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Old 01-05-07, 08:22 PM   #76
Samwolf
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Quote:
Originally Posted by nvdrifter
I agree that flooding recovery should be top priority over other repairs, but I don't think there is a way to do that in SH3. And as far as the 'Flooding Recovery Time'... I think it represents the time until all of the water will be pumped out of the flooded compartment. If the number is increasing, that means that the compartment water level is increasing. If the number is decreasing, that means that the compartment water level is decreasing.
Thanks, I figured it was a stock SH3 behavior or you would have fixed it. As for "Flooding Recovery" I got it down to 0 in a compartment and still had 35 minutes to pump it out, maybe it shows the time to left before flooding stops? eg. No more water coming in or you're pumping it out as fast as it's coming in. I've had it go to 0, move the repair crew to another compartment and had it climb again. SH3 was real weak on documentation on what things mean and how they work.
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Old 01-05-07, 09:05 PM   #77
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Quote:
Originally Posted by Samwolf
Quote:
Originally Posted by nvdrifter
I agree that flooding recovery should be top priority over other repairs, but I don't think there is a way to do that in SH3. And as far as the 'Flooding Recovery Time'... I think it represents the time until all of the water will be pumped out of the flooded compartment. If the number is increasing, that means that the compartment water level is increasing. If the number is decreasing, that means that the compartment water level is decreasing.
Thanks, I figured it was a stock SH3 behavior or you would have fixed it. As for "Flooding Recovery" I got it down to 0 in a compartment and still had 35 minutes to pump it out, maybe it shows the time to left before flooding stops? eg. No more water coming in or you're pumping it out as fast as it's coming in. I've had it go to 0, move the repair crew to another compartment and had it climb again. SH3 was real weak on documentation on what things mean and how they work.
Ok. That must be it, then. I really don't pay much attention to the flood recovery number at the bottom of the screen. I always use the small flood icons instead.
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Old 01-05-07, 10:45 PM   #78
nvdrifter
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And just for a laugh, everyone check out this thread from last year:

http://www.subsim.com/radioroom/show...light=interval :p

What a difference 6 months makes.
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Old 01-05-07, 11:19 PM   #79
AS
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@nvdrifter: Hi, I asked about download servers in the SH3 thread, but now I got your mod from the alternative link you have on this thread. I´ll try it out as soon as my next patrol starts and I´m really thankful for your mod. I´ve read so many U-Boat stories and long repairs where a crucial issue and adds more atmosphere and certainly new tactical decisions!!!

Great stuff, I´m away to try it, thanks in advance!!!

Cheers, AS (happy like a child right now)
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Old 01-06-07, 07:09 AM   #80
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Quote:
Originally Posted by Samwolf
Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by jaxa
Quote:
Originally Posted by robbierob2005
My story with this mod.

I ran into an convoy.
After some time of deptcharges I had some damage. 4 compartments were flooding.
I sank to about 200 meters and wanted to stop the floodding.
It took me hours before the DD lost me and went away. I still had flooding.
When the DD where far away I blow balast and with full engine power I surfaced.
My compartmente where still flooding while on surface.
When I put al my men to repaire one compartment the counters tel me it can't be done. My ship can't be saved from flooding so I had to hit escape to return to port.

I think this mod is to hard.

And what about the green bar from my repair crew?
I've noticed exactly the same and I've described it earlier in this thread. Pumps didn't work and my uboot was sank by flooding. Two damaged compartments were repairing by the good repair team, but flooding didn't stop.
Is this correct? I think during repairing flooding should stop, don't you think?
I'm a big fan of LRT, idea of this mod and I like hardcore gaming with this, but it should be lightly fixed in my opinion.
What do you think about it?
Hmmm. I haven't experienced this. In my games and playtesting of LRT, flooding always stops when the compartment is repaired. But it does take a long time to pump the water out of the compartments, even though the flooding has stopped. The weight of the flooded compartment can still drag the U-boat down past crush depth during the process of pumping out the water. Also, the flooding increases during repairs because the rate of flooding is faster than the pumps can pump the water out of the compartment.
Is there a way to make stopping the flooding a priority over other repaurs in the compartment? It seems logical that stopping the flooding would be job number one.

