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Old 06-08-06, 03:37 PM   #1
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   #2
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   #3
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   #4
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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Old 06-08-06, 07:39 PM   #5
U-Bones
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Quote:
Originally Posted by CB..
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
Here is one tiny spin off. Because of your observation re the difference between the Intervals 1 and 3, I started hoping both could be had and started mucking around with crew settings a bit. I noted in http://www.subsim.com/radioroom/showthread.php?t=85656
that there was some confusion about FATIGUE_COEF

Here is what I found that differs...

RegularFactor#0 is an ANYTIME fatigue hit for moving crew into the compartment, not just when surfaced.

RegularFactor#1 is not known, but I have an idea on flushing it out.

I am going to play with the settings below for a while. Sooner or later the trigger will occur and I will have a fatigue bomb that will wipe out everyone but Damage Control and Aft Torps. Hopefully I will at least have a clue what caused it If someone else wants to booby trap but exclude different compartments it may lead to a discovery sooner. It could be a damaged compartment modifer or something like that. Knowing it would likely be useful.

;RegularFactor#1 = unknown - waiting...
; ;Twr
RegularFactor11=0.4;R/S
RegularFactor21=0.4;Cmd
RegularFactor31=0.4;Die
RegularFactor41=0.4;Ele
RegularFactor51=0.4;FwT
; ;FwQ
; ;AfQ
RegularFactor81=0.00004;AfT
: ;DG
: ;AA
RegularFactor111=.00004;D/C ; very minor hit
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Old 06-08-06, 08:59 PM   #6
nvdrifter
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Longer Repair Times v1.1 mod now available for download here:

http://www.subsim.com/radioroom/showthread.php?t=94238

Last edited by nvdrifter; 06-29-06 at 09:00 PM.
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Old 06-09-06, 01:23 AM   #7
CB..
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Quote:
Originally Posted by U-Bones
Here is one tiny spin off. Because of your observation re the difference between the Intervals 1 and 3, I started hoping both could be had and started mucking around with crew settings a bit. I noted in http://www.subsim.com/radioroom/showthread.php?t=85656
that there was some confusion about FATIGUE_COEF

Here is what I found that differs...

RegularFactor#0 is an ANYTIME fatigue hit for moving crew into the compartment, not just when surfaced.

RegularFactor#1 is not known, but I have an idea on flushing it out.

I am going to play with the settings below for a while. Sooner or later the trigger will occur and I will have a fatigue bomb that will wipe out everyone but Damage Control and Aft Torps. Hopefully I will at least have a clue what caused it If someone else wants to booby trap but exclude different compartments it may lead to a discovery sooner. It could be a damaged compartment modifer or something like that. Knowing it would likely be useful.

;RegularFactor#1 = unknown - waiting...
; ;Twr
RegularFactor11=0.4;R/S
RegularFactor21=0.4;Cmd
RegularFactor31=0.4;Die
RegularFactor41=0.4;Ele
RegularFactor51=0.4;FwT
; ;FwQ
; ;AfQ
RegularFactor81=0.00004;AfT
: ;DG
: ;AA
RegularFactor111=.00004;D/C ; very minor hit
Cheers U-bones good stuff!!
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the world's tinyiest sh3 supermod-
and other SH3/SH2 stuff

http://www.ebort2.co.uk/


The best lack all conviction, while the worst
Are full of passionate intensity.

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Old 06-25-06, 10:03 AM   #8
Janus
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I just downloaded the mod, and I am really 'wow' about it!
I played the U-505 mission several times to test this beta version and got sunk really quick every time.

Feedback:
As you might already know nvdrifter the flooding times (or more the flood-stopping-times) are too high. I mean high flooding times are okay but it is impossible to stop the flooding before it is too late.
Well I hope it is only a matter of fine tuning to have this issue balanced.
The repair times are really cool, too

Did you change the effectiveness of the escorts/depth charges as well? The DD in the U-505 mission nearly instant-killed me with one run (hedgehogs and depth charges)

Motivation to continue the work on the mod:
I'm looking forward to seeing this mod balanced and full releasable - don't let us down this really has potential
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Old 06-29-06, 08:59 PM   #9
nvdrifter
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Quote:
Originally Posted by Janus
I just downloaded the mod, and I am really 'wow' about it!
I played the U-505 mission several times to test this beta version and got sunk really quick every time.

Feedback:
As you might already know nvdrifter the flooding times (or more the flood-stopping-times) are too high. I mean high flooding times are okay but it is impossible to stop the flooding before it is too late.
Well I hope it is only a matter of fine tuning to have this issue balanced.
The repair times are really cool, too

Did you change the effectiveness of the escorts/depth charges as well? The DD in the U-505 mission nearly instant-killed me with one run (hedgehogs and depth charges)

Motivation to continue the work on the mod:
I'm looking forward to seeing this mod balanced and full releasable - don't let us down this really has potential
Janus, there is a new thread for the LRT mod, and a new, improved version of LRT here:

http://www.subsim.com/radioroom/showthread.php?t=94238
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