Cheers drifter

--sorry to admit i can't really help with the testing--i'm in the middle of something else and it'll confuse the heck out of me if try to test other things at the same time--it wouldn't give fair results anyway the one mod would conflict with the other all the time making it hard to say anything for sure--my apologies for this--
i reckon the idea of adding 10 to all the entrys seems a good place to try to figure out exactly the best and easiest way to control it all--if every thing stays the same repair wise-- then you can learn something from that
if the repair times do go up then all you need do is keep adding to all the entrys untill you get the times required
i think it may be a good idea to increase all the entrys in some way as this should (in theory) help maintain some sort of balance--
or perhaps
just the
Interval2_0=19.6
Interval3_0=29.7
???
meaning that the
Interval1_0=9.6
is stock if as observer says this interval1 entry controls how much crew is needed to hold the green bar at one third-then one third is usally enough for the compartment to operate normaly--lessing the need for an ubered qual effect fro that compartment but making it extremely hard if not impossible to get the effeciency bar any higher than that-
i dunno i get the feeling there something else going on with this other just it being a matter of how far the green effeciency bar goes across at certain crew settings-numbers quals etc--
you only altered
Interval3_0=329.7
in your first run at it ---so the compartment should have operated at normal effeciency just that it was impossible without modding the quals to get the bar full--
mind you Observer did mention something about the game taking an average of the interval1 and interval2 figures as a measure of effeciency for the compartment--
now if that is so (and ive no reason to suppose it isnt)
then why have the three interval settings to start of with?
all you would need is interval1 and interval3
the game then averages out the rest of the effeciency as being some where between these two figures--
so there's summat else going on as well--
and that summat else is what you have discovered--
really it should make no difference at all
to repair times ---if the green effeciency bar is full then the repair should take exactly the same time no mattter what interval qual levels you use--
the bar is full max effeciency-- max effeciency is max effeciency etc
as this isnt the case?
summat else is going on---the repair times are not concretely tied to the effeciency rating
perhaps thats what observer meant ...i dunno lol..
if the repair times are related to the difference between the interval1 and interval3 entrys
then in this case
NumberOfCrew0=15
Interval1_0=17.1
Interval2_0=19.6
Interval3_0=29.7
the maximum time for any repair would be
12.6 seconds
29.7 minus 17.1 =12.6 seconds
shot in the dark here of course--
but here goes
the maximum time for any repair in that compartment is
interval3
minus
interval1
so you could reduce interval1 and increase interval3
lessing the need for such a huge qual effect---
im going for a lie down now lol