PS. What exactly does the "Flooding Recovery" time represent. It mostly seems to go up rather than down.
I'm agree. Stopping the flooding should be the most important thing to do.
I thought about it and malfunction option in SH3 Commander (I enabled it) - is it possible that this option makes pumps not working?
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Old 01-06-07, 08:25 AM   #81
Samwolf
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Quote:
Originally Posted by jaxa
Quote:
Originally Posted by Samwolf
Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by jaxa
Quote:
Originally Posted by robbierob2005
My story with this mod.

I ran into an convoy.
After some time of deptcharges I had some damage. 4 compartments were flooding.
I sank to about 200 meters and wanted to stop the floodding.
It took me hours before the DD lost me and went away. I still had flooding.
When the DD where far away I blow balast and with full engine power I surfaced.
My compartmente where still flooding while on surface.
When I put al my men to repaire one compartment the counters tel me it can't be done. My ship can't be saved from flooding so I had to hit escape to return to port.

I think this mod is to hard.

And what about the green bar from my repair crew?
I've noticed exactly the same and I've described it earlier in this thread. Pumps didn't work and my uboot was sank by flooding. Two damaged compartments were repairing by the good repair team, but flooding didn't stop.
Is this correct? I think during repairing flooding should stop, don't you think?
I'm a big fan of LRT, idea of this mod and I like hardcore gaming with this, but it should be lightly fixed in my opinion.
What do you think about it?
Hmmm. I haven't experienced this. In my games and playtesting of LRT, flooding always stops when the compartment is repaired. But it does take a long time to pump the water out of the compartments, even though the flooding has stopped. The weight of the flooded compartment can still drag the U-boat down past crush depth during the process of pumping out the water. Also, the flooding increases during repairs because the rate of flooding is faster than the pumps can pump the water out of the compartment.
Is there a way to make stopping the flooding a priority over other repaurs in the compartment? It seems logical that stopping the flooding would be job number one.

PS. What exactly does the "Flooding Recovery" time represent. It mostly seems to go up rather than down.
I'm agree. Stopping the flooding should be the most important thing to do.
I thought about it and malfunction option in SH3 Commander (I enabled it) - is it possible that this option makes pumps not working?
I don't think pump malfuction is included in SH3 Commander.

Here's a list of the possible random malfunctions I found in SH3 Commander:

Flak guns taking additional time to reload or being unable to reload at all..Simulates guns affected by long exposure to sea water, battle damage etc. Poor quality ammunition also causes jamming.

Randomly adjusts blur duration time to simulate periscope seal/lens integrity, also disables attack scope zoom, simulates periscope magnification breakdown

Schnorkel-Randomly adjusts raise/lower times of schnorkel to simulate wear & tear, breakdown or malfunction.

Randomly adjusts max range of sensors from 50% to 1500m. Indicative of new technology malfunctions, damage to fragile equipment etc.

Randomizes level off depth from crash dive in meters indicative of stuck valves or manifolds controlling incoming water also possible jammed dive planes.

Reduces top speed at Flank speed. Simulates mechanical problems or engine fatigue.

Surface range decreased between 40% & 80% indicative of fuel leak, malfunctioning fuel injection system or worn engine using excessive fuel.

Battery range decreased between 75% & 20% simulating worn out batteries, malfunctioning charging system, e motors drawing excessive power.

Reduction of e motor speed & rpm's

Randomly increased dive time

Frt/rear ratio edited- simulates trim control difficulties, boat slightly heavy at stern. Difficulty fine tuning depth at very slow speed.
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Old 01-06-07, 09:15 AM   #82
AS
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Okay, feel free to laugh, but here´s my rather stupid question: I still haven´t found out what exactly the pumps and "tumble dryer" (square box with a circle and a cross) symbols actually indicate I´m also not sure about how the repair team really works - I was confused when I watched the repair behaviour while having flooding in several compartments:

- some compartments automatically show pump symbols

- others do not, the pump symbol only occures when the repair crew is IN this very comp.

