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Old 12-19-06, 08:21 AM   #16
Notewire
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nvdrifter,

First, let me say I am a big fan of LRT.

I was trying to figure out my crew efficiency and fatigue ratings, and as I recall this mod has some effect on those - at least, there are no green bars anymore.

I tested the mod with the Type II, and you can load torpedos just fine (a problem I had with an earlier release.)

Does LRT still allow for more or less crew efficiency in compartments, ie, will my rested sonar crew still pick up more than my fatigued sonar crew? Or did you have to reduce the compartment efficiencies in order to get the (excellent) repair times to work properly?

If you have a moment, could you explain the mods affect on crew and compartment efficiency?

Thanks,
Notewire.
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Old 12-19-06, 08:27 AM   #17
JScones
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Quote:
Originally Posted by nvdrifter
Notice I said 'might', because I wasn't sure if the problem was related to using SH3 Commander. Touchy touchy.
Yep, I did notice. That's why I chipped in to clarify for you and remove all doubt.
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Old 12-19-06, 09:02 AM   #18
nvdrifter
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Quote:
Originally Posted by Notewire
nvdrifter,

First, let me say I am a big fan of LRT.

I was trying to figure out my crew efficiency and fatigue ratings, and as I recall this mod has some effect on those - at least, there are no green bars anymore.

I tested the mod with the Type II, and you can load torpedos just fine (a problem I had with an earlier release.)

Does LRT still allow for more or less crew efficiency in compartments, ie, will my rested sonar crew still pick up more than my fatigued sonar crew? Or did you have to reduce the compartment efficiencies in order to get the (excellent) repair times to work properly?

If you have a moment, could you explain the mods affect on crew and compartment efficiency?

Thanks,
Notewire.
All crew efficiency settings had to be set to false because the compartment efficiencies were greatly reduced to get the much longer repair times (it was the only way, sorry). But I did notice that a fatigued crew does seem to repair slower than a rested crew (maybe my imagination?). Here is a list of the crew sensor efficiencies that were set to false:

Visual uses crew efficiency=false
Radar uses crew efficiency=false
Hydrophone uses crew efficiency=false
Sonar uses crew efficiency=false
Radar Warning uses crew efficiency=false
Radio DF uses crew efficiency=false

As far as fatigue efficiency, I think that is different than compartment efficiency. But honestly, I really don't know how the different efficiencies (morale, fatigue, experience, etc.) are interconnected. All I do know is that compartment efficiencies had to be changed in order to get the longer repair times. I hope this at least answers some of your questions.
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Old 12-19-06, 10:47 AM   #19
Rubini
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Hi mates,
Hi Nvdrifter,

The LRT mod will disable some new features on GWX...BUT I also prefer the LRT mod than some others features on these big mods (GWX or NYGM). In truth I yet don't play GWX a lot to really have a good personal opinion about...then I will return to this thread soon with my impressions and perhaps with some "help" to LRT mod to make it yet better to GWX, perhaps without disable some of its new features!

@Nvdrifter,
I guess that you have my email (or PM at least lol). If you want any info in GWX structure or other info just contact me.

Cheers,

Rubini.
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Old 12-19-06, 10:47 AM   #20
AndyW
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Hi,

I am very interested in using your mod. The stock damage repair system is a joke.

First, forgive me my ignorance, but I didn’t participate in this forum lately: Is your LRT 1.3 mod compatible with JonZ’s Improved UBoat (IUB) 1.3? I can’t run GWX / NYGM 2.2 (low hardware), so I need to get the best out of it by using single mods instead of compilations.

Second, does your mod make changes to the hull integrity in the DATA/Submarine/'subname'/'subname.zon like Jungman’s “Die Hard” mod (see http://www.subsim.com/radioroom/showthread.php?t=85453) does?

Thanks & Cheers,

AndyW
currently in port [SH3 + IUB 1.03 @ 79% realism]
8th career, 37 active sailings, 834 days at sea, 502,208 tons sunk
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Old 12-19-06, 10:56 AM   #21
nvdrifter
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Quote:
Originally Posted by AndyW
Hi,

I am very interested in using your mod. The stock damage repair system is a joke.

