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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Blade Master
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I have been told that this issue is not fixable.
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#32 | |
Stowaway
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#33 |
Ace of the Deep
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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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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#34 | |
Stowaway
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#35 |
Ace of the Deep
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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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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#36 |
The Old Man
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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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#37 |
Rear Admiral
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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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#38 | |
Grey Wolf
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This is what I said about repairs in this thread.
http://www.subsim.com/radioroom/showthread.php?t=91800 Quote:
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#39 |
Rear Admiral
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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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#40 | |
Ace of the Deep
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![]() ![]() ![]() 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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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#41 |
Stowaway
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Repair the crew instead of the equipment. Interesting, very interesting. :hmm:
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#42 | |
Rear Admiral
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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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#43 |
Stowaway
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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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#44 | |
Ace of the Deep
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#45 | |
Blade Master
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