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Old 10-15-07, 09:32 AM   #1
stabiz
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Join Date: Jun 2006
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Thanks, AVG! If I can go back to TMaru with closer to stock damage system it solves all my problems. (I really like the rest of TMaru)
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Old 10-15-07, 08:13 PM   #2
panthercules
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Well, the best I have been able to get the batteries, despite a lot of additional attempts, is still between 27 and 30 hours (from 100% to 10%) at 2 knots. That's still about 15 hours too short, but I haven't been able to find anything to tweak using either minitweaker or S3D that makes any real difference. Even tried playing around with the submerged drag, hoping the boat might go farther with the same propulsion if the drag was reduced, but no such luck

I did notice that if you drop to 1 knot you can stretch your batteries out to at least 43+ hours (oxygen hit 10% at that point, with batteries still at about 25%) - but of course you'll only go half as far in that time, which could be material if you're trying to extricate yourself from certain enemy waters before you surface.

I've about run out of ideas (and time) again, so I'm gonna have to shelve this effort and get back to it later unless (hopefully) somebody beats me to a fix.

One last possibility I may look into if I can find any old posts about it - I noticed that my green bar wasn't quite 100% in the engine room (it was close though, maybe 90%, so I'm not sure how much improvement could be expected) - I'm wondering if maybe there's some way to give the engine room crew a quality/experience/efficiency/morale or other such boost to improve submerged range like you can improve deck gun loading time? Anybody tried that already?
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Old 10-15-07, 08:21 PM   #3
leovampire
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Default I have a feeling this is one of those carry over problems in the save file

Quote:
Originally Posted by panthercules
Well, the best I have been able to get the batteries, despite a lot of additional attempts, is still between 27 and 30 hours (from 100% to 10%) at 2 knots. That's still about 15 hours too short, but I haven't been able to find anything to tweak using either minitweaker or S3D that makes any real difference. Even tried playing around with the submerged drag, hoping the boat might go farther with the same propulsion if the drag was reduced, but no such luck

I did notice that if you drop to 1 knot you can stretch your batteries out to at least 43+ hours (oxygen hit 10% at that point, with batteries still at about 25%) - but of course you'll only go half as far in that time, which could be material if you're trying to extricate yourself from certain enemy waters before you surface.

I've about run out of ideas (and time) again, so I'm gonna have to shelve this effort and get back to it later unless (hopefully) somebody beats me to a fix.

One last possibility I may look into if I can find any old posts about it - I noticed that my green bar wasn't quite 100% in the engine room (it was close though, maybe 90%, so I'm not sure how much improvement could be expected) - I'm wondering if maybe there's some way to give the engine room crew a quality/experience/efficiency/morale or other such boost to improve submerged range like you can improve deck gun loading time? Anybody tried that already?
I think the problems you are experiencing is the same as the [REL] NSM3.3 compatible torpedo harcore mod.

Some things are getting carried over in the save file's from the start of the save file and refuse to show up as a change without a full delete of the save file then add the changes to the game then start the game up and let it build a new save file and WALA every thing works the way you set it for.

Something changed the way the game read's things with the 1.3 patch and when and how it comes into effect.
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Old 10-15-07, 08:46 PM   #4
panthercules
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Quote:
Originally Posted by leovampire
I think the problems you are experiencing is the same as the [REL] NSM3.3 compatible torpedo harcore mod.

Some things are getting carried over in the save file's from the start of the save file and refuse to show up as a change without a full delete of the save file then add the changes to the game then start the game up and let it build a new save file and WALA every thing works the way you set it for.

Something changed the way the game read's things with the 1.3 patch and when and how it comes into effect.
Hmmm - interesting idea - will check that out. I made a completely fresh start (deleted old SH4 folder in my docs) for ROW, but not for this latest testing (I just started a new career each time I tested the batteries this time). Guess I'll try wiping the SH4 folder and see if that helps.

Thanks for the suggestion

[edit] BTW - to avoid hijacking this thread any further, I've copied the above reply on into my batteries-specific thread mentioned in one of the posts above and will update that as/if anything develops (see here: http://www.subsim.com/radioroom/showthread.php?t=121824 )
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Last edited by panthercules; 10-15-07 at 09:40 PM.
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