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Old 11-16-21, 08:27 PM   #6
KaleunMarco
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Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
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Quote:
Originally Posted by Bubblehead1980 View Post
How does one increase repair times for player sub? Things just get repaired way too fast. I've increased flooding times for compartments in subs, so it will balance out.
i went digging in my notes and came up with this. this is part of a document that i created from posts and personal experience...quite a while ago. but it is still an excellent reference if i do say so.
so, combine this with PB's description table and your own personal goals and you should be where you want to be.

Damage
If you want to reduce damage to a compartment, you will need to adjust the Min and Max, the Efficiency Reduction, and the Repair time for each Damage Description. Yes, the task will be fatiguing. I attempted to do this for a whole boat once by eliminating DamageDescriptions 4 through 10. I kept getting CTD's after the first mission and gave up. But I was encountering a lot of CTD's and so it is difficult to say what the root cause was.

I must also point out that another critical part is the Pressure Hull for each Compartment. Those entries appear later in the Boat.upcge file as EquipmentSlots. However, they do not have DamageDescriptions there BUT they do once you create the Uboat in the game and inspect the ActiveUserSaveFile.UPC, which is the file that a Kaleun has to live with.
I do not know how the DamageDescriptions are generated.

So….that is most of what I know about damage. Anything additional has been lost to the ages.

Repair
This is what I know about repair.
The skills listed with each crewman, NCO, and officer determine their value to not only operate the boat but also to repair the parts that are damaged. If a player uses the Special Abilities feature and some of his crew have Special Abilities awarded to them, then during a mission, those crewman will the appropriate skills enhanced to a higher value than he has. For example, if I am in the Deck Watch crew with a Watch Skill = 80 and I am awarded the Special Ability associated with Watchmen, my Watch Skill during a mission will be much, much higher than 80. That multiplicative value is only applied during the mission.

For repair purposes the only skills that really matter are Leadership, Mechanical, and Electrical. Crew with high leadership skill in Leader billets will inspire their crews to work better. Crew with higher skill values in Mechanical and Electrical will repair damage faster.

There are two Special Abilities that really, really make a positive difference in repair. They are Master Engineer and Ability-Active-Quick-Repair or Repairman. Those two designations will greatly enhance their ability to fix things, as long as they are not destroyed. Contrary to documentation, they cannot fix things that are destroyed. I have never seen it.
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