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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 | ||
GWX Project Director
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:hmm: Maybe a holy hand grenade of Antioch is in order :rotfl: :rotfl: :rotfl: .... Thou shalt count to three and only three... |
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#77 |
Stowaway
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I want to do more play testing with NYGM Longer Repair Time version. I've been trying to fine-tune and balance out the Grey Wolves version, but need to start focusing more on the NYGM version. I have tried to make both versions as close as possible, but the NYGM version uses limited damage control team, so it's a little bit harder to balance it all out.
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#78 | |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
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![]() It's a delicate balance. |
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#79 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Hi guys,
I'm still alive!!! ![]() This mod from nvdrifter just brings me back to the modding work! It's awesome. And with his last settings for GW the gameplay is unbelievable. It's a new game. Before it my game ends when my uboat suffered some moderate/heavy attack. Now the games goes on and you have an intense new hours of challenging game play. Many tahnks nvdrifter! I'm playing continually the U505 single mission for tests and it's really, really great! Rubini. |
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#80 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
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Amazing how suffering brings Kaleun's together!
![]() Cool to have ya back Rubini! |
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#81 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
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Let me get this straight. I have to choose between keeping the anti-humming bird effect or not adopting the new damage control mod....right?
Well if that is the case...Since I seldom try to remain stationary anyway and all the reports seem to indicate the game play is very much enhanced by the No Damage Control...I guess it is good bye to the anti-hummingbird effect. Is there really no way possible to reconcile both? Please try at least. There is absolutely nothing to lose by cooperating a little and much to lose if you don't. |
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#82 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
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well one work round would be to assume that all stop now actually means "station keeping"----and alter your data/submarine/sub cfgs
to [EngineProperties] AllStop=0.10 AheadSlow=0.40 AheadOneThird=0.57 AheadStandard=0.80 AheadFull=0.94 AheadFlank=1.00 BackSlow=-0.26 BackStandard=-0.40 BackFull=-0.53 BackEmergency=-0.66 for the engine throttle settings.. this means that in effect all stop is now the minimum forward speed for maintaining depth-- course this means you'll have to be carefull where you park the boat when surfaced -and at mission start in port etc-- but im sure travelling at one knot when at rest isn't going to blow any-ones minds-- downside is you will be able to travel along very slowly with no battery fuel drain--(i think???) downside/upside is that all stop whilst under attack doesn't mean your not producing any prop noise--- but i sure that summat more "technically accurate" will come along once the NYGM folks get their minds on it-- or with some ingenous mind boggling the boat might be set up to have a constant level of minor flooding--which will start to sink the boat after a while---AOTD style--tho that might involve some other compromises some-where else--but now we have the ball rolling in this area--i'm sure there's more to come--
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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 Last edited by CB..; 06-11-06 at 11:01 AM. |
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#83 |
Stowaway
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After using the Longer U-boat Repair Times mod, you will have a hard enough time maintaining the same depth after flooding starts. :rotfl:
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#84 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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1. Only change Interval_3 in basic.cfg to reduce crew efficiency and make repairs take longer. 