding damage/repairs, and this is not intended as any form of criticism - just wishful thinking :)

Thanks for making our SH3 experience better and better - Keep up the great work:up:

Panthercules, thanks for your comments. I am always open to new ideas or suggestions.

Unfortunately, correctly separating repair times for leaks and repairs times for equipment seems impossible. I agree that stopping leaks shouldn't take 30 hours (or more). It's a negative side-effect of having the longer equipment repair times. One idea for a workaround for this problem I have been toying with is increasing equipment hitpoints, but decreasing their armor ratings. Then, increasing crew repair times. This would speed up repair times for leaks and flooding, but hopefully still take longer for equipment repairs. Compartment hitpoints would not be changed, therefore giving quicker flood and leak repair times (hopefully!). :hmm:

Lanzfeld 01-07-07 11:41 PM

Quote:

Originally Posted by nvdrifter
Quote:

Originally Posted by panthercules
Quote:

Originally Posted by AS
@nvdrifter: Thanks for your reply. Now I finally know what these icons really do. Now that I hear you are already working on the next version , Iīd humbly like to make a suggestion:

Maybe you should re-think the repair times for leaks. In reality leaks could either be stopped rather quickly (they actually used wood-beams, it worked!) or not at all, but itīs unlikely that stopping flooding takes 30 hours. On the other hand I can understand that reality and balancing SH3 specs are quite different things, so please donīt feel offended. Thanks for the great work and keep going!

Cheers, AS

I'm not sure about "reality", but I do sort of agree with the sentiment above - it seems that we went from almost instantaneous repairs (or death) with stock SH3 to extremely long repair times with LRT. If given those as the only options, I'd certainly still prefer to take the LRT option, but I do wonder if it might not be possible to wind up somewhere closer to the middle, with maybe most things (leaks in particular) taking more like 5-10 hours? I have no idea what in-game factors control how long things take to fix or whether you can separate out machinery damage/repairs from flooding damage/repairs, and this is not intended as any form of criticism - just wishful thinking :)

Thanks for making our SH3 experience better and better - Keep up the great work:up:

Panthercules, thanks for your comments. I am always open to new ideas or suggestions.

Unfortunately, correctly separating repair times for leaks and repairs times for equipment seems impossible. I agree that stopping leaks shouldn't take 30 hours (or more). It's a negative side-effect of having the longer equipment repair times. One idea for a workaround for this problem I have been toying with is increasing equipment hitpoints, but decreasing their armor ratings. Then, increasing crew repair times. This would speed up repair times for leaks and flooding, but hopefully still take longer for equipment repairs. Compartment hitpoints would not be changed, therefore giving quicker flood and leak repair times (hopefully!). :hmm:

WOW!Are you testing this out now NVDRIFTER? If so how is it going? I have to tell you that your work in this area (damage control) is VERY much appretiated. This was one part of the original game (one of many) that was so very broke when released and now you have opened a whole new aspect for this sim.Nice nice work and DONT STOP!!!!

01-08-07 03:36 AM

Quote:

Originally Posted by Lanzfeld
Quote:

Originally Posted by nvdrifter
Quote:

Originally Posted by panthercules
Quote:

Originally Posted by AS
@nvdrifter: Thanks for your reply. Now I finally know what these icons really do. Now that I hear you are already working on the next version , Iīd humbly like to make a suggestion:

Maybe you should re-think the repair times for leaks. In reality leaks could either be stopped rather quickly (they actually used wood-beams, it worked!) or not at all, but itīs unlikely that stopping flooding takes 30 hours. On the other hand I can understand that reality and balancing SH3 specs are quite different things, so please donīt feel offended. Thanks for the great work and keep going!

Cheers, AS

I'm not sure about "reality", but I do sort of agree with the sentiment above - it seems that we went from almost instantaneous repairs (or death) with stock SH3 to extremely long repair times with LRT. If given those as the only options, I'd certainly still prefer to take the LRT option, but I do wonder if it might not be possible to wind up somewhere closer to the middle, with maybe most things (leaks in particular) taking more like 5-10 hours? I have no idea what in-game factors control how long things take to fix or whether you can separate out machinery damage/repairs from flooding damage/repairs, and this is not intended as any form of criticism - just wishful thinking :)

Thanks for making our SH3 experience better and better - Keep up the great work:up:

Panthercules, thanks for your comments. I am always open to new ideas or suggestions.