First, forgive me my ignorance, but I didn’t participate in this forum lately: Is your LRT 1.3 mod compatible with JonZ’s Improved UBoat (IUB) 1.3? I can’t run GWX / NYGM 2.2 (low hardware), so I need to get the best out of it by using single mods instead of compilations.

Second, does your mod make changes to the hull integrity in the DATA/Submarine/'subname'/'subname.zon like Jungman’s “Die Hard” mod (see http://www.subsim.com/radioroom/showthread.php?t=85453) does?

Thanks & Cheers,

AndyW
currently in port [SH3 + IUB 1.03 @ 79% realism]
8th career, 37 active sailings, 834 days at sea, 502,208 tons sunk
AndyW, thanks for the interest in my LRT mod. I never did release or test a version of LRT that was designed to work with IUB. Also, the submarine .zon files were changed in current and previous versions of LRT. The changes made in the .zon files were hull crush speeds and hull hitpoints. Your best bet would be to copy and paste certain sections of the basic.cfg and zones.cfg files that I changed into the current basic.cfg and zones.cfg files you are using. Unfortunately, I don't have the time right now to make a detailed list of the file changes I made.
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Old 12-19-06, 10:59 AM   #22
nvdrifter
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Quote:
Originally Posted by Rubini
Hi mates,
Hi Nvdrifter,

The LRT mod will disable some new features on GWX...BUT I also prefer the LRT mod than some others features on these big mods (GWX or NYGM). In truth I yet don't play GWX a lot to really have a good personal opinion about...then I will return to this thread soon with my impressions and perhaps with some "help" to LRT mod to make it yet better to GWX, perhaps without disable some of its new features!

@Nvdrifter,
I guess that you have my email (or PM at least lol). If you want any info in GWX structure or other info just contact me.

Cheers,

Rubini.
Rubini, as always... thanks for the positive comments. I wish there was a way to smoothly integrate LRT into GWX. Anways, I am looking forward to your comments or suggestions.
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Old 12-19-06, 11:14 AM   #23
Rubini
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Nvdrifter,
I post on your other thread that I will go in a family trip for the next 25 days. So, I will only mess with this after my return.
I also intend to work on an optional AI sensors mod that will include LRT for GWX.
Anyway If I have any free time before, I will start the work immediately. And please contact me if you need any help for now.
See you soon mate!

Rubini.
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Old 12-19-06, 11:17 AM   #24
nvdrifter
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Quote:
Originally Posted by Rubini
Nvdrifter,
I post on your other thread that I will go in a family trip for the next 25 days. So, I will only mess with this after my return.
I also intend to work on an optional AI sensors mod that will include LRT for GWX.
Anyway If I have any free time before, I will start the work immediately. And please contact me if you need any help for now.
See you soon mate!

Rubini.
Rubini,

Of course, feel free to mess around with and tweak any LRT files. I look forward to seeing your results.
I hope you and your family have a nice trip. And Merry Christmas.
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Old 12-19-06, 11:42 AM   #25
sergbuto
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Quote:
Originally Posted by Pants
This does not mean long range gunnery for aircraft, what it actually means is it affects the actual guns EG:- 20mm opens fire sooner at a longer range than the .50 cal and again for the rockets. The LRG mod is not all about long range gunnery, you have ALL the offical ranges for the guns, so the 16" has a longer range than a 14" and so on all the way down to the .50 cal
Yes, I understand the essense of the LRG mod (at least I think I do without looking at the files) and the concept of "freeing" ranges of the guns up to their characteristic ones. However, the particular Lanzfeld's question was about aircrafts and the prior comment (I think by danlisa) was that LRT would break something for aircrafts.

Now if we have one of the two aircraft guns you mentioned (btw, not the best example because technically some 0.5 cal guns had larger maximum range than 20 mm ones) is free to fire/starts firing at range of around 4000(!) m and the other gun starts to fire at 100 m closer to the U-boat how it would be important for the performance of the aircraft and its efficiency in attacking U-boats and how this case would be related to realism of aircraft attacks on U-boats? It is certainly up to you guys but I would definitely like to have a mod in my installation which would "break" the AIRCRAFT gunnery so that planes start to fire only at a few hundrid meters to the target. But where to find one?
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Old 12-19-06, 12:41 PM   #26
Rubini
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Hi Sergei,

I and Ref made and test the adaptation of your Air mod to GWX.
Our main problem was exactly this: How to adjust only the planes guns without brake the LRG mod. IIRC Ref put a not convencional approach to solve this, messing a bit with the planes guns angles. The result is quite good, but not perfect. I tried your original mod on an stock installation and i can say that in GWX the behaviour is slight different but yet very good. I guess that we don't have better solution for this until now.

