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Old 06-07-06, 04:58 AM   #31
Der Teddy Bar
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I have been told that this issue is not fixable.
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Old 06-07-06, 05:14 AM   #32
nvdrifter
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Quote:
Originally Posted by Der Teddy Bar
I have been told that this issue is not fixable.
Who told you this? Programmers from Ubisoft?
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Old 06-07-06, 06:09 AM   #33
CB..
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if you have a lot of crew injured or dead---things take a heck of a lot longer to repair--last patrol it took half an hour to repair the port electric engine---mind you half the crew was dead-and the other half were thrown into fatigued status by low morale---

was fortunate i didn't get attacked again as i was un able to move--lol

starboard electric engine was fine--but the starboard prop was destroyed--
all in all it took over half an hour to repair both the port electric engine and the port prop---front and aft batterys were allso damaged--

so maybe there's a clue there---reducing the number of crew doing a "two for one" type approach to crew members--half-ing the number of crew on board (is this possible?) im sure i must be--
summat along those lines perhaps
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Old 06-07-06, 06:22 AM   #34
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Quote:
Originally Posted by CB..
if you have a lot of crew injured or dead---things take a heck of a lot longer to repair--last patrol it took half an hour to repair the port electric engine---mind you half the crew was dead-and the other half were thrown into fatigued status by low morale---

was fortunate i didn't get attacked again as i was un able to move--lol

starboard electric engine was fine--but the starboard prop was destroyed--
all in all it took over half an hour to repair both the port electric engine and the port prop---front and aft batterys were allso damaged--

so maybe there's a clue there---reducing the number of crew doing a "two for one" type approach to crew members--half-ing the number of crew on board (is this possible?) im sure i must be--
summat along those lines perhaps
Well, one thing I have done was halve all of the hitpoints of the u-boat equipment. This makes the equipment get destroyed much easier (although I would still rather have longer repair times instead). Also, I have increased the damage of the enclosed compartment number in the basic.cfg file. This makes equipment get damaged much easier, and sailors also get injured and die inside the sub much more often. Makes the game more challenging. But I would still rather have longer repair times. I think Ubisoft really blew this aspect of the game. Seems like gameplay always takes a back seat to graphics these days. Sigh.
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Old 06-07-06, 06:36 AM   #35
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it might be that the repair time is tied to the hit points of the item so reducing the HP might allso reduce the repair times--tho as we have noticed the repair times no matter what the hit points tends to be stunningly short---

the only circumstance i have found where repairs take anything like a noticable time is when large numbers of the crew are dead the other mostly shocked into fatigue--


so here's my proposal--

reduce the number of crew needed for the sub--

perhaps even remove the ordinary seaman requirement altogether--and only have the officers and petty officers--
and low ranking ones at that--

if you only have one officer and one crew member alive on your boat--you can bet you ass the repairs times will be longer--

and that seems to me to be the only clue we have---reduce the number and even perhaps rank of the crew--

basic.cfg

[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=7.1
Interval2_0=9.6
Interval3_0=19.7
NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=8.5
NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=6
Interval3_2=12.1
NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=16
NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=11
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7
NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=9.7
NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=7.3
NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=4.65
NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=6.1
NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=8.2
Interval3_10=14.3
NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=4.1
NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=1.1

[SUBMARINE0]
NrMinOff=2
NrMaxOff=4
NrMinPO=5
NrMaxPO=9
NrMinSeamen=10
NrMaxSeamen=14
NbVersion=2
Version0=0 ; IIA
Name0=IIA
Month0=7
Year0=1939
Version1=1 ; IID
Name1=IID
Month1=10
Year1=1939
DaysSpentInBase=28

etc etc
sort of thing---

NrMinOff=2
NrMaxOff=4
NrMinPO=5
NrMaxPO=9
NrMinSeamen=10
NrMaxSeamen=14


problem solved????:hmm:

pends what you want from the game really here--
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Old 06-07-06, 08:39 AM   #36
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Please post the Results here soon, i can't wait to see if it is really Possible.

I feel a great disturbance in the Force. It's coming Right from this Thread!
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Old 06-07-06, 09:54 AM   #37
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:hmm: may indeed be possible but will running with a smaller crew bring new problems in manning posts/loading torps etc

I know I have sailed before with less crew and have clicked on man the deck/flak guns on surfacing only to be told not enough crew as they busy running engines/loading ext torps and such and so my boat a sitting duck till removed some crew myself from bow area which just meant had to stay on surface a lot longer than I wanted - not good in later years

Still be interesting to see your results
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Old 06-07-06, 10:07 AM   #38
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This is what I said about repairs in this thread.
http://www.subsim.com/radioroom/showthread.php?t=91800

Quote:
Originally Posted by U-Bones
Just wondering...
Has anyone ever made crew default status "very very tired" ie - very slow and inefficient for repairing...
AND
no recovery, no tiring, no change
AND
lower the operational requirement of the compartments so they dont shut down unless slots are empty.

