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#1 | |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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Nuke 'em till they glow! |
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#2 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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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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#3 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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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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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#4 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
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hi G'
![]() 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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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. W.B.Yeats |
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#5 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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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 ![]() ;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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#6 |
Stowaway
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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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#7 | |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
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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. W.B.Yeats |
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#8 |
XO
![]() Join Date: Mar 2005
Posts: 434
Downloads: 25
Uploads: 0
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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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#9 | |
Stowaway
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http://www.subsim.com/radioroom/showthread.php?t=94238 |
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