Unfortunately, correctly separating repair times for leaks and repairs times for equipment seems impossible. I agree that stopping leaks shouldn't take 30 hours (or more). It's a negative side-effect of having the longer equipment repair times. One idea for a workaround for this problem I have been toying with is increasing equipment hitpoints, but decreasing their armor ratings. Then, increasing crew repair times. This would speed up repair times for leaks and flooding, but hopefully still take longer for equipment repairs. Compartment hitpoints would not be changed, therefore giving quicker flood and leak repair times (hopefully!). :hmm:

WOW!Are you testing this out now NVDRIFTER? If so how is it going? I have to tell you that your work in this area (damage control) is VERY much appretiated. This was one part of the original game (one of many) that was so very broke when released and now you have opened a whole new aspect for this sim.Nice nice work and DONT STOP!!!!

I have been testing this idea, but it causes too many other problems and isn't very effective at what I am trying to accomplish. It looks like we are stuck with longer flood repair times if we want longer equipment repair times. :shifty:

Pascal 01-08-07 09:16 PM

Hello!

Perhaps time to repair is sometimes too much longer ...days and days to repair a poor flak gun, is it well reasonable ?


http://perso.orange.fr/Ermitage-France/b.jpg

Hartmann 01-08-07 10:24 PM

what mod are you using ?? the damage screen looks interesting with real photo faces, but otherwise the color is too clear for night vision :doh: .


it say 18:1121. whatīs mean ?? 18 hours 11 minutes or 18 days 11 hours 21 " ?

18 hours seems reasonable but not 18 days.:hmm:

01-08-07 11:57 PM

Quote:

Originally Posted by Hartmann
what mod are you using ?? the damage screen looks interesting with real photo faces, but otherwise the color is too clear for night vision :doh: .


it say 18:1121. whatīs mean ?? 18 hours 11 minutes or 18 days 11 hours 21 " ?

either OR... not both added together.

18 hours seems reasonable but not 18 days.:hmm:

18 equals hours. 1121 equals approximate minutes. DON'T add both numbers together. LRT readme.txt file explains this. :huh:

01-09-07 12:05 AM

And Pascal, the officer in your diesel engine room looks like Jay Leno. :rotfl:

panthercules 01-09-07 01:58 AM

With only 5 repair crewmen assigned to the team, 4 of which are already exhausted, the 18 hour figure to fix the flak tower doesn't sound that unreasonable to me.

I must admit that the number thing (total hours:total minutes) did have me quite puzzled myself in my own install until I went through the readme file again. It's too bad this readout can't be in "normal" hours:minutes format, but I suppose it has something to do with the way the game is coded and it's certainly not a big deal once you figure it out.

Herr Leno in the engine room is a nice touch :lol:

01-09-07 02:05 AM

Quote:

Originally Posted by panthercules
With only 5 repair crewmen assigned to the team, 4 of which are already exhausted, the 18 hour figure to fix the flak tower doesn't sound that unreasonable to me.

I must admit that the number thing (total hours:total minutes) did have me quite puzzled myself in my own install until I went through the readme file again. It's too bad this readout can't be in "normal" hours:minutes format, but I suppose it has something to do with the way the game is coded and it's certainly not a big deal once you figure it out.

Herr Leno in the engine room is a nice touch :lol:

I agree. I also wish we could show the time correctly. I think the SH3 developers had intended to implement more "realistic" repair times (along with many other features), but it never made it into the final release of SH3. And not even into one of the patches. How this very important gameplay feature wasn't included is just unbelievable. This is just another example of how unfinished vanilla SH3 really is. :dead:

01-09-07 02:39 AM

Here is a sneak peak at some of the new features/ changes in the upcoming release of LRT v1.32 (full version):

-much deadlier aircraft and more frequent encounters

-more powerful u-boat aa shells

-no more teleporting back to port and no unlimited fuel option :o

-only the u-boat damage control team will be able to effectively make repairs. All other crew members in each compartment will be manning their stations, not doing two things at once.

-various repair screen menu changes to clarify things

-no more u-boat collision damage while repairing on the sea floor at high time compression **possibly included... still unsure**

-various u-boat compartment and equipment balance changes

Pascal 01-09-07 07:58 AM

Quote:

Originally Posted by Hartmann
what mod are you using ?? the damage screen looks interesting with real photo faces, but otherwise the color is too clear for night vision :doh: .


it say 18:1121. whatīs mean ?? 18 hours 11 minutes or 18 days 11 hours 21 " ?

18 hours seems reasonable but not 18 days.:hmm:

I dont use any 'big' mod, i pick up here and there some elements i like. The damage screen is just a little test ...

Uber Gruber 01-09-07 08:04 AM

Any chance of having an LRT compatible with NYGM 2.3 ?

Thanks, Hans.


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