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Old 01-09-07, 08:27 AM   #106
nvdrifter
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Quote:
Originally Posted by Uber Gruber
Any chance of having an LRT compatible with NYGM 2.3 ?

Thanks, Hans.
No, I'm sorry. LRT v1.1 and above are not and will not be compatible with any version of NYGM. Only GWX and vanilla SH3 are supported.
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Old 01-09-07, 09:09 AM   #107
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That's a shame...oh well....thanks anyway.

Cheers, Hans.
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Old 01-09-07, 10:23 AM   #108
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Nvdrifter, will LRT v1.32 has slightly modified flooding times?
I don't want be sank at surface by flooding again
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Old 01-09-07, 11:30 AM   #109
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Quote:
Originally Posted by jaxa
Nvdrifter, will LRT v1.32 has slightly modified flooding times?
I don't want be sank at surface by flooding again
You mean heavier flooding water or faster flooding speeds?
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Old 01-09-07, 11:30 AM   #110
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Quote:
Originally Posted by nvdrifter
Here is a sneak peak at some of the new features/ changes in the upcoming release of LRT v1.32 (full version):

-much deadlier aircraft and more frequent encounters
Can this be made user-selectable? I'm in early 1944 and I'm already being chased down by aircraft several times a day, and if I don't make it down fast enough I'm already taking some pretty serious damage - I don't really need for the aircraft to become more frequent or deadly at this point.


Quote:
Originally Posted by nvdrifter
-no more teleporting back to port and no unlimited fuel option
I'm OK with the unlimited fuel thing, but if you have any choice given the way you're achieving the longer repair times, please do not remove the "teleporting to port" option - I'm not real keen on the concept of removing player options "in the name of realism". Those of us who care about the realism will care enough not to use the option when it would be inappropriate, but not having it available in situations where it would have been realistic sort of defeats the purpose of removing it to increase realism. For example, on my last patrol, I got bombed pretty badly just a few hours after leaving port, and was limping back home to St. Nazaire (about 350km away or so). (This was the patrol on which those screenshots in my post above were taken, BTW) When it had become clear that I was not likely to make it back to port before the flooding would sink me, but while I was still on the surface and unengaged by any enemy forces, I spotted a pair of Vichy French merchant ships that eventually sailed within about 3km. I wanted to use the "teleport to base" function to simulate my crew having been rescued by these French merchants and returned to shore, after which I planned to transfer to a different flotilla and set time between patrols to several months via SH3 Commander to simulate an eventual return to active duty with a new sub, but for some reason that option was unavailable. I don't know if that was something GWX had done or was a stock game behavior based on the damage I had already sustained, but I would have preferred to have the "teleport" option available then even though I would never use it simply to avoid having to watch my fuel levels or skip the ride home under normal circumstances. And as a general matter, I prefer mods that allow users to be realistic without forcing them to be, if you know what I mean.

Quote:
Originally Posted by nvdrifter
-only the u-boat damage control team will be able to effectively make repairs. All other crew members in each compartment will be manning their stations, not doing two things at once.
I'm not seeing the benefit of this at all - as it is now (with 1.31), it is very difficult to recover from any situation with flooding in multiple compartments (as it should be to some extent, of course) - as I mentioned in a previous post, I think one of the shortcomings of the stock damage control model is the ability to have only a single repair crew that can be in only one place at a time (although with the stock game's virtually instant repairs, it didn't really matter much) - I don't see the point in making this aspect worse by eliminating the ability to moderate this somewhat by assigning extra crew to the affected compartments (in fact, one of my earlier posts was about seeking ways to be able to add extra crew to compartments beyond the normal complement required to man them under normal circumstances so as to augment their repair capabilities) - this seems to be going in the wrong direction and fixing a "problem" that doesn't seem to need a solution - can you maybe clarify what benefit going this way brings to the damage control solution you're creating?