- although I had flooding in the control room, there was no pump symbol available (is there a limited number of pumps?)

- the (German) text message says "Wassereinbruch stoppen" ("stopping flooding") which would mean the timer shows the time you need to stop the flooding - this is not the case, since the timer (ALSO?) shows the time it will take to get the water out of the compartment, which is confusing.

- although the flooding was too heavy to hold the sub in a given depth, I was able to surface by blowing ballast, but I could stay on the surface without sinking (even at 0 knots - does this mean there´s less/ no flooding when surfaced?)

By the way: in the German version the messages "We´ve been detected sir" and "enemy is pinging us" (or whatever it says literally) is still there!

So here are my most urgent questions:

1. What EXACTLY do the pump/"tumble dyer" symbols indicate and what do the figures behind them indicate???

2. Is there a way to find out the difference between the time it takes to "stop flooding" and the time it takes to pump out the water? (or in easier terms: how do i know/estimate when the actual FLOODING will be stopped respectively IF it can be stopped at all?)

3. Is there a limited amount of available pumps?


Thanks in advance, and big thanks to nvdrifter for this great job!!!

Cheers, AS
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Old 01-06-07, 10:46 AM   #83
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Originally Posted by AS
Okay, feel free to laugh, but here´s my rather stupid question: I still haven´t found out what exactly the pumps and "tumble dryer" (square box with a circle and a cross) symbols actually indicate I´m also not sure about how the repair team really works - I was confused when I watched the repair behaviour while having flooding in several compartments:

- some compartments automatically show pump symbols

- others do not, the pump symbol only occures when the repair crew is IN this very comp.

- although I had flooding in the control room, there was no pump symbol available (is there a limited number of pumps?)

- the (German) text message says "Wassereinbruch stoppen" ("stopping flooding") which would mean the timer shows the time you need to stop the flooding - this is not the case, since the timer (ALSO?) shows the time it will take to get the water out of the compartment, which is confusing.

- although the flooding was too heavy to hold the sub in a given depth, I was able to surface by blowing ballast, but I could stay on the surface without sinking (even at 0 knots - does this mean there´s less/ no flooding when surfaced?)

By the way: in the German version the messages "We´ve been detected sir" and "enemy is pinging us" (or whatever it says literally) is still there!

So here are my most urgent questions:

1. What EXACTLY do the pump/"tumble dyer" symbols indicate and what do the figures behind them indicate???

2. Is there a way to find out the difference between the time it takes to "stop flooding" and the time it takes to pump out the water? (or in easier terms: how do i know/estimate when the actual FLOODING will be stopped respectively IF it can be stopped at all?)

3. Is there a limited amount of available pumps?


Thanks in advance, and big thanks to nvdrifter for this great job!!!

Cheers, AS
Yikes! So many questions!

1. The left pump icon represents time until flooding stops. The right flood icon (x) represents time until compartment fills up completely with water, meaning you are dead (that %#&! instant death screen).

2. The Time until flood recovery number at the bottom indicates how long until the water is actually completely pumped out of the compartment. With a full repair team and regular crew members maxed out in the compartment... all trying to repair... and if the left flood icon timer is much higher than the right flood icon timer (in the same compartment), you won't be able stop the flooding before the compartment fills up. Time to blow ballast and abandon ship!

3. I have no idea.

And regarding the surfacing with heavy flooding and being able to stay afloat... that really bothers me, too. I have been looking at ways to fix this, but no success yet.

I don't have too much time to post here because I am doing final testing on LRT v1.32!
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Old 01-06-07, 02:58 PM   #84
jaxa
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Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by AS
Okay, feel free to laugh, but here´s my rather stupid question: I still haven´t found out what exactly the pumps and "tumble dryer" (square box with a circle and a cross) symbols actually indicate I´m also not sure about how the repair team really works - I was confused when I watched the repair behaviour while having flooding in several compartments:

- some compartments automatically show pump symbols

- others do not, the pump symbol only occures when the repair crew is IN this very comp.

