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Old 06-16-06, 09:40 AM   #151
Rubini
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Quote:
By UbonesQuote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Rubini
nvdrifter,

You already think about the Type II which have less crew? Could be a problem?:hmm:
I'm testing the last file...

Rubini.


You're right. That could be a big problem. Looks like the original setup works better.

I will also only to try to slightly decrease load times for the aft torpedo room in the submarine files.

As far as having to drag each crew into the damage repair team slot... is this from my mod or something else? I thought I also had that problem when only running GW without this mod. Not sure, though.




Having to drag is simply because the minimum is too easily satisfied... as I already pointed out. If you make the minimum high enough it will completely fill if you click the compartment - but that causes other problems, such as compartments that can not be operated by tired crew - etc. Th happy middle ground will have more of an impact with some fatigue models than with others.

As for the II - is really makes no difference on a per compartment basis, but you have to recognize the compartments change. For instance both the damage crew and bow torpedos use the same 10-person compartment settings. This is one reason you shouldn't treat DC differently as part of your tweaking. SO I think you should not be so hasty in thinking about the II - it is a problem for other reasons.

I have always thought that the II is under staffed - it simply needs more people to operate well as designed in game, unless you turn fatigue off. I have -always- added the 5th officer to the II crew for this reason. Engines and torps need to have fewer slots, but that has not been figured out yet... (I do realize that the game already uses more crew than was historically accurate for the II).

In a II, with heavy damage and LRT, there may be damaged compartments that you have nobody working on - much tougher task of setting priorities.
The big problem is the flood because you have short time to repair a lot of compartments with flood in the same time. I just tweaked my Zones.cfg a bit, then I have more damage but slight less flood, this way my Damage Repair team have more time to do the job. I think that this way the gameplay is even better. You could really survive sometimes.

Rubini.
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Old 06-16-06, 09:56 AM   #152
U-Bones
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Quote:
Originally Posted by Rubini
Quote:
By UbonesQuote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Rubini
nvdrifter,

You already think about the Type II which have less crew? Could be a problem?:hmm:
I'm testing the last file...

Rubini.


You're right. That could be a big problem. Looks like the original setup works better.

I will also only to try to slightly decrease load times for the aft torpedo room in the submarine files.

As far as having to drag each crew into the damage repair team slot... is this from my mod or something else? I thought I also had that problem when only running GW without this mod. Not sure, though.




Having to drag is simply because the minimum is too easily satisfied... as I already pointed out. If you make the minimum high enough it will completely fill if you click the compartment - but that causes other problems, such as compartments that can not be operated by tired crew - etc. Th happy middle ground will have more of an impact with some fatigue models than with others.

As for the II - is really makes no difference on a per compartment basis, but you have to recognize the compartments change. For instance both the damage crew and bow torpedos use the same 10-person compartment settings. This is one reason you shouldn't treat DC differently as part of your tweaking. SO I think you should not be so hasty in thinking about the II - it is a problem for other reasons.

I have always thought that the II is under staffed - it simply needs more people to operate well as designed in game, unless you turn fatigue off. I have -always- added the 5th officer to the II crew for this reason. Engines and torps need to have fewer slots, but that has not been figured out yet... (I do realize that the game already uses more crew than was historically accurate for the II).

In a II, with heavy damage and LRT, there may be damaged compartments that you have nobody working on - much tougher task of setting priorities.
The big problem is the flood because you have short time to repair a lot of compartments with flood in the same time. I just tweaked my Zones.cfg a bit, then I have more damage but slight less flood, this way my Damage Repair team have more time to do the job. I think that this way the gameplay is even better. You could really survive sometimes.

Rubini.
Yes flooding has a way of changing your priorities

I am currently playing with flooding almost turned off - just so I can look at balancing pure damage control. My reasoning is that once DC is balanced and stressful, but managable - then its time to let the floodgates open
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Old 06-16-06, 10:21 AM   #153
Rubini
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Quote:
Yes flooding has a way of changing your priorities

I am currently playing with flooding almost turned off - just so I can look at balancing pure damage control. My reasoning is that once DC is balanced and stressful, but managable - then its time to let the floodgates open
Roger that!
Let we know your results!

Rubini.
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Old 06-17-06, 12:32 AM   #154
U-Bones
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One of the reasons I have been working with lower interval3 settings is because of the way the long times are displayed. What I have noticed on the larger end is that hh:mm is not time imposed on that template - it is time in hours followed by : followed by time in minutes, so 1:118 is actually 118 minutes or 1:58, 2:175 is 175 minutes or 2:45. I have been looking around seeing if I can find where this can be tweaked, but all I am finding is a single %s for the whole string. Unless this can be changed repair times will always be "optimistic number of hours: precise minutes".

