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Old 06-07-06, 03:47 PM   #1
nvdrifter
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Default 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


Last edited by nvdrifter; 06-07-06 at 04:09 PM.
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Old 06-07-06, 04:11 PM   #2
andy_311
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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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Old 06-07-06, 04:14 PM   #3
U-Bones
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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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Old 06-07-06, 04:33 PM   #4
Egan
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Quote:
Originally Posted by U-Bones
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.
Yep. It certainly sounds like a great leap forward. Great work there NVdrifter (and CB,) Its always cool when something that has stumped everyone else for months suddely comes together through the use of some fresh eyes and thinking.

Looking forward to seeing how this one develops.
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Old 06-07-06, 05:19 PM   #5
VonHelsching
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Quote:
Originally Posted by nvdrifter
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

Way to go, man!
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Old 06-08-06, 07:22 AM   #6
The Noob
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Quote:
Originally Posted by U-Bones
I must say, this IS great news - the instant repairs were one of the biggest initial dissapointments of the game.
Yes, i was very dissapointed when i first noticed it. My Diesels got damadged and it was like WTF?!? Repair Time 2 Minuits. My first thought was "Fu*k!" as i noticed that 5 Minuits seemed to be the maximum. 5 Minits or Destroyed. FINALLY over one year after that game hit the Shelves it's Fixed.

Quote:
Originally Posted by Egan
Great work there NVdrifter (and CB,) Its always cool when something that has stumped everyone else for months suddely comes together through the use of some fresh eyes and thinking.

Looking forward to seeing how this one develops.
100% Agreed.
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Old 06-08-06, 07:56 AM   #7
CptGrayWolf
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Geeezzz, is there anything this game doesn't need modding/fixing!?
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Old 06-08-06, 08:02 AM   #8
The Noob
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Nope. But no problem cuz we have the best modders of the world Here.
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Old 06-08-06, 08:37 AM   #9
nvdrifter
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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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Old 06-08-06, 09:59 AM   #10
U-Bones
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Quote:
Originally Posted by nvdrifter
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.
Will also wreck havoc with any sensor that uses crew efficiency...

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...
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Old 06-08-06, 10:15 AM   #11
Myxale
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I so look foward this, keep workin' your mojo's Guys!
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Old 06-08-06, 03:37 PM   #12
HEMISENT
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Quote:
Originally Posted by U-Bones
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 second that opinion. Perhaps there is hope on finally coming up with a workaround for the ridiculous repair times.
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Old 06-08-06, 05:05 PM   #13
kiwi_2005
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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...
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Old 06-08-06, 05:13 PM   #14
gouldjg
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Quote:
Originally Posted by HEMISENT
I second that opinion. Perhaps there is hope on finally coming up with a workaround for the ridiculous repair times.
I also think that I would sack fatigue models for a better repair.

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.
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Old 06-08-06, 05:42 PM   #15
CB..
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hi G' 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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