- although I had flooding in the control room, there was no pump symbol available (is there a limited number of pumps?)

- the (German) text message says "Wassereinbruch stoppen" ("stopping flooding") which would mean the timer shows the time you need to stop the flooding - this is not the case, since the timer (ALSO?) shows the time it will take to get the water out of the compartment, which is confusing.

- although the flooding was too heavy to hold the sub in a given depth, I was able to surface by blowing ballast, but I could stay on the surface without sinking (even at 0 knots - does this mean there´s less/ no flooding when surfaced?)

By the way: in the German version the messages "We´ve been detected sir" and "enemy is pinging us" (or whatever it says literally) is still there!

So here are my most urgent questions:

1. What EXACTLY do the pump/"tumble dyer" symbols indicate and what do the figures behind them indicate???

2. Is there a way to find out the difference between the time it takes to "stop flooding" and the time it takes to pump out the water? (or in easier terms: how do i know/estimate when the actual FLOODING will be stopped respectively IF it can be stopped at all?)

3. Is there a limited amount of available pumps?


Thanks in advance, and big thanks to nvdrifter for this great job!!!

Cheers, AS
Yikes! So many questions!

1. The left pump icon represents time until flooding stops. The right flood icon (x) represents time until compartment fills up completely with water, meaning you are dead (that %#&! instant death screen).

2. The Time until flood recovery number at the bottom indicates how long until the water is actually completely pumped out of the compartment. With a full repair team and regular crew members maxed out in the compartment... all trying to repair... and if the left flood icon timer is much higher than the right flood icon timer (in the same compartment), you won't be able stop the flooding before the compartment fills up. Time to blow ballast and abandon ship!

3. I have no idea.

And regarding the surfacing with heavy flooding and being able to stay afloat... that really bothers me, too. I have been looking at ways to fix this, but no success yet.

I don't have too much time to post here because I am doing final testing on LRT v1.32!
Final tests? Very good to hear it. Is it possible to release v1.32 this weekend?
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Old 01-06-07, 03:34 PM   #85
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Quote:
Originally Posted by nvdrifter
And regarding the surfacing with heavy flooding and being able to stay afloat... that really bothers me, too. I have been looking at ways to fix this, but no success yet.
I've only had two patrols using LRT in which I have had any really serious damage/flooding. In the first one, I managed to save the boat after about 36 hours of nail-biting effort, with my ship slowing drifting downward until I brought her up by blowing tanks, then slowly drifting downward again. During this battle, I noticed a definite reduction in flooding as I surfaced or (as I did most of the time) cruised at about 15-20m depth - I took this to be a very realistic implementation of the notion that reducing the pressure of the exterior water should reduce the speed of the flooding into the boat. (this was with an earlier version and GW1.0x)

One my second patrol, I was able to blow tanks and surface (and actually stay there without being attacked again), but the flooding never really slowed down noticeably and eventually (several hours later) proved to be unrecoverable. (this was with LRT 1.31 and GWX)

As to whether the flooding should completely stop while you're on the surface, I guess it should depend on where the hole/damage is - if it's above the surfaced water-line then it should stop, but if it's below that water-line it would presumably continue even when you are surfaced (though at a somewhat slower rate than at depth, I assume). I don't have any idea whether SH3 (or LRT) models the exact location of the damage or takes that into account when determining the flooding experience.

After these two experiences I can say I'm still not sure I understand the dynamics of the LRT system and what the optimum repair strategy is. For example, are you better off leaving the repair team in place in one compartment till it's completely fixed, or moving them from place to place to try to stem the worst of the flooding? IRL, I assume that you would send your guys to the various compartments to stop the biggest leaks first, then come back and get the smaller ones later. Does the game or LRT model any notion of partial repairs in one compartment slowing the rate of flooding in that compartment even if/after the team leaves that compartment, or is the flooding rate treated as a constant until it's fully stopped.

Put another way - assume a compartment would take 1 hour to completely flood if not repaired at all, and would be completely repaired (leaks stopped) if the team worked at it for 30 minutes. If the team works in that compartment for 15 minutes and then leaves, would the water still be coming into that compartment at the original rate or at a slower rate reflecting the time the team spent in there before they left?

