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Old 01-31-08, 09:38 AM   #1
Rubini
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Quote:
Originally Posted by pino69
To Badger Finn,

I saw that LRT impacts the crew management (efficiency bars in compartiment rooms are gone, fatigue management is no longer stopped by TC > 64, no more "not enough crew" in a compartiment when everybody is over-tired...).
Do you know what is the impact of tired crew on the sub drive now ? Does it means that a tired crew in a compartiment drops its efficiency ? If yes, in which way this drop is manned by the game ? Or does it means I don't have to worry about crew fatigue but for repairefficiency ?

thanx 4 the reply.
Hi pino69

About LRT mod...IIRC the unique side effect yet present on LRT mod is the efficiency bars, all the others that you wrote above are soved in the mod.

Note that LRT mod really makes your Medic an important guy and also is absolutelly crucial to have very good skilled crew (to make the repair a bit fast on the now more frequent Das boot moments where sometimes just one more minute is the difference between survive or death). Also the number of guys in your crew now is very much important due the same situation above...and apart these very good new strategic levels of the crew management, LRT mod also have a lot of others big or small additions that opens a lot of new possibilities for SH3.

In this scenario I can leave without the efficiency bars without doubt.

And good lock with your new mod Phillip. If you achieve it this will be a very big new for SH3 players!
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Old 01-31-08, 04:44 PM   #2
Badger Finn
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by pino69
To Badger Finn,

I saw that LRT impacts the crew management (efficiency bars in compartiment rooms are gone, fatigue management is no longer stopped by TC > 64, no more "not enough crew" in a compartiment when everybody is over-tired...).
Do you know what is the impact of tired crew on the sub drive now ? Does it means that a tired crew in a compartiment drops its efficiency ? If yes, in which way this drop is manned by the game ? Or does it means I don't have to worry about crew fatigue but for repairefficiency ?

thanx 4 the reply.
Hi pino69

About LRT mod...IIRC the unique side effect yet present on LRT mod is the efficiency bars, all the others that you wrote above are soved in the mod.

Note that LRT mod really makes your Medic an important guy and also is absolutelly crucial to have very good skilled crew (to make the repair a bit fast on the now more frequent Das boot moments where sometimes just one more minute is the difference between survive or death). Also the number of guys in your crew now is very much important due the same situation above...and apart these very good new strategic levels of the crew management, LRT mod also have a lot of others big or small additions that opens a lot of new possibilities for SH3.

In this scenario I can leave without the efficiency bars without doubt.

And good lock with your new mod Phillip. If you achieve it this will be a very big new for SH3 players!
Yep I agree with Rubini 100%



The LITE LRT dosnt give all the easter eggs of the FULL and HARD version

But the LITE works with GWX 2.0 with out JGSM conflicts when loaded.

Personally I dont sail around having gun battles with destroyers, battleships, or harbour defence stuff on the surface so the gunnery thing dosnt bother me or the lack of a Green bar in crew management area.

Yep a medic is a must and crew management really does liven up in those Das Boot moments gettin pounded and then can we fix this in time...Great fun and imersion value IMO

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Old 02-02-08, 07:52 PM   #3
gimpy117
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pics of the rooms???!!
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Old 02-03-08, 01:29 PM   #4
robbierob2005
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Please Phillip. Some pics please
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Old 02-03-08, 01:51 PM   #5
sergbuto
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Quote:
Originally Posted by Badger Finn
Personally I dont sail around having gun battles with destroyers, battleships, or harbour defence stuff on the surface so the gunnery thing dosnt bother me
Yes, you can be sure that a battleship won't be shelling at your single sub (?!) from over the horizon.
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Old 02-03-08, 10:31 PM   #6
Badger Finn
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by Badger Finn
Personally I dont sail around having gun battles with destroyers, battleships, or harbour defence stuff on the surface so the gunnery thing dosnt bother me
Yes, you can be sure that a battleship won't be shelling at your single sub (?!) from over the horizon.
:rotfl: Nup never, and good point!

Yet I do tend to spend more time evading destroyers depth charge attacks than the a battleship over the horizon, catch 22

In a perfect world it would be both options from straight outta the box !
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Old 02-12-08, 05:02 AM   #7
robbierob2005
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Is there any news regarding to the machine and torpedorooms? Any teaserpics?
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Old 02-12-08, 12:04 PM   #8
Philipp_Thomsen
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Look, my thread ressurected from the ashes! :rotfl:

The torp/machine rooms are already done and ready in 3D max, but they're not with me, so I have no pics... Me and tomi_099 were ready to start the development when we discovered that one guy, named flakmonkey, had already put to 3D not only the torp/machine rooms, but the entire submarine. Now we only need to figure out how to put this all together in the game, which is the most complicated task...

But please, don't post anything related to that in this thread, this thread is related to another mod of mine. If you guys want to post something somewhere, post in the tomi's thread, the playable high polygon one. Thanks!
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Old 04-07-13, 12:32 AM   #9
Evan857
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Can anyone reupload?
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