2. Only Mod flooding times in zones.cfg to 200-300 to let you live long enough after leaks start to actually do repairs. My reasoning is that all the other stuff is reasonably balanced - or has been looked at in terms of balance at least. Of course, some have never really been balanced because they have been obscured in quick death. I started out with Floodingtime=304 and Interval_3 = crew slots * 10 (instead of +10 as CB suggested, bu the small start I agreed with). Repairs typically about 3-10 minutes. This played real well and was noticably different. I then tried interval_3 at slots*12, then slots*20. Gradual increases, both liked, BUT you start noticing things that perhaps arent balanced because they have never been exposed. I started adding compartment HP into the mix. Once you get those thin spots patched, you start noticing components that are easily and constantly destroyed... the list goes on and you get deeper and deeper. I have come to the conclusion that the NYGM Damage Control compartment limitation is the worst enemy of this mod. DC does nothing submerged and limiting the repairs to the compartment crew often means unescapable doom. The captain should be able to prioritize efforts to the most critical needs, the main pump for instance when you have flooding. Another thing I noted - after a certain point in NYGM2, more damage, even if is is recoverable in itself, is a death sentence because you are still trying to get away from the folks that damaged you in the first place and every handicap in that endeavor is potientally fatal. So configuring for repairs that last many hours is often an exercise in futility and perhaps not desirable - chances are you won't live that long if you can't keep the noise down for whatever reason. I like (even love) the big tent approach of GW, but I like mechanics too. The Damage and Sensor improvements are primary requirements in my book and I wish they were core base mods that everyone could build on, instead of being wrapped in so many maddeningly arbitrary choices... But they aren't so I have concentrated my damage testing on NYGM2 for now. It is my belief that given back the DC crew, much simpler repair settings would provide a -really- good playing experience in NYGM2 Anyway, just wanted to share my approach and thoughts. Here are some random observations on settings and compartments in my config that may be helpful below... [COMPARTMENT] NumberOfCrew0=15; (15 enlisted) no idea - perhaps 16 in *BQ and 21SQ? ; - change to 16 had no apparent effect on game Interval1_0=0 Interval2_0=1 Interval3_0=15;easy max for discovery purpose NumberOfCrew1=6; (6 enlisted) 7STorp Interval1_1=1.6;two capable people required Interval2_1=1;unknown factor - use 1 or 10 Interval3_1=120;slots*20 - NumberOfCrew2=9; no compartment of any sub has 9 enlisted slots. Interval1_2=1 Interval2_2=5; testing 2 above and below 1&3 values shows no fractional relation to efficiency bar. Interval3_2=2; on other compartments of course ;p NumberOfCrew3=12; 9SQ 21BT 21DC - nothing in II or VII uses 12 Interval1_3=1.6;two bodies in bow torp Interval2_3=10 Interval3_3=240 NumberOfCrew4=8 ; 279EE 279DE 7SQ 2DC 9ST Interval1_4=1.1;two slugs minimum Interval2_4=1; this has no bearing on the 2/3 level Interval3_4=160 NumberOfCrew5=10; 79DC 2BT 21EE 21DE Interval1_5=1.1;two slugs Interval2_5=.1 ; no bearing on officer multiplier - guess again... Interval3_5=200 NumberOfCrew6=7; not used in any compartment in any sub? Interval1_6=0 Interval2_6=1 Interval3_6=2 ; these number have no discerned effect NumberOfCrew7=5; not used in any compartment in any sub? Interval1_7=0 Interval2_7=1 Interval3_7=2 NumberOfCrew8=3; *DG *Cmd *Flak ; dg adds tower officer, cmd adds the 3 officers. Interval1_8=1.2;three exausted is ok Interval2_8=1 Interval3_8=60 NumberOfCrew9=4; *Twr *Flak Interval1_9=.5;one tired is ok but risky ![]() Interval2_9=10 Interval3_9=80 NumberOfCrew10=14; 7&9BT 2BQ Interval1_10=1.6;two capable Interval2_10=10 Interval3_10=280 NumberOfCrew11=2; *Sonar *Flak Interval1_11=0.8;these guys need rest Interval2_11=1 Interval3_11=40 NumberOfCrew12=1; *Flak -definately 1 slot flack - not two or three Interval1_12=0.4 Interval2_12=0 Interval3_12=20 ;not sure why this needs to be sweated - either destroyed or quick fix. |
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#85 |
Stowaway
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Longer U-boat Repair Times v1.01b is ready for download.
![]() Changes in v1.01b: -Slightly increased chance of compartment crew injuries and death. Crew injuries and death will be more common now when taking heavy damage. -reduced all compartment hit points. Compartments were absorbing too much damage. -reduced front and rear dive planes hit points and armor ratings. Rarely suffered any damage. -reduced port and starboard rudder armor ratings. Rarely suffered any damage. ***I also added a version that allows the damage control team access to all compartments for NYGM 2.0 mod users.*** You can download it here: http://rapidshare.de/files/22838593/...1.01b.zip.html Last edited by nvdrifter; 06-11-06 at 11:45 PM. |
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#86 |
Stowaway
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Thanks for the feedback, U-Bones. It's always appreciated.
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#87 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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![]() But THANK YOU for the Damage Control fix... and I might say you are goin exactly in the directions I am hp wise (crew aside - which I am ignoring). Thanks for the update !!!!! ![]() ![]() ![]() ![]() ![]() |
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#88 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
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http://home.arcor.de/gizzmoe/files/L...mes_v1.01b.zip |
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#89 |
GWX Project Director
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Nvdrifter, you have PM
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#90 | |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
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