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Got tired of short repair times, so I decided to do something about it.
Yes, I have (finally) greatly increased U-boat repair times to hours instead of minutes. Hello Das Boot moments! Thanks CB.. for a very helpful idea that made this tweak possible!
Link here: http://www.subsim.com/radioroom/show...d=1#post263255 :lol: :lol: :lol: :lol: :lol: :lol: :lol: |
I don't know am not into realism (did yes) repairs I want my boat repaired ASAP I ot 3 NCO's and the CE qualified to repair damage incured.It's bad enough to sail the Atlantic in 43.44,45 I want my crew to fix fing quick.If your in shallow waters or get dc'd to high heven not my fortie the game is hard enough you can't shoot down planes, no 1 shot kills, and snidy escorts, to start of with then you got the RAF,USAAF,USNAF, somehow I just can't see you surviveing until May 9TH 45.
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I wonder how this will interact with the NYGM 2.0 No Damage Control Team component... My guess is that the behavior will need to be balanced a little differently.
I must say, this IS great news - the instant repairs were one of the biggest initial dissapointments of the game. |
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Looking forward to seeing how this one develops. |
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Geeezzz, is there anything this game doesn't need modding/fixing!? :-?
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Nope. But no problem cuz we have the best modders of the world Here.:up::D
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I wouldn't go as far as saying it's fixed yet. The repair times are changeable, but this messes with the crew efficiency settings. But I think the tradeoff is worth it. Still in the process of tweaking it right now. Trying to bring down the flooding times and torpedo reloading times equal to the changes in efficiency made. Anyone and everyone who can try their own variables and post their results would be helpful.
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Personally, I am willing to completely toss fatigue and morale in exchange for reasonable repair times and reasonable crew efficiency with sensors and other station tasks. If we can truly get that... |
I so look foward this, keep workin' your mojo's Guys!:rock:
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I will try this mod but i must admit i am shaking in my boots as i type :rotfl:
My next patrol is going to be very interesting...:arrgh!: |
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Just got back from trip and read this thread. You guys should speak to observer as he did have some interesting calculations for compartment efficiencies. |
hi G' :yep: i think Drifters allready sussed it--Observer posted a few references for him to look at and some pointers--
here's a handy side effect to drifters approach--- you can have your cake and eat it as far as fatigue goes-- reducing the interval1_0 to 0.001 and increasing interval3 sumwhat for a compartment means that even a fatigued crew can operate it--but effeciency will still very very low -much lower than normal- so instead of the engines stopping altogether because the crew is tired- it keeps going but any repairs etc are of course even more long term prospects-- so this way you get both fatigue and long repair times-- hopefully he's still experimenting with it to balance out the pros and cons-- i'm sure observer and crew are working on it allso-- there may allso be lots of spin offs from this approach |
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that there was some confusion about FATIGUE_COEF Here is what I found that differs... RegularFactor#0 is an ANYTIME fatigue hit for moving crew into the compartment, not just when surfaced. RegularFactor#1 is not known, but I have an idea on flushing it out. I am going to play with the settings below for a while. Sooner or later the trigger will occur and I will have a fatigue bomb that will wipe out everyone but Damage Control and Aft Torps. Hopefully I will at least have a clue what caused it ;) If someone else wants to booby trap but exclude different compartments it may lead to a discovery sooner. It could be a damaged compartment modifer or something like that. Knowing it would likely be useful. ;RegularFactor#1 = unknown - waiting... ; ;Twr RegularFactor11=0.4;R/S RegularFactor21=0.4;Cmd RegularFactor31=0.4;Die RegularFactor41=0.4;Ele RegularFactor51=0.4;FwT ; ;FwQ ; ;AfQ RegularFactor81=0.00004;AfT : ;DG : ;AA RegularFactor111=.00004;D/C ; very minor hit |
Longer Repair Times v1.1 mod now available for download here:
http://www.subsim.com/radioroom/showthread.php?t=94238:lol: |
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I just downloaded the mod, and I am really 'wow' about it!
I played the U-505 mission several times to test this beta version and got sunk really quick every time. Feedback: As you might already know nvdrifter the flooding times (or more the flood-stopping-times) are too high. I mean high flooding times are okay but it is impossible to stop the flooding before it is too late. Well I hope it is only a matter of fine tuning to have this issue balanced. The repair times are really cool, too :up: Did you change the effectiveness of the escorts/depth charges as well? The DD in the U-505 mission nearly instant-killed me with one run (hedgehogs and depth charges) Motivation to continue the work on the mod: I'm looking forward to seeing this mod balanced and full releasable - don't let us down this really has potential :D |
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http://www.subsim.com/radioroom/showthread.php?t=94238 |
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