I imagine that operating effiency was never set low enough to catch this bug, and that repairs were never seriously looked at.
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Old 06-17-06, 11:28 AM   #155
The Noob
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Could you please make a version for stock again?

I don't have GW nor NYGM, and i would really like a version for stock again...

PLEASE!
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Old 06-17-06, 03:36 PM   #156
Rubini
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Hi Mates,
NVdrifter,

More comments:

1. The new icons are the best, but they could appear less distant from each other for the same compartment (this is true even for the stock icons). Sometimes the 'skull' from a compartment is just side by side the 'pump' from the other compartment what is a little confuse. So some adjust here and it's done!

2. Again about the torpedos reload time: the external torpedos loading time is yet too much for both stern and bow. So a adjust here will be good (if possible obviously).

Keep up the good work!
Rubini.
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Old 06-18-06, 01:40 AM   #157
messenger42
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running NYGM ver2 with LRT 1.1, I'm not sure if anybody experience this problem, my crew quarter compartment is damaged and after I repaired it back to normal but it's still highlight with yellow caution as if it is still damaged. but the text message shows is back to normal.
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Old 06-18-06, 01:47 AM   #158
Rubini
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I said:
Quote:
2. Again about the torpedos reload time: the external torpedos loading time is yet too much for both stern and bow. So a adjust here will be good (if possible obviously).
But after a better 'look in' I think that the time is ok here. No changes needed.




U-Bones wrote:
Quote:
One of the reasons I have been working with lower interval3 settings is because of the way the long times are displayed. What I have noticed on the larger end is that hh:mm is not time imposed on that template - it is time in hours followed by : followed by time in minutes, so 1:118 is actually 118 minutes or 1:58, 2:175 is 175 minutes or 2:45. I have been looking around seeing if I can find where this can be tweaked, but all I am finding is a single %s for the whole string. Unless this can be changed repair times will always be "optimistic number of hours: precise minutes".

I imagine that operating effiency was never set low enough to catch this bug, and that repairs were never seriously looked at.
Thanks, this is a nice tip. Now I understand all that numbers. I also notice that above (on the damage screen) is write a "hh/mm". So perhaps is just a matter of put a "/" instead of a ":" in the times below that. Perhaps that could be easy and simple.

Rubini.
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Old 06-18-06, 01:51 AM   #159
nvdrifter
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Quote:
Originally Posted by The Noob
Could you please make a version for stock again?

I don't have GW nor NYGM, and i would really like a version for stock again...

PLEASE!
I will go ahead and try to make an LRT stock compatible version 1.1
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Old 06-18-06, 02:29 AM   #160
nvdrifter
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LRT 1.1 Unmodded SH3 compatible version now available here:

http://rapidshare.de/files/23378505/..._v1.1.zip.html

Last edited by nvdrifter; 06-18-06 at 02:39 AM.
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Old 06-18-06, 02:30 AM   #161
Myxale
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Quote:
Originally Posted by Rubini
I said:
Quote:
2. Again about the torpedos reload time: the external torpedos loading time is yet too much for both stern and bow. So a adjust here will be good (if possible obviously).
But after a better 'look in' I think that the time is ok here. No changes needed.




U-Bones wrote:
Quote:
One of the reasons I have been working with lower interval3 settings is because of the way the long times are displayed. What I have noticed on the larger end is that hh:mm is not time imposed on that template - it is time in hours followed by : followed by time in minutes, so 1:118 is actually 118 minutes or 1:58, 2:175 is 175 minutes or 2:45. I have been looking around seeing if I can find where this can be tweaked, but all I am finding is a single %s for the whole string. Unless this can be changed repair times will always be "optimistic number of hours: precise minutes".

I imagine that operating effiency was never set low enough to catch this bug, and that repairs were never seriously looked at.
Thanks, this is a nice tip. Now I understand all that numbers. I also notice that above (on the damage screen) is write a "hh/mm". So perhaps is just a matter of put a "/" instead of a ":" in the times below that. Perhaps that could be easy and simple.

Rubini.
I catched that too! But i thought the side-effect of the wonky time display was just this....a side-effect of the mod, since LR comes up with Repair times that the game was never meant to display! :hmm: But cool find Bones!