Quote:
Originally Posted by nvdrifter
-no more u-boat collision damage while repairing on the sea floor at high time compression **possibly included... still unsure**.
This would be very cool, especially now that I'm getting bombed so often in my crossing of the Bay of Biscay where I might actually be in shallow enough water to lie on the bottom for repairs. I'm not a fan of shallow water, so other than those situations if I hit the bottom it usually won't be the collision damage that kills me
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Old 01-09-07, 11:46 AM   #111
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Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by jaxa
Nvdrifter, will LRT v1.32 has slightly modified flooding times?
I don't want be sank at surface by flooding again
You mean heavier flooding water or faster flooding speeds?
As I described earlier in this thread I don't know why my pumps didn't stop flooding at surface. Light damages were repaired, but flooding was critical for my uboot.
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Old 01-09-07, 12:25 PM   #112
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Quote:
Originally Posted by jaxa
Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by jaxa
Nvdrifter, will LRT v1.32 has slightly modified flooding times?
I don't want be sank at surface by flooding again
You mean heavier flooding water or faster flooding speeds?
As I described earlier in this thread I don't know why my pumps didn't stop flooding at surface. Light damages were repaired, but flooding was critical for my uboot.
Light damages were repaired, but how about your compartment damage? Of course (as you know), flooding will still continue at a certain percentage of compartment damage.
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Old 01-09-07, 01:11 PM   #113
jaxa
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Compartments damages weren't hard (yellow colour).
I think flooding should be stopped first, before repairing rest damages.
Flooding is more dangerous for submarines than other damages.
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Old 01-09-07, 01:34 PM   #114
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NVDRIFTER wrote: "-only the u-boat damage control team will be able to effectively make repairs. All other crew members in each compartment will be manning their stations, not doing two things at once."

Excuse me, but this is really the OPPOSITE to any realism! There were 45-52 people inside a small VIIc and only a handful was on duty while diving. Do you really mean if there was a leakage in the torpedo room and one in the engine room, they would have waited for the repair team to repair the one in front while the other men contemplate the engine room flooding?

You mean like: "Sorry, I CAN´t help, I´m off duty. I´ll tell the Union if you make me stop that flooding, besides I´m not in the repair team, so there!" :rotfl:???

Tell me I missed something in your post...

Cheers, AS
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Old 01-09-07, 01:56 PM   #115
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Quote:
Originally Posted by AS
NVDRIFTER wrote: "-only the u-boat damage control team will be able to effectively make repairs. All other crew members in each compartment will be manning their stations, not doing two things at once."

Excuse me, but this is really the OPPOSITE to any realism! There were 45-52 people inside a small VIIc and only a handful was on duty while diving. Do you really mean if there was a leakage in the torpedo room and one in the engine room, they would have waited for the repair team to repair the one in front while the other men contemplate the engine room flooding?

You mean like: "Sorry, I CAN´t help, I´m off duty. I´ll tell the Union if you make me stop that flooding, besides I´m not in the repair team, so there!" :rotfl:???

Tell me I missed something in your post...

Cheers, AS
It's called a lunch break. :p
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Old 01-09-07, 05:50 PM   #116
Georg_Unterberg
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nvdrifter,

I want to try your famous 1.31 Lite for GWX. Now I saw that you use a modified Basic.cfg.

GWX comes with two versions of Basic.cfg (one is for late war sensors only, which installs the FUMB-29 schnorchel mounted antenna).
I guess your version of LRT Basic.cfg is for normal use without that special sensor. Will you do a second LRT Basic.cfg for 1.31 (or maybe 1.32) which is GWX late war compatible?

thanks!
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Old 01-09-07, 09:41 PM   #117
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Quote:
Originally Posted by Georg_Unterberg
nvdrifter,

I want to try your famous 1.31 Lite for GWX. Now I saw that you use a modified Basic.cfg.

GWX comes with two versions of Basic.cfg (one is for late war sensors only, which installs the FUMB-29 schnorchel mounted antenna).
I guess your version of LRT Basic.cfg is for normal use without that special sensor. Will you do a second LRT Basic.cfg for 1.31 (or maybe 1.32) which is GWX late war compatible?

thanks!
Georg_Unterberg,

Sorry about that... it somehow slipped past me. Now avalable- GWX Late War sensor mod file for use with the LRT v1.31. Download it here:

http://files.filefront.com//;6503664;;/
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Old 01-09-07, 10:08 PM   #118
nvdrifter
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Quote:
Originally Posted by panthercules
Quote:
Originally Posted by nvdrifter
Here is a sneak peak at some of the new features/ changes in the upcoming release of LRT v1.32 (full version):

-much deadlier aircraft and more frequent encounters
Can this be made user-selectable? I'm in early 1944 and I'm already being chased down by aircraft several times a day, and if I don't make it down fast enough I'm already taking some pretty serious damage - I don't really need for the aircraft to become more frequent or deadly at this point.


