SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-03-06, 10:54 PM   #16
JScones
Navy Seal
 
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
Default

Haven't the times been modded by NYGM? Or a Hollywood mod? I'm sure I've seen this discussed before?
JScones is offline   Reply With Quote
Old 06-03-06, 10:57 PM   #17
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by JScones
Haven't the times been modded by NYGM? Or a Hollywood mod? I'm sure I've seen this discussed before?
The flood times and sinking times for ships have been modded. But not the repair times for damaged U-boat equipment. I want my Das Boot moments from Aces of the Deep implemented into SH3.

Last edited by nvdrifter; 06-04-06 at 02:26 AM.
  Reply With Quote
Old 06-04-06, 01:33 AM   #18
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

The only way I can see anyone getting repairs to last hours is by turning every HP up on all things in game and then turning up the weapon damage.

I can imagine that repairs will hapen by re-adding hp back to damaged unit but this may actually be worked out by percentage.

Now lets say a engine was tweaked to be 600 hp and a DC was tweaked to be 400 hp damage.

I am suspecting that a possible 400hp loss will take some time to fix especially if you have disabled the repair crew and are only using the men in the compartments.


Now it is possible to do that for every object in game but you will have to say goodbye to any collision damage as sub will be uber to things like ship collision unless someone knows how to make that more deadly.

So just to see if this could work, you can try the following

1. Set sub main hit points to 2000

2. Set all compartments to 1000

3. Set individual equipment to 600 for everything

4. Set DC explosive power to = 350

Check to see if repairs do then take longer.

If the repairs are still the same, it looks as though repairs are done by percentage rather than hit point restoring.

I can imagine it can be done but eveything will need to be redone to balance. Not an easy task.
__________________
My Mods

Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
gouldjg is offline   Reply With Quote
Old 06-04-06, 02:24 AM   #19
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by gouldjg
The only way I can see anyone getting repairs to last hours is by turning every HP up on all things in game and then turning up the weapon damage.

I can imagine that repairs will hapen by re-adding hp back to damaged unit but this may actually be worked out by percentage.

Now lets say a engine was tweaked to be 600 hp and a DC was tweaked to be 400 hp damage.

I am suspecting that a possible 400hp loss will take some time to fix especially if you have disabled the repair crew and are only using the men in the compartments.


Now it is possible to do that for every object in game but you will have to say goodbye to any collision damage as sub will be uber to things like ship collision unless someone knows how to make that more deadly.

So just to see if this could work, you can try the following

1. Set sub main hit points to 2000

2. Set all compartments to 1000

3. Set individual equipment to 600 for everything

4. Set DC explosive power to = 350

Check to see if repairs do then take longer.

If the repairs are still the same, it looks as though repairs are done by percentage rather than hit point restoring.

I can imagine it can be done but eveything will need to be redone to balance. Not an easy task.
Thanks for the idea. Will try it and post my results.
  Reply With Quote
Old 06-04-06, 03:09 AM   #20
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

To make the idea work you would need to adjust all the u-boat armour and then all ships guns would need the HP & AP adjusted accordingly.
Der Teddy Bar is offline   Reply With Quote
Old 06-04-06, 04:24 AM   #21
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Der Teddy Bar
To make the idea work you would need to adjust all the u-boat armour and then all ships guns would need the HP & AP adjusted accordingly.
Yep but it is possible in the future despite it being a monster job to do.

However it is all dependant on whether the repair is done by individual HP climb back up at certain speeds or whether it is just a percentage calculation set by amount of men etc which would make the change unnecessary.

No doubt it is a massive job and the one side effect is the collision model which up to now, I do not think anyone has sussed properly.

At one point, I considered lowering everything just so collision killed subs but have since abandoned the idea, as I could not really understand the collision calculations and noticed the lower HP made repairs too quick or system destoyed too easy.

Its one of those (I need devotion jobs and 3 weeks to spare). A liitle bit down on my priority que at the moment. I also think it may be unessessary due to the DD attacking so often with DC i.e. 3 min gaps between DC drops. Then you have to consider the crew HP also.