Probably you will want to adjust them for your like as I did in my GWX installation!

Ref can reply you better than I in this matter. Let's wait his reply!

And nice to "see" you again mate!
PS: I couldn't try your tree and land mod yet. Any chance to make the land also be render at the same distance than the objects on SH3/GWX?

Rubini.
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Old 12-19-06, 01:47 PM   #27
mikaelanderlund
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Hi,

What's the different between Drifter's realism Mod v1.03 and Longer repair times v 1.03? Both are included in your LRT mod:hmm: .

Mikael
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Old 12-19-06, 01:54 PM   #28
sergbuto
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Quote:
Originally Posted by Rubini
IIRC Ref put a not convencional approach to solve this, messing a bit with the planes guns angles.
Nowdays, this is conventional method. That is what I did in my Air-attacks mod. The main aim was that aircrafts would be able to strafe and to use significant number of rounds upon any kind of approach onto U-boat but at the same time would not fire from the large distance. Another requirement was that the guns should fire simultaneously, as it was in RL. It is not easy to find optimum settings which can be aircraft-type dependent. Requires testing in different situations.

Quote:
Originally Posted by Rubini
PS: I couldn't try your tree and land mod yet. Any chance to make the land also be render at the same distance than the objects on SH3/GWX?
Yes, I think it can be done the same way for land versus other objects. But that requires testing and I did not have time to do that.
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Old 12-19-06, 06:24 PM   #29
Notewire
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Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Notewire
nvdrifter,

First, let me say I am a big fan of LRT.

I was trying to figure out my crew efficiency and fatigue ratings, and as I recall this mod has some effect on those - at least, there are no green bars anymore.

I tested the mod with the Type II, and you can load torpedos just fine (a problem I had with an earlier release.)

Does LRT still allow for more or less crew efficiency in compartments, ie, will my rested sonar crew still pick up more than my fatigued sonar crew? Or did you have to reduce the compartment efficiencies in order to get the (excellent) repair times to work properly?

If you have a moment, could you explain the mods affect on crew and compartment efficiency?

Thanks,
Notewire.
All crew efficiency settings had to be set to false because the compartment efficiencies were greatly reduced to get the much longer repair times (it was the only way, sorry). But I did notice that a fatigued crew does seem to repair slower than a rested crew (maybe my imagination?). Here is a list of the crew sensor efficiencies that were set to false:

Visual uses crew efficiency=false
Radar uses crew efficiency=false
Hydrophone uses crew efficiency=false
Sonar uses crew efficiency=false
Radar Warning uses crew efficiency=false
Radio DF uses crew efficiency=false

As far as fatigue efficiency, I think that is different than compartment efficiency. But honestly, I really don't know how the different efficiencies (morale, fatigue, experience, etc.) are interconnected. All I do know is that compartment efficiencies had to be changed in order to get the longer repair times. I hope this at least answers some of your questions.
Thanks for the rapid and thorough response. I am a huge fan of your Mod. None of that seems to be too detrimental to the game, actually, and like you, I am not all that sure how the different compartment efficiencies affect crew efficiency. I guess the above then, does affect the AI in some way? Is that why the LRG won't work properly? Anyway , I am going to stop bugging you worthy modders and go try a spin in the North Atlantic, thanks for all you do!

Tchuss,
Notewire
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Old 12-19-06, 08:35 PM   #30
nvdrifter
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Quote:
Originally Posted by mikaelanderlund
Hi,

What's the different between Drifter's realism Mod v1.03 and Longer repair times v 1.03? Both are included in your LRT mod:hmm: .

Mikael
All files in both folders are the same. I was renaming it from the old name to the new one, and somehow I forgot to delete the folder with the older name before uploading to Filefront. You can use either folder (you only need to use one- not both), because they are both the new GWX version. Yesterday I uploaded the files with the correct name on the folder. Sorry about that.
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