Seems like this approach may allow non instant repairs without requiring crew micromanagment - but that may be fatal given the crappy damage models. Just thinking out loud...

Sad how many of the non-graphical portions of this game are a giant leap backwards from SH1, damage control in particular.Just wondering...
...OK, I will be quiet now, but I think the idea has merit.
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Old 06-07-06, 10:15 AM   #39
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I agree. repair times are to fast and no doubt someone will come up with the right solution
Talented bunch on this forum - not including myself in that lol
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Old 06-07-06, 10:56 AM   #40
CB..
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Quote:
Originally Posted by bigboywooly
:hmm: may indeed be possible but will running with a smaller crew bring new problems in manning posts/loading torps etc

I know I have sailed before with less crew and have clicked on man the deck/flak guns on surfacing only to be told not enough crew as they busy running engines/loading ext torps and such and so my boat a sitting duck till removed some crew myself from bow area which just meant had to stay on surface a lot longer than I wanted - not good in later years

Still be interesting to see your results
yes that's probably one of the mian problems with finding an answer to this---it could be difficult to balance out the other factors influenced by this to make it worth while implementing--low crew numbers not enough to spare to man the guns- reload times of the torps etc etc etc --

what i think might be do-able is to alter the repair times for certain compartment rather thn doing the whole sub--

might be -- i don't know--

i did try an experiment on the repair crew "compartment"
which i think is compartment 5 (???)

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

i figured that if i reduced the number of crew allowed in that compartment to zero

NumberOfCrew5=0
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7


then it would be un-usable because it would allways be full not allowing you to place crew member in it to use the repair facility

strangely this didn't work--BUT what i found was that placing one officer (even a low ranking one without the repair qualification)
immediatley filled the green "health/efficiency" bar at the top to full

annoyingly this didn't work the other way round---

so setting it to


NumberOfCrew5=100
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

gave the same result---one crew member filled the green bar to full

BUT it did show some promise for some exploration of the settings at least to try to understand them a little better--

what are the intervals all about --i have NO IDEA--might be something there...
what ever is done will probably have a swings and round-a-bout back lash some where else--
unless we can find some thing specific to repair that hasn't allready been discovered--

i suppose one alternative would be to render the crew very sensitive to getting injured (but very resistant to getting killed out right)

i'm kinda experimenting with this myself

Hp=6
wounded=-0.01
Dead=-1.5

this would immediately take a proportion of the crew temporarily out of action--slowing down repairs enormously- and simulating the need for repairs at the same time--"not enough crew" left to man compartments etc
so even if your engines are fine--you still dead in the water untill your medic can put the crew back to gether--i like this allso beacuse it makes the choice of medic qualification a MUCH higher priority than normal--it becomes essentail to have at least three or even four medics available - to get the crew back on their feet --

NOW THEN,,,:rotfl:
before you all jump down my neck about the realism of this...
whats the main issue--?
crew get injured during an attack--and need time to be put back to gether before proper full speed repairs can be attempted--
just treat the injurys idea and medic qualification as part of the repair system--they are not injured they are trying to find that dang specail wrench or spare part--of canabilising parts from one compartment to fix another--takes time--or they are trying to assess the damage --when things get damaged --it often takes longer to figure out what's wrong than it does to actually repair it--you don't immediatley have a full and complete picture of what is damaged and exactly what needs to be done to repair it--so having a dynamic number of the crew registered as injured after a bad attack (it allways co-incides with boat damage- and you never know which crew member and how many are going to be injured in the attack)--does a fairly good job of slowing down the repairs and disabling the boat in other ways--and as long as you set them up so they don't die---this will dramatically lengthen the amount of time it takes to get the boat back into some sort of good shape---as well as adding some interesting elements to crew management- petty officer qualification choices-- repair AND medic will have to looked at with equal importance -- and frantic sorting out of the crew during the attack--get the crew into a rest room with a medic (hope all you medics aren't injured to start of with--hint hint that's a good un right there if you think about it-- )

blimey ..loads of fun--

ok you can all throw a fit now--
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Old 06-07-06, 11:04 AM   #41
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Repair the crew instead of the equipment. Interesting, very interesting. :hmm:
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Old 06-07-06, 11:14 AM   #42
bigboywooly
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Quote:
Originally Posted by CB..
yes that's probably one of the mian problems with finding an answer to this---it could be difficult to balance out the other factors influenced by this to make it worth while implementing--low crew numbers not enough to spare to man the guns- reload times of the torps etc etc etc --

what i think might be do-able is to alter the repair times for certain compartment rather thn doing the whole sub--

might be -- i don't know--

i did try an experiment on the repair crew "compartment"
which i think is compartment 5 (???)

