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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Navy Seal
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Haven't the times been modded by NYGM? Or a Hollywood mod? I'm sure I've seen this discussed before?
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#17 | |
Stowaway
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![]() Last edited by nvdrifter; 06-04-06 at 02:26 AM. |
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#18 |
Grey Wolf
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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.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#19 | |
Stowaway
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#20 |
Blade Master
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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.
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#21 | |
Grey Wolf
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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.
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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. |
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#22 |
Stowaway
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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. |
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#23 |
Navy Seal
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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. |
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#24 |
Grey Wolf
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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.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#25 |
Navy Seal
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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! |
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#26 |
Grey Wolf
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I will do as soon as I get back from Coventry
![]() ![]() 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.
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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. |
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#27 |
Stowaway
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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.
![]() 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. |
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#28 | |
Blade Master
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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. |
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#29 |
Navy Seal
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Well that's a dog then.
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#30 |
Stowaway
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There has to be a way to modify the repair times. I will keep trying different things and I won't give up.
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