One thing that's been bugging me from the beginning about the damage repair mechanism in SH3 is the fact that you can only have 1 repair team and can't send them to multiple locations - although this is somewhat countered by being able to put "regular" crew into the compartments to also work some on repairs, the oddities about this not working in the crew rest compartments and some of the compartments being smaller than others (especialy the sound room) still seem to make it hard to recover from damage to these compartments. I remember in something (perhaps an early version of NYGM) a while back something was done to reduce the number of men you could "normally" put in the engine rooms (you could actually put more in there, but if you used those extra slots they'd be wierdly highlighted like they didn't belong).

That has got me wondering whether perhaps it might be possible to increase the number of slots for crew in some or all the compartments (maybe all but the resting quarters), but make the extra slots these sort of 'phantom" slots that you wouldn't normally use - however, they would be available to be used in a crisis so you could put extra men into that compartment to aid in doing repairs when the "real" repair team is occupied elsewhere. Anybody tried this or think it might be able to work?
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Old 01-06-07, 09:16 PM   #86
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Quote:
Originally Posted by jaxa
Final tests? Very good to hear it. Is it possible to release v1.32 this weekend?
I'm not really sure. Someone is helping me with an important fix, but I don't know when they will be finished. :hmm:
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Old 01-07-07, 03:04 AM   #87
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Well, good news everyone. I found a way to make flooding weight affect the boot on the surface. Now heavy flooding weight will pull the boot back down below the surface. Also, the boot will now founder on the surface while cruising with medium to heavy flooding. Underwater affects and weights from flooding are not affected! I will try to include this feature in the next release of LRT.

Below is a pic from the testing I am doing. The boot has half of the bow torpedo room flooded. Surface speed is greatly reduced due to submerged drag. The boot will sink soon.



Last edited by nvdrifter; 01-07-07 at 03:28 AM.
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Old 01-07-07, 03:22 AM   #88
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I already experienced this effect with 1.31 and GWX - in the second patrol I mentioned in my post above, my boat was slowly dragged down off the surface from the stern (where the flooding was the worst) - pretty much like your picture above but just the other end going down. It was pretty amazing to watch - see screenshots below:

Settling slightly by the stern:



Preparing to abandon ship:




The final moments:




I am so loving this mod.
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Old 01-07-07, 03:38 AM   #89
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Quote:
Originally Posted by panthercules
I already experienced this effect with 1.31 and GWX - in the second patrol I mentioned in my post above, my boat was slowly dragged down off the surface from the stern (where the flooding was the worst) - pretty much like your picture above but just the other end going down. It was pretty amazing to watch - see screenshots below:

Settling slightly by the stern:



Preparing to abandon ship:




The final moments:




I am so loving this mod.
Interesting. I compared both the vanilla SH3 and GWX file that affects this, and they are both the at same settings. In my testing, the surface affects of heavy flooding are much more pronounced than vanilla and GWX. But, I am testing with LRT's longer flood times, so maybe this has an affect on it. I am talking about the boot sinking and founder on the surface over many hours. I'll include it in my next release and see what people think.

**Edit** It seems the file I was playing around with isn't what I thought it was. It does affect surface sinking, but it was something else that won't work. Oh well.

Last edited by nvdrifter; 01-07-07 at 05:01 AM.
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Old 01-07-07, 06:22 AM   #90
jaxa
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Quote:
Originally Posted by nvdrifter
Well, good news everyone. I found a way to make flooding weight affect the boot on the surface. Now heavy flooding weight will pull the boot back down below the surface. Also, the boot will now founder on the surface while cruising with medium to heavy flooding. Underwater affects and weights from flooding are not affected! I will try to include this feature in the next release of LRT.

Below is a pic from the testing I am doing. The boot has half of the bow torpedo room flooded. Surface speed is greatly reduced due to submerged drag. The boot will sink soon.


Good to hear it. Keep your good work, nvdrifter
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