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Old 12-19-06, 05:47 AM   #1
Prientje
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no other mods but im running Sh3 Commander




Quote:
Originally Posted by nvdrifter
I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
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Old 12-19-06, 06:16 AM   #2
Martin1813
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it looks very interesting
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Old 12-19-06, 07:19 AM   #3
nvdrifter
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Quote:
Originally Posted by Prientje
no other mods but im running Sh3 Commander




Quote:
Originally Posted by nvdrifter
I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
Prientje, your en_menu.txt file might be getting changed when running SH3 Commander. Open your en_menu.txt file and look for this section:

590=Meediiiiiic!!!
591=Men down on the deck!
;592=We have flooding, sir!
593=We have heavy flooding, sir!
594=We have critical flooding, sir!
595=Hull damaged, sir!
;596=We may have been detected, sir!
597=Torpedo Impact!
598=Enemy is pinging us, sir!
599=Enemy ship engaging us, sir!
600=Enemy aircraft engaging us, sir!
;601=We may have been detected, sir!
602=We're under attack, sir!
603=Depth charges in the water, sir!
604=We're taking damage, sir!
605=Enemy ship on collision course, sir!
606=Enemy ship is ramming us, sir!
607=Destroyer in attack run!

Lines 592, 596, and 601 must have the ';' in front of the number. If not, just add the ';' before the numbers 592, 596, and 601. That will fix it for sure.

Last edited by nvdrifter; 12-19-06 at 07:30 AM.
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Old 12-19-06, 07:49 AM   #4
JScones
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Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Prientje
no other mods but im running Sh3 Commander




Quote:
Originally Posted by nvdrifter
I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
Prientje, your en_menu.txt file might be getting changed when running SH3 Commander.
No, not SH3Cmdr I'm afraid (I'm getting a sense of de ja vu here - didn't we have this same conversation with your original release? :hmm: )

SH3Cmdr doesn't change these entries.

Perhaps a rollback problem? Prientje, did you rollback SH3Cmdr prior to installing GWX?
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Old 12-19-06, 08:18 AM   #5
nvdrifter
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Quote:
Originally Posted by JScones
Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Prientje
no other mods but im running Sh3 Commander




Quote:
Originally Posted by nvdrifter
I don't know what to tell you (it does work). Are you running SH3 Commander? Also, are you using any other mods?
Prientje, your en_menu.txt file might be getting changed when running SH3 Commander.
No, not SH3Cmdr I'm afraid (I'm getting a sense of de ja vu here - didn't we have this same conversation with your original release? :hmm: )

SH3Cmdr doesn't change these entries.

Perhaps a rollback problem? Prientje, did you rollback SH3Cmdr prior to installing GWX?
Notice I said 'might', because I wasn't sure if the problem was related to using SH3 Commander. Touchy touchy.
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Old 12-19-06, 08:27 AM   #6
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, 08:21 AM   #7
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, 09:02 AM   #8
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   #9
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, 10:59 AM   #10
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, 10:47 AM   #11
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   #12
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, 06:24 PM   #13
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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