About the loading times of Torps...well they seem ok to me. I get times that are from 30min to 11min depends on the crew-and the crewqualy and the overall fitness. As for the external. In the career i did recently (bits posted above) i was loading my Boots external tropedos and it almost took one hour pro torpedo ( the average time!) Which i think is pretty realistic!
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Old 06-18-06, 02:35 AM   #162
Rubini
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Myxale wrote:
Quote:
About the loading times of Torps...well they seem ok to me. I get times that are from 30min to 11min depends on the crew-and the crewqualy and the overall fitness. As for the external. In the career i did recently (bits posted above) i was loading my Boots external tropedos and it almost took one hour pro torpedo ( the average time!) Which i think is pretty realistic!
Like I said, after a better look, I agree, it's very good and realistic now (far better than the stock game).

Rubini.
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Old 06-18-06, 06:23 AM   #163
Deep Six
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LRT Rocks !!! A lesson to be learned !!!

Ok, here's the scene it's my second patrol (Again after reloading SH3 so many times because of mods) anyways I clear Willihamsanwich.

And save the game as I now want to get my Ultra message from SHgen about Marine activity.....My initial patrol area is AM32.... Report comes back that the BS Rodney maybe in Loch Ewe along with a whole bloody task force !!! To good to be true, well no self respecting danger sniffing Kaleun would sniff at these targets.

Cut to the chase finish my patrol area with one kill of a coastal merchant...Head straight for Loch Ewe and my Knights cross with Diamonds and Oak leaves, just waiting to be awarded when I get back home. I Time my egress into the loch knowing that there are sub nets in front of me so that I "bump" them at 2knts midnight........OUCH !!!! LRT kicks in with a vengeance forward tubes compartment taking on slight flooding and damage to tube 2 & 4 with estimates of 3 hours to repair !!! All Back on the telegraph and its a surface and mad dash for 400m to get over and clear the nets..Phew... Back to peri depth repairs are taking much longer then expected, flooding under control. So I head southwest and and west of the suspected position of the Rodney...All Stop repairs are now going better but then fatigue starts to kick in with my crew!!!!! I'm switching crew like crazy to get the forward tubes fixed....At last its now 5.17 am in the morning and I'm set...Sonar has been singing all night about ships passing to and fro but well away from my position...Time for a peek up top.....And there she is the BS Rodney with one V & W destroyer for escort, and aways to my relative position....OMG its that bloody task force, with yet another Nelson 2 frigates 3 smaller destroyers and a gamut of merchant craft.

(Sweaty palms and head buzzing) I plan my attack...The Rodney is the easiest target as its 1096 m away AOB is 76 degree 4 fish decent spread to hit from bow to stern......Los...down peri.....Hard right turn 5 knts silent.......4 big bangs.
I plan a route that will take me deeper into Loch Ewe but almost behind the docks , Down that channel running south West come about and take another peek topside, she's still afloat and now my C02 gauge is starting to climb...Damn that damage previous now I'm in deep **** !!!..Tubes 1-4 reloaded , getting light outside, so I decide that I have no option but to take out the V&W first 2 fish easy kill. Still two fish left but the Rodney may take more, fire one 1&4 big spread one to hit under the main bridge and the other between the first and second gun mounts..

BOOM .......and she starts to slip...and there she goes over on her side.
Ok now I gotta get outta here and sonar is reading off contacts like its fireworks night...CO2 at 50% and I need so surface,,,yeah and commit suicide.. My route out of Loch Ewe is planned , I make a mad dash around the sunken V&W and then head straight up hugging the coast but All is lost that damn Task force is pinging me. I'm at peri with 9m below me.....A small hunter makes a dash at me and I try to evade but my conning tower takes a broadside....Gulp my damage screen is a mess no peri, no obs, and for good measure no sonar plus I'm leaking like a bucket. Full Ahead for a quick dash to deeper water.(If you can call the water deep in Loch Ewe)..anyways Flooding is out of control....All stop and sit on the bottom....Two destroyers make there runs at me I go to full ahead and try to at least lessen the blow....................To my Dear wife....Goodnight Sweetheart. Here endeth the patrol of U57.... Let it be known that LRT really can Ky bosh your best plans if it had not been for that slight "Bump" into the nets this might have worked out for me.......


Deep Six.....Ain't going into harbours no more!!!!!
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Last edited by Deep Six; 06-18-06 at 06:27 AM.
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Old 06-18-06, 08:39 AM   #164
nvdrifter
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Deep Six,

Great story. You almost made it out. Almost...
R.I.P.

Last edited by nvdrifter; 06-18-06 at 08:51 AM.
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Old 06-18-06, 09:02 AM   #165
nvdrifter
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I love reading people's intense patrol stories who are using the LRT mod. Let's hear some more stories!
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