I am still around, I just had some health issues I had to attend to.
Gouldjg wants to get something out the door quicker than my slowness.
The basic things that are to be changed I have seperated into three major categories.
1) The hull integrety and armor for each sub. Hull last longer.
2) Changes to crew qualification to slow down repairs. Only having a fully qualified , ranked and rested crew will give you 100% in a compartment.
3) You can make changes the fatigue sytem as you wish.
4) Finially basic changes to the Zones.cfg in order to get the flooding (increase in comparment HP, etc). This is also a user defined. You can use the games default Zones.cfg or any of the several versions out there.
5) Changes to the Intervals in the Basic.cfg to affect minimum men qualification 'score' total in that compartment to start repairs. The next number is the minimum score to get the compartment to operate. Example I use is it takes a score of 4 regular seaman to
start repairs in the engine room, but it takes a 6 seaman 'score' to
operate the engine.
But we have different views on how it should be done, and both are valid. I have ran hundreds of tests with the values I am working on, and as gouldjg can tell you, it is a very difficult balancing act!
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In spite of repeatedly surfacing, I couldn't get the Escorts to drop a single depthcharge
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First. the escorts really suck at initially detecting me-not a criticism on your mod this has happened before pre-Hollywood. I had to actually surface then crash dive to get their attention.
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I also noticed the problem of the elite/veteran DD escorts not wanting to drop their DC too happening to my version. It is odd. I was not sure what was going on (was it something I messed up in one of the files?) I had to "surface" to get their attention! I am using my own files. It is strange. :hmm:
So to fix the problem, I made changes to the AI_Sensors.dat file in order to make the DD smarter to find you. This is the best the Navy DD have in June 1944 and they should really track you down. It works much better.
It is an odd thing. Anyway, you can get the new SonarDC Mod within the version I am almost done with. Everyone can try it out and use whatever files you want, because with alot of these changes, some people may just want to paste and cut for their own damage model version.
I am slow at getting the Die Hard mod out, but I want to make sure it will work smooth and most adaptable for use in other custom mods out there.
Gouldjg: How much did you increase the HP for the VIIC and changes to Armor Level? I find that roughly double the Health Points is a good rule of thumb, then you must reduce the armor level from 25 to 15 seems to give a decent hull destruction without the super sub effect.
Going with pure zero armor level does odd thing in the game, reason I ask.
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1.When do pumps start working(pump icons showing) Automatically or only when DC team at work on that particular compartment?
2.If a compartment is manned is existing crew still working on damage or is it strictly repaired by DC team?
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In the Basic.cfg file, the Intervals control the number of men you need to start the repairs, then the next number is the minimum to operate the room such as engines. The men in a station will do self repairs on their own, plus the DC team will add to the repairs.
Only the rest quarters will not use self repair of crew in the station. Only the DC team can repair the rest quarters.[/quote]