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

i figured that if i reduced the number of crew allowed in that compartment to zero

NumberOfCrew5=0
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7


then it would be un-usable because it would allways be full not allowing you to place crew member in it to use the repair facility

strangely this didn't work--BUT what i found was that placing one officer (even a low ranking one without the repair qualification)
immediatley filled the green "health/efficiency" bar at the top to full

annoyingly this didn't work the other way round---

so setting it to


NumberOfCrew5=100
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

gave the same result---one crew member filled the green bar to full

BUT it did show some promise for some exploration of the settings at least to try to understand them a little better--

what are the intervals all about --i have NO IDEA--might be something there...
what ever is done will probably have a swings and round-a-bout back lash some where else--
unless we can find some thing specific to repair that hasn't allready been discovered--

i suppose one alternative would be to render the crew very sensitive to getting injured (but very resistant to getting killed out right)

i'm kinda experimenting with this myself

Hp=6
wounded=-0.01
Dead=-1.5

this would immediately take a proportion of the crew temporarily out of action--slowing down repairs enormously- and simulating the need for repairs at the same time--"not enough crew" left to man compartments etc
so even if your engines are fine--you still dead in the water untill your medic can put the crew back to gether--i like this allso beacuse it makes the choice of medic qualification a MUCH higher priority than normal--it becomes essentail to have at least three or even four medics available - to get the crew back on their feet --

NOW THEN,,,:rotfl:
before you all jump down my neck about the realism of this...
whats the main issue--?
crew get injured during an attack--and need time to be put back to gether before proper full speed repairs can be attempted--
just treat the injurys idea and medic qualification as part of the repair system--they are not injured they are trying to find that dang specail wrench or spare part--of canabilising parts from one compartment to fix another--takes time--or they are trying to assess the damage --when things get damaged --it often takes longer to figure out what's wrong than it does to actually repair it--you don't immediatley have a full and complete picture of what is damaged and exactly what needs to be done to repair it--so having a dynamic number of the crew registered as injured after a bad attack (it allways co-incides with boat damage- and you never know which crew member and how many are going to be injured in the attack)--does a fairly good job of slowing down the repairs and disabling the boat in other ways--and as long as you set them up so they don't die---this will dramatically lengthen the amount of time it takes to get the boat back into some sort of good shape---as well as adding some interesting elements to crew management- petty officer qualification choices-- repair AND medic will have to looked at with equal importance -- and frantic sorting out of the crew during the attack--get the crew into a rest room with a medic (hope all you medics aren't injured to start of with--hint hint that's a good un right there if you think about it-- )

blimey ..loads of fun--

ok you can all throw a fit now--
Interesting way round it
Might work in the absence of just a repair fix - trouble is with this game when one thing is altered as you have shown it doesnt always work the way we want and may indeed have other results we dont yet know
Boils down to testing and testing ( which is very time consuming )

Still a good idea tho as bound to have casualties after a major attack so might just be the way to go
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Old 06-07-06, 02:27 PM   #43
nvdrifter
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OMG. Everyone, I fixed it! I made really, really long repair times. Up to thousands of hours max. I am really tired now, but will post results tomorrow. Need sleep, but very excited.

Last edited by nvdrifter; 06-07-06 at 03:58 PM.
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Old 06-07-06, 02:34 PM   #44
CB..
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Quote:
Originally Posted by nvdrifter
OMG. Everyone, I fixed it! I made really, really long repair times. Up to thousands of hours (to be exact). I am really tired now, but will post results tomorrow. Need sleep, but very excited.
OH you big tease lol!!!! come on out with it---
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Old 06-07-06, 02:55 PM   #45
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Quote:
Originally Posted by nvdrifter
OMG. Everyone, I fixed it! I made really, really long repair times. Up to thousands of hours (to be exact). I am really tired now, but will post results tomorrow. Need sleep, but very excited.
Ohhhhh it must be Christmas?
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