Quote:
Originally Posted by nvdrifter
-no more teleporting back to port and no unlimited fuel option
I'm OK with the unlimited fuel thing, but if you have any choice given the way you're achieving the longer repair times, please do not remove the "teleporting to port" option - I'm not real keen on the concept of removing player options "in the name of realism". Those of us who care about the realism will care enough not to use the option when it would be inappropriate, but not having it available in situations where it would have been realistic sort of defeats the purpose of removing it to increase realism. For example, on my last patrol, I got bombed pretty badly just a few hours after leaving port, and was limping back home to St. Nazaire (about 350km away or so). (This was the patrol on which those screenshots in my post above were taken, BTW) When it had become clear that I was not likely to make it back to port before the flooding would sink me, but while I was still on the surface and unengaged by any enemy forces, I spotted a pair of Vichy French merchant ships that eventually sailed within about 3km. I wanted to use the "teleport to base" function to simulate my crew having been rescued by these French merchants and returned to shore, after which I planned to transfer to a different flotilla and set time between patrols to several months via SH3 Commander to simulate an eventual return to active duty with a new sub, but for some reason that option was unavailable. I don't know if that was something GWX had done or was a stock game behavior based on the damage I had already sustained, but I would have preferred to have the "teleport" option available then even though I would never use it simply to avoid having to watch my fuel levels or skip the ride home under normal circumstances. And as a general matter, I prefer mods that allow users to be realistic without forcing them to be, if you know what I mean.

Quote:
Originally Posted by nvdrifter
-only the u-boat damage control team will be able to effectively make repairs. All other crew members in each compartment will be manning their stations, not doing two things at once.
I'm not seeing the benefit of this at all - as it is now (with 1.31), it is very difficult to recover from any situation with flooding in multiple compartments (as it should be to some extent, of course) - as I mentioned in a previous post, I think one of the shortcomings of the stock damage control model is the ability to have only a single repair crew that can be in only one place at a time (although with the stock game's virtually instant repairs, it didn't really matter much) - I don't see the point in making this aspect worse by eliminating the ability to moderate this somewhat by assigning extra crew to the affected compartments (in fact, one of my earlier posts was about seeking ways to be able to add extra crew to compartments beyond the normal complement required to man them under normal circumstances so as to augment their repair capabilities) - this seems to be going in the wrong direction and fixing a "problem" that doesn't seem to need a solution - can you maybe clarify what benefit going this way brings to the damage control solution you're creating?

Quote:
Originally Posted by nvdrifter
-no more u-boat collision damage while repairing on the sea floor at high time compression **possibly included... still unsure**.
This would be very cool, especially now that I'm getting bombed so often in my crossing of the Bay of Biscay where I might actually be in shallow enough water to lie on the bottom for repairs. I'm not a fan of shallow water, so other than those situations if I hit the bottom it usually won't be the collision damage that kills me
Wow. We have mutiny against the captain! Time to abandon ship! :rotfl:

Panthercules,

I am happy to hear people's opinions and feedback about my future releases of LRT. Maybe most people here have enough self-restraint to not abuse the teleport feature? Anyways, after seeing some the reactions from people here regarding one new feature in LRT v1.32 (only repair crew can repair), I have decided to not include it into LRT v1.32. But I will still include the no teleporting/ limited fuel and deadlier and more frequent aircraft. I believe that aircraft are still too easy and uncommon (later in the war), and that is not realistic in my opinion. From your story of air attacks, should you even be cruising on the surface in 1944 and be able to survive multiple daily air attacks? In my humble opinon, this is not realistic at all. According to the book 'Iron Coffins', it was almost a certain death sentence for boots that didn't have snorkels in 1944-1945. For the boots in those late years that didn't have snorkels, they had to surface (just to recharge their batteries), and then dive again. But in those late years, if they surfaced anywhere remotely near Europe, they were discovered and killed or crippled by enemy aircraft perhaps 9 out of 10 times. So maybe the way you are playing is not realistic. I am trying to model the deadliness real captains had to face. So, if players cruise on the surface in 1944-1945 in LRT, there is a good chance they will die- which is realistic in my opinion. If you insist on leaving out an important feature of LRT v1.32, then just simply delete the airstrike.cfg and bombs.zon files before installing. Just remember, that I have done extensive testing and balancing regarding boot compartment damage, boot equipment damage, bomb damage, and compartment flood times. The game might become unbalanced if you decide to skip the deadlier aircraft. It was extensively tested and balanced together as one package.

I realize that I can't please everyone with my mods, so I won't even try. LRT is aimed at the more hard-core players. A lot of players have said that more realistic repair times is too hard. But so was being a u-boat captain.

