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@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 |
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 |
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Thanks for making our SH3 experience better and better - Keep up the great work:up: |
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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: |
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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 |
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: |
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And Pascal, the officer in your diesel engine room looks like Jay Leno. :rotfl:
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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: |
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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 |
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Any chance of having an LRT compatible with NYGM 2.3 ?
Thanks, Hans. |
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