I think I will just wait and try NYGM, if this gives me the buzz then I am happy with it and can concentrate on other stuff.


__________________
My Mods

Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630

Last edited by Gizzmoe; 06-04-06 at 04:39 AM. Reason: Text color fixed.
gouldjg is offline   Reply With Quote
Old 06-04-06, 04:50 AM   #22
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Well, I increased the hp of U-boat equipment and compartments in the zones.cfg file and the HP of type 7 u-boat for testing purposes. Also increased damage of shells and depth charges. Upon multiple testings, there was NO difference in repair times. I am beginning to think the repair times are hard coded or something. I even changed around some numbers with the crew effeciency, but no dice. I just don't understand why I can't increase the repair times no matter what I tweak. If only we could get the source code, we could change it ourselves. Anyone here know how to hex edit?

Last edited by nvdrifter; 06-04-06 at 04:53 AM.
  Reply With Quote
Old 06-05-06, 06:30 AM   #23
JScones
Navy Seal
 
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
Default

Hey gouldjg, just a thought, do you know that the "TimeRecovery**" entries in Basic.cfg refer to? Is there any chance that they could be a multiplier or "minute" value for controlling repair times???

It's just that each piece of "damagable" equipment has such an entry.
JScones is offline   Reply With Quote
Old 06-05-06, 07:44 AM   #24
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

I have tried it but not in a sytsematic way to note differences. I used to think it had to do with priority but am wondering the same as you.

I will try and look at it deeper in the next couple of weeks.
__________________
My Mods

Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
gouldjg is offline   Reply With Quote
Old 06-05-06, 07:49 AM   #25
JScones
Navy Seal
 
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
Default

If it is related, it looks like it could be something like the max repair time in minutes, the actual time being somewhere between 0.01 and the TimeRecovery value based on some other factor (HP or something perhaps?).

Just a very wild guess anyway. Perhaps change the values to 120 or something and see what happens!
JScones is offline   Reply With Quote
Old 06-05-06, 08:21 AM   #26
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

I will do as soon as I get back from Coventry , I am exam stressed . Sounds very interesting though and surely it relates to something.

Edit, Actually used to think it was to do with days in port. Just tried a 100 on each and no effect noted upto now.
__________________
My Mods

Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630

Last edited by gouldjg; 06-05-06 at 09:29 AM.
gouldjg is offline   Reply With Quote
Old 06-07-06, 02:12 AM   #27
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

C'mon people. Lets get a group of modders to focus on and fix this short repair time problem. If we could fix this, it would make gameplay sooo much better. I have run out of ideas on trying to fix it. Let's not give up on this!

Is it possible the repair times are hard-coded into the SH3.exe file? Upon further testing, I have noticed that changing between the realistic and non-realistic repair times does actually make a small difference in repair times... very small. So I figure that there is a line somewhere that changes the repair times, but the big question is which file and what line? I have also played around with the recovery time numbers. Tried very low and very high numbers multiple times. No effect to repair times.

Last edited by nvdrifter; 06-07-06 at 02:27 AM.
  Reply With Quote
Old 06-07-06, 02:59 AM   #28
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by JScones
If it is related, it looks like it could be something like the max repair time in minutes, the actual time being somewhere between 0.01 and the TimeRecovery value based on some other factor (HP or something perhaps?).

Just a very wild guess anyway. Perhaps change the values to 120 or something and see what happens!
TimeRecovery is the value that the game uses when you are in base for destroyed items.

If for example Bow torpedo tube is destroyed then it would add 2 additional days on top of NbDaysInBase=

I have tested making this number into 100 and such likes and it does have no effect either way on repair times when at sea.
Der Teddy Bar is offline   Reply With Quote
Old 06-07-06, 04:05 AM   #29
JScones
Navy Seal
 
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
Default

Well that's a dog then.
JScones is offline   Reply With Quote
Old 06-07-06, 04:49 AM   #30
nvdrifter
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

There has to be a way to modify the repair times. I will keep trying different things and I won't give up.
  Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:05 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.