Last edited by nvdrifter; 01-09-07 at 10:22 PM.
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Old 01-10-07, 02:35 AM   #119
panthercules
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Quote:
Originally Posted by nvdrifter
Wow. We have mutiny against the captain! Time to abandon ship! :rotfl:
LOL - not really a mutiny - just healthy debate (I'm sure that's what Mr. Christian said to Capt. Bligh, too )

Really - you may be right about the aircraft thing - it's hard to say for sure. I generally run surfaced during the day in clear weather, because I don't really trust the radar detector on my schnorkel and I do trust my lookouts to spot the planes before they get close enough to get me before I can dive safely - I'd rather take the chance of seeing them coming so I can dive to safety, than sit there cruising along at 12m depth deaf dumb and blind with my schnorkel hanging out waiting to be bombed by surprise.

That's why I'm getting chased down several times a day - I spend a lot of time diving, staying down 2-3 hours till I think the planes have probably given up, and then surfacing again to top up my air and batteries for the next time I get chased under. The weather's been unseasonably good in the Atlantic a lot lately - hence the time I've been spending on the surface recently.

Of course, at night and in overcast weather (when I can't expect my lookouts to be able to spot planes in time for me to dive safely), I generally run submerged at about 40m most of the time, coming up only occasionally to schnorkel depth to recharge batteries and air out the boat. Not exactly the dashing u-boat life I was used to during the Happy Times, but then again about what you'd expect if you're still alive in early 1944. Of course, occasionally we'll just have to surface and try to intercept any convoys or other targets we are lucky enough to encounter these days, even though it's almost certain that at some point during the chase we'll be spotted (or pick up radar detector warnings) and be chased under yet again.

I'll give the aircraft thing a shot, especially since I'd rather not take the chance of screwing something else up in LRT by trying to tweak it myself, but I really appreciate you letting us know how we might try to tweak it if we want to. I'm glad you've rethought the regular crew/repair crew issue - thanks for listening. As to the "teleport" function, obviously this is your work (and it's great stuff) so you get to do it the way you want and I'm not complaining - just lobbying for more player choice rather than less in any case where it isn't really necessary to reduce the choices to make the repair thing work.

Looking forward to the next evolution of this great work - keep it up
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Old 01-10-07, 03:29 AM   #120
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Quote:
Originally Posted by panthercules
Quote:
Originally Posted by nvdrifter
Wow. We have mutiny against the captain! Time to abandon ship! :rotfl:
LOL - not really a mutiny - just healthy debate (I'm sure that's what Mr. Christian said to Capt. Bligh, too )

Really - you may be right about the aircraft thing - it's hard to say for sure. I generally run surfaced during the day in clear weather, because I don't really trust the radar detector on my schnorkel and I do trust my lookouts to spot the planes before they get close enough to get me before I can dive safely - I'd rather take the chance of seeing them coming so I can dive to safety, than sit there cruising along at 12m depth deaf dumb and blind with my schnorkel hanging out waiting to be bombed by surprise.

That's why I'm getting chased down several times a day - I spend a lot of time diving, staying down 2-3 hours till I think the planes have probably given up, and then surfacing again to top up my air and batteries for the next time I get chased under. The weather's been unseasonably good in the Atlantic a lot lately - hence the time I've been spending on the surface recently.

Of course, at night and in overcast weather (when I can't expect my lookouts to be able to spot planes in time for me to dive safely), I generally run submerged at about 40m most of the time, coming up only occasionally to schnorkel depth to recharge batteries and air out the boat. Not exactly the dashing u-boat life I was used to during the Happy Times, but then again about what you'd expect if you're still alive in early 1944. Of course, occasionally we'll just have to surface and try to intercept any convoys or other targets we are lucky enough to encounter these days, even though it's almost certain that at some point during the chase we'll be spotted (or pick up radar detector warnings) and be chased under yet again.

I'll give the aircraft thing a shot, especially since I'd rather not take the chance of screwing something else up in LRT by trying to tweak it myself, but I really appreciate you letting us know how we might try to tweak it if we want to. I'm glad you've rethought the regular crew/repair crew issue - thanks for listening. As to the "teleport" function, obviously this is your work (and it's great stuff) so you get to do it the way you want and I'm not complaining - just lobbying for more player choice rather than less in any case where it isn't really necessary to reduce the choices to make the repair thing work.

Looking forward to the next evolution of this great work - keep it up
I wasn't trying to criticize your gameplay style. And I surely don't care if players only use certain parts of LRT, and not others. No problem at all. And as far as not wanting the no-teleport feature in LRT v1.32, all you will have to do is delete the GameplaySettings.cfg file before installing.

And another cool feature I finally got working properly (after a LOT of playtesting and tweaking) is a shaking screen inside the boot when being depth charged. Works really well and adds a lot of immersion. I will also include that into LRT v1.32.
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